I'd love for an OS-based launch of Halo CE on Steam.
Kind of like how SKSE for Skyrim does it.
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I'd love for an OS-based launch of Halo CE on Steam.
Kind of like how SKSE for Skyrim does it.
What does SKSE even do? I have heard it referenced online before, but never explained.
Skyrim is already officially on Steam, so what does SKSE have to do with anything?
SKSE is an extra download for Skyrim. I don't know if it has special menus or something that would cause compatibility issues with the steam overlay, though.
I'm pretty sure SKSE is a script loader for Skyrim, that's how I get playable performance on my laptop (using the script on the Skyrim Steam news page)
On topic now: Halo CE locks up while loading a campaign map with a controller plugged in while using OS.
I'll try this tomorrow to see if it's true. What controller are you using, btw?
A Logitech Rumble Gamepad F510.
Haven't tried tinkering with its XInput/DirectInput switch, but I prefer XInput on stock Halo since you can move in all directions and at different speeds (only in singleplayer though)
Also, only the original and modded campaign maps lock up (a10, a30 etc.), the rest work, but have some sort of loading issue when starting the map (looping sound, but it eventually fixes itself)
You've turned off OS to make sure it is indeed what is causing these lock ups?
Doesn't work. Strange, it used to.
Never mind, I won't be playing Legendary with a controller anyway :)
Version 3.0.1 released! View the ChangeLog for specific fixes and changes.
Did I just see "bloom toggle"? Pure sex.
edit: says I need directx 9.0b, which I already have a higher version of, only when I run OS. :(
Says that when I run Halo CE with xfire. Have you made sure that xfire is disabled in-game?
Reinstall HaloCE, update haloce, install OS
Oh, well you're probably better off without OS running. Just use Sky's the Limit to fix your FoV and play scrims with that. The motion blur and bloom that comes with OS makes it harder to see things in a few cases, so it's probably no worth jeopardizing a round because you couldn't see someone on your motion tracker.
Nah, I just don't use xfire in game. I don't get any errors, was just trying to help Ryx trouble-shoot his error.
Attachment 2629
Thought I'd take a trip down memory lane with SuperSunny's map paradise, such a pretty place! OS is great, I don't mind the performance hit :)
Does OS break through the previous limitations on lightmap size in Halo CE?
What were the previous limits?
Neither Silicon nor I know the exact limit, but at higher resolutions it would just refuse to compile. Precipice's lightmap size is 16,337 kB, and Silicon said his method involved lower it from a size that gave the "Lightmap size too large" error in Tool to a size that wouldn't produce that error. I'm guessing that means that the size limit he is referring to isn't much higher than that. He uses 2048x2048 in all the major areas and 512x512 in less important places on that map.
I took a quick look at the disassembled code of tool and sapien and didn't see any error associated with lightmap size. I did see an error saying "tag data '%s' too large" so it's possible that your bitmap data was too large for the bitmap tag, which can be increased (but i have no idea if it'll affect anything).
So perhaps it was just lightmaps pushing the map and/or tags over the size limit.
Awesome.
If we increased the maximum size for bitmap data, it would mean those bitmap tags which are over the stock limit would be incompatible with the stock HEK. Currently, only scenarios made/saved with the OS HEK, and shader_models which have a shader extension element, are the only stock tag groups which won't open in the stock HEK.
What happened to the old motion blur? You know, the one which capped FPS to 30 but had blur on everything and not just BSPs?
Since version changer doesn't work with this, how would one get to play on 1.00 servers? I recall Kornman saying there's a undocumented feature that lets you do so. I tried the game engine console commands but I guess that's totally wrong direction.
Edit: Never mind, found the command. It's "game_change_version_id true 1.00"
Yeah, it's 'documented' now, along with a few other script functions that I hadn't gotten to around first release.
Is there a way to switch a player's team using OS? change_team exists in normal Halo, but it has to be run by the client.
