Results 1 to 10 of 557

Thread: OpenSauce Halo CE SDK Update #2 (RC)

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Kid in the Hall Kornman00's Avatar
    Join Date
    Sep 2006
    Location
    ◕‿◕, ┌( ಠ_ಠ)┘
    Posts
    3,126

    Re: OpenSauce Halo CE SDK Update #2 (RC)

    No, I'm talking about at runtime. It may not just be as easy as changing the lightmap reference in the structure bsp definition during game. I'm not talking in any way shape or form about running radiosity.

    What are you talking about? What extra client data issue?

  2. #2
    Senior Member Rambo's Avatar
    Join Date
    Jun 2009
    Posts
    135

    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Quote Originally Posted by Kornman00 View Post
    No, I'm talking about at runtime. It may not just be as easy as changing the lightmap reference in the structure bsp definition during game. I'm not talking in any way shape or form about running radiosity.
    Radiosity was an example of how I could swap lightmaps and then recompile the map. I didn't mean it as something to be confusing.

    Quote Originally Posted by Kornman00
    What are you talking about? What extra client data issue?
    I was referring to the device syncing problem with respect to extra client data causing the game to boot someone off the server when sending extra data across. I said that Bungie did this as a way of keeping someone from sending "false" packets. All one has to do is go back to the 1.06 EXE and see how the code works there in retrospect to the 1.07 code. They "fixed" that bug, thus preventing us from sending packets across that would sync the clients with the servers.

  3. #3
    Sarcastic Bitch
    Join Date
    Sep 2006
    Posts
    811

    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Quote Originally Posted by Rambo View Post
    Radiosity was an example of how I could swap lightmaps and then recompile the map. I didn't mean it as something to be confusing.
    Korn wasn't confused, he understood what you were talking about. You are the one that is confused. Changing the lightmap tag reference and recompiling the map is not the same as changing it at runtime (while the game is running). Read the very beginning of FireScythe's post, he explains why it more than likely won't be as simple as changing a tag reference.

  4. #4
    Senior Member Rambo's Avatar
    Join Date
    Jun 2009
    Posts
    135

    Re: OpenSauce Halo CE SDK Update #2 (RC)

    OK. It still should work, in theory. You aren't rerunning radiosity each time, just changing the tag. If recompiling it makes it work, on-the-fly lightmap switching should work in the same way switching BSPs on the fly works.

    I'd do it, but I don't know XML or any programming language. I'm just a sound man and script in Halo some.

  5. #5
    Sarcastic Bitch
    Join Date
    Sep 2006
    Posts
    811

    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Quote Originally Posted by Rambo View Post
    OK. It still should work, in theory. You aren't rerunning radiosity each time, just changing the tag. If recompiling it makes it work, on-the-fly lightmap switching should work in the same way switching BSPs on the fly works.
    No. There is no guarantee that changing the tag reference while the game is running will force the lightmaps to change. That would imply that the lightmap tag reference field is constantly being checked for any changes, which it is not. There would be no point in monitoring if the tag reference changes, especially since the lightmap cannot normally be changed at run time. Use common sense.

    This would not have the same effect as the "switch_bsp" command. When you switch a bsp using that command, the new sbsp tag is loaded, as well as all of it's dependents. One of the dependents is it's corresponding lightmap tag. You have no idea what you are talking about, so please stop.

    Quote Originally Posted by Rambo View Post
    I'd do it, but I don't know XML or any programming language. I'm just a sound man and script in Halo some.
    Damn Korn, you should have written OS in nothing but XML. I think I'll do that for my next app.

  6. #6
    Gar TVTyrant's Avatar
    Join Date
    Apr 2008
    Location
    Hillsboro, Oregon
    Posts
    4,679

    Re: OpenSauce Halo CE SDK Update #2 (RC)

    E:B;eh one second.
    So where do I find exception data?

  7. #7
    Sarcastic Bitch
    Join Date
    Sep 2006
    Posts
    811

    Re: OpenSauce Halo CE SDK Update #2 (RC)

    XP:
    Quote Originally Posted by Kornman00 View Post
    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

    Vista:
    Start>Control Panel>System and Maintenance>Problem Reports and Solutions>Find Halo report at specific date/time and copy to clipboard

    W7:
    Start>Search for "View all problem reports">Find Halo report at specific date/time and copy to clipboard

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •