2011-05-05 update:
Stop downloading these files. They're all out of date. New official builds will always be posted on the google code project's download page.
Look over there!
*posts OpenSauce Update #2*
EDIT: To read the initial update text, view the spoiler
Well, glad you can finally join us. I'm late? You're late, what took you so long, gosh? :|
It's here, the SDK you've (all?) been waiting for. I don't know about you, but I'm just fucking ecstatic. Not only does it close a chapter in my books but it just makes me happy to think that someone out there who is as big as a fan of Bungie and their work's will put this collection of tools and source to use and do more new things with an engine which will never be laid to rest. I'm kind of at writing these (basically) PR posts about the projects I work on, but I've filled the hat of every other role a project like this required. Researcher, disassembler, hacker, programmer, debugger, h2v crasher, tester, designer, etc etc. Though I've had some help with getting this SDK to where it is today. Just would like to stop and give thanks to all those pawns in the chess board that is this Halo Community (in ABC order):
jcap (aka Icon Dude)
Mike D. (aka xbox7887)
MonoxideC (aka "Drape Master J")
p0lar_bear
rec0 (aka Rosco)
ShadowSpartan (aka sarcastic bitch)
Shaun W. (aka bitterbanana)
TheGhost
So, lets talk about whats actually in the SDK shall we? I would like to first note the "improved" HEK tools. I didn't give them a stupid name this time around (looking at you "a hobo" and "kornman00"). Instead they're name as "OS_" plus the original tool name (ie, OS_tool). What can you expect out of this "improved" HEK?
These tools don't clutter your root directory with report files such as "tag_dump.txt". Instead such files are stuffed into a sub-directory (relative to the tool itself) called "OpenSauce\Reports". However, "debug.txt" still appears in the root directory.
Use a different globals tag! No longer will you have to backup your globals tag and blah blah blah blah! I know, annoying. Real annoying. Now when your scenario tag makes use of the new "project_yellow" tag you can specify a globals override. Then when either you're bootin' up the new OS_sapien or using OS_tool's new build-cache-file-ex command, the engine will use that globals override tag instead.
Increased max block element counts. So blocks can now contain more elements than before. Just which blocks have been touched up?
model->shader references
model_animation->sound references
model_animation->animations
model_collision->damage regions
scenario->structure bsp (4x more. yay.)
Also, there is a new never-before unhidden field in the scenario. Can you find it ;)?
Some ground work has been made for things like multiple lightmaps per bsp, along with some fields which a possible future automated tool can use to generate data for new Main Menu maps for custom mods.
Some gound work on a new shader_postprocess_collection tag. I'm sure FireScythe knows where I was going with this one ;)
tool's new build-cache-file-ex command. Allows you to build cache files that can use the new memory upgrades and/or use new data file sets (based on the original bitmaps/sounds). You must use this command if you wish to use your scenario's globals override. build-cache-file will build a cache without any explicit changes. However do note that any custom tag definitions will still be included.
tool's help command. Use this for more information on the new OS tool commands.
There is also a new utility called OpenSauceIDE. This tool is based off a generic Blam! library I've been writing since 2005 (on its third and last iteration). This is the tool you use to create new tag groups for use in your projects. I was hoping to include a few more utilities in the IDE, but some of them aren't quite ready for public consumption. However, if and when they do get included, they'll make tag management much, much better.
Then there is the actual source code version of the SDK, which is known as Yelo (the vcproj named Halo1_CE). This is where you'll probably find yourself digging around in the most. I took these past few months to dig around and try to find meaningful fields in the game state object data which can provide for some interesting mods. I've also got the code in there to upgrade the game's tag memory, cache limits, and new data file usage. Theres much more to be mentioned, but you'll just have to dig into the source yourself to figure it all out. A couple of notes however:
While Battery's features have been included, only a few HUD options were implemented as some others interfered with the hud-chat logging.
I had to remove a majority of the code (both old and new to OS2) related to server management. Not entirely something I wanted to do, but so goes paving the future of HaloCE stats with Synapse.
There are quite a few things which I never was able to finish implementing in time for this release. Some of them I didn't include the source to (namely recorded animations) others didn't have much source to begin with so are still hanging around in the code.
There are two utilities which are included for you Xbox developers. You can thank xbox7887 for them. They were supposed to be included in the initial release, but some bad timings happened. I can't comment too much on them, I only didn't do too much work or coding on them, mostly just coached xbox7887 on their development.
NOTE:
This is a Release Canidate. I'm doing a two week trial period to let people find any bugs or conditions which I wasn't able to catch or check for. After those two weeks are up I'll fix any unsolved problems and may include a few more things for end-users to poke at.
To build the Halo1_CE source code you will need the following libraries:
Download the OpenSauce HEK (RC).
The OS HEK is included in the SDK download.
This download contains only the unlocked and updated HEK, not the SDK.
Dedicated to my Grandfather (2008) and Sister (1999).
2009-12-08 OpenSauce Source Update
Attached is a update "Appetizer". Includes the bug fixes and proxy "enhancement" as seen in the current compiled test DLL. Both the DLL and "Appetizer" source files can be downloaded from the links at the bottom of this post.
__________________________
The attached dll is available for download as a sample of the compiled source code. I do not, in any way, support the attached DLL. Use at your risk. You will still need the latest DX.
After downloading, rename the dll to "d3d9.dll" and place in your Halo CE directory, alongside haloce.exe.
In order to get the exception data for posting do the following:
Quote:
Originally Posted by Kornman00
On XP, I believe there is a way to save the Exception Data of which it notoriously Gathers. Try clicking the "View Details" linkish looking thing (IIRC) and see if it lets you.