Also
Can't compile this in OS Sapien. I get this error:Code:(global boolean is_os_enabled (>= ai_debug_path_maximum_radius 3.0) )
(global boolean is_host false)
(script startup testing
(if is_os_enabled
(begin
(set is_host (machine_is_host))
(if is_host
(begin
(if
(and
(= (game_engine_data_get_integer "type") 2)
(= (game_engine_data_get_integer "is_teams") 0)
)
(begin
(sv_say "Gametype is right.")
)
(begin
(sv_say "Wrong gametype or team settings.")
)
)
)
)
)
)
)
http://dl.dropbox.com/u/1455347/os_error.png
I think it's because it's returning void instead of a long.
Upgrade to the latest version of OS
Also,
Code:(global boolean is_host (machine_is_host))
I didn't want to use that function without first checking if OS is enabled. I intend to have this work in both .map and .yelo forms.
Edit: When was this fixed? I thought I had the newest version from when CMT released a50. Just installed it again and it's working fine now.
Edit edit: Also back to the first question, there a way to change a players team via OS?
I suggest you re-read the docs about the new script interfaces and compatibility. In order to use the new script interfaces, you *have* to build the map with memory upgrades enabled (ie, .yelo).
There was a typo in CheApe.map's source code, it was fixed in 3.0.2. The OS version number should flash in game at the bottom left part of the screen when there's a new version.
None of the new scripting interfaces support forcing a player's team, so no.
Isn't this used to check if the player is using OS?
That way I could build 2 different versions of the map and the one with OS can run OS specific code?Code:(global boolean is_os_enabled (>= ai_debug_path_maximum_radius 3.0))
Any scripts which use any OS-specific script interfaces will require the use-memory-upgrades setting. We expose the version of OS thru that unused global. However, there's no way to use scenarios/maps with OS-based scripts in the stock game. Doesn't matter if they're never called.
About your changing teams thing, have the clients do it themselves.
*shrug*Code:(if (volume_test_object my_trig_vol (unit (list_get (players) (player_local_get)))) (change_team <short>))
Just have the clients allowed to check the criteria, and do it via player_local_get (OS command)
HUD scaling seems to be working only in games created by me. If I join a internet server the scaling most likely doesn't work. Anyone else getting this?
HUD scaling is really glitchy for me as well. Sometimes it just randomly switches back and forth between scaled and not-scaled really quickly for no apparent reason.
Works fine for me. Check for GPU driver updates.
I get update notifiactions as they are released, and nope.
Not really OS related but maybe I can ask it here since there is no other place in my known universe where I could expect an answer anyway xd:
There is one thing I noticed over and over in Halo CE multiplayer.
You throw a plasma nade and it gets stuck to the head of an enemy. It stays there for 1-3 seconds (so quite long) and then it resyncs to the place where it would have been if it didn't hit the enemy at all in the first place.
This happens even if both players have 33ms ping.
Now my question is, is there a variable in the haloceded.exe that tells the server to do a "complete resync of all player and nade positions" every 1-2 seconds and if yes why couldn't one not hex edit this variable to lets say 10ms?
To me as a total nub this actually seems logical.
I would need to see a video of this happening from the view of a player hosting a game, and the view of a client in the game, as I can't ever recall seeing this as described, nor have I heard of anyone else remarking at this behavior.
It's very easy to replicate and happens to me all the time as well, it happens when the nade "sticks" on your side but then the server updates the positions of everything and places the nade somewhere else.
Just join a multiplayer game and start throwing plasma nades at a bunch of moving players.
I always just tacked it up to the good old Halo netcode.
What about from the view of the player hosting a game? I want to make sure this is actually the server's doing in tandum with a client's faulty prediction.
Clients try to predict player positions, which are updated every 30 game ticks IIRC, but obviously they can't predict player actions. However, I don't recall how often items or projectiles are updated (as they don't use the same update system as players or vehicles)
I only ever notice it on dedicated servers myself, because who plays on client-hosted servers? I'm trying to think back to when I hosted client-games and I don't recall ever seeing this happen there.
