
XlzQwerty1
Joined: Aug 6, 2009
MORISUMMER!
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Posted: Dec 15, 2012 08:20 PM

Msg. 561 of 769
When will better normal map usage be applied to bsps, like waffles said long times ago? :o Not even sure if he's talking 'bout the truth or not, so why not ask you guys?
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teh lag
Joined: May 6, 2008
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Posted: Dec 15, 2012 08:36 PM

Msg. 562 of 769
Quote: --- Original message by: XlzQwerty1 When will better normal map usage be applied to bsps, like waffles said long times ago? :o Not even sure if he's talking 'bout the truth or not, so why not ask you guys? It's a much harder task to implement such a system than it sounds. While it's "on the table" for development it's not something that can just be *done* without a very large amount of work. They've been focusing on other, more immediately useful features like the automatic map downloader and adding the new grenade slots. Edited by teh lag on Dec 15, 2012 at 08:41 PM
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Delicon20
Joined: Oct 3, 2008
loves bacon
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Posted: Dec 15, 2012 08:43 PM

Msg. 563 of 769
This is very exciting, I'm just kinda curious of one thing. Is it possible that you could raise the maximum grenade type capacity to numbers above four? or is four the maximum number that even the almighty sauce can't surpass. Just wondering, cause I think it'd be cool to experiment with grenade sets consisting of maybe even six to eight different grenade types
either way, I'm looking forward to this Edited by Delicon20 on Dec 15, 2012 at 08:44 PM
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teh lag
Joined: May 6, 2008
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Posted: Dec 15, 2012 08:49 PM

Msg. 564 of 769
Quote: --- Original message by: Delicon20
This is very exciting, I'm just kinda curious of one thing. Is it possible that you could raise the maximum grenade type capacity to numbers above four? or is four the maximum number that even the almighty sauce can't surpass. Just wondering, cause I think it'd be cool to experiment with grenade sets consisting of maybe even six to eight different grenade types Quote: In order to keep this feature working in MP without having to wait on new networking features, we couldn't go any higher than 4. They "could" but it would require some online/networking-related stuff that they don't want to touch right now. Edited by teh lag on Dec 15, 2012 at 08:51 PM
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OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Dec 15, 2012 09:01 PM

Msg. 565 of 769
Thanks alot for fixing the xFire issue. Personally, this means I can start exploring OS. Map size, poly count and poly render on screen have hindered dev alot in the past for me but these days may very well be over.
Thanks alot, Kornmann (And Korner studios) for bringing yet another advancement to this community
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Delicon20
Joined: Oct 3, 2008
loves bacon
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Posted: Dec 15, 2012 09:03 PM

Msg. 566 of 769
Quote: --- Original message by: teh lagQuote: --- Original message by: Delicon20
This is very exciting, I'm just kinda curious of one thing. Is it possible that you could raise the maximum grenade type capacity to numbers above four? or is four the maximum number that even the almighty sauce can't surpass. Just wondering, cause I think it'd be cool to experiment with grenade sets consisting of maybe even six to eight different grenade types Quote: In order to keep this feature working in MP without having to wait on new networking features, we couldn't go any higher than 4. They "could" but it would require some online/networking-related stuff that they don't want to touch right now. Edited by teh lag on Dec 15, 2012 at 08:51 PM oh I missed that part, there was a lot of text, I must've skipped over that sentence on accident From a singleplayer perspective though, it could be doable? I could really care less about MP Edited by Delicon20 on Dec 15, 2012 at 09:03 PM
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teh lag
Joined: May 6, 2008
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Posted: Dec 15, 2012 09:46 PM

Msg. 567 of 769
It "could". It would still require some extra work and I don't think that KM00 and the rest of the OS crew are too keen on having such a major feature if it breaks in MP just because you add too many grenade definitions. I wouldn't count on it happening for those reasons, when there's other more important stuff that they want to be working on for reasons more than "it would be cool to experiment with".
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KingFisher
Joined: Jun 10, 2011
Creativity is the main element of level design.
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Posted: Dec 15, 2012 11:22 PM

