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

  1. #251
    Senior Member Rambo's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    OK, OK... I thought ya meant home from work or something.

  2. #252
    Sarcastic Bitch
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Quote Originally Posted by Rambo View Post
    For example, if on BSP 0 I have 64 Lightmaps as well as on BSP 1, I want to be able to say to the program, "OK check what BSP it's on from the BSP Sets and then switch the Lightmap to such-and-such Lightmap." That's it. I also want to switch BSP when necessary from the BSP Sets without affecting the main BSPs in the .scenario tag.
    As I've said before, and you have seemed to ignore, what makes you think changing the lightmap tag reference in real time will automatically update the lightmaps on the bsp? I fail to see why that tag reference would be monitored by the engine for changes, so I highly doubt it is as simple as changing that tag reference.

    If you would have bothered to look above at FireScythe and Kornman's posts, you would see that there is apparently something wrong with the script functions in this OS release. That means this might not be possible even if you do figure out how to swap the lightmaps out in real time and find a competent programmer (read: not dwood).

    One last thing, not trying to be a backseat moderator, but shouldn't your conversation between each other be kept to private messages rather than cluttering up this thread with useless posts.

    Quote Originally Posted by Kornman00 View Post
    In the coming months I'll be updating the Kornner website with publications and works that I've been meaning to put up. Some of which will be related to this and/or Halo. Other stuff will just be generic to the Xbox platforms or other engineering stuff. Some people may find the works interesting.

    Goal is to have the site at v3.0 at the end of May/start of June. As things get posted there I'll be sure to update threads here if they relate.
    Looking forward to it.

  3. #253
    Senior Member Rambo's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    OK so Dwood sent me a test version of the lightmap thing. No matter what I compile in OS_Sapien, it crashes. Can someone tell me what the progress is on the fix for this issue and how close we are to an RC2 that works?

  4. #254
    Neanderthal Dwood's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Just wait until Korn fixes the script problem.

  5. #255
    Senior Member Rambo's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    ok. I hope that happens fairly soon because i really wanna make something beautiful with the new Open Sauce that isn't over-bloated.

  6. #256
    CMT member/slave il Duce Primo's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    How do you plan on fitting atleast 100mb of bitmaps holding that lightmap data into a multiplayer map. Does open sauce allow to get through that map size limit?

  7. #257
    Senior Member Rambo's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    I'm not 100% sure, but if you build with the build-cache-file-ext thing it might.

  8. #258
    Neanderthal Dwood's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    OS increases all(?) max limits by 50%... Not sure if that means we have to use the build-cache-file-ex exclusively or if build-cache-file will work... ergo if you go over the max you may have to have OS to play... But then again, 32 bsps works in Halo when compiled by OS tools but without the OS .dll

  9. #259
    Neanderthal Dwood's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Oh btw in appetizer korn you forgot to include gamestate.hpp

  10. #260
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    PHP Code:
    struct s_game_options
    {
     
    UNKNOWN_TYPE(int16);
     
    UNKNOWN_TYPE(int16); // ?, not sure about this field
     
    UNKNOWN_TYPE(int16); // ?, not sure about this field
     
    _enum difficulty_level;
     
    int32 random_seed;
     
    char map_name[0x7F+1];
     
    byte unknown[0x7F+1]; // pretty sure this is just an unused string
    }; BOOST_STATIC_ASSERTsizeof(s_game_options) == 0x10C );
     
    struct s_game_globals
    {
     
    bool map_loaded;
     
    bool active;
     
    bool players_are_double_speed;
     
    UNKNOWN_TYPE(bool);
     
    UNKNOWN_TYPE(real);
     
    s_game_options options;
    }; 
    BOOST_STATIC_ASSERTsizeof(s_game_globals) == 0x114 );
    s_game_globals*    GameGlobals(); 

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