I went through and audited the fields I really felt would gain any value being editable as apposed to everything being open. Chances are if it's still locked, you really are doing things wrong or you shouldn't even be touching that shit.
You shouldn't be touching this tag group with guerilla. Use tool to perform an import of a new tag with the changes you want.
October 13th, 2009, 07:08 PM
Dwood
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by Kornman00
I went through and audited the fields I really felt would gain any value being editable as apposed to everything being open. Chances are if it's still locked, you really are doing things wrong or you shouldn't even be touching that .
You shouldn't be touching this tag group with guerilla. Use tool to perform an import of a new tag with the changes you want.
Hm? What happens when the hud_messages_text edited with guerilla as opposed to doing it via tool?
October 15th, 2009, 05:38 PM
MissingSpartan7
Re: OpenSauce Halo CE SDK Update #2 (RC)
i'm new to this kind of stuff, i've got all the stuff off the first post but where do i put OS? is there somewhere specific it has to go?
E: i'm also missing some dll also (MSVCR80.dll?)
October 15th, 2009, 06:48 PM
Skarma
Re: OpenSauce Halo CE SDK Update #2 (RC)
I think you put the OS HEK stuff in your Halo CE folder cuz it has dll's it needs to load there, but the OS SDK solution you can open anywhere.
October 15th, 2009, 07:16 PM
Dwood
Re: OpenSauce Halo CE SDK Update #2 (RC)
Put the os dll in halo CE root folder. Check the wiki for more info.
October 16th, 2009, 03:57 PM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
Well I had a new XP partition up on my Macbook for about three days before it started acting up. I think MS's recent 34-new-updates release might have been the cause of my all of a sudden really wacky system behavior. It's not BSODing like Vista was, but shit is very sluggish and Windows no longer knows how to restart or shutdown. So I borrowed a laptop from someone but I left it at work after I put Windows on it :\
So...back in OSX again. Might try to redo Windows on my Macbook ONCE MORE this weekend. In the meantime I'm playing with MonoDevelop...kinda neat actually. Whelp, enough off topicness
October 16th, 2009, 04:26 PM
paladin
Re: OpenSauce Halo CE SDK Update #2 (RC)
l2computers KM...
October 16th, 2009, 04:32 PM
Dwood
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by paladin
l2computers KM...
Honestly. It's like he has no idea how to use one .
Anyway, did a little Wiki editing for OpenSauce. Thought it was the least I could do for not being able to push out the final release yet :embarrassed:. Will probably do some more later, but not really Wiki formatting smert and don't really recall too much HTML tags :ohdear:
October 30th, 2009, 05:16 PM
Rambo
Re: OpenSauce Halo CE SDK Update #2 (RC)
OK here's what I've done for a Lightmap extender function.
I have set up the appropriate data for structure_lightmap_index and switch_lightmap in the XML file that comes with Open Sauce (examples.do.not.include) or something like that. I then recompiled. Presto! It works fine in Sapien. However, when I try to load the function in game it won't show up. My question is, why? What am I doing wrong? How do i migrate these functions into the project_yellow_globals or at least make them show up?
Please help, someone. Thanks.
Chaos and I are trying to get the lightmap functions to work and we've made it this far.
Technical specifications:
switch_lightmap returns a boolean and the argument is a short. Is this correct? The name for the argument I gave it is structure_lightmap_index.
structure_lightmap_index retrns a short and the argument is a boolean with the name of structure_lightmap_index for the argument name. is this correct?
I'm new to this so please don't come down hard on me. I'm actually trying to make this work. Thanks.
October 30th, 2009, 09:34 PM
Dwood
Re: OpenSauce Halo CE SDK Update #2 (RC)
Oh yes, Korn, another quick thing about OS_Tool. If I'm building a map, how come it doesn't check if that project name is already in the file?
November 3rd, 2009, 04:49 PM
ShockwaveS08
Re: OpenSauce Halo CE SDK Update #2 (RC)
Ugh...Bungie just HAD to make a completely unneccessary update (1.09) that breaks OpenSauce. Without the Yelo Battery from the first post, my Widescreen monitor became a detriment instead of a minor advantage. Looks like someone'll have to update OS to (hopefully) the FINAL final version of HaloCE. And throw in an updated OS Yelo.
November 3rd, 2009, 04:52 PM
Siliconmaster
Re: OpenSauce Halo CE SDK Update #2 (RC)
I thought the new update didn't break compatibility?
