Jockey riding.
Printable View
Jockey riding.
I love you, Kornman.
Wait, am I the only one confused by the way the biped moved at the end? the way the walking looks is very similar to halo 2 ?
Impressive work as usual, awesome stuff. Really wish I had something to play it on because I really don't recognize the game anymore!
Source: http://www.halomods.com/ips/index.php?/topic/6-open-sauce-halo-custom-edition/page__view__findpost__p__7615Quote:
Originally Posted by kornman00
As an aside, halo force closes when I enabled xfire in-game. Started working after I re-disabled xfire in-game.
Someone posted about this on reddit yesterday, forgot to post here about it.
http://www.reddit.com/r/halo/comment...31_for_haloce/
HUD scaling doesn't work 90% of the time in internet games I join. Sometimes it switches back and forth between scaled and stretched. Works fine in LAN and single player, though.
Reinstall OS. Worked for a friend of mine.
I've reinstalled OS like 5 or 6 times and it hasn't fixed it. It randomly fixes itself then reverts throughout online play.
Yes it's strange. You might want to look at Yelo battery because somehow it always worked, even online.
If you can find a reliable repro for that, ie what specific situations cause the scaling to screw up, pop an issue on our issues database and i'll look at fixing it.
Before I go off on a tangent of my usual H2 area, does OS do real time tag editing?
Sorry if bumping something old, just didn't feel making a new topic for this was necessary
You can do it with OSHEK. Here's another project with similar aims.
The framework is there in BlamLib, but it hasn't been developed into something that can be used out of the box. One of the things on the TODO list for future versions is adding a file system watcher process to Sapien for automatic reloading of some tags, and possibly for tool (for automatic reimporting).
Over the past 24 hours I've been working on and off on upgrading the build system for OpenSauce from VS2008 to VS2012 (which shouldn't require any additional work for VS2013 later this year)
This was no small feat, because it wasn't acceptable to just use what VS2012 generated during its own automated 'migration' of the build files. What's nice about moving to 2012 is that I'm able to finally use msbuild for the C++ projects. With that I'm able to verify that the person trying to compile OS has all the required libraries actually installed, and if not msbuild will bitch at them before the compiler starts touch the source.
This move to 2012 means we get to start using some of the C++11 features MS decided to implement. Sadly, it won't be until VS2013 when we're able to fully use all C++11 language features (including variadic templates!) and some proposed C++14 features.
Another thorn in my side right now is how the VS team moved the solution view of C++ files to a vcxproj.filters file. Most of my time has already been spent manually editing or creating xml files (which is what msbuild actually uses).
All of this work will be for a build that is after anything 3.1.x (and we're still debating on switching to a different public version naming scheme). We have a 3.1.1 build that CMT has been using for testing, hopefully we can get that out the door soonish.
So as far as features go, what does C++11 have to add to OpenSauce?
List of new language features. C++14. We will now have the ability to use most of those language features in our code (some won't be implemented in VC++ until VS2013).
Sweet. When will firesythes BSP normals be included?
I should have been more specific with my question. What sort of uses would C++14 bring to something practical CMT could use in their projects?
Well if it makes current OS functions more efficient and run better, that's good enough for me.
We should be able to check for SSE2 support in the user's CPU with the installer for post 3.1.1 builds (current builds only have SSE enabled). Which is great, because I've noticed some more efficient combination of operations in the generated assembly with it enabled. We could enable AVX, but it is still relatively new (my main dev machine's CPU is circa 2010 and thus doesn't support it). Plus requires Win7 SP1+ IIRC. So yeah, that would kind of narrow our userbase.
Why don't you release multiple binaries?
It would complicate the build system. We already have to release multiple binaries for all the different game related exes (5 in all). Then there's the issue of testing those binaries.
Am not sure about the discontinued DZS OS SAPP can be support. However I will not be supporting this. Although S-Ext's latest version appear to be working fine and so will H-Ext first release. But I'm not sure about H-Ext's later releases might do cause the conflict due to third-party integrations in Open Sauce.
"Rad" DZS|All-In-One
I see with 'game_change_version_id' the version-string can be "1.00", "1.07", "1.08", or "1.09". Are those CE versions which Open Sauce can join games with?
Also, this has probably been asked a thousand times before, but can Open Sauce join regular Full games at all? I know the CE and PC netcode is somewhat different...
Those are CE versions, correct
Are you asking about joining full, ie 16/16, games? If a game is full, you can't join it. And CE's netcode definitions are incompatible with PC to a degree.
Sorry, I meant joining PC games. When talking with trial/demo modders, the term 'Full' is more common.
Foggily remembering this... Halo CE's netcode is more restrictive than PC's, right? And there's an extra packet type?
I wouldn't care to ever try to get CE to join PC games.
CE's netcode has some changes that PC doesn't. Including a handful of new message delta types and at least one of the original network packets were changed to include the client's map hash IIRC.
Honestly, fuck PC. There's no real custom support and there isn't as much server support built in.