On Vista its a little different. This difference actually made developing hacks like Yelo more time consuming to debug on my end as the amount of steps involved.
1) Control Panel->Problem Reports and Solutions->View problem history
2) Find HaloCE (or it may be the name of the dll, dx3d9.dll or w/e)
3) Right click->View problem details.
4) Copy to clipboard & pasta in your post
5) ???
6) Fix?
7) Deficit
2009-08-29 DLL update:
* Custom Weapon Views are working now
* Hud Options now actually load
* HUD scaling is working as expected now
* Enabled use of a "d3d9_proxy.dll" to allow other d3d9 proxy hacks to work. NOTE: This has only been tested with SoftTH. With that said, if you're using any d3d9_proxy.dll, any exceptions encountered will not be considered for support unless I feel I can be arsed. If you're encountering exceptions, remove the proxy then load the game again. If problem continues, post the exception data.
2011-05-05 update:
Stop downloading these files. They're all out of date. New official builds will always be posted on the google code project's download page.
August 25th, 2009, 08:11 PM
Siliconmaster
Re: Open Sauce Update #2 (RC)
:neckbeard: Yay! This deserves an :iamafag:. And another one: :iamafag:.
Thank you so much for your efforts and help in keeping the CE community alive and kicking. Also, your dedications are touching and the dates are tragic. :(
August 25th, 2009, 08:50 PM
Rambo
Re: Open Sauce Update #2 (RC)
Will somebody please post a compiled version of Open Sauce for me? I do not have a compiler nor do I know how to use one, as I do not program.
I would like d3d9.dll and any other compiled resources necessary to fully run Open Sauce 2. Thank you. If you could lease post the links to compiled resources here it would be much appreciated.
Again, thank you for the release and thanks for listening.
August 25th, 2009, 09:17 PM
Kornman00
Re: Open Sauce Update #2 (RC)
I should also note that while there is code inplace for adding more campaign levels, I never got around to testing the code (hence why the component isn't included in Main.cpp). If I had a UI which was setup for it then I could but as it stands, it's all experimental code.
August 25th, 2009, 09:33 PM
ARKaMAN
Re: Open Sauce Update #2 (RC)
Wow really good job! Thanks for the build 2. I was going to do it for Rambo but you got to it first :P DX9 FTW.
August 25th, 2009, 09:35 PM
Ganon
Re: Open Sauce Update #2 (RC)
I'm still terribly confused as to the true possibilities of this, but it looks like you've done a great deed.
August 25th, 2009, 09:54 PM
Rambo
Re: Open Sauce Update #2 (RC)
I installed the DLL and the binaries, but cannot access the new stuff. How do I access the new tags?
Also, when running, the tools say something about Yelo not running properly (something about a kludge). Is this normal and if not, how do i fix?
Again, thank you for all the great work, Kornman00.
August 25th, 2009, 10:00 PM
Heathen
Re: Open Sauce Update #2 (RC)
So I am here for what most are, what does this mean for the user?
What are some examples of possibilities?
August 25th, 2009, 10:04 PM
cheezdue
Re: Open Sauce Update #2 (RC)
This sounds like fun. Maybe I'll try to learn how to do this stuff.
August 25th, 2009, 10:04 PM
ultama121
Re: Open Sauce Update #2 (RC)
This is awesome.
August 25th, 2009, 10:04 PM
ARKaMAN
Re: Open Sauce Update #2 (RC)
Both me and rambo are having trouble with the error he explained. He tried updating DX9 and retarted but that did not help. any ideas?
August 25th, 2009, 10:06 PM
Siliconmaster
Re: Open Sauce Update #2 (RC)
K, I know you don't support that build, but I thought I'd mention it either crashed Halo when using the dxtweaker, or rendered everything a solid blue-gray color. :raise:
I'll just assume it's a WIP and wait for someone to post an OS2 .dll of their own.
August 25th, 2009, 10:08 PM
ARKaMAN
Re: Open Sauce Update #2 (RC)
Quote:
Originally Posted by Siliconmaster482
K, I know you don't support that build, but I thought I'd mention it either crashed Halo when using the dxtweaker, or rendered everything a solid blue-gray color. :raise:
I'll just assume it's a WIP and wait for someone to post an OS2 .dll of their own.
Im running 1.08! is that a build that is not working? What build am I supposed to use! 1.09 like the beta R of this?
August 25th, 2009, 10:08 PM
king_nothing_
Re: Open Sauce Update #2 (RC)
Thanks for this, and good job. :iia:
Is there any way at all to use Yelo while Xfire In-Game is enabled?
August 25th, 2009, 10:10 PM
Siliconmaster
Re: Open Sauce Update #2 (RC)
Quote:
Originally Posted by ARKaMAN
Im running 1.08! is that a build that is not working? What build am I supposed to use! 1.09 like the beta R of this?
I'm using 1.08 too. :shrug:
August 25th, 2009, 10:17 PM
ShadowSpartan
Re: Open Sauce Update #2 (RC)
Quote:
Originally Posted by Rambo
I installed the DLL and the binaries, but cannot access the new stuff. How do I access the new tags?
What do you mean by "access the new tags"?
Quote:
Originally Posted by Rambo
Also, when running, the tools say something about Yelo not running properly (something about a kludge). Is this normal and if not, how do i fix?
I assume you are talking about running the OpenSauceIDE executable.If your error message looks like this, then you have to put a DirectX dll in the same directory as the executable. If you have a DirectX SDK installed already, then use the dll located at "C:\Windows\Microsoft.NET\DirectX for Managed Code\1.0.2902.0\Microsoft.DirectX.dll".
Thanks for all your hard work Korn, the CE community wouldn't be what it is today without you. I can't wait to look at the new version in depth, hopefully I'll be able to do it this weekend.
Damn you! I can't find the unhidden scenario field.
August 25th, 2009, 10:19 PM
king_nothing_
Re: Open Sauce Update #2 (RC)
It's not saving my weapon placement settings. If I close CE and start it back up, they go back to default.
August 25th, 2009, 10:26 PM
Kornman00
Re: Open Sauce Update #2 (RC)
Quote:
Originally Posted by Rambo
I installed the DLL and the binaries, but cannot access the new stuff. How do I access the new tags?
Also, when running, the tools say something about Yelo not running properly (something about a kludge). Is this normal and if not, how do i fix?
Again, thank you for all the great work, Kornman00.
In order to create new tag groups you have to use OpenSauceIDE. There are some rough examples in the bin\OpenSauce\CheApe folder. The tag_groups.map has to be in the same directory as the "OS_" HEK tools in order for their Yelo features to work (ie, project_yellow tag, new tool commands, etc).
If any application, other than Halo (ie, sapien), tries to run the DX DLL which Yelo hides itself as, then Yelo will prompt the user with that kludge message. Basically, Yelo is loaded, but all code is dormant and it continues to act as a proxy to the real DX9 dll. Just rename, move or delete the Yelo dx dll and the message won't appear.
This RC is namely targeted towards developers, not game users, which is why I don't support the posted DX dll. While I will listen to issues and problems from regular users, I won't be rushing to fix them just so you can use the features in-game.
It's not saving my weapon placement settings. If I close CE and start it back up, they go back to default.
I'll check it out later today King
August 25th, 2009, 10:31 PM
Siliconmaster
Re: Open Sauce Update #2 (RC)
Quote:
Originally Posted by Kornman00
This RC is namely targeted towards developers, not game users, which is why I don't support the posted DX dll. While I will listen to issues and problems from regular users, I won't be rushing to fix them just so you can use the features in-game.
Understood. I only mentioned it because my setup via dxtweaker had worked with previous OS .dlls. I'll wait to see what people come up with. :)
August 25th, 2009, 10:32 PM
ARKaMAN
Re: Open Sauce Update #2 (RC)
thanks for the info. Me and Rambo are now trying out the new tags.
August 25th, 2009, 10:37 PM
Kornman00
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.
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.
August 25th, 2009, 10:52 PM
Limited
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.
August 25th, 2009, 10:54 PM
ARKaMAN
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.
August 25th, 2009, 11:42 PM
FRain
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.
August 26th, 2009, 12:10 AM
boogerlad
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.
August 26th, 2009, 12:14 AM
Kornman00
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...
August 26th, 2009, 12:20 AM
boogerlad
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.
August 26th, 2009, 01:09 AM
jcap
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.
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.
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.
K, thanks. I got the .dll working, and noticed the same thing. Instead of "de-stretching it", it stretches it in a completely different direction. Lol.
August 26th, 2009, 03:26 AM
Delta4907
Re: OpenSauce Halo CE SDK Update #2 (RC)
Do you think you can enable dual-core support? I mean, I can work around this, I had it so when Sapien started and automatically setted the Affinity to just one cpu, but in doing so, the windows (game window, properties, hiearchy etc..) reset every time and I have to the move them into the comfortable positions each time it's loaded up. It'd be wonderful if you did this.
August 26th, 2009, 03:38 AM
Cortexian
Re: OpenSauce Halo CE SDK Update #2 (RC)
Cool, the Yelo dll actually lets me load the game now, and if I'm not mistaken it has an nVidia card Active Camo fix built in.
August 26th, 2009, 04:45 AM
Rambo
Re: OpenSauce Halo CE SDK Update #2 (RC)
How do I switch lightmaps from one to another on the BSP?
May I make a suggestion for a new set of commands?
structure_lightmap_index allows you to specify an index in an if statement for testing purposes (true / false) switch_lightmaps switches the lightmap on the BSP in the same way switching a BSP works
Kornman, I need these commands to further my level, as 16 BSPs is atrociously big. If I could get it down to two (one with 64 Lightmaps for daytime and one with 64 Lightmaps for night time) it wold really help us.
Since updated Netcode isn't working, with biped kills, this could be synchronized in the same way as BSP switches. However, for the most efficient gameplay with the least amount of lag, somebody needs to get that Netcode issue resolved. This would also resolve device syncing problems, which I have noticed still exist (not that it's a bad thing).
Anyway, it would be nice to be able to switch Lightmaps on-the-fly the same way switching BSPs works. I know this was a rushed (?) release; however, for the final that's slated for two weeks away, can we please have those features?
Also, is Recorded Animation reenabling at all possible? Some buddies and I were wondering about this, especially seeing as I'm trying to make a custom campaign that requires certain vehicle movements with AI in it and layers later on. I tried creating them in Sapien but to no avail.
If we could get those back online it would rock.
Oh, before I go, I wanted to take this time to persoanlly thank you for the Lightmap / BSP increase implementation. Those features will really be helpful for Blood Creek RC3. Of all the features that Open Sauce 2 has to offer (besides the multi-team vehicles), THAT is the most important feature to me. Having the skies and lightmaps and BSP limitations extended is a real plus.
Again, thank you very much. Even if we could work something out where I can get hold of an expansion to OS2 that supports these new commands, I'd greatly appreciate it. I really need these Lightmap switch functions and test commands in order to complete my work on RC3.