Msg. 568 of 769
I remember seeing the video of unit infections. This will be awesome for my Dead Halo project.
But last I saw, the infections only took place on live victims. Do unit infections apply to dead bodies?
Good work guys.
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SilentJacket
Joined: Jun 9, 2012
-Did I miss something?- -Art Director for HPMT-
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Posted: Dec 16, 2012 03:56 AM

Msg. 569 of 769
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Dec 16, 2012 05:38 AM

Msg. 570 of 769
Another awesome release of OS. :D Automatic map downloads has been one of my most wanted features for ages. (Haven't you seen the bounty?  ) Not really bothered about all of the other stuff, though being able to use xfire alongside OS could be helpful, even though I really use it anyway. (Yeah, I know I've been lecturing those who say you can just turn xfire's overlay off. But that's because that is a stupid suggestion for those who want to use xfire!) But where's Lodex when you need to see him complaining about automatic map downloads and xfire compatibility?! I need a good laugh. :/ Edited by Jaz on Dec 16, 2012 at 05:44 AM
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The Lodeman
Joined: Sep 16, 2012
Hipster Lodeman: Enjoyed goats before it was cool.
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Posted: Dec 16, 2012 06:01 AM

Msg. 571 of 769
Cool update, looking forward to see talented mappers apply the new OS content. Might end up trying it when I get my new PC (this laptop is failing more and more rapidly, first the cooling, now the battery, good times..).
And Jaz, shut up and get a life :-)
E: one particular thing I find interesting: "* We've increased the maximum number of particles that can exist at any given time. We're still playing with these settings, so the exact upgrade amount isn't set in stone yet."
As I haven't messed around with OS recently, how will such a particle increase be applied? Can you just recompile your map as a .yelo and will the particle count be increased? Edited by The Lodeman on Dec 16, 2012 at 06:04 AM
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Cheddars
Joined: Oct 30, 2010
TheRuinedHalo109: i will destroy if i get layed
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Posted: Dec 16, 2012 07:35 AM

Msg. 572 of 769
It would be really cool if you could have the ability to select permutations from the gbx model in actor variant tags.
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kornman00
Joined: Jul 15, 2010
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Posted: Dec 16, 2012 10:11 AM

Msg. 573 of 769
Quote: --- Original message by: KingFisher I remember seeing the video of unit infections. This will be awesome for my Dead Halo project.
But last I saw, the infections only took place on live victims. Do unit infections apply to dead bodies?
Good work guys. Thanks, I'll have a chat with CV about tuning the system for dead bodies support. However, it would probably require modifying the AI code, which isn't really the focus of 3.1. Quote: --- Original message by: The Lodeman "* We've increased the maximum number of particles that can exist at any given time. We're still playing with these settings, so the exact upgrade amount isn't set in stone yet."
As I haven't messed around with OS recently, how will such a particle increase be applied? Can you just recompile your map as a .yelo and will the particle count be increased? Edited by The Lodeman on Dec 16, 2012 at 06:04 AM This upgrade doesn't present any real backwards compatibility issues (except with game saves made with the stock game or pre-3.1 OS builds) so we don't have to have the map say "we need the particles upgrade". So, to answer your question, it's map-independent. It requires no work from the user or map maker to enable. While it's on by default, it can be turned off with the -no_os_gfx command line parameter in the event that it's too taxing for people's older machines. Quote: --- Original message by: reeiiko15 May I also suggest (if there isn't already) an ingame option to enable and disable console/devmode. I don't like using the external apps or the "-console" thing and having an in-game option would be much easier. The devmode behavior is on by default when running OS. We have no plans to force the game to enable the console as well since turning it on via the command line parameter doesn't have any adverse effects like devmode does in the stock game (ie, disabling network games). Just use a shortcut to the game with -console specified.
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The Lodeman
Joined: Sep 16, 2012
Hipster Lodeman: Enjoyed goats before it was cool.
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Posted: Dec 16, 2012 11:00 AM