November 3rd, 2009, 05:00 PM
ShockwaveS08
Re: OpenSauce Halo CE SDK Update #2 (RC)
The Yelo on the first post of this thread was made for 1.08. When I ran 1.09, it did not run. I'll give another FOV utility a shot...
EDIT: Double ugh...until someone makes an updated OpenSauce Yelo for 1.09, looks like I'm out of commission. The game keeps throwing non-IE exceptions at me, insulting me as I go.
November 3rd, 2009, 05:05 PM
Cortexian
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by ShockwaveS08
Ugh...Bungie just HAD to make a completely unneccessary update (1.09) that breaks OpenSauce. Without the Yelo Battery from the first post, my Widescreen monitor became a detriment instead of a minor advantage. Looks like someone'll have to update OS to (hopefully) the FINAL final version of HaloCE. And throw in an updated OS Yelo.
It was completely necessary. Are you telling me that it's acceptable to leave a game in a state where IE security updates cause the game to error on launch? No, that's unacceptable.
November 17th, 2009, 09:11 PM
ShockwaveS08
Re: OpenSauce Halo CE SDK Update #2 (RC)
Gee, thanks for not giving the modders A FREAKING WARNING before posting the goddamn link. That would have AT LEAST bought us some time to prepare ourselves for this crap.
November 18th, 2009, 06:08 AM
Dwood
Re: OpenSauce Halo CE SDK Update #2 (RC)
Skarma told me that he would be updating the addresses to Open Sauce. Not sure how much he's done, however.
November 18th, 2009, 06:41 AM
Limited
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by Freelancer
It was completely necessary. Are you telling me that it's acceptable to leave a game in a state where IE security updates cause the game to error on launch? No, that's unacceptable.
It was unnecessary. Why not fix the problem? 1.08 was working fine and dandy before IE update was botched.
November 18th, 2009, 10:56 AM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
firefox ftw
November 18th, 2009, 12:46 PM
supersniper
Re: OpenSauce Halo CE SDK Update #2 (RC)
yeah i use firefox so i never had that IE problem so to me i only benifit for the update was cuz i have 4gb ram 64 bit os...
November 18th, 2009, 01:00 PM
Dwood
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by Limited
It was unnecessary. Why not fix the problem? 1.08 was working fine and dandy before IE update was botched.
Not on 64 bit computers I thought. In fact, mine threw fits so I have to stick with 32 bit for now.
November 18th, 2009, 03:54 PM
jcap
Re: OpenSauce Halo CE SDK Update #2 (RC)
I never had a problem on Vista x64 or W7 x64. :confused2:
The only "problem" I had was the dialog box that says you have no RAM.
Solution: [X] Don't show this warning again.
November 18th, 2009, 08:07 PM
supersniper
Re: OpenSauce Halo CE SDK Update #2 (RC)
exaclty what i did lolz
so really cuz i never used IE i never had a problem
but meh i guess the patch came out so whatever.
November 18th, 2009, 09:39 PM
Skarma
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by Dwood
Shockwave your sig makes me laugh. Skarma told me that he would be updating the addresses to Open Sauce. Not sure how much he's done, however.
I've been way too busy lately working or getting wasted to have updated any lol. I go to the bar on days off and I come home to messed up to code =[ well, I'm working on 2 different methods for sig scan. One will generate hex string signatures that I will use to auto scan for any version. Hopefully that works out well, then I will only have to resort to manually copying signatures down. Those global pointers are gonna be the bitch to work around. Either way, once all the signatures are done, OS will tecnically be able to be translated to any version. This way we can be prepared if there is another update. I will release the halo sig scanner open source so people can add their signatures for their programs too. This way updating apps will take no time at all
November 18th, 2009, 09:42 PM
supersniper
Re: OpenSauce Halo CE SDK Update #2 (RC)
shit bro we need to chat on xfire.
lolz at us admins epically failing ;)
November 18th, 2009, 10:28 PM
justin108
Re: OpenSauce Halo CE SDK Update #2 (RC)
Silent, that is very nice of you.
However, I don't get the issue now with 1.09; version changer is out and using the exe i just put out to update sapp, wont all of your shit still work? I mean it should. 0 memory addys are shifted as its a modified 1.08exe and gameservers sees it as 1.09. The version check is removed from the 1.08exe allowing 1.09 to join.
Unless I am mistaken that means OS should work? Ive been drinking so ill check it out tomorrow.
November 18th, 2009, 10:33 PM
supersniper
Re: OpenSauce Halo CE SDK Update #2 (RC)
nah one thing is still broke...
rec0's app.