August 26th, 2009, 06:21 AM
Cortexian
Re: OpenSauce Halo CE SDK Update #2 (RC)
The Yelo Battery dll doesn't seem to work when I use the "-vidmode" command.
August 26th, 2009, 08:38 AM
FRain
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by Rambo
Also, is Recorded Animation reenabling at all possible? Some buddies and I were wondering about this, especially seeing as I'm trying to make a custom campaign that requires certain vehicle movements with AI in it and layers later on. I tried creating them in Sapien but to no avail.
I may not be correct, but I believe the whole system for recorded animations was compeletely ripped out of the Halo CE code when it was released.
August 26th, 2009, 08:45 AM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
This is a RC. It serves the purpose of finding unencountered issues with a broader user base and provide feed back. I'm not saying there will be any new additions to the SDK in two weeks. I'm just using these two weeks as a grace period for data mining and if I manage to finish any unsolved features then I may add them in.
I implemented a starting point in the project yellow tag for someone else to finish multiple lightmaps per bsp. I'm more concered about working on proper documentation rather than a new feature which only really applies to one mod as it stands. It's not even know if switching the lightmap will even work or look as expected. I only said that I would look into how to go about the ideas brought up in the Ideas Thread, not fully implement them.
Also, when I try to excecute os_toolbeta I get an error saying I am missing "vorbisenc.dll". Full message says:
"The program can't start because vorbisenc.dll is missing from your computer. Try reinstalling the program to fix this problem."
I do not have the origional HEK installed, I am guessing that may fix my second error message. But I am sure I have had the first error message before when using the origional HEK, it is something to do with Microsoft Office.
Edit: I exceptioned when I opened haloce.exe with the OS .dll in my root directory. I used the one which you posted in your second post Korn.
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.
you don't need a widescreen monitor. YOu just have to go to vidmode, set a widescreen resolution, and put it as -window. Then that'll be like playing on widescreen.
August 26th, 2009, 10:20 AM
Masterz1337
Re: OpenSauce Halo CE SDK Update #2 (RC)
The test dll doesn't work for me, but like you said, use at your own risk. The updated tools won't allow me to open up any tags, because of tortoise svn, but uninstalling it should probably fix that.
Whats the issue with your SVN client? Are the resources checked in or something? The HEK should open the tags as read-only and work fine still (as long as the operation isn't write-related, ie importing)
EDIT:
Quote:
Originally Posted by Kornman00
On XP, I believe there is a way to save the Exception Data of which it notoriously Gathers. Try clicking the "View Details" linkish looking thing (IIRC) and see if it lets you.
On Vista its a little different. This difference actually made developing hacks like Yelo more time consuming to debug on my end as the amount of steps involved.
1) Control Panel->Problem Reports and Solutions->View problem history
2) Find HaloCE (or it may be the name of the dll, dx3d9.dll or w/e)
3) Right click->View problem details.
4) Copy to clipboard & pasta in your post
5) ???
6) Fix?
7) Deficit
August 26th, 2009, 11:06 AM
Masterz1337
Re: OpenSauce Halo CE SDK Update #2 (RC)
I don't actually get an exception, once the game is about to bring me to the main menu, it closes and says halo has encountered a problem and needs to close.
for the SVN client, I never use it, I installed it for when i was working with a UT3 team a while back, and never uninstalled it when I left. This is the first time it's ever interfere with anything, my normal HEK tools work fine, it's just any of the OS ones which gives me a problem.
August 26th, 2009, 11:29 AM
jcap
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by Masterz1337
I don't actually get an exception, once the game is about to bring me to the main menu, it closes and says halo has encountered a problem and needs to close.
for the SVN client, I never use it, I installed it for when i was working with a UT3 team a while back, and never uninstalled it when I left. This is the first time it's ever interfere with anything, my normal HEK tools work fine, it's just any of the OS ones which gives me a problem.
Kornman, Masters told me on AIM that the file which was giving him problems is msvcp90.dll. I don't see how it could be a conflict with another app, though. I didn't ask if he installed the redist package yet.
Masters, even though Halo doesn't pop up with an exception, you can still post the error details in a quote here (WINDOWS VISTA AND 7 ONLY). Click Start and type in "problem reports" and you should see a shortcut to a program for something containing that phrase. Open it up and locate the haloce process. Right click > View technical details. Copy everything and post it in a quote. (Edit: Oh wait Kornman had that in his post.)
August 26th, 2009, 12:07 PM
Rhydgaled
Re: OpenSauce Halo CE SDK Update #2 (RC)
Visual C++ won't open it and mentions somthing about different versions of Visual C++. Has Kornman used a different version to the 2005 version that was required for the 20081116_1350EST.rar release? Kornman stated which version of Visual C++ you needed in his release post then, not so this time.
August 26th, 2009, 12:26 PM
Rosco
Re: OpenSauce Halo CE SDK Update #2 (RC)
I guess I should say thanks for the shout out?
:D
August 26th, 2009, 02:50 PM
FireScythe
Re: OpenSauce Halo CE SDK Update #2 (RC)
Excellent work :D. Plenty here for people to bug you about.
Had a problem with the shader_postprocess_collection in guerilla, as adding a second effects block made it crash with "error: couldn't resize tag data" in the debug.txt.
Also the "afxres.h" header file included in Halo1_CE.rc isn't included with VC++ Express as it doesn't support MFC (apparently), so is it a necessary header or can it be omitted?
