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WaeV User Rating: *****

Active Posts:
99 (0.08 per day)
Most Active In:
Halomods (34 posts)
06-May 11
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Last Active:
User is offline Jun 02 2014 10:58 PM

My Information

Member Title:
Advanced Member
23 years old
April 15, 1991
Not Telling Not Telling
Skiing, Camping, Programming

Contact Information


Latest Visitors

  • Photo xorgasm 
    14 Jan 2012 - 06:01
  • Photo Pepzee 
    27 Jul 2011 - 21:15
  • Photo TCK 
    21 Jun 2011 - 01:58

Posts I've Made

  1. In Topic: WaeV's Programming Adventures

    25 September 2013 - 08:32 PM

    You 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.
  2. In Topic: WaeV's Programming Adventures

    25 September 2013 - 03:13 PM

    Are we the only two in this whole forum?
  3. In Topic: WaeV's Programming Adventures

    23 September 2013 - 12:54 AM

    Demo images!
    Sorry the text isn't very readable; imgur resized these on me.

    Choose Halo's resolution with the sliders
    Posted Image]

    Once you have the desired resolution, click launch
    Posted Image]

    Observe Halo and the Python console
    (the 'console' is pretty hacked together right now; that may change in the future)
    Posted Image]

    Load the map, observe the needler's projectile reference
    Posted Image]

    Presto change-o! See the projectile has changed
    Posted Image]
  4. In Topic: WaeV's Programming Adventures

    06 September 2013 - 01:19 PM

    View Postnintendo9713, on 06 September 2013 - 05:43 AM, said:

    I 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.
  5. In Topic: WaeV's Programming Adventures

    05 September 2013 - 06:10 PM

    Halo 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!



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  1. Newticle 

    Photo 12 May 2011 - 11:12
    I'm glad you're here. You're one of the cool guys from the old Halomods. =)
  2. Skeezix 

    Photo 08 May 2011 - 22:30
    wAAAAAAAAAEEEEEEEEv! See what I did thar?
  3. Sceny 

    Photo 07 May 2011 - 00:06
    Well one person actually thought that 'UK' meant Ukraine, on the old Halo mods, so I'm just making it clear for people :P
  4. kornman00 

    Photo 06 May 2011 - 22:17
    Applies to all Blam engines (but he uses Halo 1 as the working example)
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