November 18th, 2009, 10:57 PM
justin108
Re: OpenSauce Halo CE SDK Update #2 (RC)
Im working on it as we speak, no guarantees though, im a noob that may be outta my scope. We shall see. xD
November 19th, 2009, 02:10 PM
supersniper
Re: OpenSauce Halo CE SDK Update #2 (RC)
pssh everyone starts off somewhere
and right now i'm a noob too ;)
November 19th, 2009, 03:06 PM
Hunter
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by Kornman00
firefox ftw
:fflove:
There is your fix, Mozilla Firefox!
IE is epic fail... I hate it. Mainly because it is stupid and needs almost COMPLETELY different CSS code when making websites where as other web browsers do not...
Microsoft think they are better than W3C...
November 19th, 2009, 04:30 PM
CrAsHOvErRide
Re: OpenSauce Halo CE SDK Update #2 (RC)
IE cannot open my website :haw:
I'm such a revolutionist...no basically it's some stupid script problem but idc.
November 19th, 2009, 05:17 PM
Limited
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by justin108
Silent, that is very nice of you.
However, I don't get the issue now with 1.09; version changer is out and using the exe i just put out to update sapp, wont all of your shit still work? I mean it should. 0 memory addys are shifted as its a modified 1.08exe and gameservers sees it as 1.09. The version check is removed from the 1.08exe allowing 1.09 to join.
Unless I am mistaken that means OS should work? Ive been drinking so ill check it out tomorrow.
The issue, is thats still 1.08 cleint, hense the IE fix and ram issue isnt included.
In other words, we are at square one, apart from the 1.09 build number has been included into version changer, which would have taken me about 5 seconds to add to my OS project.
December 8th, 2009, 11:29 AM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
For the sake of fucks, I added a RAR with the source files whom were changed in order to accommodate major bug fixes (ie, in the settings and hud view) along with a readme detailing what exactly was changed for the curious.
There appears to be confusion on how to create hs functions with parameters. Show to hopefully get FireScythe rolling or figuring out what he is doing wrong (or if maybe there is a problem even in the SDK), here is a small reference:
When adding new functions there are a couple of source files which you'll need to modify:
Game/ScriptLibrary.inl
__SCRIPTLIBRARY_ENUMERATIONS region: defines the order in which the definitions are added to the yelo hs functions/globals. The order here MUST match the same order in __SCRIPTLIBRARY_DEFINITION_LISTING.
__SCRIPTLIBRARY_DECLARATIONS region: Here is where you use the DECLARE_HS_* macros to actually declare the functions/globals you want to expose. Note that these DECLARE_HS_* macros can be placed in other source files (said macros are defined in ScriptLibrary.hpp).
__SCRIPTLIBRARY_DEFINITIONS region: Here is where you use the HS definition macros to actually put a meaning to the declarations from earlier. Since the macro implementations are defined in ScriptLibrary.cpp, the definitions can only exist here and not in say GameEngine.cpp.
__SCRIPTLIBRARY_DEFINITION_LISTING region: Here is where you define the yelo functions/globals which can be accessed in HS. The order here MUST match the same order in __SCRIPTLIBRARY_ENUMERATIONS.
Game/ScriptLibrary.cpp
InitializeLibrary function: here is where you initialize the hs definition with the script function's delegate. Structure is outlined for Debug/Release and User/Dedi specific constructs.
How to define the script function's delegate
Code:
void* [FunctionName]Evaluate(void** arguments)
{
struct s_arguments {
[arguments declarations]
}* args = CAST_PTR(s_arguments*, arguments);
[function logic]
return NULL; // or if the function is suppose to return a value, cast to "void*"
}
NOTE: You should be struct layout smart if doing anything with more than one parameter.
NOTE: If you don't understand why exactly a transexual type like "void*" is being used here, you probably shouldn't be dealing with code at this level. Get a low level engineer to join your team/project.
And no, I'm not for hire. Unless you have deep pockets.
I now realize that I didn't stick to one naming scheme: it's either parameter or argument. Semantics or not, should have stuck with one.
