Man I still remember the day YeLo was released for Xbox...
Goodbye Kornman and good luck in the future - I'm sure it will be bright, with many flashing colours and lighting effects and kick ass renders. But seriously good luck and thanks for all you've done for the community.
Do you remember this, Kornman?
Kornman is going out with a bang, a big bang. We're all sad to see him go, but we should be very happy for what he's leaving us. *Can't wait to learn c++* I'll save the good bys for his actual good by thread.
And as for the real-time sky and lighting, that's basicly crysis. Halo can never be crysis. However, there might be a few tricks to do it, like interpolating between pre-calculated lightmaps, animating the lightmap bitmaps, stretching it in certain ways (to, say, enlongate shadows for a falling sun) while tinting it to make it darker, etc.
Just for your information:
I've upgraded the project files to now be used for Visual Studio 2008. 08 has been my main IDE for eight months now and with VS2010 coming out soon, I didn't see the purpose of keeping with 2005.
Update 2 will use the some of the Boost libraries. Currently I'm compiling with the 1.36 release but by the time of Update 2's exposure, version 1.40 will have been released (they're targeting Aug 1st). So if you're planning on doing any development with Halo 1 Yelo, you'll want to get that boost release.
Currently Open Sauce is composed of 8 visual studio projects (not all of them are of course included in the release). The Halo 1 projects (3) consume about 26k lines of code in 136 source files.
Another update for you guys.
As of today Yelo only supports the latest versions of HaloCE (client) and HaloCE-Dedi. There is no longer any support for HaloCE (client) v1.0. I wasn't even keeping the v1.0 side up to date when I was working on the first release, and didn't really see a point in updating the code to make it compatible in this one either.
I've moved almost all (there are one or two instances in which this isn't the case) of the address related definitions (ie, FUNC_PTR, ENGINE_PTR, etc) to a single code file. With this, if someone wanted to target a different version they could just write a generator to auto-code (or...just due it by hand) the addresses. Thats if someone REALLY cared for supporting a different build of CE. Doing this was another reason for only supporting one target Client and Dedi.
The statistics code will no longer be in Update 2. This is because I don't want to support two systems. The other one being Synapse which will be the defacto system in statistics (and doesn't even use the same stat code anyway).
I've started growing closer to the point where I feel good about doing a small (limited) beta. Things that need testing are the upgraded engine limits (not only the tag memory, but the cache size and script memory). Plus the support for multiple data files (ie bitmaps). My goal is to start the testing somewhere around the beginning of August. I would prefer to have a small beta test of the tools with a single map team, then beta test Yelo with a larger set of people (at least a set which can fill an entire server). So if you think your team has what it takes to test the tools, PM me with your team's information (members, current project(s), etc) and I'll consider you for the beta when the time comes
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