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Viewing User Profile for: cippozzo
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Joined: May 7, 2013 07:07 AM
Last Post: Apr 10, 2017 01:37 AM
Last Visit: Today @ 04:52 PM
Location: Italy
Occupation: Student
Interests: Games, Modding and programming
Your Age: 18
What Games do you play: Halo CE, LoL, Insurgency and BF4
"I... I am a monument to all your sins."
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cippozzo has contributed to 152 posts out of 462241 total posts (.03%) in 1,451 days (.10 posts per day).

20 Most recent posts:
Halo CE General Discussion » [Release] inferno Apr 10, 2017 01:37 AM (Total replies: 21)

Quote: --- Original message by: sparky

Quote: --- Original message by: EmmanuelCD
So this similar to Moses program?

Mozzarilla replaces Guerilla. Inferno will replace Guerilla, Tool, and Sapien. The first actual release of inferno should suitably replace Guerilla's role as a tag editor. Inferno is presently only for Mac users and will be built to run natively back to Snow Leopard (if I can manage it, what with Apple burning bridges constantly) and at least on Windows 7 if not earlier. That is because it is simple code that uses no third-party libraries.

I'm on the interface development stage. Inferno will not have interface customizations that Mozzarilla has, but I'm mostly interested in the basics first. What I have planned currently is to have two different tag metadata displays -- a simple display and a detailed display -- and to have a scenario rendering window like Sapien and other community programs like swordedit and sparkedit have.

Inferno will have convenience features, but I want to rebrand the organization of files and include all the necessary functionalities so that you won't have any reason to use any of the HEK programs anyway. Zeus was basically the experimentation stage of all of this, and Inferno is the product in development. So the plan for Inferno is what the plan for Zeus was: a replacement for the HEK, both for Mac and Windows.

By the way, Samuco has been working on Archon for the Mac Halo modders.

My goal is still to get inferno useful on Mac and then port the work over to Windows. Objective-C on Mac and C#/.NET on Windows. I'm not doing anything fancy, and not using any fancy libraries; the most heavy-weight I go is OpenGL for rendering. I expect that to be a task to figure out, especially since I did not get that far during the experimental stages with Zeus. There is precedent, but I want to avoid looking at the source code of other programs if I can figure something out relatively quickly myself. I investigate references sparingly.

This will not be bloated in any way; nothing like the previous interface tests for Zeus were with background images and intricate widgets. Especially as open source software, I want to have the infernal framework do all the work -- both on the Mac and Windows versions -- and basically have inferno be the framework and a main menu.

I'm going to mention right now that I really really do not want to have disclosure arrows like Eschaton and some other map and tag editors use. I want the main interface of a map to be the actual rendering window, and to have everything else be subsidiary to that development environment. I'll try to make it immersive.

One feature that would be nice but is kind of out of the scope of the goal is geometry editing (modeling). I figure that inferno should support a basic .obj format and the Jason Model formats (.jms, etc.) and if there are no complaints with that, merely support supplementary adjustments like moving vertices. I would like to avoid going down the 3D modeling application path. But I am sure that it would still be fun to have the terrain be dynamically editable in-game, so adjustments should be optional.

Memory modding is a can of worms and is not a prioritized feature for a first release. The first release of inferno is to hand Gorilla a banana and usher him stage left. That's HEK tag file reading and writing. A very short time thereafter will come the reading and writing of map files -- that includes the replacement of map file compilation through Tool. Somewhere in there is also the testing and analysis of undocumented data structures such as internalized lightmap information. So there will be some speed bumps or hurdles that might be procrastinated until after the gorilla has exited stage left.