Is there any way to make player positions update faster than every 30 ticks korn? I'd be happy to change it if you know the addresses I need to modify. Would it cause any issues?
Wouldn't increasing the refresh rate, you know, cause more lag due to more data being sent and received?
Yeah, I actually found the values you need to change and it only seems to increase the jitteryness of the game. If you're updating player/vehicle positions faster, then every small motion you make is accounted for. This causes vehicles/players to skip around alot more than usual.
http://code.google.com/p/open-sauce/...Deltas.cpp#102
It's what delagginator modified
It changed them to those same values. And delagginator only worked with the version of Halo that was out at the time; it didn't become obsolete, it became outdated.
Oh okay, well what are the default values?
Ah okay, neat.
Is there a way to modify these values using hex or something on a current 1.09 server? Would it actually improve much? I never got to use Delagginator properly since I was too much of a n00b back then to host dedicated servers.
I'm actually using the halocelagtweak.exe which adds the delaginator in the haloceded.exe.
It works pretty well, but it had some issues a while ago with red x and disconnecting players.
I'm currently testing if this is still the case.
If you want I can upload that exe, if I can find it in my old backups that is...
both of those are acient tools back for 1.07 lol if anything...
Delagginator doesn't work anymore and hasn't for a long time, I'm pretty sure lagfix doesn't either. They're the same as all other apps, since the version changes they don't work to to a "shift" in code locations.
Basically they try and change code at the wrong location, which 9 times out of 10 causes a crash or other undesirable effect.
Does this only work if I am the host of a game or does it also work for dedicated servers, like gameservers.com.Quote:
// Always force the game to think it's running on a LAN
*EncodingClass() = Enums::_message_delta_encoding_class_lan;
if(!g_enabled)
{
Networking::network_update_globals* settings = Networking::UpdateSettings();
settings->remote_player.action_baseline_update_rate = 30;
settings->remote_player.position_update_rate = 15;
settings->remote_player.position_baseline_update_rate = 15;
EnableMessageDeltaSteroids();
g_enabled = true;
}
Also what would happen if I changed all the update rates to a lower value like 5?
It only works for the machine that is running that code.
Those numbers are in game ticks IIRC. Changing them to 5 would make them update every 5 game ticks.
Today, we here at the (virtual) offices of Kornner Studios are happy to announce that version 3.1 of OpenSauce is coming soon! How soon? Why, none other than next month: January!
Unlike previous releases of the v3.0.x brand, this release introduces a lot of new features and improvements instead of -just- addressing bugs/issues. Hence why that '0' after the period ranked up to a '1'.
For OS 3.1 both FireScythe and I have some really juicy goodies in store for you. But we're not the only ones contributing to this next release of OS. ChokingVictim is a special guest this time around with some more gameplay enhancing features for you map makers to play with! He has contibuted work to OS before (e.g., he helped us implement the unit-infections system) but has become more active on the project for the past few months. We're hoping to keep him with us for the foreseeable future.
However, it being near the holidays and all he didn't really have the time to get all his :words: and video written up and made before this annoucement was posted. So we're going to follow up later on with details directly from him on what you can expect in 3.1 and (hopefully) beyond. For today, you'll have to make do with what FireScythe and I. Deal with it.
Speaking of FireScythe, let's start with him first. He took the time to write up this longpost about this small feature he made, so why not. Wait, did I say small?
FS, if the community had a voice, I think it would be saying "music to our collective-ears". But it doesn't. It's a voiceless being. Well, until you make something that doesn't play well with Xfire. Then it grows a mouth and starts jibber jabbering and raising a bunch of stink.Quote:
Originally Posted by FireScythe
But guess what?
OS 3.1 no longer fights with Xfire. In fact, they're seeing other people now. OS now infiltrates the game code via pretending to be dinput8.dll, instead of d3d9.dll. That means all you Xfire lovers who have never heard of the superior software known as Steam will be able to play Halo, use OS, and chat via Xfire's ingame overlay all at the same time. Of course, the Steam lovers have been able to do this for some time now. Neener-neener.