Msg. 574 of 769
Quote: --- Original message by: kornman00So, to answer your question, it's map-independent. It requires no work from the user or map maker to enable. Very nice, that alone is a sound reason to use OS imo.
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goldkilla88
Joined: Mar 22, 2010
Rip and tear!
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Posted: Dec 16, 2012 11:57 AM

Msg. 575 of 769
Quote: --- Original message by: Cheddars It would be really cool if you could have the ability to select permutations from the gbx model in actor variant tags. This would actually be cool.
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Masters1337
Joined: Mar 5, 2006
Lord Masterz1337: King of Halo CE Community
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Posted: Dec 16, 2012 12:38 PM

Msg. 576 of 769
Quote: --- Original message by: Cheddars It would be really cool if you could have the ability to select permutations from the gbx model in actor variant tags. This can already be done via a biped reffed in the AV, using dialog variants. You can look at the marines to see how they are able to select faces in relation to the unit dialog.
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Bobblehob
Joined: Aug 29, 2010
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Posted: Dec 16, 2012 07:58 PM

Msg. 577 of 769
Particle count increases.... FINALLLYYYYYYY!!!!! I can't tell you how long I have been waiting for this particular ability. Bravo gentlemen, BRAVO! :)
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vampire_girl
Joined: Apr 16, 2009
Astral Queen
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Posted: Dec 18, 2012 10:57 AM

Msg. 578 of 769
Quote: --- Original message by: reeiiko15Quote: --- Original message by: Esteban - Enable the use of put out animations, first-person put-away. This is actually a pretty good idea. Cool, yes. But in order to not look awful you would need to make a delay between switching weapons. Which would get quite obstructive.
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Rododo
Joined: Oct 19, 2012
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Posted: Dec 18, 2012 11:39 AM

Msg. 579 of 769
Oh, God °-° Reading KM00's post left me speechless. The game is old, you have no files and yet, you could make Halo CE far better than any game up to Anniversary. Only H4 (and, now, I am not even sure of that) could have a better gameplay\graphic. What you did is just awesome.
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KingFisher
Joined: Jun 10, 2011
Creativity is the main element of level design.
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Posted: Dec 18, 2012 12:16 PM

Msg. 580 of 769
Someone should revamp the Halo tag set with Open Sauce, create an easy installer (like the H2 team), and boom, you have an easy to install graphical update of Halo custom edition. Not to mention, it would allow other mappers to create maps using a revamped tag set.
One could only dream.
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Rododo
Joined: Oct 19, 2012
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Posted: Dec 18, 2012 12:21 PM

Msg. 581 of 769
I don't think that would be a good idea. The concept of Open Sauce is "we give you the tools, but... you gotta work!".
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KingFisher
Joined: Jun 10, 2011
Creativity is the main element of level design.
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Posted: Dec 18, 2012 12:32 PM

Msg. 582 of 769
I'm talking about if someone/some other team does it....
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Mootjuh
Joined: Mar 12, 2008
I am hilarious and you will quote everything I say
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Posted: Dec 18, 2012 05:04 PM

Msg. 583 of 769
So I've heard that the Co-op system is still in HCE, will you unlock it and make it function properly in the future? *cough*CMT SPv3 with OS on 4 player splitscreen*cough*
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clonecam117
Joined: Dec 11, 2012
Music composer for NMT
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Posted: Dec 18, 2012 05:15 PM

Msg. 584 of 769
i'm pretty sure that is true, that the co-op coding is there but you cant use it and AI wont sync. if we could fix both these issues, it would be possible. tho not with split-screen, split-screen sucks on a PC.
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HaloExtreme117
Joined: May 5, 2012
Scripter & OpenSauce Developer
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Posted: Dec 18, 2012 05:50 PM

Msg. 585 of 769
Split-screen sucks, period.
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clonecam117
Joined: Dec 11, 2012
Music composer for NMT
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Posted: Dec 18, 2012 05:59 PM

Msg. 586 of 769
Quote: --- Original message by: HaloExtreme117 Split-screen sucks, period. except in halo 1.
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The Lodeman
Joined: Sep 16, 2012
Hipster Lodeman: Enjoyed goats before it was cool.
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Posted: Dec 18, 2012 06:10 PM

