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

  1. #361
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Good, was hoping you could test the new codebase, want to make sure I didn't find a way to break scripting support again ;p

  2. #362
    Neanderthal Dwood's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Quote Originally Posted by Kornman00 View Post
    If any new tag fields were to be added, they would be for a feature or something I was looking to stub or implement.

    I was just saying in general: no one should ever change those tags or at least release anything which changes in them. That would be breaking versioning and they're not on the standards itty bitty titty committee for OpenSauce's core.
    Perhaps you could edit the tag (or include it in the ViDoc/Future SDK Documentation) so it's more obvious that people should be using tag_collection tags, because I see that area being a point of failure for those who just want to make maps, say... with Scythe's PostProcessing, or CV's animation permutations (not sure how you set it up man, just assuming you used that)

    I'll be sure to include a little diagram of what the setup for custom tags should be for devs and mappers in another explorial if I ever do make one.

  3. #363
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Just like to let everyone know that the internal beta testing has been going great. We've already quashed some pretty annoying bugs and resolved some issues like the max animations limit override not fulling working for importing. Halo 1 looks to be right on schedule!

  4. #364
    Neanderthal Dwood's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Has anyone managed to return a string in the new hs funcs? im trying to but so far it only returns gobbledy gook.

  5. #365
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Yes, you have to return a char* that is cast as a void*. Which reminds me, when you return a char* does Halo delete the memory allocated there, or should it be a global pointer that the component handles completely?

  6. #366
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Halo's scripting runtime won't manage that value you return to it. All up to you

  7. #367
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Chances are the next update for this will be using VS2010 for its solution and project files. Just a heads up

  8. #368

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

    Anyone Know if theres a tutorial on compiling this, i have the required things(boost C++ and Directx SDK) with Visual Studio 2010 and have had compiles errors every time

  9. #369
    Sarcastic Bitch
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Quote Originally Posted by willfullcookie View Post
    Anyone Know if theres a tutorial on compiling this, i have the required things(boost C++ and Directx SDK) with Visual Studio 2010 and have had compiles errors every time
    I have never been able to get it to compile in VS2010, use VS2008 instead and it should work fine.

  10. #370

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

    thanks for the info. (woo, here i come large download!)
    Edit~ after a overly large download of visual studio 2008 i installed it and reinstalled the others(just in case) however the compile still failed, i suppose i should mention that im on a 64bit computer..
    Last edited by willfullcookie; June 28th, 2010 at 12:20 PM.

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