EDIT: If CheApe has a project open and you close OpenSauceIDE it asks if you want to save your project twice and exceptions with the following in the debug.log:
Code:
26/08/2009 22:14:32 OpenSauceIDE 1.0.0.0 ----------------------------------------------
26/08/2009 22:14:32 Unreachable case!
'':Boolean ScriptingCacheClose(BlamVersion) @ 0
26/08/2009 22:14:32 A thread caused an unhanded exception (System.Threading.Thread).
Debug.Exceptions+UnreachableException: Exception of type 'Debug.Exceptions+UnreachableException' was thrown.
at Blam.Halo1.GameDefinition.ScriptingCacheClose(BlamVersion game)
at CheApe.ProjectState.*gt™žgf“r‰dŸwj*(Object , BlamVersion game)
at CheApe.ProjectState.Dispose()
at CheApe.Project.™2roožˆj‘v–8m”˜œd(Object )
at CheApe.Project.Dispose()
at Blam.Halo1.CheApe.Project.‡xˆdbrŒ–30œfm•f74œ8(Object )
at Blam.Halo1.CheApe.Project.Close(Boolean save, Project proj)
at Blam.Halo1.CheApe.Project.Interface.45œŽ*dŒœœsi•–r6cdš‹(Boolean save, Object )
at Blam.Halo1.CheApe.Project.Interface.Close(Boolean save, Project project)
at OpenSauceIDE.CheApe.1OITm5hUbU(Object , FormClosingEventArgs ) in C:\Mount\B\Kornner\Tools\OpenSauceIDE\CheApe.cs:line 66
at System.Windows.Forms.Form.OnFormClosing(FormClosingEventArgs e)
at System.Windows.Forms.Form.WmClose(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
It doesn't do this if you close CheApe first and then OpenSauceIDE.
Also CheApe will exception and close if the xml being built isn't right:
Code:
26/08/2009 22:18:29 OpenSauceIDE 1.0.0.0 ----------------------------------------------
26/08/2009 22:18:29 Unhanded exception (Name:DefaultDomain
There are no context policies.
). Terminating...
System.Xml.XmlException: Name cannot begin with the '<' character, hexadecimal value 0x3C. Line 20, position 9.
at System.Xml.XmlTextReaderImpl.Throw(Exception e)
at System.Xml.XmlTextReaderImpl.Throw(String res, String[] args)
at System.Xml.XmlTextReaderImpl.Throw(Int32 pos, String res, String[] args)
at System.Xml.XmlTextReaderImpl.ParseAttributes()
at System.Xml.XmlTextReaderImpl.ParseElement()
at System.Xml.XmlTextReaderImpl.ParseElementContent()
at System.Xml.XmlTextReaderImpl.Read()
at System.Xml.XmlLoader.LoadNode(Boolean skipOverWhitespace)
at System.Xml.XmlLoader.LoadDocSequence(XmlDocument parentDoc)
at System.Xml.XmlLoader.Load(XmlDocument doc, XmlReader reader, Boolean preserveWhitespace)
at System.Xml.XmlDocument.Load(XmlReader reader)
at System.Xml.XmlDocument.Load(String filename)
at IO.XmlStream..ctor(String path, Object owner)
at CheApe.Import.ProcessFile(ProjectState state, String file)
at CheApe.Project.qmo›9ižŸfŒœ5430cqdl(Object , Object , Object )
at CheApe.Project.Import()
at CheApe.Project.Build(Boolean reimport)
at CheApe.Project.Build()
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
August 26th, 2009, 09:48 PM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
You need VS2008 to edit the source. I'm sure you can edit the solution and project files back to the 05 format without too much hassle.
Change shader_postprocess_effect_source_code_data's "isTextData" attribute to false (or just remove it) and rebuild your CheApe project. Of course then you'll have to use that old TagInterface lib if you want to do anything with those tags...I'll see if I can figure out whats causing the problem and if I can fix it later.
Yes, you can exclude the .rc and afxres.h from your project. The only reason I had them setup was so you could include version information in your DLL.
Coincidently, the only way I ever exited OSIDE when testing was by closing CheApe first...guess subconsciously I didn't want to face the pending doom lol. I'll fix that case for the final.
Just checked my code and realized the import process only was checking for my library's own internal base Exception type being thrown, so I'll be sure to extend it to check for any type of Exception.
EDIT: also (to anyone), if you're receiving ANY problems with the tools, please include exception information. If you can't copy the exception information, at least to a print-screen of the message. It's the only way to help me track the problem remotely or try to reproduce it to debug it!
August 27th, 2009, 01:29 AM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
Check bottom of the first post for an updated test DLL.
August 27th, 2009, 01:44 AM
Siliconmaster
Re: OpenSauce Halo CE SDK Update #2 (RC)
Now instead of squashing in another direction, the hud just moves about 4 pixels. No change in shape or size.
As for the .dll itself, it works fine with basic CE, but if I use a shortcut with -vidmode 1680, 1050, 60 it loads with only the fog color as the screen. I.e. the library ui is a solid dark blue with the menu choices, and maps are light gray or so on.
August 27th, 2009, 04:54 AM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
Do you still see your FP weapons in-game? If not, what is the FOV value in your settings file?
EDIT: odd, if you use those settings then go in-game then go to edit your FOV, it fixes it. time to check the code I ported once again...
August 27th, 2009, 10:20 AM
Siliconmaster
Re: OpenSauce Halo CE SDK Update #2 (RC)
Oh, interesting. I didn't catch that. Glad I'm not the only one with that issue and that it's re creatable.
