Re: CMT, Tagspace, tagslots, script space, and version numbers.
Quote:
Originally Posted by
Masterz1337
If the offer is still on the table, what we need in the update to OS is an increase of tag slots, tag space, script lines, map file size, the vehicle and biped limit in the tools made unlimited to our mod's demand. Our request is that shader_environments be usable on non-bsp models, as it was Bungie's original intention.
Kornman never even mention doing those, or additional changes at all. You should be grateful that he has offered to increase the amount of tag memory and tag instances allowed in the engine. I have already increased the vehicle and biped limits for you, do you really need more? And the last request you made, that is not a simple edit by any means. I find it funny how you were so hell bent not to use OS, but now that you are, you are demanding that Kornman add even more features than he offered to do.
Re: CMT, Tagspace, tagslots, script space, and version numbers.
Quote:
Originally Posted by
teh lag
Enough.
We've agreed to use OS.
I see no reason for further debate until Korn responds to Masterz' latest post.
We will get nowhere by continuing an argument that has no point anymore now that Masterz has agreed to use OS.
Korn can use his section mod powers to reopen this when he has a response; until then I can only see this go downhill.
Re: CMT, Tagspace, tagslots, script space, and version numbers.
(This post is not meant to be read with any tone of attitude)
Quote:
Originally Posted by
Masterz1337
Who the fuck put you in the position to make decisions about my team? The only reason you are the admin here is because there's no one to fill your shoes.
Hey, I never went up to a single person and told them to do anything. I never made a decision. I interjected and greatly persuaded the decision, but I never called the shots. I was acting solely on my own with the support of the community and your own team member(s). What I did do is push against every barrier placed in the way to make it clear why you should be using OpenSauce.
Part of the reason I am an admin here is because there is no one to fill my shoes. You're correct. I achieved this position, though. There's been times I've thought of stepping down, especially over the past year. Up until a month ago or so, I had very little activity because I was extremely busy with everything else. What really prevented me from stepping down were...
1. I still feel like one day I'm finally going to get around to redoing the site.
2. It's hard to let go of something I've been a part of from the beginning - something I essentially built.
3. (most important) Who else would take my position? I might not do much, but when there is a problem, I can handle it. Who else is familiar with the structure of the site and its subdomains and other domains? How everything is setup? How everything works?
Quote:
Originally Posted by
Masterz1337
Talking about competent leaders, it takes a piss poor one to spend 3 years working on a single UI. Seeing as I have all your tags for it, maybe I'll make my own decision about how it should finally be finished.
^ Competent leader example above ^
I can see the point you're trying to make: making the decisions for me. I've gone through several people and I've cut back from the original idea of having a fully detailed scene, and I've even considered different scenes. The UI has made progress, but I've been silent about it. In addition, there's some major changes that have been slated for this summer. It will make everything you have seen thus far extremely outdated.
Quote:
Originally Posted by
ShadowSpartan
Kornman never even mention doing those, or additional changes at all. You should be grateful that he has offered to increase the amount of tag memory and tag instances allowed in the engine. I have already increased the vehicle and biped limits for you, do you really need more? And the last request you made, that is not a simple edit by any means. I find it funny how you were so hell bent not to use OS, but now that you are, you are demanding that Kornman add even more features than he offered to do.
Yeah, I do agree with you, but I do think that if he can allow those, he should at least give them (or the major ones) a try. With what they requested, it seems that they might now be able to add back what was cut out (such as cutscenes), or add more to make use of their new space. It would also further extend CE, a benefit for everyone who might ever have a use for it.
I know this thread was locked, and I feel that I shouldn't have posted, but I really did need to make it clear. The argument is over. If you want to respond, I'm not trying to lock you out - I just want to get it in before I forget and Kornman starts talk on OpenSauce.
Re: CMT, Tagspace, tagslots, script space, and version numbers.
Since your team came to the conclusion to use it, I'll make it one of my top priorities so you'll have time to test it with your maps.Currently I'm looking at a 50% increase in both max possible tag instances and tag memory. For cache size, I'm looking at an increase for all scenario types to 512MB. For scripts I'm not so sure about changing, I haven't done research in what I'll be affecting in that area yet, so no promises.As for vehicle and biped limits, this is something I'm really not savvy with. I'm not increasing the memory for game state objects so you could very well crash the game because it can't allocate a new projectile. Its not something you can easily test for unless you have actual stress tests for each encounter in a scenario. Then you have to worry about the player breaking the norms (ie, getting a bunch of vehicles together then going into a big fight with a group of marines etc). So I won't be increasing those limits. Shader environment tags are meant for environment objects, I'm not breaking that, so that won't be done either.However I am also researching into allowing multiple bitmaps\sound.map resources. Key word "researching", not promising to release or finish. Basically, it would allow the user to specify in a config file which ones to use at startup. I may be also able to make it use different bitmaps\sounds based on what maps you play, but only in campaign, as it would put too much processing time during MP loads. There may be another trick up the sleave you may enjoy.
Quote:
Originally Posted by
Masterz1337
So after a long discussion that covered every aspect of this decision, we've decided that we'll use OS. Assuming Kornman can do as he promises, the ultimate deciding factor for this came out that OS will make the mod easier to work on. With an exception of one request, we will not be adding in any more content or ideas from this point on. If the offer is still on the table, what we need in the update to OS is an increase of tag slots, tag space, script lines, map file size, the vehicle and biped limit in the tools made unlimited to our mod's demand. Our request is that shader_environments be usable on non-bsp models, as it was Bungie's original intention.
EDIT: I'm using a proxy which isnt formating the post right (ie missing paragraph tags). Sorry.