Msg. 587 of 769
Quote: --- Original message by: mastur cheef So I've heard that the Co-op system is still in HCE, will you unlock it and make it function properly in the future? *cough*CMT SPv3 with OS on 4 player splitscreen*cough* No idea how feasible that is, but co-op unlock would be amazing. It would work great for Lumoria too, although then parts would have to be rescripted. Still worth implementing imo.
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Alexis
Joined: Nov 22, 2010
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Posted: Dec 18, 2012 06:23 PM

Msg. 588 of 769
I imagine it may be more difficult to implement than it is worth, but...
Has there been any thoughts on extending .shader_environment tags to include support for RGB Masks, and multiple detail normals?
Having to add render-only planes and chopping your terrain geometry into shader chunks in order to work around the current blend mask system severely limits believable terrain.
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KingFisher
Joined: Jun 10, 2011
Creativity is the main element of level design.
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Posted: Dec 18, 2012 07:13 PM

Msg. 589 of 769
Quote: --- Original message by: The LodemanQuote: --- Original message by: mastur cheef So I've heard that the Co-op system is still in HCE, will you unlock it and make it function properly in the future? *cough*CMT SPv3 with OS on 4 player splitscreen*cough* No idea how feasible that is, but co-op unlock would be amazing. It would work great for Lumoria too, although then parts would have to be rescripted. Still worth implementing imo. I miss the epic betrayals. Especially on the B40 elevators. My cousin was a dick, so to say.
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Dumb AI
Joined: Sep 18, 2011
NMT Concept Artist and HUD creator (SP_HH 99%)
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Posted: Dec 18, 2012 08:45 PM

Msg. 590 of 769
Bungie never took the time to disable team damage. D:
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Dec 19, 2012 01:24 AM

Msg. 591 of 769
Quote: --- Original message by: clonecam117 i'm pretty sure that is true, that the co-op coding is there but you cant use it and AI wont sync. if we could fix both these issues, it would be possible. tho not with split-screen, split-screen sucks on a PC. Split-screen can work on a PC. Either limit chat and share each half of a keyboard and have a mouse each or use gamepads. But of course online co-op would be better.
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Mootjuh
Joined: Mar 12, 2008
I am hilarious and you will quote everything I say
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Posted: Dec 19, 2012 01:47 AM

Msg. 592 of 769
I don't know if there is a possibility to sync AI with OS. But I believe that almost everyone has atleast one extra controller to plug into your pc. Or you can just buy a wireless reciver if you have wireless xbox 360 controllers.
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Ki11erFTW
Joined: Jul 4, 2009
Here to help.
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Posted: Dec 19, 2012 11:57 PM

Msg. 593 of 769
I believe I remember Korn or another OS developer saying that AI syncing isn't entirely out of the question. Would require a lot of work and be entirely Open Sauce Dependant. But if that is possible(and everything else being involved), I'd be happy to script in co-op for my SP maps.
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HaloExtreme117
Joined: May 5, 2012
Scripter & OpenSauce Developer
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Posted: Dec 20, 2012 11:04 AM

Msg. 594 of 769
Quote: --- Original message by: Ki11erFTW I believe I remember Korn or another OS developer saying that AI syncing isn't entirely out of the question. Would require a lot of work and be entirely Open Sauce Dependant. But if that is possible(and everything else being involved), I'd be happy to script in co-op for my SP maps. It is entirely possible. But, as Kornman has said in the past, it is simply too much work.
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KingFisher
Joined: Jun 10, 2011
Creativity is the main element of level design.
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Posted: Dec 20, 2012 11:12 AM

Msg. 595 of 769
Quote: --- Original message by: HaloExtreme117Quote: --- Original message by: Ki11erFTW I believe I remember Korn or another OS developer saying that AI syncing isn't entirely out of the question. Would require a lot of work and be entirely Open Sauce Dependant. But if that is possible(and everything else being involved), I'd be happy to script in co-op for my SP maps. It is entirely possible. But, as Kornman has said in the past, it is simply too much work. But would the hard work be worth the possibilities? Yes.
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