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H1_CE
Open Sauce - Halo Custom Edition

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

#161 User is offline   BobtheGreatII 

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Posted 13 April 2012 - 12:06 AM

Heck if I know, that was just my guess.

#162 User is offline   Jaz 

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Posted 16 April 2012 - 10:49 AM

Kornman's been awfully quiet.

Need helping signing those contracts, Korn? *Hopeful*

#163 User is offline   kornman00 

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Posted 16 April 2012 - 11:06 PM

Still not holding my breath

#164 User is offline   SeanAero 

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Posted 17 June 2012 - 05:25 PM

View Postkornman00, on 16 April 2012 - 11:06 PM, said:

Still not holding my breath


Did you get a reply?

#165 User is offline   Jaz 

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Posted 17 June 2012 - 08:03 PM

Apparently this Fable TLC mod is using an adaptation of OpenSauce. Are you the 'Sean' helping with it, Sean Aero?

http://fabletlcmod.c...h=9185&start=0

It looks pretty cool. Still wondering if it will allow full normal maps in Fable.

#166 User is offline   kornman00 

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Posted 18 June 2012 - 03:21 AM

It was a pretty safe bet then, and still now, that Gbx wouldn't reply. So, no.


I hope those Fable modders don't use the name OpenSauce name directly in their stuff (I don't want confusion or name collisions). Also, hope they realize that the source code to OS is licensed under GPLv3...meaning they would have to release their source code (though, as I said on our project page, we do offer exemptions if given a valid reason).

#167 User is offline   SeanAero 

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Posted 18 June 2012 - 02:39 PM

View PostJaz, on 17 June 2012 - 08:03 PM, said:

Apparently this Fable TLC mod is using an adaptation of OpenSauce. Are you the 'Sean' helping with it, Sean Aero?


Nope not me.

If it was me, you would have seen stuff like this first.

This post has been edited by SeanAero: 18 June 2012 - 02:40 PM


#168 User is offline   2kool2snip3 

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Posted 29 September 2012 - 12:46 PM

How do I properly enable vehicle boarding using Open Sauce for Halo CE? Does it work for original campaign missions such as Assault on the Control Room? (Including the CMT Maps) If possible, can you upload a video showing how to put vehicle boarding on using Open Sauce?

#169 User is offline   kornman00 

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Posted 05 October 2012 - 10:09 AM

OS only offers the multi-team vehicle functionality. It's currently up to end users to add vehicle boarding support into their maps (CMT does it mostly through scripts if I recall).

#170 User is offline   sanni 

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Posted 07 October 2012 - 09:55 AM

Would it be possible to enable UI scaling for the zoom masks too?

Without OS 4:3
Posted Image

With OS 16:10
Posted Image

As you can see the circle isn't a circle anymore.

#171 User is offline   BobtheGreatII 

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Posted 07 October 2012 - 06:41 PM

View Postsanni, on 07 October 2012 - 09:55 AM, said:

Would it be possible to enable UI scaling for the zoom masks too?

As you can see the circle isn't a circle anymore.



Oh I don't know. ;)

Posted Image

Someone will have to explain how it works, cause I have no clue. But yes, at 16x9 at least, the circle is a circle. I'm not sure if this is done through OS or not, but someone else on the team might be able to explain it.

#172 User is offline   teh lag 

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Posted 07 October 2012 - 07:32 PM

Zoom masks in HCE are weird. Our new HUD uses an alternate way of displaying them in order to have them properly stretch (only at the ends, not the entire bitmap) for OS' widescreen mode. This comes at the cost of not being able to use the convolution effect when zoomed or other things that are done using the "normal" way of handling zoom masks. I don't know exactly why OS cannot display zoom masks without stretching the entire bitmap though.

#173 User is offline   Fred931 

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Posted 15 October 2012 - 12:51 AM

I have OS, and when I try to play a multiplayer game, none of the info text shows up (the "You killed 1337h4x0r" and etc. text). Is this an issue with my CE install or what? How do I fix it?

#174 User is offline   TheFieryScythe 

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Posted 16 October 2012 - 11:56 AM

View Postteh lag, on 07 October 2012 - 07:32 PM, said:

Zoom masks in HCE are weird. Our new HUD uses an alternate way of displaying them in order to have them properly stretch (only at the ends, not the entire bitmap) for OS' widescreen mode. This comes at the cost of not being able to use the convolution effect when zoomed or other things that are done using the "normal" way of handling zoom masks. I don't know exactly why OS cannot display zoom masks without stretching the entire bitmap though.


OS doesn't scale UI widgets that are 640x480 so that full screen bitmaps stay full screen.