August 27th, 2009, 11:14 AM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
I think I have a fix for all the current Battery feature issues. Waiting for jcap to get online so I can have him test it.
As a note to OpenSauce HEK users: while reviewing some old code in the library that drives OpenSauceIDE I saw a potential problem. However the fix somewhat breaks the current public cheape_project files. While I could easily add a new versioning case to the file for backwards compatibility, it would require me to keep some old code, used no where else now, which I'd prefer to not do. This is a RC and doesn't represent the final product (so I can get away with this kind of stuff for now ;p). With that said, you'll have to redo your cheape_project files for the final tools. Not a real biggy.
August 27th, 2009, 05:45 PM
boogerlad
Re: OpenSauce Halo CE SDK Update #2 (RC)
can't you post the updated dll anyways? (not trying to rush you)
August 28th, 2009, 12:13 AM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
I wasn't going to post it until I knew it was good to go. Like I said, the posted DX DLL is unsupported, so don't expect problems to be addressed by me same day.
New dll in the first post
August 28th, 2009, 12:21 AM
Siliconmaster
Re: OpenSauce Halo CE SDK Update #2 (RC)
Beautiful. I missed out on the original battery, so this is the first time I have ever played in widescreen with a non-stretched HUD. Much thanks. As I'm sure you know already, the blue fog/wtf issue is also fixed. W00t.
August 28th, 2009, 12:27 AM
Cortexian
Re: OpenSauce Halo CE SDK Update #2 (RC)
Is it possible to "integrate" what you've got in your d3d9.dll into another d3d9.dll? I know a few people that would love to have a Yelo Battery + SoftTH d3d9.dll...
August 28th, 2009, 12:32 AM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
In theory, if SoftTH's design just acts as a proxy as well, unlike xfire which actually modifies DX code.
August 28th, 2009, 02:54 AM
Cortexian
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by Kornman00
In theory, if SoftTH's design just acts as a proxy as well, unlike xfire which actually modifies DX code.
I added some code earlier to make Yelo try to load a 'd3d9_proxy.dll' first, and if that fails, loads the real DX's dll. I'll send it to you on AIM to test it out before I post it for download
August 28th, 2009, 10:01 AM
FRain
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by Hunter
I get this error when I try to open tags using the OS HEK tools.
(snip)
Also, when I try to excecute os_toolbeta I get an error saying I am missing "vorbisenc.dll". Full message says:
"The program can't start because vorbisenc.dll is missing from your computer. Try reinstalling the program to fix this problem."
I do not have the origional HEK installed, I am guessing that may fix my second error message. But I am sure I have had the first error message before when using the origional HEK, it is something to do with Microsoft Office.
Edit: I exceptioned when I opened haloce.exe with the OS .dll in my root directory. I used the one which you posted in your second post Korn.
I'm getting this too, except I installed the redist.
It happens at the open screen if I try to select something to open.
August 28th, 2009, 11:03 AM
Masterz1337
Re: OpenSauce Halo CE SDK Update #2 (RC)
new dll works fine, although I got some freezing at first.
August 28th, 2009, 11:35 AM
boogerlad
Re: OpenSauce Halo CE SDK Update #2 (RC)
the new d3d9.dll doesn't work for me. Pressing f7 does nothing anymore.
August 28th, 2009, 02:49 PM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
If pressing F7 while in-game doesn't bring up the menu then Yelo isn't being loaded. I need more information in order to figure out why its not loading
Quote:
Originally Posted by FRain
I'm getting this too, except I installed the redist.
It happens at the open screen if I try to select something to open.
You're getting what too? He mentions tool and haloce having problems and you talk about opening something...
August 28th, 2009, 04:05 PM
boogerlad
Re: OpenSauce Halo CE SDK Update #2 (RC)
What can I do to help you track this bug? It worked with the first dll.
August 28th, 2009, 04:07 PM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
EDIT: well, are you sure the new d3d9.dll is in same directory as the haloce.exe you're trying to run is?
Doesn't appear SoftTH is working with Yelo.
Quote:
Originally Posted by FireScythe
Had a problem with the shader_postprocess_collection in guerilla, as adding a second effects block made it crash with "error: couldn't resize tag data" in the debug.txt.
Figured out the problem. Change the xml attribute data for the data definition from "max" to "maxSize" ;x
August 28th, 2009, 04:37 PM
jcap
Re: OpenSauce Halo CE SDK Update #2 (RC)
:neckbeard:
August 28th, 2009, 04:50 PM
klange
Re: OpenSauce Halo CE SDK Update #2 (RC)
:gonk:
"Cannot allocate the required memory. Some other application has loaded where Halo needs to be located."
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
August 28th, 2009, 05:00 PM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
Sounds like the IE update error (supposedly). Why do you have IE on your computer :raise:?
Also, new DX dll in OP. Rename your SoftTH's "d3d9.dll" to "d3d9_proxy.dll" to have it run along side Yelo. Don't cry to me if you have problems running both though.
August 28th, 2009, 05:12 PM
boogerlad
Re: OpenSauce Halo CE SDK Update #2 (RC)
Maybe it's a issue with my computer. Reformatting.
August 28th, 2009, 05:14 PM
klange
Re: OpenSauce Halo CE SDK Update #2 (RC)
Trying the native Windows DX hacks, maybe they'll help get this running in the classic replacement "mode"...
August 28th, 2009, 05:15 PM
Siliconmaster
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by AdmiralBacon
:gonk:
"Cannot allocate the required memory. Some other application has loaded where Halo needs to be located."
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
Yeah, it's either IE if you're using the default halo program, or it's DXtweaker- that program now gives me the same error with OS.