HS_FUNCTION_WITH_PARAMS(volume_test_player_team, bool, "returns true if any players of the specified team are within the specified volume.", "<volume> <team-index>", 2,
HS_TYPE(trigger_volume),
HS_TYPE(short)
);
HS_FUNCTION_WITH_PARAMS(volume_test_player_team_all, bool, "returns true if all players of the specified team are within the specified volume.", "<volume> <team-index>", 2,
HS_TYPE(trigger_volume),
HS_TYPE(short)
);
HS_FUNCTION_WITH_PARAMS(player_team_teleport, void, "moves the specified team to the specified flag.", "<team-index> <cutscene-flag>", 1,
HS_TYPE(short),
HS_TYPE(cutscene_flag)
);
HS_FUNCTION_WITH_PARAMS(player_team_players, object_list, "returns a list of players on the specified team", "<team-index>", 1,
HS_TYPE(short)
);
//PostProcessing//////////////
HS_FUNCTION(pp_load, void, "loads post processing");
HS_FUNCTION(pp_unload, void, "unloads post processing");
HS_FUNCTION_WITH_PARAMS(pp_set_effect_active, void, "instantly set an effect to on or off", "<effect-index>", 1,
HS_TYPE(short)
);
//PostProcessing//////////////
// Come back later please...under construction
NullifyScriptFunctionWithParams( GET_HS_FUNCTION(volume_test_player_team) );
NullifyScriptFunctionWithParams( GET_HS_FUNCTION(volume_test_player_team_all) );
NullifyScriptFunctionWithParams( GET_HS_FUNCTION(player_team_teleport) );
NullifyScriptFunctionWithParams( GET_HS_FUNCTION(player_team_players) );
Set up like this, pp_unload and pp_load work as expected, but pp_set_effect_active exceptions without reaching HS_SetEffectActiveEvaluate.
December 8th, 2009, 03:01 PM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
Funny thing is...all the functions are initialized before InitializeCreateScriptFunction is called...which sets up the function template code bytes (hs_eval_func_no_param/hs_eval_func_has_param) with some pointer values. I've only ran tests with everything initialized in that same part of the function, not after InitializeCreateScriptFunction. Ummm...try that. I've had functions with parameters run just fine like this ;x.
Also, you're not consistant in your declarations vs definitions.
December 8th, 2009, 03:42 PM
FireScythe
Re: OpenSauce Halo CE SDK Update #2 (RC)
Well I opted for putting them after InitializeCreateScriptFunction because if they are put before it, then no functions work :saddowns:, they all exception. But if you have had it work on your end, it might be something screwed up on mine.
Quote:
Originally Posted by Kornman00
Also, you're not consistant in your declarations vs definitions.
Fixed.
December 8th, 2009, 05:00 PM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
Yeah, the fact that it was working for me (was, because I can't test the code due to not having a machine with the ability to run HaloCE) makes me :confused: since the code was before that Init function :ohdear:
I know for a fact that it was working because I had a debug function that I made for testing future heatmaps based on parts of the map from the player's FOV. Don't see why I would have changed anything after I knew that script function creator was working. Now is one of those times it would be nice to have a server to run a SCM on.
EDIT: the only other thing I can figure being the problem is the function's call type. IE if it is cdecl or stdcall. All OS functions are stdcall, but the game engine is cdecl. The script function delegates are suppose to be stdcall btw. I have the vcproj settings set to assume stdcall on functions unless otherwise specified. So if someone messes around with the vcproj settings, this can lead to problems.
December 9th, 2009, 09:58 AM
FireScythe
Re: OpenSauce Halo CE SDK Update #2 (RC)
I've had a go will a fresh OS RC1 but the same problem occurs. Any functions put before the init function cause an exception (including test_networking) and putting functions that don't have parameters after the init function work fine.
However, if a function with parameters is the first to be initialised after the init function then it will call the delegate successfully, albeit without the arguments being accessible. Functions with parameters after that still exception though.
I checked Calling Convention was set to __stdcall too.
December 13th, 2009, 09:35 AM
Dwood
Re: OpenSauce Halo CE SDK Update #2 (RC)
Another thing I would like to note is that you were trying to set Developer_Mode = 4 and for some reason it wasn't working so we made it such that when a map starts up, it is set to 4 instead, which works when for some odd reason the way you had it previously didn't work.
January 4th, 2010, 02:15 AM
Rambo
Re: OpenSauce Halo CE SDK Update #2 (RC)
OK I know I brought this up before but I'm having trouble finding the page.
I am attempting to write a switch_lightmap and structure_lightmap_index function set.
What do I use for the Argtype, Returntype, and Name, for switch_lightmap, and what do I use for the Argtype, Returntype, and Name, for structure_lightmap_index?
I have tried setting the Argtype to string or real and the returntype to string and the name to string and any time I compile a simple test script with the following, it crashes Sapien.
