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- 06-May 11
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- Oct 10 2013 02:37 PM
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- 22 years old
- April 15, 1991
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- Skiing, Camping, Programming
Posts I've Made
25 September 2013 - 08:32 PMYou should swing by www.opencarnage.net! That's where most of the ModHalo.net regulars have migrated to. The Halo 1 community has actually spiked in activity recently, up to what I'd say is a medium simmer.
I don't remember exactly how or why, but OpenCarnage and MacGamingMods have sort of collided and partially fused, and there's quite a handful of active programmers in our community now. We usually hang out in IRC at irc.gamesurge.net, channel #macgamingmods.
The Mac version of Sparkedit, called Swordedit, has had some big improvements to its rendering engine, and we're trying to port it back to Windows. Zero2 has been releasing a bunch of cross-platform (Mac, Windows) tools for map protection, exploration, etc. We also have three or so mods in active development.
25 September 2013 - 03:13 PMAre we the only two in this whole forum?
23 September 2013 - 12:54 AMDemo images!
Sorry the text isn't very readable; imgur resized these on me.
Choose Halo's resolution with the sliders
Once you have the desired resolution, click launch
Observe Halo and the Python console
(the 'console' is pretty hacked together right now; that may change in the future)
Load the map, observe the needler's projectile reference
Presto change-o! See the projectile has changed
06 September 2013 - 01:19 PMI assume that swapping in real time affects multiplayer whether you're hosting or client? As neat as it'd be to have dynamically changing weapon variations...
I think it's much like regular modding in that the host is king. A client will see their own mods, but the host will keep correcting them.
I'd love to see an entire gameful of people with runtime editing networked together - when anyone makes a change, it is propagated to everyone else who's playing.
05 September 2013 - 06:10 PMHalo doesn't copy the map back to disk, so by default changes aren't saved; no. Since this is all scripted, however, it should be easy enough to just log what scripts were run, then re-run them on a .map file.
Currently working on runtime cloning of tags. If that works, I'll look into runtime tag importation from maps on disk!