On top of various other fixes, we've also got some more user-oriented features coming in OS 3.1:
Of course, average joe users aren't our only target demographic. Map makers are in for some treats too:
I want to make two special notes here that are aimed at map makers:
* Since ChokingVictim has become a lot more active and has presented quite a number of potential new features that we'll be adding later on, we're giving him his own tag to use to implement these new features: project_yellow_globals_cv. Why this matters to you is because we will be moving the unit-infection definitions *to* this tag -from- the project_yellow_globals tag. We're not aware of any maps that have been released that make use of the unit-infections system yet, so in order to Keep It Clean, we're just going to add this system's tag fields to his new tag group. If there have been any final maps that have been released which use the unit-infections system, speak now or forever hold your peace (and not have working unit-infections in 3.1)
* The team index offset for MP teams for the GBuffer has been changed. MP teams now start at 10, not 9 (game_teams come first, tho technically the last few are 'unused' by Halo proper). This is a breaking fix, but I'm not aware of any major MP map releases that used this specific part of postprocessing.
Developers have things to look forward to as well (well, there's no looking forward as most of this is already in the code already):
That's all we're wanting to talk about today. Again, stay tuned for future updates involving what ChokingVictim has been working on. There may be even more features that make it into 3.1 from now until release, but we don't want to comment on them until we know their fate for sure.
Epic work guys. Each new release is always impressive.
I'm so glad you guys are still trying to keep HCE alive for those who still love it. Maybe one day (even though the engine is still really old) we can bring a lot of people back with these advances you guys have done for us.
Hell, with all the features going into the new release, it's almost like OS v4.0 for us simple people.
Does the map download system need master servers because you can't lookup maps easily on halomaps.org and/or Dennis doesn't want the site to be used that way (without ad revenue)?
It's a Dennis said no deal I believe.
Plus the halomaps.org servers are slow as hell.
Pretty much, from a technical standpoint I wouldn't think that halomaps' structure is able to serve data fast enough for map downloads since it copies data between servers and such before the user can download it. Saying that there's no reason why Dennis couldn't set up a master server on halomaps, but it's not fair to put extra burdon on him to do so when hes already done so much to provide halomaps to the community. If he wants to run one in future then great, but he doesn't have to and we shouldn't have such a reliance on halomaps for this kind of system.
The main issue with the idea of map downloads is the cost of hosting them. If you have a single monolithic database of every map that everyone downloads from, the cost of that would make it unfeasible to run (Which i'm sure Dennis's wallet would agree with!). But with the master server setup in OS, when a substancial number of smaller hosts are serving a subset of maps the cost is distributed and should be more viable.
Don't forget, maps can be hosted on the cloud as long as you can grab them via HTTP
A feature you might want to add to the client is pushing new maps you've downloaded to your own master server.
Out of interest, would looking into whether it's possible to create new master server lists be something anyone would be interested in looking into?
reason I ask is Gamespy are axing old games master servers left and right after being bought out by another company.
It's to bad it's HTTP protocol exclusive.
I could almost be tempted to open up a torrent seedbox just to help serve these. And we all know that there are cheap 100, 250, and 500 Mbps seedboxes out there if you know where to look.
Using torrents would very likely introduce their own set of problems that'd end up making things less reliable (and slower), not that I'm speaking on FireScythe's behalf.
THANK YOU. This makes me very happy.Quote:
* We've added a script function for playing .bik videos (need to be in the same location as the game's existing .bik videos)
also, came up with some ideas for script functions for some focusing effects, for example
http://xboxmedia.ign.com/xbox/image/...8012407982.jpg
cascade shadows would of course be the shadows that vehicles\bipeds give off, but applied for scenery objects aswell with a larger distance of rendering.Code:
cutscene_focus_objects <object_list> <integer> <integer> <boolean>
Focuses or unfocuses object of set integer amount in a certain period of time. False sets unfocused. Zero is completely unfocused.
