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Thread: Open Sauce Ideas thread

  1. #331
    i'd rep if i had any... MissingSpartan7's Avatar
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    Re: Open Sauce Ideas thread

    on the topic of waypoints, could we have team waypoints that show where your teammates are? and change colour if they're taking fire of just died?
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  2. #332
    Neanderthal Dwood's Avatar
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    Re: Open Sauce Ideas thread

    Does anyone know if more than 2 grenades are possible? I don't think I saw that one.
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  3. #333
    Sarcastic Bitch
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    Re: Open Sauce Ideas thread

    Quote Originally Posted by Kornman00 View Post
    You're not able to change the actual game state object definitions so you can't do things like adding an extra usable weapon (via the left hand), or add more than two grenade types, or allow more than one driver\gunner.
    There is your answer.
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  4. #334
    Neanderthal Dwood's Avatar
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    Re: Open Sauce Ideas thread

    Quote Originally Posted by ShadowSpartan View Post
    There is your answer.
    Thanks, it's been a while.
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  5. #335
    Codesaurus Skarma's Avatar
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    Re: Open Sauce Ideas thread

    Quote Originally Posted by ShadowSpartan View Post
    There is your answer.
    Actually you can, just not with OS and even though it can happen, this is on a whole other level of reversing and engine modification no one wants to go into currently. Although, claymores would be fun to have.
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  6. #336
    Project Sapphire Modder Rhydgaled's Avatar
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    Re: Open Sauce Ideas thread

    I asked about multipule campaigns, and was told the OS HEK modifications only allowed you to add missions to the campaign, not add campaigns. However I've been thinking, maybe I could use the OS HEK to create a long campaign (say 26 missions) and put a script at the end of one of the maps (let's say the 10th) which runs the credits and ends the game then and there. Then I could run a scipt on UI startup to unlock the next misson anyway (I think there is already an unlock mission script function) so you could start from that misson because it's already unlocked, essentially that would appear to be 2 seperate campaigns. Would that one new script be easier for somebody to add to Open Sauce than an actual multi-campaign feature?

    Also, I don't think I have recived a reply to this:
    Quote Originally Posted by Rhydgaled View Post
    So Kornman implemented the play bik function itself, but didn't actually make a script command to actually allow you to call that function? Or can C++ functions in Open Sauce be run from haloscript / the dev console (which I very much doubt)?
    Basiclly, how far are we from being able to play a .bik file from a script in campaign and UI maps (I don't think there's any point in it for mp maps)?

    Finally (for now), and I may have already asked this one too, could you put some maps (say the campaign ones) in a sub-folder of the maps folder so they don't make the game take longer to load but then load them on request (for example if you access a certain UI screen) instead?
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  7. #337
    Codesaurus Skarma's Avatar
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    Re: Open Sauce Ideas thread

    Quote Originally Posted by Rhydgaled View Post
    I asked about multipule campaigns, and was told the OS HEK modifications only allowed you to add missions to the campaign, not add campaigns. However I've been thinking, maybe I could use the OS HEK to create a long campaign (say 26 missions) and put a script at the end of one of the maps (let's say the 10th) which runs the credits and ends the game then and there. Then I could run a scipt on UI startup to unlock the next misson anyway (I think there is already an unlock mission script function) so you could start from that misson because it's already unlocked, essentially that would appear to be 2 seperate campaigns. Would that one new script be easier for somebody to add to Open Sauce than an actual multi-campaign feature?
    Don't know about all that, but I just looked in OpenSauce and there is a place to add new campaign levels, not missions. Not sure about HEK.

    Quote Originally Posted by Rhydgaled View Post
    Basiclly, how far are we from being able to play a .bik file from a script in campaign and UI maps (I don't think there's any point in it for mp maps)?
    In Game\EngineFunctions.cpp is a function called PlayVideo(cstring bink). When you call this, it will play the video of the name you inputted. I don't think it's setup as a script or console command, but that can be done easily in OS.

    Quote Originally Posted by Rhydgaled View Post
    Finally (for now), and I may have already asked this one too, could you put some maps (say the campaign ones) in a sub-folder of the maps folder so they don't make the game take longer to load but then load them on request (for example if you access a certain UI screen) instead?
    Um, what?! Not sure what you mean with this. Only one map file is loaded at a time - the one you are playing. The maps aren't all loaded when you start the game, only UI.
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  8. #338
    Movie Maker Siliconmaster's Avatar
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    Re: Open Sauce Ideas thread

    Quote Originally Posted by Skarma View Post
    Um, what?! Not sure what you mean with this. Only one map file is loaded at a time - the one you are playing. The maps aren't all loaded when you start the game, only UI.
    I'm pretty sure he's referring to the checksum (I may have the term wrong) before the UI appears, where CE takes forever to load. IIRC, we've already had this conversation and decided that the only way to fix that would be to obtain the source code, which is impossible.
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  9. #339
    Neanderthal Dwood's Avatar
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    Re: Open Sauce Ideas thread

    Quote Originally Posted by Skarma View Post
    In Game\EngineFunctions.cpp is a function called PlayVideo(cstring bink). When you call this, it will play the video of the name you inputted. I don't think it's setup as a script or console command, but that can be done easily in OS.
    I think that he doesn't understand the problem. Masterz explained it best that the problem isn't that we can't play .bik files or things like that, the problem is that we can't create our own animations from the tools in the hek.

    Basically, from what I've gathered from posts and whatnot is that it isn't that the functions to create animations isn't there, it's that there's no way to add User Input at all.

    Edit: I mean that the HEK's UI for creating biks is gone completely.

    Edit: Or whatever file extension it is that Halo uses to play recorded animations. (ie, every ingame cutscene)
    Last edited by Dwood; October 8th, 2009 at 01:27 PM.
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  10. #340
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    Re: Open Sauce Ideas thread

    Quote Originally Posted by Dwood View Post
    I think that he doesn't understand the problem. Masterz explained it best that the problem isn't that we can't play .bik files or things like that, the problem is that we can't create our own animations from the tools in the hek.

    Basically, from what I've gathered from posts and whatnot is that it isn't that the functions to create animations isn't there, it's that there's no way to add User Input at all.

    Edit: I mean that the HEK's UI for creating biks is gone completely.
    What the hell are you talking about? You don't understand what you are talking about. The HEK does not, nor has it ever had the ability to create .bik files. What you described was recorded animations, Bink Video files are not the same as recorded animations in any way whatsoever. Bink Video is a file format created by RAD Game Tools. There are only 3 Bink Video files played by the Halo 1 game, one for the Bungie logo, one for the Gearbox logo, and one for Guilty Spark flying off at the end of the game (I'm pretty sure that last one is right, haven't played the game in a while).
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