Page 6 of 33 FirstFirst ... 4 5 6 7 8 16 ... LastLast
Results 51 to 60 of 322

Thread: HAC 2 Release

  1. #51
    Senior Member sanni's Avatar
    Join Date
    May 2010
    Location
    SPARTAN
    Posts
    117

    Re: HAC 2 Release

    Here is another bug report. Well it's not really a bug. But if you create a new Halo map and you name it lets say test_beta.map. Then after you uploaded it to your server and played a little you notice you still have some bugs in your map so you fix them and upload the map again under the same name.
    Well in this case the stored hash won't get updated and you will get the unable to connect to server message. So you have to rehash all your maps.

    Would a simple "created/last time edited"-check take much time on the startup of Halo? That way you would recognize new maps since the last start of Halo even if they have the same name and maybe even size.
    Last edited by sanni; January 3rd, 2013 at 09:10 AM.
    Reply With Quote

  2. #52
    Senior Member Btcc22's Avatar
    Join Date
    Sep 2012
    Posts
    567

    Re: HAC 2 Release

    Yeah, I've thought about this and might add it in. For now, you can use hac_flush_cache to clear it out or number your map files as you're developing.
    Reply With Quote

  3. #53
    Senior Member sanni's Avatar
    Join Date
    May 2010
    Location
    SPARTAN
    Posts
    117

    Re: HAC 2 Release

    I just noticed I can finally play the tlmp maps with default FOV since hac overwrites the FOV changes made by the map creators <3

    HAC is so great, finally you can have custom map sessions without the 1h preparation to collect maps for mappacks and distribute them.

    Just a question, how would one get a newly created map into the HAC cloud?
    Last edited by sanni; January 3rd, 2013 at 09:30 AM.
    Reply With Quote

  4. #54
    Senior Member Btcc22's Avatar
    Join Date
    Sep 2012
    Posts
    567

    Re: HAC 2 Release

    Quote Originally Posted by sanni View Post
    Just a question, how would one get a newly created map into the HAC cloud?
    I'm working on the system required to allow users to add maps in but the easiest way at the moment it to drop me a note or attempt to download it through HAC as all failed requests are logged and dealt with.
    Reply With Quote

  5. #55
    chilango Con's Avatar
    Join Date
    Aug 2006
    Location
    Victoria, BC, Canada
    Posts
    8,397

    Re: HAC 2 Release

    Feature request: please fix text lag once and for all so we can minimize Halo in peace.
    Reply With Quote

  6. #56
    Slightly Insane JackalStomper's Avatar
    Join Date
    Oct 2009
    Posts
    988

    Re: HAC 2 Release

    Quote Originally Posted by Con View Post
    Feature request: please fix text lag once and for all so we can minimize Halo in peace.
    .
    Reply With Quote

  7. #57
    Senior Member Btcc22's Avatar
    Join Date
    Sep 2012
    Posts
    567

    Re: HAC 2 Release

    I might know of a simple albeit hackish solution to that. I'll let you know if it works.
    Reply With Quote

  8. #58
    Senior Member sanni's Avatar
    Join Date
    May 2010
    Location
    SPARTAN
    Posts
    117

    Re: HAC 2 Release

    I'd like the following additions when the time is right:

    - flycam, sightjacker and devmode (check with sapp if scrim_mode is 0 and if user is admin level 3 or more otherwise deny it, allow it in LAN modus all the time)

    - add a customrepos.txt file where people can add/configure their own personal map mirrors and let hac search them first. E.g. lets say I have a dropbox or ftp with maps on it for personal use, then I could just add the url to it into that txt file and profit.

    Example:

    I would put "http://dl.dropbox.com/u/20912715/Halo/hac.txt" into that customrepos.txt file in the hac savegame folder.
    Hac would then check what maps are available from that mirror(they are listed in the hac.txt like: neophobia_beta.map:neophobia_beta.7z) and then hac could download from like: "http://dl.dropbox.com/u/20912715/Halo/neophobia_beta.7z"

    Or I could just put "neophobia_beta.map:http://dl.dropbox.com/u/20912715/Halo/neophobia_beta.7z" directly in the customrepos.txt.
    Reply With Quote

  9. #59

    Re: HAC 2 Release

    This is probably completely unrelated to the scope of HAC 2 and may not even be possible, but is there a chance of fixing the sound glitches in Halo when playing at anything higher than 30 fps?

    What I mean is, when you're playing at extremely high framerates the sound effects tend to get cut off, or slightly distorted. Enabling 30 fps cap fixes this problem, but I can't bear actually playing at that framerate. Vsync is better, but then you have input lag.
    Reply With Quote

  10. #60
    Senior Member Btcc22's Avatar
    Join Date
    Sep 2012
    Posts
    567

    Re: HAC 2 Release

    Quote Originally Posted by Pooky View Post
    This is probably completely unrelated to the scope of HAC 2 and may not even be possible, but is there a chance of fixing the sound glitches in Halo when playing at anything higher than 30 fps?
    I've never heard of this problem before. The only sound glitches I've experienced have been with custom weapons.

    Quote Originally Posted by sanni View Post
    I'd like the following additions when the time is right:

    - flycam, sightjacker and devmode (check with sapp if scrim_mode is 0 and if user is admin level 3 or more otherwise deny it, allow it in LAN modus all the time)
    Dev mode is already there; just type devmode 1. You can use the debug camera functionality for a flycam so I don't have any plans to add that. That doesn't help HPC players but I couldn't justify spending time on it given the low population. I like the idea of disabling them if scrim mode is enabled though, so I'll have words with Sehe about making that information available.

    I'll be adding a SightJacker at some point when I get the time. It's straightforward to implement for CE but I'd rather have it work with HPC too and that's going to require more time than I have at this point. I've had mixed reports about STL 2's compatibility with HAC but since nobody's given me any useful information for resolving the problem, there's not much I can do.

    As for the custom map repos, I don't have any plans for adding them. A couple of people have requested them but I couldn't justify spending time on it, especially since the upcoming map site would render them obsolete.
    Last edited by Btcc22; January 22nd, 2013 at 12:48 AM.
    Reply With Quote

Thread Information

Users Browsing this Thread

There are currently 2 users browsing this thread. (0 members and 2 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •