Re: Open Sauce Update #2 (RC)
EDIT: Np ARKa. If you have any questions, please compile them into a list and I will try to address them here or in the documentation which I'm continuing to working on :)
______
Just want to acknowledge the fact that I know the documentation is lacking in RC1. Like I said, this RC is targeted towards developers who will actually be getting involved with the source code. I didn't want to hold back the release just to work on documentation.
To briefly explain how Yelo's safety checks work so that nothing non-Haloce loads it, you'll need to reference Main.cpp
Code:
if ( strstr(name,PLATFORM_VALUE("haloce","haloceded")) == NULL )
{
#if PLATFORM_IS_USER && defined(DX_WRAPPER)
sprintf_s(warning,
"An application (%s) tried to run Yelo (Open Sauce) which is a plugin that is only compatible with Halo (CE) v1.08. \n"
"The plugin's interface to DirectX 9 will continue to run, but note that this is a kludge."
"\n\n"
"If you don't wish to see this message anymore, then remove this file to uninstall the plugin: \n"
"%s\\d3d9.dll",
name, dir);
#elif PLATFORM_IS_DEDI
sprintf_s(warning,
"An application (%s) tried to run Yelo (Open Sauce) which is a plugin that is only compatible with Halo Dedi (CE) v1.08. \n"
"Plugin will not be loaded, this is just warning.",
name);
#endif
If "haloce" (or "haloceded" for Dedi builds) do not appear in the application's (which loaded the module) name, then this will cause the above error to spawn. Take note that it will explicitly tell you the name of the exe in question.
Code:
else if(IsVersionInfoValid())
{
return _main_globals.enabled = true;
}
Checks to make sure the game exe's version is 1.08.616. If not, performs the following:
Code:
else
{
#if PLATFORM_IS_USER && defined(DX_WRAPPER)
sprintf_s(warning,
"Yelo (Open Sauce) is a plugin that is only compatible with Halo (CE) v1.08. Your version is incompatible."
"\n\n"
"If you wish to use Yelo, you must update by running this file: \n"
"%s\\haloupdate.exe"
"\n\n"
"If you don't wish to use Yelo, then remove this file to uninstall it: \n"
"%s\\d3d9.dll",
dir, dir);
#elif PLATFORM_IS_DEDI
sprintf_s(warning,
"Yelo (Open Sauce) is a plugin that is only compatible with Halo Dedi (CE) v1.08. Your version is incompatible."
"\n\n"
"If you wish to use Yelo, you must update by your haloded.exe file"
);
#endif
}
You'll see this if, for example, sapien tried to load the module thinking it was the real DX dll that Microsoft created.
Re: Open Sauce Update #2 (RC)
Fantastic stuff Kornman, again you amaze us all with your knowledge :)
Going to play with it tomorrow as I'm going to sleep now. Might start work implementing the stuff skyline and I have made from v1.
Outstanding work.
Re: Open Sauce Update #2 (RC)
I just started C++ so lots of that stuff means nothing to me. But I'm going to be doing a C++ class in highschool.
Re: Open Sauce Update #2 (RC)
I opened it and got really confused because its a whole bunch of coding files but then I realized... im not a coder, so I can't enjoy it to it's full potential.
Thanks korn, you've given us a great gift.
Re: Open Sauce Update #2 (RC)
I'm no coder, but if we use the d3d9.dll that you've hosted and we put it in the halo folder and start up the game... yelo batter would work and the hud wouldn't be stretched? I realize the sdk is good for coders, but I read "battery" and though about it.
Re: Open Sauce Update #2 (RC)
Quote:
Originally Posted by
Limited
Fantastic stuff Kornman, again you amaze us all with your knowledge :)
Going to play with it tomorrow as I'm going to sleep now. Might start work implementing the stuff skyline and I have made from v1.
Outstanding work.
Thanks, if you guys have any questions in reguards to porting your works to the new Update 2 SDK, just post them and I'll try addressing them as soon as possible
Quote:
Originally Posted by
ARKaMAN
I just started C++ so lots of that stuff means nothing to me. But I'm going to be doing a C++ class in highschool.