(script continuous test
(switch lightmap rambo)
)
rambo = the codename in the lightmap set string in the project_yellow tag.
I am stuck, trying to create new functions in the XML tag when building it in Cheape.
January 4th, 2010, 03:11 PM
Dwood
Re: OpenSauce Halo CE SDK Update #2 (RC)
I will help you out a bit with the xml when i get back home.
January 4th, 2010, 06:40 PM
Rambo
Re: OpenSauce Halo CE SDK Update #2 (RC)
thanks.
EDIT: hey when are ya gonna help me? Last night came and went.
January 6th, 2010, 10:23 AM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
In the coming months I'll be updating the Kornner website with publications and works that I've been meaning to put up. Some of which will be related to this and/or Halo. Other stuff will just be generic to the Xbox platforms or other engineering stuff. Some people may find the works interesting.
Goal is to have the site at v3.0 at the end of May/start of June. As things get posted there I'll be sure to update threads here if they relate.
January 8th, 2010, 05:26 PM
Rambo
Re: OpenSauce Halo CE SDK Update #2 (RC)
It keeps doing it. Every time I add new commands via the XML code, under the current build of OS, it crashes Sapien when I try to compile a script with the new commands. The new four commands that come with OS work fine though.
I need help with this, bad!
Kornman00, if I add structure_lightmap_index and switch_lightmap to the XML and set it up properly, will it still crash OS if I compile with it in Sapien? How can we fix this so I can use the commands in a compiled script?
All I want to do is read from the BSP section in the Project Yellow tag and pull a BSP and a Lightmap number from that list.
For example, if on BSP 0 I have 64 Lightmaps as well as on BSP 1, I want to be able to say to the program, "OK check what BSP it's on from the BSP Sets and then switch the Lightmap to such-and-such Lightmap." That's it. I also want to switch BSP when necessary from the BSP Sets without affecting the main BSPs in the .scenario tag.
My Day-Night system is going to have 128 Lightmaps spanning 2 BSPs in a BSP set type of setup in the project_yellow tag with more than 8 skies.
HOW CAN WE DO THIS???
Dwood, I need help with the XML part and if anyone at all is interested, I need a programmer for the DLL part, or someone that can explain to Chaos what to do so we can program it ourselves. Yes I understand the Lightmap code is RUDIMENTARY! I know that. But I want to finish it!
January 8th, 2010, 05:52 PM
Dwood
Re: OpenSauce Halo CE SDK Update #2 (RC)
Yes, I know you need help but atm I'm not home. and won't be till monday. And calm down too. :P
January 8th, 2010, 06:31 PM
Rambo
Re: OpenSauce Halo CE SDK Update #2 (RC)
OK, OK... I thought ya meant home from work or something.
January 8th, 2010, 06:38 PM
ShadowSpartan
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by Rambo
For example, if on BSP 0 I have 64 Lightmaps as well as on BSP 1, I want to be able to say to the program, "OK check what BSP it's on from the BSP Sets and then switch the Lightmap to such-and-such Lightmap." That's it. I also want to switch BSP when necessary from the BSP Sets without affecting the main BSPs in the .scenario tag.
As I've said before, and you have seemed to ignore, what makes you think changing the lightmap tag reference in real time will automatically update the lightmaps on the bsp? I fail to see why that tag reference would be monitored by the engine for changes, so I highly doubt it is as simple as changing that tag reference.
If you would have bothered to look above at FireScythe and Kornman's posts, you would see that there is apparently something wrong with the script functions in this OS release. That means this might not be possible even if you do figure out how to swap the lightmaps out in real time and find a competent programmer (read: not dwood).
One last thing, not trying to be a backseat moderator, but shouldn't your conversation between each other be kept to private messages rather than cluttering up this thread with useless posts.
Quote:
Originally Posted by Kornman00
In the coming months I'll be updating the Kornner website with publications and works that I've been meaning to put up. Some of which will be related to this and/or Halo. Other stuff will just be generic to the Xbox platforms or other engineering stuff. Some people may find the works interesting.
Goal is to have the site at v3.0 at the end of May/start of June. As things get posted there I'll be sure to update threads here if they relate.
Looking forward to it. :)
January 11th, 2010, 11:10 PM
Rambo
Re: OpenSauce Halo CE SDK Update #2 (RC)
OK so Dwood sent me a test version of the lightmap thing. No matter what I compile in OS_Sapien, it crashes. Can someone tell me what the progress is on the fix for this issue and how close we are to an RC2 that works?