View PostFred931, on 15 October 2012 - 12:51 AM, said:

I have OS, and when I try to play a multiplayer game, none of the info text shows up (the "You killed 1337h4x0r" and etc. text). Is this an issue with my CE install or what? How do I fix it?


You may need to reinstall the Microsoft XML Parser, which you can do by running *CE Dir*\Redist\msxmlenu.msi.

#175 User is offline   DarkHalo003 

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Posted 29 October 2012 - 09:59 PM

I have a few questions about Open Sauce:

-Does it allow normals on BSPs?
-Can it allow reticule bloom with the same visual cues as seen in Halo Reach?
-What are some popular things that it can not do?

#176 User is offline   Amit 

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Posted 08 November 2012 - 02:37 AM

There's no changelog for version 3.03. Where is it?

#177 User is offline   kornman00 

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Posted 08 November 2012 - 12:14 PM

It's not listed in the wiki, but it's in the Readme.txt.

"Nothing you all need to concern yourselves with. Go play Halo."

:P

#178 User is offline   Amit 

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Posted 08 November 2012 - 07:52 PM

So I have to reinstall OS to get to the Readme? Okay :(

#179 User is offline   kornman00 

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Posted 10 December 2012 - 02:50 AM

HSPP - Halo Script Preprocessor

Download here

HSPP is a C-like preprocessor for .hsc files based on GPP (http://en.nothingisreal.com/wiki/GPP)

Usage: hspp [infile] [outfile]

Example: hspp a10.hs a10.hsc
It doesn't care what the file extensions are. However, I recommend using ".hs" for files which contain preprocessor directives so that the HEK doesn't get a taste of them. Then use ".hsc" for your output files, for obvious reasons.

A full list of supported macros can be found here under the "META-MACROS" heading.


The plan is to fully integrate this into the next release of OpenSauce so that it's all transparent. Because of this, I won't be supporting hspp.exe after today so that work on OS isn't interrupted. Until then, feel free to use this to preprocess your scripts before compiling them with Sapien!


Example setup:
include.hs
(script stub unit player1
    (unit (list_get (players) 1))
)


example.hs
#define DEFINE_VECTOR(name)    \
    (global real #1_x 0)    \
    (global real #1_y 0)    \
    (global real #1_z 0)

#ifdef DEBUG
; *****************************************************************
; *             DEBUG BUILD                                            *
; *****************************************************************
#else
; *****************************************************************
; *             RELEASE BUILD                                        *
; *****************************************************************
#endif

(script stub unit player0
    (unit (list_get (players) 0))
)

#include "include.hs"

;(global real temp_x 0)
;(global real temp_y 0)
;(global real temp_z 0)
DEFINE_VECTOR(temp)



hspp example.hs example.hsc

example.hsc



; *****************************************************************
; *             RELEASE BUILD                                        *
; *****************************************************************


(script stub unit player0
    (unit (list_get (players) 0))
)

(script stub unit player1
    (unit (list_get (players) 1))
)

;(global real temp_x 0)
;(global real temp_y 0)
;(global real temp_z 0)
    (global real temp_x 0)        (global real temp_y 0)        (global real temp_z 0)



#180 User is offline   kornman00 

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Posted 16 December 2012 - 12:58 AM

Today, we here at the (virtual) offices of Kornner Studios are happy to announce that version 3.1 of OpenSauce is coming soon! How soon? Why, none other than next month: January!

Unlike previous releases of the v3.0.x brand, this release introduces a lot of new features and improvements instead of -just- addressing bugs/issues. Hence why that '0' after the period ranked up to a '1'.

For OS 3.1 both FireScythe and I have some really juicy goodies in store for you. But we're not the only ones contributing to this next release of OS. ChokingVictim is a special guest this time around with some more gameplay enhancing features for you map makers to play with! He has contibuted work to OS before (e.g., he helped us implement the unit-infections system) but has become more active on the project for the past few months. We're hoping to keep him with us for the foreseeable future.

However, it being near the holidays and all he didn't really have the time to get all his :words: and video written up and made before this annoucement was posted. So we're going to follow up later on with details directly from him on what you can expect in 3.1 and (hopefully) beyond. For today, you'll have to make do with what FireScythe and I. Deal with it.

Speaking of FireScythe, let's start with him first. He took the time to write up this longpost about this small feature he made, so why not. Wait, did I say small?

Quote

In-game Map Downloads

I’m sure you’ll be happy to hear that I have written an in-game map download system that is built in to OpenSauce v3.1.0 which will be coming to a Halo near you mid-January!

The system has 3 parts to it, the OS client, the OS Dedi and the web server.