All in good time. Definitly wouldn't recommend this project as a means of learning anything about C++. If anything, it's more of a basis of using C++ to create fancy "hacks" to manipulate black box software. "Advance" stuff, but have fun with C++ in school and hope you can use the knowledge to come up with something :)
Quote:
Originally Posted by
FRain
I opened it and got really confused because its a whole bunch of coding files but then I realized... im not a coder, so I can't enjoy it to it's full potential.
Thanks korn, you've given us a great gift.
Thanks, it's always been about providing for the community. As a tool maker, you guys are my target audience and I must heed to your whims however small or big they be. While true the SDK is more so for programmers, I tried to also supply utilities for map makers in general. For now, thats only really apparent with the upgrades made to the HEK in terms of memory limits and globals tag overriding (a feature I'm really thankful to be able to provide). There are some other things which I have laying around which would suite the just-map-makers, but I'm not quite savvy with their current state yet (not much in ways of a GUI front-end for most of them).
The SDK raises the bar a mod team can reach to, assuming they can bring aboard a programmer. With a programmer they can implement new gameplay mechanics and provide their designers with new scripting functions and globals to take advantage of. I just wish I had more time to plan ahead for the version conflict potentials with multiple Yelo code releases. Well, would be nice to have more time, or more seasoned help, in general lol.
EDIT:
Quote:
Originally Posted by
boogerlad
I'm no coder, but if we use the d3d9.dll that you've hosted and we put it in the halo folder and start up the game... yelo batter would work and the hud wouldn't be stretched? I realize the sdk is good for coders, but I read "battery" and though about it.
If you put it in your game directory, yes, some of the features from Yelo - Battery will be there (in-game menu, press F7). I was able to keep HUD Ratio and HUD enable/disable in, but the other HUD options conflicted with hud-chat logging and I didn't have enough time to implement a new chat logging system to work with Battery's old HUD message options. However, I did leave in the code to loading\saving those options just in case they return...
Re: Open Sauce Update #2 (RC)
Just what I needed. Thanks for your hard work!
EDIT: scaling does not work. When I activate scaling, all that happens is that my hud squishes. i'm at 1440*900, 60hz, windowed mode, debug and console on if that makes any difference.
Re: Open Sauce Update #2 (RC)
I just wanted to post something extra.
This release comes with an updated version of the HEK. It expands on Kornman's previous three releases which unlocked many features not included in the official HEK. This updated HEK now supports all of the things from his unlocked HEK, PLUS support for Open Sauce. Additionally, some stability and incompatibility issues have been fixed.
Now, even if you don't know how to code, you can still take advantage of the unlocked HEK (so many more options) and the new OS support, such as the ability to have multiple cache files to reduce the overall size of a map. Many of the OS HEK features don't even require your audience to have the OS DLL. You only need the DLL if using an Open Sauce-specific feature.
I put together a RAR that is separate from the full SDK. The contents of this archive are really just from the "bin" folder in the SDK RAR, but I thought it might be good to break them up so someone who is looking for an unlocked HEK doesn't get confused by that download. I included the dedicated server in case someone wishes to compile an OS map and host it on a server.
http://files.modacity.net/apps/opensauce/OS_HEK_RC1.rar
Re: Open Sauce Update #2 (RC)
Quote:
Originally Posted by
boogerlad
EDIT: scaling does not work. When I activate scaling, all that happens is that my hud squishes. i'm at 1440*900, 60hz, windowed mode, debug and console on if that makes any difference.
I don't have a crazy widescreen to test the 4:3 hud scaling. I just tested it in game and noticed that it squished the GUI in a way that looked like it applied to widescreen folks and just gave it blind faith. I could have made a coding error when porting the Battery code, I'll have InnerGoat test it later.
Re: Open Sauce Update #2 (RC)
Quote:
Originally Posted by
jcap
link does not work
e: now it does