January 13th, 2010, 05:53 AM
Dwood
Re: OpenSauce Halo CE SDK Update #2 (RC)
Just wait until Korn fixes the script problem.
January 13th, 2010, 05:02 PM
Rambo
Re: OpenSauce Halo CE SDK Update #2 (RC)
ok. I hope that happens fairly soon because i really wanna make something beautiful with the new Open Sauce that isn't over-bloated.
January 13th, 2010, 07:47 PM
il Duce Primo
Re: OpenSauce Halo CE SDK Update #2 (RC)
How do you plan on fitting atleast 100mb of bitmaps holding that lightmap data into a multiplayer map. Does open sauce allow to get through that map size limit?
January 15th, 2010, 05:56 PM
Rambo
Re: OpenSauce Halo CE SDK Update #2 (RC)
I'm not 100% sure, but if you build with the build-cache-file-ext thing it might.
January 15th, 2010, 06:06 PM
Dwood
Re: OpenSauce Halo CE SDK Update #2 (RC)
OS increases all(?) max limits by 50%... Not sure if that means we have to use the build-cache-file-ex exclusively or if build-cache-file will work... ergo if you go over the max you may have to have OS to play... But then again, 32 bsps works in Halo when compiled by OS tools but without the OS .dll
January 15th, 2010, 09:53 PM
Dwood
Re: OpenSauce Halo CE SDK Update #2 (RC)
Oh btw in appetizer korn you forgot to include gamestate.hpp
January 16th, 2010, 07:03 AM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
PHP Code:
struct s_game_options { UNKNOWN_TYPE(int16); UNKNOWN_TYPE(int16); // ?, not sure about this field UNKNOWN_TYPE(int16); // ?, not sure about this field _enum difficulty_level; int32 random_seed; char map_name[0x7F+1]; byte unknown[0x7F+1]; // pretty sure this is just an unused string }; BOOST_STATIC_ASSERT( sizeof(s_game_options) == 0x10C );
If sapien is trying to run your scripts which have OS-based additions, then of course it's going to crash; there are no functionality definitions to them. Turn "run_game_scripts" or w/e the global is called to false.
Have no means of testing any updates to OS_Sapien right now, I don't know when the final release will be.
January 16th, 2010, 05:15 PM
Dwood
Re: OpenSauce Halo CE SDK Update #2 (RC)
I know you can't test an update like this but-
Would you be willing to do a quick update to bring OS_Toolbeta and OS_Sapienbeta's maximum global limit up to Open Sauce's default max...?
January 16th, 2010, 05:50 PM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
The tools and the engine module both use the same shared memory upgrades header, so they're both in sync. The tools wouldn't be telling you to increase the maximum globals when they're added via cheape...
January 16th, 2010, 07:16 PM
Dwood
Re: OpenSauce Halo CE SDK Update #2 (RC)
Sorry i read the debug wrong, number of tagfieldtypes is giving an exception. typing this on my phone but here goes: fields[field_index].type>=0 && fields[field_index].type<NUMBER_OF_TAG_FIELD_TYPES
January 16th, 2010, 10:16 PM
CodeBrain
Re: OpenSauce Halo CE SDK Update #2 (RC)
I know this seems obvious, and forgive me for saying this (to all programmers), but I think I can explain the error.
fields, which is a specific type, has an index, field_index that is greater than or equal to 0. And the above is also less than the number of tag field types.
From my perspective, it sounds like you have altered the field_index, but have not changed the number of tag field types to accommodate the new field_index.
If this is wrong, please forgive me, I am a "computing noob" at this XD
January 16th, 2010, 10:32 PM
Dwood
Re: OpenSauce Halo CE SDK Update #2 (RC)
Im just adding globals via xml in che Ape... I havent modified the tools at all. And also i know this is small but ive managed to properly add my own timer option to the os menu! doesnt do any timing... yet, however. :P
January 17th, 2010, 02:32 AM
CodeBrain
Re: OpenSauce Halo CE SDK Update #2 (RC)
IIRC adding globals changes the field_index because globals are counted as fields...
What I mean is like "global boolean test" has a value of 1 or 0, which makes it a field type.
Unless that is not the case, I believe that is the problem then.
