Re: OpenSauce Halo CE SDK Update #2 (RC)
This is awesome Korn. Now I'll need to find out how to switch the lightmap references to bsps that are loaded in memory.
Edit: For some reason when pressing tab in console or typing in a command and pressing enter, Halo exceptions. This has never happened before.... I'm testing to be sure 100% these are those changes but I think it's the PP not playing well with non-pp versions...
E: yeah korn your fix makes Halo Crash when pressing tab in console or pressing enter. I'll double check with scythe first tho
Ok my problem was that I was calling the same two functions in Halo twice.
Re: OpenSauce Halo CE SDK Update #2 (RC)
Thanks so much for looking into the Lightmaps thing, Dwood. I wish ya luck. Any progress? Either E-Mail or PM me or...you can announce it here too.
Re: OpenSauce Halo CE SDK Update #2 (RC)
I don't know if anyone's said this yet, but I found an issue with one of your block maxcount increases Korn. When trying to compile more than 256 animations, tool simply ignores anything over the 256 limit. In retrospect, this makes the block increase useless. I had the same problem when fiddling with the tools.
Re: OpenSauce Halo CE SDK Update #2 (RC)
importing animations or building a cache with said animation?
Re: OpenSauce Halo CE SDK Update #2 (RC)
This is a long thread and it has been asked before, but I don't want to read all the pages. And you have said before Kon that it wont be added.
But, have you allowed bump maps to be applied to objects apart from level geometry? I am hoping you have but doubt it.
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by
Kornman00
importing animations or building a cache with said animation?
importing animations.
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by
Hunter
This is a long thread and it has been asked before, but I don't want to read all the pages. And you have said before Kon that it wont be added.
But, have you allowed bump maps to be applied to objects apart from level geometry? I am hoping you have but doubt it.
I can tell you it wont happen without the source of halo.
Re: OpenSauce Halo CE SDK Update #2 (RC)
Hey Dwood. Do ya have anything in game with the lightmap switching command yet? I know we may not be able to compile scripts with the functions, but if we can get it working successfully, I can film it working and maybe convince Korn to fix Sapien.
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by
Rambo
Hey Dwood. Do ya have anything in game with the lightmap switching command yet?
I'm tempted to do a quick memory change just to prove to you it's not as simple as you are thinking it is.
Quote:
Originally Posted by
Rambo
I know we may not be able to compile scripts with the functions, but if we can get it working successfully, I can film it working and maybe convince Korn to fix Sapien.
What is wrong with Sapien?
Re: OpenSauce Halo CE SDK Update #2 (RC)
How can you be so oblivious? people have stated why in posts prior to this, but I'll state it again.
Whenever compiling script functions in Sapien (not globals), it crashes if you use Open Sauced functions, even if the XML code is properly coded and compiled into a tag_groups.map file! Kornman is now becoming more and more aware of the causal source of the troubles; however, he needs a testing platform for his updated builds of the closed-source Open Sauce Sapien if we are to proceed with a poroper update to the HEK side of OS.
I am offering him right now a chance to use me as a betatester for this, as I will be using the script functions in conjunction with Dwood's work on Lightmap switching, as a testing grounds for fixing this nasty bug.
Kornman00, if you're up for it, either PM me or reply here if you wish to use me as a betatester for OS upgrades to the internal HEK parts. I'm here to help and I script often enough to want to try new things with the HEK. I want to help provide a PC for you to test builds on so you don't have to complain anymore about not having a suitable environment to test on. I have Halo CE and the HEK installed.