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Author Topic: Co-Op for Halo Custom Edition?! (36 messages, Page 1 of 2)
Moderators: Dennis

UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: Oct 20, 2009 06:53 PM    Msg. 1 of 36       
I'm planning to redo the Halo 1 SP maps into Co-Op and I want to get some extra stuff on the levels. I know that AI do not sync, but with this, who knows? It might work, it might not. Anyways, I have started working on a30 (Halo) and am almost done. All I need now is to either get rid of an extra 3.5 Mb (Or something around that area), or getting a script/Open Sauce to help me put in the extra 3.5 Mb so that the map will compile. And before you ask, I already took out the Cheat_all_weapons and the Cheat_all_powerups tags and I removed as much crap as I could from the map without compromising the looks and feel of the SP map. So if anyone has an idea as how I can get rid of an extra 3.5 Mb, or can teach me how to use Open Sauce, or even give me a script that will compress the map further (or at least allow me to keep that extra 3.5 Mb) then I will thank you heavily on these forums and put you in the coveted Major Thanks area in a Read-Me.


UnevenElefant5
Joined: May 3, 2008

she/her this fag bashes back


Posted: Oct 20, 2009 08:45 PM    Msg. 2 of 36       
Co-op like you're thinking is impossible.
There's b30coop but that takes a lot of work for a sub-par end result. Just leave it as 1 player.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Oct 20, 2009 08:50 PM    Msg. 3 of 36       
Removing the cheat_all_weapons tags is useless, because they'll be referenced in the level anyway. Also, good luck rescripting a bunch of parts of the level such that they work for more than one person.

And no, scripts can't compress maps.
Edited by Gamma927 on Oct 20, 2009 at 08:50 PM


Co1t3r
Joined: Dec 13, 2008


Posted: Oct 20, 2009 08:52 PM    Msg. 4 of 36       
If you honestly know a lot about DirectX, Assembly and C++ programming you could write an app to sync the maps. This would be extremely difficult though and I'm assuming you don't have much experience since you haven't done so already.

Anyway look through the scripting bible uploaded here and see if you can some up with something. As Elefant said, Co-operation works through multiplayer, but not well enough for good sync and game play.


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: Oct 20, 2009 09:07 PM    Msg. 5 of 36       
Actually, removing the all_weapons worked quite well, it removed about 5Mb from the data steam. But now onto my update. I have removed the Frag spawns in the map (only gave me an extra 0.01 Mb to work with...), replaced all the AR spawns with the BR (you can get an AR from a dead marine if you wanted one), replaced the explodable hog (reduced a further 1.-something Mb) and got rid of the multiple bipeds that u can spawn with (I used to have CQB, EVA, Recon and the Mark 6, but I'm only using the Mark 6 now [reduced a further 1.-something Mb]) and now I'm left with 1.26 Mb that won't allow me to compile the map. If you have any suggestions to the final compiling of the map (Be it that I have to get rid of some scenery), then it would be greatly appreciated.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Oct 20, 2009 09:21 PM    Msg. 6 of 36       
Delete all the vehicles in the globals.globals, and add in a new one that's absolutely simple. Duplicate it 6 times. You don't need to add your vehicle in, as in a30, all vehicles are created via scripts.


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: Oct 20, 2009 09:47 PM    Msg. 7 of 36       
If I knew that an hour ago...I'd be testing it, not trying to look for answers...and if you're wrong, then I'm screwed...because I got rid of all the small rocks in the map, along with the smoke that trails behind the lifepods after they crash.

EDIT:

Ya, I did get rid of all the vehicles in globals.globals, and it still didn't downsize the map...any other suggestions people?

Edited by UBE Chief on Oct 20, 2009 at 09:52 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Oct 20, 2009 10:17 PM    Msg. 8 of 36       
You could use tool pro to compile over the cache limit...
However, the map becomes extremely buggy.


Dark Neon
Joined: Jun 8, 2009


Posted: Oct 21, 2009 02:59 AM    Msg. 9 of 36       
Learn to use OS and use its memory upgrades. I did a test on my a30, it turned 0.54mb free into like 18.54mb free (no joke)


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Oct 21, 2009 09:05 AM    Msg. 10 of 36       
Quote: --- Original message by: Dark Neon
Learn to use OS and use its memory upgrades. I did a test on my a30, it turned 0.54mb free into like 18.54mb free (no joke)


OS?


Dark Neon
Joined: Jun 8, 2009


Posted: Oct 21, 2009 09:27 AM    Msg. 11 of 36       
Quote: --- Original message by: OpsY
Quote: --- Original message by: Dark Neon
Learn to use OS and use its memory upgrades. I did a test on my a30, it turned 0.54mb free into like 18.54mb free (no joke)


OS?

Open Sauce


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Oct 21, 2009 10:37 AM    Msg. 12 of 36       
I would, but OS guerilla won't start for me >:0


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: Oct 21, 2009 10:42 AM    Msg. 13 of 36       
Quote: --- Original message by: UBE Chief
or can teach me how to use Open Sauce

...Ya, I asked if anyone can teach me HOW to use Open Sauce, because I have no clue on how to use it, and where to download it...So please let me know if you can help me out on this, because I still have 1.15 Mb to deal with, and if I don't get some help, then I'm afraid that I'll have to break up the co-op levels into parts (like a30-coop-a and a30-coop-b and so forth for all the levels) and quite honestly, I don't think anyone wants to be bothered by the fact that they have to keep going back to the map selection screen to advance in that one level...


