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Thread: Open Sauce Ideas thread

  1. #441
    Neanderthal Dwood's Avatar
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    Re: Open Sauce Ideas thread

    Quote Originally Posted by ShadowSpartan View Post
    Of course the values won't be there when you close Halo, but why would you even need them to be?
    Certain Single player elements like what weapon you ended with , how much ammo perhaps, et cetera.

    There are also a few other things I would find use for them but to explain further why I want the variables to carry over between sessions of Halo is something that I'm not ready to disclose publicly. You have my AIM so you can message me about it but only if you're willing to create a way to expose variables in Open Sauce. :P
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  2. #442
    Devia Animus Sinow's Avatar
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    Re: Open Sauce Ideas thread

    Quote Originally Posted by ShadowSpartan View Post
    You don't need a single global for each skull. You could do, for instance, 2 skulls per float. If f0 = 0 then Skull A and Skull B are not active, if f0 = 1 then Skull A is active, if f0 = 2 then Skull B is active, if f0 = 3 then Skull A and Skull B are active. Those 5 globals are more than enough for you to do the skulls.


    Of course the values won't be there when you close Halo, but why would you even need them to be?
    Not true. If one of those variables means that two skulls are inactive, then that would be misleading; I cross-referenced all skulls, with scripts that detected which skulls, specifically, were on or off.
    And also, in Halo 2, the same thing happened; turn off the game and the skull effects would be erased until gotten again.
    HOWEVER it would be cool if I could make a new part of the main menu to include skulls; that way you can activate skulls which you've already gotten in the campaign from the very beginning, like in Halo 3.
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  3. #443
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    Re: Open Sauce Ideas thread

    Quote Originally Posted by Sinow View Post
    Not true. If one of those variables means that two skulls are inactive, then that would be misleading; I cross-referenced all skulls, with scripts that detected which skulls, specifically, were on or off.
    And also, in Halo 2, the same thing happened; turn off the game and the skull effects would be erased until gotten again.
    Misleading to who, yourself? It is pure laziness to not try and create a compact way of doing something, you should not be wasting "resources" like that. If you have scripts that detect which skulls are active or not...you can just check the globals like I described, and add onto that idea for as many skulls as you want to add. I fail to see how the way I described of doing it is bad.
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  4. #444
    Neanderthal Dwood's Avatar
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    Re: Open Sauce Ideas thread

    Quote Originally Posted by ShadowSpartan View Post
    I fail to see how the way I described of doing it is bad.
    Why do it your way when it is easier to simply have 6 booleans?
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  5. #445
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    Re: Open Sauce Ideas thread

    Quote Originally Posted by Dwood View Post
    Why do it your way when it is easier to simply have 6 booleans?
    Because you can do the same thing with a single global, use the other four for something else, and ultimately not have to rely on an OS dll for anything.
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  6. #446
    Devia Animus Sinow's Avatar
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    Re: Open Sauce Ideas thread

    Quote Originally Posted by ShadowSpartan View Post
    It is pure laziness to not try and create a compact way of doing something, you should not be wasting "resources" like that.
    You're talking about resources... when it comes to a mod you have no idea about, a computer than runs on simple energy and would take JUST as much energy to do something as it would anything else, and criticizing me for an IDEA I had?
    And, also, you contradicted yourself. How is that laziness to make a compact way of doing something? If you want to make something quicker, you want to use LESS effort. In any case, it is not that I am trying to find a quicker way; its that I'm trying to find a way to do that ONE thing first.
    Last edited by Sinow; November 11th, 2009 at 09:07 PM.
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  7. #447
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    Re: Open Sauce Ideas thread

    Quote Originally Posted by Sinow View Post
    No, the detection of which skulls are active or not would be misleading. There are 6 of those engine globals. If I were to use 1 for detecting if two or more skulls are active or not, then that would be misleading because it would have to detect 36 different combinations of which skulls are active or not.

    And, don't go into a resources rant with me, because its a goddamn computer, and my goddamn mod. If you've got a problem with how I do things, too bad.
    Why would you want to have to rely on an OS dll when you have another option of doing it with the game in it's current state? It's not bad doing it this way.

    Quote Originally Posted by Sinow View Post
    And, also, you contradicted yourself. How is that laziness to make a compact way of doing something? If you want to make something quicker, you want to use LESS effort. In any case, it is not that I am trying to find a quicker way; its that I'm trying to find a way to do that ONE thing first.
    Less effort to accomplish something does not make something quicker in terms of computing. I'm not talking about speed anyway, I am talking about using what you have already in the engine without modifying it through an OS dll. Having a single global for each Skull is not a compact way of doing it. You do not need a single global for every skull, and you do not necessarily need to use OS for this.
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  8. #448
    Devia Animus Sinow's Avatar
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    Re: Open Sauce Ideas thread

    Possibly not, but we don't need Kornman for everything, do we? We could export everything from Guerilla and edit it like that; but no, as you said, it is a way of conserving time and energy. But, is it possible without OS to have constant variables? Is it possible to do most of what H2 and H3 does without OS? You're right, we don't need OS to do what I have already done, seeing as I did it already. But some of the things I mentioned would be easier, or simpler, or possible with OS.
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  9. #449
    Senior Member FireScythe's Avatar
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    Re: Open Sauce Ideas thread

    OS2 has a settings component that you can used to save/load values between sessions. Then there's an InitializeForNewMap function in TagGroups that you can use to update things between maps. The advantage of using OS for something like skulls, is if it was built completely in OS without scripts, then it would be map independent and could be used on any SP map the user decides to play.

    I was wondering. From what i've heard, using OS script functions on a non OS installation causes an exception, but does this happen when the function is actually used or when the map is loaded? Because if its only when it is used, would it be possible to have a predetermined script global bool (ie one defined in a halo script) that will be false by default but set to true by OS if the user has it? If so this would let map makers use OS functions only when OS is available.
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  10. #450
    HA10 Limited's Avatar
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    Re: Open Sauce Ideas thread

    Quote Originally Posted by Sinow View Post
    You're talking about resources... when it comes to a mod you have no idea about, a computer than runs on simple energy and would take JUST as much energy to do something as it would anything else
    Um no, computers dont necessary consume the full amount of power. It depends what tasks are running and what devices are running.

    Whats the deal with mislead people posting and demanding stuff in his thread?
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