Halomods Community Portal: Open Sauce - Halo Custom Edition - Halomods Community Portal

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H1_CE
Open Sauce - Halo Custom Edition

News, updates, etc for OpenSauce on HaloCE can be found here

#121 User is offline   bumlove 

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Posted 31 January 2012 - 11:13 AM

I like the look of it,
I tried opening a H2X&V map with it and was pleasantly surprised
is there anyway to DL all of the code in one zip/rar/7z,
I'd like to start some code butchery

This post has been edited by bumlove: 31 January 2012 - 11:14 AM


#122 User is offline   kornman00 

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Posted 01 February 2012 - 05:27 AM

Use Mercurial and get a clone of our repo

#123 User is offline   scopedknife 

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Posted 03 February 2012 - 12:54 AM

View Postkornman00, on 31 January 2012 - 07:49 AM, said:

Check the Wiki, it's all there.

cool thanks :)

View PostSeanAero, on 03 June 2011 - 08:23 AM, said:

Looking great so far, would love to apply a few of these effects in game.
Any rough estimation when the next release will be ready? (How big is your check list?)

omg dude your internet O.O that's... that's impossible!

#124 User is offline   kornman00 

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Posted 04 February 2012 - 01:07 PM

Unless something major comes up, v3.0.1 will be released tomorrow

#125 User is offline   Jaz 

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Posted 04 February 2012 - 04:56 PM

View Postscopedknife, on 03 February 2012 - 12:54 AM, said:

cool thanks :)


omg dude your internet O.O that's... that's impossible!


Either he's insanely rich or he's hijacked an unused government fibreoptic setup. Unused I hope...

#126 User is offline   kornman00 

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Posted 06 February 2012 - 03:03 AM

Version 3.0.1 released! View the ChangeLog for specific fixes and changes.

#127 User is offline   JDHarbs19 

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Posted 06 February 2012 - 09:37 PM

View Postkornman00, on 06 February 2012 - 03:03 AM, said:

Version 3.0.1 released! View the ChangeLog for specific fixes and changes.

Downloading v3.0.1 now. I'm glad motion blur is set off by default, but I kind of enjoyed the new HUD from v3.0 so I'm sorry to see it go.

#128 User is offline   kornman00 

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Posted 06 February 2012 - 10:14 PM

The new HUD? If you're talking about HUD scaling, it's still there

#129 User is offline   JDHarbs19 

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Posted 07 February 2012 - 05:02 PM

View Postkornman00, on 06 February 2012 - 10:14 PM, said:

The new HUD? If you're talking about HUD scaling, it's still there

It's weird, I was able to get some games in yesterday and the HUD scaling seems to appear only on certain maps. At first it didn't appear at all, but after a few games it would show up for a map or two and then go away. Strange. :/

#130 User is offline   bumlove 

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Posted 23 February 2012 - 07:17 AM

I know I'm going to have to down grade to from 2010 to 2008 but will I be ok with VSExpress or should I find the pro version

I'm thinking as always H2X

also will custom 3ds maps be possible after o/s H2X's release or will H2tool need rejiggng?

This post has been edited by bumlove: 23 February 2012 - 08:21 AM


#131 User is offline   kornman00 

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Posted 23 February 2012 - 10:06 AM

I need to do some surveying. If the majority of people (ie, developers) have access to non-express versions of VS2010, vs. VS2008, I'll take the time to upgrade the codebase to 2010. We still use 2008 since, at the time of initial release, that was the non-express version that most people had access to. If you already have VS2008 installed, great. If not, you can try uninstalling 2010, then installing 2008, and then 2010 again (since you can have multiple versions SxS, as long installed in incremental order).

I'll be making a thread for OpenSauce for Halo2 in the coming months as I have more on that end to talk about. For now, I'll say this. Using the H2EK is the best way to start towards getting custom everything in H2X. Yes, there are some resource fix-ups that need to be done (bitmaps are zlib compressed by default, animation graph data isn't paged in the "geometry" cache like other resources, H2V has different vertex buffer formats, etc), but compared to all the other problems and maintenance issues it is the best option. The H2EK handles tag editing, tag postprocessing (some tags have fields which are only touched by code and aren't view\editable in the editor, even in "expert mode"), resource importing, scenario editing, etc.

Now, don't fret, just like how I have "Halo1_CheApe" to extend and add to Custom Edition's HEK programs, I also have Halo2_CheApe which does the same for H2V. However, I haven't been working that much on it lately since we've been supporting CE. As it stands, there is already added features for OS_H2Tool that are implemented by Halo2_CheApe. Most notably, these are physics and collision model importing. I've also done some initial work on "re-adding" animation and sound importing, but there is still code left to reverse engineer for these. Render models are an issue. Fucking, render models. There's no importing code for those hidden in H2Tool that I can just use in a new tool command like I did for physics and such. It *may* be possible to take some of the structure-bsp importing code and either reuse or reverse engineer it to recreate a render model importer, or some utility that at least makes the process that much less of a hurdle.

Also, the Halo2_Xbox project in OpenSauce is basically a port of the pure x86 assembly Yelo code from long ago into C++. Testing it is a royal bitch right now, and there's a problem in the Camera related code that I'm trying to debug, so there's still much work to be done.

Hope that answers your questions, feel free to continue to ask about the H2 Stuff here until I get a dedicated thread for it in Projects or the 2nd Gen forums.

#132 User is offline   bumlove 

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Posted 23 February 2012 - 02:48 PM

kornman00 paraphrased said:

A load of fucking cool stuff


#133 User is offline   Darkness 

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Posted 24 February 2012 - 09:28 AM

how can I disable the blur effect?

#134 User is offline   bumlove 

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Posted 24 February 2012 - 10:53 AM

Darkness without reading said:

how can I disable the blur effect?


console
pp_motion_blur_disabled

i'm guessing

ref FAQs

This post has been edited by bumlove: 24 February 2012 - 10:54 AM


#135 User is offline   Darkness 

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Posted 24 February 2012 - 11:04 AM

View Postbumlove, on 24 February 2012 - 10:53 AM, said:

console
pp_motion_blur_disabled

i'm guessing

ref FAQs


Thx ;)

#136 User is offline   SpaceCadet 

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Posted 24 February 2012 - 09:11 PM

Add this to 3.0.3 please

#137 User is offline   x86melter 

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Posted 25 February 2012 - 08:21 AM

Did you get that custom packet stuff working? I think it was in TestToNetwork() where you sent the gravity.

This post has been edited by x86melter: 25 February 2012 - 05:49 PM


#138 User is offline   kornman00 

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Posted 01 March 2012 - 02:41 AM

Yeah I got new custom message deltas working a few months back. However, there are no custom messages included in the official releases since they're incompatible with stock games.

#139 User is offline   SeanAero 

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Posted 01 March 2012 - 04:52 AM

Any release notes on V3.0.3?

#140 User is offline   kornman00 

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Posted 01 March 2012 - 04:30 PM

The readme's have the changes and there's a change log on our wiki

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