August 28th, 2009, 05:28 PM
klange
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by Siliconmaster482
Yeah, it's either IE if you're using the default halo program, or it's DXtweaker- that program now gives me the same error with OS.
I'm not even on Windows. I don't even have IE (or DXtweaker). Sounds like a very general problem with numerous causes.
(And for the record, it's not something I did, as all the U#1 versions work fine)
August 28th, 2009, 05:34 PM
InnerGoat
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by jcap
:caruso:
Quote:
Originally Posted by Kornman00
Sounds like the IE update error (supposedly). Why do you have IE on your computer :raise:?
Also, new DX dll in OP. Rename your SoftTH's "d3d9.dll" to "d3d9_proxy.dll" to have it run along side Yelo. Don't cry to me if you have problems running both though.
holy shit this fukken owns you own
August 28th, 2009, 06:00 PM
Hunter
Re: OpenSauce Halo CE SDK Update #2 (RC)
haloce.exe still exceptions when the .dll is in my root directory... How do I find the error code?
And just so you know, I am running Windows 7 with DirectX11 according to dxdiag.
August 28th, 2009, 06:21 PM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by Kornman00
On XP, I believe there is a way to save the Exception Data of which it notoriously Gathers. Try clicking the "View Details" linkish looking thing (IIRC) and see if it lets you.
On Vista its a little different. This difference actually made developing hacks like Yelo more time consuming to debug on my end as the amount of steps involved.
1) Control Panel->Problem Reports and Solutions->View problem history
2) Find HaloCE (or it may be the name of the dll, dx3d9.dll or w/e)
3) Right click->View problem details.
4) Copy to clipboard & pasta in your post
5) ???
6) Fix?
7) Deficit
.
August 28th, 2009, 06:27 PM
Cortexian
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by Hunter
haloce.exe still exceptions when the .dll is in my root directory... How do I find the error code?
And just so you know, I am running Windows 7 with DirectX11 according to dxdiag.
I was able to run Xfire with the latest version of Yelo with these command line arguments:
-console -window -vidmode 1280,800,59
I wasn't able to get it working a second time though... Damnit jfap, I want my triple monitor setup!
August 28th, 2009, 07:12 PM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
Hunter, you say this exceptions at startup, are you using a stock ui.map?
August 28th, 2009, 07:27 PM
Hunter
Re: OpenSauce Halo CE SDK Update #2 (RC)
Yes, I have not customized Halo CE since installation. And I am sure it is updated, I will check now.
And when I mean startup I mean, right at the start, no loading graphic comes up or anything.
Edit: yes, game is upto date, 1.08.
August 28th, 2009, 07:32 PM
jcap
Re: OpenSauce Halo CE SDK Update #2 (RC)
Hunter,
Does the original d3d9 (OS 1) work?
Are you making sure that you aren't running Xfire?
Since you're on Windows 7, you need to access the problem reports by clicking Start, then typing in "view all problem reports". Find Halo, find the most recent crash, and copy that here.
Also, if you hold down the control key while launching Halo, does it crash right at that dialog, or after you continue and you hit the loading screen (or the screen flashes)?
August 28th, 2009, 07:53 PM
shadowslayer123
Re: OpenSauce Halo CE SDK Update #2 (RC)
i dont get it, how do you install all this
August 28th, 2009, 08:26 PM
Cortexian
Re: OpenSauce Halo CE SDK Update #2 (RC)
I'm not sure if this is new or not as I didn't take notice of it before, but the latest d3d9.dll causes my text input area (they gray bar at the bottom of your screen when typing) to blank out. Whenever I type anything it doesn't show up in the input area, but it shows in the chat area on screen when I hit enter.
August 28th, 2009, 08:29 PM
klange
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by Freelancer
I'm not sure if this is new or not as I didn't take notice of it before, but the latest d3d9.dll causes my text input area (they gray bar at the bottom of your screen when typing) to blank out. Whenever I type anything it doesn't show up in the input area, but it shows in the chat area on screen when I hit enter.
What resolution are you running at? That's a typical problem for almost everyone.
August 28th, 2009, 08:35 PM
Cortexian
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by AdmiralBacon
What resolution are you running at? That's a typical problem for almost everyone.
1280x800 or 1920x1200.
August 28th, 2009, 08:37 PM
jcap
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by Freelancer
1280x800 or 1920x1200.
Neither of those resolutions are supported by Halo's kext files. You'll need to edit them manually to adjust the position of the text on the screen.
Even without OS you'd have a problem. It's just CE.
August 28th, 2009, 08:58 PM
Cortexian
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by jcap
Neither of those resolutions are supported by Halo's kext files. You'll need to edit them manually to adjust the position of the text on the screen.
Even without OS you'd have a problem. It's just CE.
Nope, since I just tried and it works fine on 1920x1200. Also, why doesn't the HUD stretching save/load automatically if you choose to use it.
August 28th, 2009, 09:40 PM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by Freelancer
Also, why doesn't the HUD stretching save/load automatically if you choose to use it.
Clear indication that you're not using the newest version
August 29th, 2009, 01:39 AM
OmegaDragon
Re: OpenSauce Halo CE SDK Update #2 (RC)
Very interesting release i might add! i will be looking deeply into this once my C skills increase. Still thinking someone should make a dll that will add more characters to the name though ^^
August 29th, 2009, 06:03 AM
Jelly
Re: OpenSauce Halo CE SDK Update #2 (RC)
Would it be possible for an OS DLL to fix the text glitches that happen when you minimize?