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Oct 21, 2009 10:57 AM    Msg. 14 of 36       
You could use OS. However, in order to play the map, you need the OS dll installed. However, Halo will crash if Xfire is on.

http://www.modacity.net/forums/showthread.php?t=17758
Edited by Gamma927 on Oct 21, 2009 at 10:57 AM


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: Oct 21, 2009 06:18 PM    Msg. 15 of 36       
Well now, thats sucks @§§, because I consitently use Xfire. Anyways, I tried converting b30 into co-op, and Halo gave me an exception. All I did was switch out the SP Equipment and Weapons for MP Item Collections and I got an exception. Can anyone help with this issue? >_<


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Oct 21, 2009 06:25 PM    Msg. 16 of 36       
You can't put item collections in the .weapon slot...


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Oct 21, 2009 07:29 PM    Msg. 17 of 36       
Quote: --- Original message by: Gamma927
I would, but OS guerilla won't start for me >:0


What error do you get? That stupid dll error? I talked to korn about it, but he said he's not fixing it.


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: Oct 21, 2009 08:59 PM    Msg. 18 of 36       
Quote: --- Original message by: Gamma927
You can't put item collections in the .weapon slot...

No duh, I ment I put in the MP stuff where they were supposed to go, and got rid of the SP stuff, and THEN I got an exception...


Matooba
Joined: Dec 26, 2005

Crust on Halomaps! :)


Posted: Oct 21, 2009 09:16 PM    Msg. 19 of 36       


CorruptedHalo
Joined: May 18, 2009


Posted: Oct 21, 2009 09:40 PM    Msg. 20 of 36       
How.......
The........
Hell?


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: Oct 21, 2009 09:55 PM    Msg. 21 of 36       
WOW, I'd love to do something like that...lol.


Mysterion
Joined: Aug 9, 2008

Nice shot, but too bad your @$$ just got SACKED!!!


Posted: Oct 23, 2009 12:51 PM    Msg. 22 of 36       
My son and I tried out this one the other night:

http://hce.halomaps.org/index.cfm?fid=2961

The serve waits until you are both in the map before placing AI, with no duplicate bipeds on the client side.


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: Oct 25, 2009 01:39 PM    Msg. 23 of 36       
Well, unfortuantely, I figured out why I got an exception...It turns out that Halo CE still thinks of my map as Single Player rather than Multiplayer, so I still have to figure out how to make that NOT happen...


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Oct 25, 2009 01:41 PM    Msg. 24 of 36       
Bungie scripted the level for just one person. You'll have to rescript it for all players.


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Oct 25, 2009 06:01 PM    Msg. 25 of 36       
No.


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Oct 27, 2009 09:12 PM    Msg. 26 of 36       
Quote: --- Original message by: Xel
wait...AI's sync? :O
Not at all. The status, position or health of AI is not transmitted between client and server and there is no code within the program to accept and use the information even if it was. AI, Device Machines and Animated scenery do not sync in Halo PC, Halo Custom Edition or Halo 2 Vista multiplayer maps.


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Oct 28, 2009 07:57 AM    Msg. 27 of 36       
then how does the wheel on zanzibar work?


CorruptedHalo
Joined: May 18, 2009


Posted: Oct 28, 2009 08:56 AM    Msg. 28 of 36       
I'm pretty sure you need a sync room or something like that.


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Oct 28, 2009 10:33 AM    Msg. 29 of 36       
Quote: --- Original message by: Koo294
then how does the wheel on zanzibar work?
Poorly.

You can using a biped kill script to send an on/off status between clients and server then script a device machine to function on the on/off signal. The problem with that is there are other factors that cannot be accounted for with such as script such as latency, network delay (lag) and the fact that the script and the device machines will operate at different rates on different computers. Since you are limited to on/off functions you still do not have position or status and although it may appear to sync it actually doesn’t.

I have looked at all “synced” device machines on two computers sitting next to each other and every single one of them doesn’t actually sync. Anything that is not a direct on/off functionality such as doors quickly opening/closing rapidly goes out of sync and either causes problems with game play or becomes visually jerky as they are re-set by the script.


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Oct 28, 2009 10:36 AM    Msg. 30 of 36       
I mean, on windows Vista? or is that what you meant?
Edited by Koo294 on Oct 28, 2009 at 10:37 AM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Oct 28, 2009 06:21 PM    Msg. 31 of 36       
Operating System makes no difference whether it syncs or not...


PVT Jenkins
Joined: Feb 23, 2009

Advance!!!!!


Posted: Oct 28, 2009 09:40 PM    Msg. 32 of 36       
O.K. You get the point AI don't sync got or no got it? AI WILL NEVER SYNC EVER!!!!


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: Oct 29, 2009 09:31 AM    Msg. 33 of 36       
they will sync if...u do wat the sum1 did in the map Truth and Recon. (yes that's its full name)
the ai synced perfectly there. just have sum load up in small areas/sections or so at a time and have a door that blocks people from goin on to point where ai are loadin up at, then have the door disappear when done loading. also give them a message in-game like
** SERVER ** Please wait, AI are loading.


Mysterion
Joined: Aug 9, 2008

Nice shot, but too bad your @$$ just got SACKED!!!


Posted: Oct 29, 2009 01:53 PM    Msg. 34 of 36       
When checking on LAN with a laptop and desktop side-by-side, I don't believe they sync exactly. When the level starts the AI appear to be in the correct locations, but after the battle begins. some will be dead on the desktop, and still alive on the laptop.

I should add that in my humble opinion, it is the best attemp that anyone has made so far, and was fun to play on LAN. We saw no duplicate bipeds on the client (laptop) machine.
Edited by Mysterion on Oct 29, 2009 at 01:56 PM


BADDERRUS
Joined: Oct 30, 2009


Posted: Oct 31, 2009 08:25 PM    Msg. 35 of 36       
so you are making a coop of campain?

 
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