cutscene_set_focal_amount_environment <integer> <integer> <boolean>
Integer controls how much the environment is in focus with the camera within a set period of time. Zero is completely unfocused.
camera_set_focal_amount_environment <cutscene camera point> <integer> <integer> <boolean>
Integer controls how much the environment is in focus with the desired cutscene camera point within a set period of time. Zero is completely unfocused.
cutscene_set_focal_horizon_radius <flag> <radius> <integer> <boolean>
Sets a radius around desired flag. Outside of this radius is where integer controls how clear the horizon is. Zero is completely unfocused.
cutscene_reset_focal_distance <boolean>
Resets all previous focal values to 1(default).
physics_volume_set_gravity_scale <trigger volume> <gravity>
Sets desired gravity amount for desired trigger volume.
pp_enable_cascade_shadows <boolean>
Enables or disables cascade shadowing.
Thank you:)
sorry if some ideas are a little rough, but im sure you get it.
As I recall, DoF wasn't added to the engine until H2.
And trying to do physics volumes isn't something I want to try rushing for 3.1. If we ever did them, it would be in a later release as gravity is applied to many different things, which we would then have to hook and then test to see if that point is in a physics trigger volume. And the trigger volume block only has 2 bytes of unused space that could potentially be made use of.
Here's a quick video showing the map downloads in action.
http://www.youtube.com/watch?v=R-nVbexrN5M
Looking good, nice work. :iamafag:
Kornman00 are you a wizard? :iamafag:
http://i.imgur.com/ZJ9Fh.gif
Really though... thanks for your (group) efforts even after all this time.
Such a thing is much too fleeting. Good work twice so.
Again... Thank you.
Thats really cool. Does the dedicated server have to be running OS or something else, or no?
Yeah, the MP server has to be an OpenSauce dedi to download from it. Which is a shame since then you can't have the functionality of SAPP/Gandanur/etc. Although since the download protocol uses HTTP it is possible to have a separate HTTP server running along side a non-OS dedi which redirects to a personal master server, which is a more advanced setup.
Assuming the ideas/features we have for post-3.1 come to fruition, we'd be able to integrate features seen in the server apps more fluidly and have better client side support.
Just used the in-game map download today personally. Very Impressive work.
If you were to integrate all the useful features from SAPP and Gandanur, like all the text based commands which recognize admins based on hash/IP's, plus remote console applications and support for custom events and game types like zombies... You could definitely become the goto app for all server administrators. It would also be the best way to get most of the experienced server hosts on-board with the map downloading system.
You'd probably want to support Halo Rank as well.
We wouldn't want to use the hackish text based commands with the ideas we have for post-3.1. And one of the planned systems would make something like Halo Rank readily usable and customizable on the client side.
Text based commands just make stuff a lot more usable, unless you can make it so you "log in" to RCON once, and from that point on you can execute commands without having to prefix everything with "rcon password".
I would love an open source server app where everyone can commit ideas and code instead of how it's now that we have 3 different server apps and everyone does their own thing.
Extended videos are linked at the end, so be sure to watch the whole thing (hey, it's less than two minutes!)
Announcement post for v3.1
Wow km, amazing stuff! I don't even know this game anymore.
Out of interest, I noticed in the list of updates there's the option to turn off or skip the version update prompt.
Is it possible or feasible to have open sauce do a update check of its own?
Reason I ask is it could be useful to have opensauce look for and download any updates which might fix any version compatibility issues that may arise.
I'm just going off on a limb here but was wondering if it was an idea you had considered at all?
We have no intentions of mucking with Halo's UI system
The trolling potential with boardable bipeds....
Can't wait to get my hands on these features! :3 I can foresee board-able hunters being a thing soon... (we can put boarding junk on all units right?)
E: if we can board all units, Assassinations are totally a thing. It's a shame I don't like them.
Capture the babes in Halo?
Gears of war style meatshield? Crysis style enemy grabbing/ throwing (stretch, probably impossible)?
Map downloading is the greatest addition to this game ever.
fo shiz yo