January 17th, 2010, 06:54 AM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by Dwood
Sorry i read the debug wrong, number of tagfieldtypes is giving an exception. typing this on my phone but here goes: fields[field_index].type>=0 && fields[field_index].type<NUMBER_OF_TAG_FIELD_TYPES
You need to debug the tag groups you've added via cheape. One of them it would seem has a fucked up field type. This isn't anything related to scripting at all, hence the words "TAG_FIELD".
just remove all non-stock tag groups from your cheape built tag_groups.map file and continue with your scripting additions
January 17th, 2010, 02:34 PM
Dwood
Re: OpenSauce Halo CE SDK Update #2 (RC)
Apparently scythe is having a problem, too. check my profile page as im still posting from my phone.
January 18th, 2010, 08:25 PM
Dwood
Re: OpenSauce Halo CE SDK Update #2 (RC)
Yes i know this is nub but i feel it necessary to announce that i have managed successfully to add my own menu independent of the stock menu... makes me happy because now i understand more key cpp concepts, datatypes, and how enums work. Thats some strong coding there, korn... now i understand why you coded the way you did... kinda lol.
January 18th, 2010, 09:53 PM
arbiter901
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by Dwood
Yes i know this is nub but i feel it necessary to announce that i have managed successfully to add my own menu independent of the stock menu... makes me happy because now i understand more key cpp concepts, datatypes, and how enums work. Thats some strong coding there, korn... now i understand why you coded the way you did... kinda lol.
Yeah korn there is def something wrong in os sapien and tool etc because there is nothing wrong with my xml and it wont accept more than 15 globals.
January 21st, 2010, 11:46 PM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
Yeah there is one part of the hs initializing process which I forgot to fix-up it would seem...
but I remember noting that I needed to fix said area. heh, guess it wasn't a good note.
For the time being I guess you'll just have to really ask yourself if each of those globals are really needed. There are the globals f0 to f5 in the engine already after all.
January 22nd, 2010, 08:20 AM
Dwood
Re: OpenSauce Halo CE SDK Update #2 (RC)
Lol. :P I can make do for now.
January 22nd, 2010, 09:11 AM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
Yeah, sorry about that :x. Thankfully this is just a RC right, heh. Then there is that goddamn issue with script functions...
WTF
I really wish I could test new builds :|. Actually, I really wish I didn't have a laptop as a main development machine...
January 22nd, 2010, 10:41 AM
Dwood
Re: OpenSauce Halo CE SDK Update #2 (RC)
LOL. yeah there may also be another problem with the globals but i need to confirm it.
January 29th, 2010, 11:10 PM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
I've added code to address the limited custom hs globals problem. I'll try to get someone to test it between now and monday
Keep in mind that globals\functions added via CheApe are STUBS. They can't do anything in the tools besides satisfy the compiler. No one should actually be trying to run scripts with their custom globals\functions
January 29th, 2010, 11:25 PM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
Oh and I also think I know what's wrong with Halo1_CE's script function shit.
In 'InitializeCreateScriptFunction' I set the function table pointer in the template code to the engine's function table, not OS's upgraded table.
voidInitializeLibrary()
{
//GET_HS_FUNCTION(null).evaluate = (hs_evaluate_proc)GET_FUNC_VPTR(HS_NULL_EVALUTE);
//////////////////////////////////////////////////////////////////////////
MemoryUpgradesInitialize();
InitializeCreateScriptFunction();
//////////////////////////////////////////////////////////////////////////
// Come back later please...under construction
January 30th, 2010, 08:38 AM
FireScythe
Re: OpenSauce Halo CE SDK Update #2 (RC)
Looks like you've hit the nail on the head there :neckbeard:. I've had 4 functions playing together nicely. Did notice that when getting arguments the variables are aligned to 4 bytes so some padding is needed after variables that are less than that.
January 30th, 2010, 08:47 AM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
Yeah, thinking back now I remember testing the CreateScriptFunction back when I was still replacing existing script functions, not actually upgrading the memory. heh ;x.
Yeah, the way it works is that I pass the arguments list pointer from the hs_thread's stack to the evalution function. It's all 32-bit aligned.
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.
January 31st, 2010, 06:58 PM
Rambo
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.
February 1st, 2010, 09:14 AM
Choking Victim
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.
February 1st, 2010, 09:40 AM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
importing animations or building a cache with said animation?
February 1st, 2010, 09:56 AM
Hunter
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.
February 1st, 2010, 10:25 AM
Choking Victim
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by Kornman00
importing animations or building a cache with said animation?
importing animations.
February 1st, 2010, 10:35 AM
Dwood
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.
February 1st, 2010, 10:48 AM
Rambo
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.
February 1st, 2010, 11:13 AM
ShadowSpartan
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?