You are probably a client which means you have the easiest job :D/>/>/>/>, simply try to join a server running a map you do not have and the following will happen:

* You will join, then disconnect from the server as you don’t have the current map
* OpenSauce will sense your distress and try to find and download the map for you
* It requests the map from the dedicated server first, which may or may not be serving it
* If the dedi isn’t serving the map OS will then try to download it from one of a list of master servers (described below)
* If it finds the map on the dedi or master server it will automatically download it, and if successful, extract it into your maps folder
* The map is then added to Halo’s map list and with the map now available, OS will attempt to reconnect to the dedi

All this happens without the user having to interact, restart Halo, or any other nonsense!

This takes place whenever you don’t have a map the server is running, so if a game ends and a different map is loaded that you don’t have, the process starts again to download that map and reconnect you to the server.

Of course, a map download system is pointless without somewhere to download the map from. If you are a cool guy you may well be running one or more dedicated servers, in which case you can serve the maps yourself.

The OS dedi has a HTTP server embedded, which is what makes the magic happen. The server is setup using functions you can pop in to your init.txt to keep things nice and simple. Full details on the OS dedi map server setup can be found here but the main jist of it is:

* Compress and split your maps using OpenSauceIDE (included in the OS installer)
* Upload the map parts to a 3rd party file host that supports direct linking
* Setup your OS dedi to enable map downloads, pointing to your 3rd party file host as the data source
* Start the game server

When the client requests a map from the OS dedi, it responds with some information about the map and its parts, after which the client requests each part from the dedi. The dedi redirects those requests to the 3rd party file host you are using so that the client can download from them. This means the dedi’s bandwidth is free to use for the important things in life such as pretending to kill people.

Since the OS dedi has a HTTP server embedded it can also serve the map downloads itself, and as long as the HTTP servers bandwidth is throttled (again, set in the init.txt) this may be a viable option for some people.

If you are running a passworded server you can even encrypt your map using the server password at the map compression stage, so that people who shouldn’t have your map don’t get your map.

But wait! There’s more!

“What if the dedi is bad and isn’t serving the maps?” I hear you say. Well, thats where master servers come in. The master server is a set of php scripts that can be used on a normal web server running PHP and MySQL and is used to serve maps to the entire OS user base.

And this is where OS needs YOU!

The map download system won’t take off without a decent amount of master servers running, as that not only provides more choice to the players, but also distributes the bandwidth cost amongst many kind volunteers which is better for everyone. Halomods is currently the only website running as a master server.

So, we need people who run websites with a good deal of spare bandwidth to donate some of their bandwidth to help make Halo CE more accessible, and hopefully make custom map servers the norm.

The details on how to set up a master server can be found here


FS, if the community had a voice, I think it would be saying "music to our collective-ears". But it doesn't. It's a voiceless being. Well, until you make something that doesn't play well with Xfire. Then it grows a mouth and starts jibber jabbering and raising a bunch of stink.

But guess what?

OS 3.1 no longer fights with Xfire. In fact, they're seeing other people now. OS now infiltrates the game code via pretending to be dinput8.dll, instead of d3d9.dll. That means all you Xfire lovers who have never heard of the superior software known as Steam will be able to play Halo, use OS, and chat via Xfire's ingame overlay all at the same time. Of course, the Steam lovers have been able to do this for some time now. Neener-neener.


On top of various other fixes, we've also got some more user-oriented features coming in OS 3.1:
Spoiler



Of course, average joe users aren't our only target demographic. Map makers are in for some treats too:
Spoiler


I want to make two special notes here that are aimed at map makers:
* Since ChokingVictim has become a lot more active and has presented quite a number of potential new features that we'll be adding later on, we're giving him his own tag to use to implement these new features: project_yellow_globals_cv. Why this matters to you is because we will be moving the unit-infection definitions *to* this tag -from- the project_yellow_globals tag. We're not aware of any maps that have been released that make use of the unit-infections system yet, so in order to Keep It Clean, we're just going to add this system's tag fields to his new tag group. If there have been any final maps that have been released which use the unit-infections system, speak now or forever hold your peace (and not have working unit-infections in 3.1)
* The team index offset for MP teams for the GBuffer has been changed. MP teams now start at 10, not 9 (game_teams come first, tho technically the last few are 'unused' by Halo proper). This is a breaking fix, but I'm not aware of any major MP map releases that used this specific part of postprocessing.


Developers have things to look forward to as well (well, there's no looking forward as most of this is already in the code already):
Spoiler



That's all we're wanting to talk about today. Again, stay tuned for future updates involving what ChokingVictim has been working on. There may be even more features that make it into 3.1 from now until release, but we don't want to comment on them until we know their fate for sure.

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