You're right about that. Changing FOV did fix it. I deleted the Yelo settings files which didn't help like I thought the fov setting was messed up. I don't understand why this is randomly just happening now. =[
Oh well, just have to deal with it
You're right about that. Changing FOV did fix it. I deleted the Yelo settings files which didn't help like I thought the fov setting was messed up. I don't understand why this is randomly just happening now. =[
Oh well, just have to deal with it
Last edited by Skarma; September 11th, 2010 at 04:29 AM.
Make sure you get the Appetizer.rar (in the first post) too. I think that might have had the fix for the FOV crap in it.
Oh I did, it did not have any effect.
I am building some tag definitions using your OS object and device definitions as examples. I was just wondering, when should you use a TAG_FIELD and when to not use it? I have been using it for only variables that have tooltips and other text next to the edit box in guerilla. Also what kinds of variable arguments are accepted in tag fields and in what order? Thank you
E: I am assuming the variable argument in TAG_FIELD does nothing currently.
Do you have the tag definitions already mapped out into c structures? If so, would you be so kind to release them with or without the next OS build? Just asking in case I am being redundant and should just wait until then. I have reversed most of them, but not into standard halo/os format. And hey, if not I can send them to you to put into the next build if I get them done in time.
This is for Forge by the way. I haven't yet looked through all your map/tag code -- there is SO much I have yet to explore it's ridiculous lol. Right now I am just working on editing existing tags, but I eventually wanted to be able to create new objects and delete existing objects. I saw a script command object_create and was thinking of making use of that to temporarily spawn an object but I am unsure. I guess I would need to update all the pointers in the map file if I wanted to save changes for adding and deleting tags. Can you help me sometime?
Last edited by Skarma; September 19th, 2010 at 04:05 PM.
I found a bug in yo code, yo.
Keithstone.cpp:
All the calls in the engine functions are pointers to the function address not the actual function address.
Example: static uint32 TEMP_CALL_ADDR = GET_FUNC_PTR(KS_GETWINDOW); returns 0x6BD0C0
Also, you should add the remaining keystone functions to the next update.
I thought it would be an appropriate time for this lol...
Last edited by Skarma; October 2nd, 2010 at 10:59 AM.
I haven't messed with that area of the code in a long time. I believe I used the address of the engine-owned function pointers which the engine itself loads via GetProcAddress (since they're in a DLL). I never ended up really using them aside from some UI fix-ups (which are currently deprecated) so they didn't get tested.
lol @ stone
This sounds so cool!How do you use opensauce btw? I downloaded it on HM.org but I did not know what to do with it.
I'm sure Kornman can give you a better answer than me, but basically OS allows programmers to create extensions for Halo. OS, which is loaded as a part of the game itself, exposes a lot of the game's internals to the programmers for use in their extensions. Where previously app developers had to make use of memory hacking and tricks to accomplish their goals, OS allows them to work directly with the game as a part of the game.
If you downloaded the SDK, then you probably won't be doing much with it unless you're trying to develop one of these extensions. If you downloaded something that someone made using the SDK, then you put the .dll in your Halo Custom Edition folder and follow the instructions for whatever it is you have.
I started looking into GTA4 mods since I got the game on Steam too now. They also have their own game hook that allows people to modify the game with C++ code. Difference is that their hook seems to be solely based around the game's scripting system.
Also noticed that they have a .NET interface for game hooking. Sadly, it looks like both the native game hook and the .NET interface's internal code are closed-source. If they were open, I'd look at seeing how they did things and seeing if a .NET interface was possible for OpenSauce in some way.
There are currently 5 users browsing this thread. (0 members and 5 guests)
Bookmarks