February 1st, 2010, 12:22 PM
Rambo
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.
February 1st, 2010, 12:34 PM
ShadowSpartan
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by Rambo
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.
Excuse me, but you are the one who obviously cannot pay attention to the thread. Go read this post. There is nothing wrong with Sapien, you should not be running the custom script functions. They are only displayed in Sapien so that you can actually compile the custom script functions/globals into the map with no problems, not actually run them. They are stubs, so they have no code associated with them, and therefore cannot be run within Sapien and makes the application crash.
Quote:
Originally Posted by Rambo
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.
Not a bug.
Quote:
Originally Posted by Rambo
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.
I'm sure he has people already that can help him test OS builds.
February 1st, 2010, 12:51 PM
Dwood
Re: OpenSauce Halo CE SDK Update #2 (RC)
That's because, Rambo, as Korn said, the scripts in Sapien are stubs and are only there to make it compile. Just adding the scripts via xml tell Tool and Sapien that it passes the/a syntax test.
@Spartan, I have an idea for a way of doing it that requires 2 bsps so the problem is a non-issue. (switch the lightmap reference on the unloaded bsp)
E: My problem is figuring out the rest of it because I'm nub lol.
February 1st, 2010, 01:54 PM
Choking Victim
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by Rambo
I am offering him right now a chance to use me as a betatester for this
For only 3 easy payments of $19.95.
You aren't doing him any favors by asking to beta. You say it like it's a privilege.
February 1st, 2010, 02:01 PM
Rambo
Re: OpenSauce Halo CE SDK Update #2 (RC)
First of all, I never said i was trying to run scripts in Sapien. I merely stated I was trying to compile them when Sapien would crash during the compilation process.
Secondly, I merely offered my services. I was, in no way, shape, or form, trying to butt in on Korn's affairs. He said he lacked testing equipment, well here's an offer to supply some at a remote site. All i wanna do is help, that's it, and you guys jump down my throat like I'm the bad guy.
February 1st, 2010, 03:21 PM
Hunter
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by Dwood
I can tell you it wont happen without the source of halo.
Now I have a big problem. When I go to run OS_Sapienbeta or OS_Guerilla beta, it waits for a few seconds as it usually does, but then, rather than opening like it aught to, it crashes saying the program stopped running.
I am running Windows vista and had no trouble prior to installing Windows Live Essentials. Some stuff got installed that i didn't want installed and some of it I cannot remove now (Windows sync Framework) and stuff like that.
I uninstalled Windows Security Essentials, thinking that was the culpret, then uninstalled Windows Live Essentials. Basically, without doing a full system restore back to a week ago or so, I did a "quick" rollback by removing programs I used recently, and it still crashe! Any help or suggestions on a quick fix?
February 2nd, 2010, 09:50 AM
FireScythe
Re: OpenSauce Halo CE SDK Update #2 (RC)
Sounds like your tag_groups.map is messed up. If your creating it yourself with cheApe, check your XML is kosher and create a new one. You should also check debug.log (not txt) for cheApe errors that may indicate a problem with your XML.
February 2nd, 2010, 09:53 AM
Kalub
Re: OpenSauce Halo CE SDK Update #2 (RC)
Hey Rambo, guess what... lightmap switching won't work like you think it will.
February 2nd, 2010, 10:00 AM
Rambo
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by FireScythe
Sounds like your tag_groups.map is messed up. If your creating it yourself with cheApe, check your XML is kosher and create a new one. You should also check debug.log (not txt) for cheApe errors that may indicate a problem with your XML.
Nope, that wasn't it, FireScythe. I did a system restore back to 1/31/2010 and that fixed the problem. Also, I know for a fact it's not my tag_groups.map because I deleted it, which makes OS run like regular Guerilla, and it still bombed.
Musta' been something the system ate when I installed Live.
Also, regarding Lightmaps, do you have proof that it won't work, as in a video showing an attempt to make it happen and it failing? If not, then I'm not too concerned until something comes up.
February 2nd, 2010, 10:15 AM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
What about OS_tool? Does it bomb too?
If the OS side of the tools aren't loading (due to tag_groups.map not being present) then it's more than likely due to a program install or a system change (probably stemming from said program being installed). All program clashes I've ever seen with the packaging tools I use (which I used with the OS HEK) were just DLL conflicts, not actual crashes.
Just post the Exception details, that's the only method of debugging
In other news, my room mate is blowing up the bathroom. Good thing I have a gas mask...