Also, in the latest version you can load two plugins if one is called d3d9_proxy.DLL. Would it be possible to load multiple plugins like this? Or maybe make an application that creates a custom DLL which chain loads the selected DLLs?
I'm currently using yelo and post-processing, which are the (only?) best two plugins for me, but if there's more releases in the future, and I have no knowledge of how to compile a DLL, it would be annoying to have to drop post processing every time I want to try out a new plugin.
August 29th, 2009, 06:35 AM
Dwood
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by Jelly
Also, in the latest version you can load two plugins if one is called d3d9_proxy.DLL. Would it be possible to load multiple plugins like this? Or maybe make an application that creates a custom DLL which chain loads the selected DLLs?
Yeah but Korn doesn't support doing that.
August 29th, 2009, 07:59 AM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by OmegaDragon
Still thinking someone should make a dll that will add more characters to the name though ^^
Not going to happen
Quote:
Originally Posted by Jelly
Also, in the latest version you can load two plugins if one is called d3d9_proxy.DLL. Would it be possible to load multiple plugins like this? Or maybe make an application that creates a custom DLL which chain loads the selected DLLs?
I'm currently using yelo and post-processing, which are the (only?) best two plugins for me, but if there's more releases in the future, and I have no knowledge of how to compile a DLL, it would be annoying to have to drop post processing every time I want to try out a new plugin.
I only added that second d3d9 proxy feature for SoftTH use. I didn't add it for loading another Yelo module. You shouldn't be using it to load another Yelo module as conflicts will happen in the game code.
Requiring people to make their works open source (as the license requires) enables other developers to add a foreign project's features into their own modules, along with providing examples for new beginners to the OS SDK (but not necessarily beginners to programming...).
As long as developers don't mess with the module's base code, you'll still have things like hud scaling and custom weapon views with their's.
August 29th, 2009, 10:16 AM
Hunter
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by jcap
Hunter,
Does the original d3d9 (OS 1) work?
Are you making sure that you aren't running Xfire?
Since you're on Windows 7, you need to access the problem reports by clicking Start, then typing in "view all problem reports". Find Halo, find the most recent crash, and copy that here.
Also, if you hold down the control key while launching Halo, does it crash right at that dialog, or after you continue and you hit the loading screen (or the screen flashes)?
I will check and try them things when I get home later, going out at 5:30.
August 29th, 2009, 12:29 PM
FRain
Re: OpenSauce Halo CE SDK Update #2 (RC)
Here's the error I'm getting:
"Excecutable 'C:\Program Files\Microsoft Games\Halo Custom Edition\OS_guerillabeta.exe' had the following unrecoverable error: Couldn't find library MSVCR80.DLL (required by C:\Program Files\Common Files\Adobe\Acrobat\ActiveX\PDFShell.dll) Please ensure that it is enabled."
August 29th, 2009, 01:01 PM
Rhydgaled
Re: OpenSauce Halo CE SDK Update #2 (RC)
Can't compile the code myself yet, but I have a problem to report with the .dll on the first post. When I try to start HALO with the old (Visual C++ 2005 compatible) OpenSauce d3d9.dll (still the one I compiled myself I think) it works and I can use the gravity function. When I removed that and dropped the new dll in instead the game didn't have the gravity fuction and F7 did nothing too, but then I noticed you have to rename it to d3d9.dll so I did and now I get an error message containing the words "d3dx9_40.dll was not found." I looked in the troubleshooting thread and saw there was a d3dx9_37 missing problem when the .dll was not compiled under release settings (whatever release settings means, don't know much about C++ or Visual studio.) With the old version I didn't ever get either of those errors.
The reason I can't complie the code is I have to wait til college starts again so I can download the newer version of Visual C++ Pro (thanks to college I can get it free). I can't download it here because my internet isn't fast enough and when I'm downloading stuff it tends to time-out alot. I just hope they don't remove that version of C++ from the list of free software for an even newer one, they already removed Access 2003 for Access 2007.
August 29th, 2009, 01:07 PM
Kornman00
Re: OpenSauce Halo CE SDK Update #2 (RC)
You need the latest DX redist...
August 29th, 2009, 01:11 PM
jcap
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by FRain
Here's the error I'm getting:
"Excecutable 'C:\Program Files\Microsoft Games\Halo Custom Edition\OS_guerillabeta.exe' had the following unrecoverable error: Couldn't find library MSVCR80.DLL (required by C:\Program Files\Common Files\Adobe\Acrobat\ActiveX\PDFShell.dll) Please ensure that it is enabled."
Quote:
Originally Posted by Rhydgaled
Can't compile the code myself yet, but I have a problem to report with the .dll on the first post. When I try to start HALO with the old (Visual C++ 2005 compatible) OpenSauce d3d9.dll (still the one I compiled myself I think) it works and I can use the gravity function. When I removed that and dropped the new dll in instead the game didn't have the gravity fuction and F7 did nothing too, but then I noticed you have to rename it to d3d9.dll so I did and now I get an error message containing the words "d3dx9_40.dll was not found." I looked in the troubleshooting thread and saw there was a d3dx9_37 missing problem when the .dll was not compiled under release settings (whatever release settings means, don't know much about C++ or Visual studio.) With the old version I didn't ever get either of those errors.
The reason I can't complie the code is I have to wait til college starts again so I can download the newer version of Visual C++ Pro (thanks to college I can get it free). I can't download it here because my internet isn't fast enough and when I'm downloading stuff it tends to time-out alot. I just hope they don't remove that version of C++ from the list of free software for an even newer one, they already removed Access 2003 for Access 2007.