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

  1. #461
    Neanderthal Dwood's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Quote Originally Posted by Kornman00 View Post
    The current codebase is compatible with 1.09
    Yeah, but until scythe (re) publishes his postprocessing and shader replacement format//a way to compile the new versions that's compatible with current builds... I modified like 30 shaders via the replacement, I am vry sad to see them go

  2. #462
    Senior Member Patrickssj6's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Is that GUI written in C++? Then balls to you sir.

  3. #463
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    It's .NET

  4. #464

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

    Quote Originally Posted by Dwood View Post
    If you tried it right now you'd be underwhelmed. Better to get a build of halo 1.08, and OS postprocessing because the features on that version are readily apparent.
    I how can I switch without using that crappy Version Changer? I want to change my version back to 1.07. I hate 08-09.

  5. #465
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    I don't know what your options are right now (so I can't help you right now), but we plan on supporting an in-game version changer in the next OS release (via a script function, which you can execute through the console).

  6. #466

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

    Can you at least open the damn thing with OS enabled on 1.09? You can't change your version with console if you can't even open Halo.

  7. #467

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

    Version Changer is the best solution out there, not to mention extremely easy to use and install. If you can't use it why are you even concerned about Open Sauce? It's way beyond you.

  8. #468
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Our compatibility systems are starting to come online. For instance, I've got it setup to where OS now uses ".yelo" files for OS-enabled maps. It's pretty transparent to the end user, as they still see the same map name in-game. However, the retail game will never touch the .yelo files and will thus never crash from OS shenanigans.

    There is one caveat to the system, however. If there's a "bloodgulch.map" and a "bloodgulch.yelo", the game will always pick the .map version. I didn't want to take 3 characters away from modders and their map names by placing an 'OS_' prefix. It will be up to them to do that. Or think of more clever names.

    Next on the list is seeing if we can incorporate an extra gamespy query field that basically says "we're running OS lulz!". If it causes stock clients to fail when browsing the server list, I may nix the idea. It's better than forcing all OS users to a custom server list. We want to give users wings, not funnel them into a prison cell.

  9. #469
    Neanderthal Dwood's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Is there a way for gamespy to use a secondary password or something? Then we can have an Open Sauce password that stops them from getting into the game without opensauce or something like that.

  10. #470
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    no

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