Eventually, I do want inferno to have the networking features that I experimented with in Zeus Relay: memory synchronization over the Internet, such that anyone running an included networking Windows service or Mac background application would have their game data synchronized over the net with any similar servers they joined. Halo is so butchered already that hooking would too easily step on the toes of Phasor, SAPP, Open Sauce or HAC2. I will probably use an alternative that I won't discuss yet.
Edited by sparky on Apr 10, 2017 at 01:35 AM


Halo CE General Discussion » Halo CE bungie campaign? Apr 3, 2017 01:01 AM (Total replies: 5)

Don't ever trY, look for the tagset in Halo CE Maps download gallery.
Extracted tagcould be currupted.

Hw 1, it should not be point to point equal to the campaign, too much open areas would be boring, I will focus on structures.

Quote: --- Original message by: Masters1337
Second game more than the first. Especially with some of the more unique missions like the sniper one, alice making it back to the ship, and even the first mission.

First mission rocks. Btw halo wars more than the last, needs more creativity to forge a halo ce iteration, so I would like the first one, at least the demo is based on the first.

Just thoughts, but I mean would you enjoy a campaign based on Halo Wars' shield world levels?
Marines with firethrowers and burning flood, lots of metal and blood.
I'm really interested in it, and I'll be working on a demo as soon I got spare time.
If you have thoughts about it, about tagset(I would like a vanilla one, but hey we're on 2017), about the story SPEAK UP.

Halo CE General Discussion » Thoughts on a reworked shield concept? Mar 19, 2017 05:47 AM (Total replies: 13)

Tweak shield shaders, for cyborg is characters\cyborg\shaders\shield hit.shader_transparent_chicago
I actually did it in 1 2 3 and 7

Halo CE General Discussion » Halo Custom Edition on Linux ( 2017 ) Mar 15, 2017 01:07 PM (Total replies: 16)

Orange, so now we have ALL the pieces of the puzzle. Update the guide with opensauce support.
Linux rulez.

Halo CE General Discussion » Halo Custom Edition on Linux ( 2017 ) Mar 14, 2017 02:19 PM (Total replies: 16)

Quote: --- Original message by: Super Flanker
Quote: --- Original message by: cippozzo

Ur not il duce.....

I'm the holy messiah

Halo CE General Discussion » Halo Custom Edition on Linux ( 2017 ) Mar 14, 2017 10:11 AM (Total replies: 16)

It needs a dll called CrashReportXXXX.dll, where X is that i do not know what number is, though just start halo ce from the terminal by wine haloce.exe and it says dinput8.dll misses a dependency. It's shipped with OS installer, so you could pick that dll and drag over halo's dir.
Then it works.

Halo CE General Discussion » Halo Custom Edition on Linux ( 2017 ) Mar 14, 2017 02:53 AM (Total replies: 16)


Why not patch haloce.exe in haloce_os.exe?
had it running, missing CrashReportXXXX.dll (that's nicely within the msi)
Thus cannot get SauceUI working, HUD resize properly, os' commands working as I screw up gravity
didn't tried any yelos.

Edited by cippozzo on Mar 14, 2017 at 03:52 AM

Halo CE General Discussion » Halo Custom Edition on Linux ( 2017 ) Mar 13, 2017 06:07 PM (Total replies: 16)

Quote: --- Original message by: OrangeJuice

I'll stick around for a little while longer.

I'm trying to see what all is possible when it comes to actual CONTENT CREATION in linux. For halo.

There's linux native Krita and linux native Blender. So that's .gbxmodels and texturing. There's also a native linux Microsoft Visual Studio Code.

Let's see what else there is....
Edited by OrangeJuice on Mar 13, 2017 at 05:46 PM

Vscode is just chromium built with a fancy interface, in winzoz too. BTW seriously, linux rulez when programming comes.
sudo apt-get install build-essentials

Halo CE General Discussion » Halo Custom Edition on Linux ( 2017 ) Mar 13, 2017 06:56 AM (Total replies: 16)

Oh thanks I tried installing Hac2 but it fails, what about open sauce? the installer doesn't work and copying the files from another installation doesn't work.

Halo CE General Discussion » Bypass 16 player limit Mar 5, 2017 04:07 AM (Total replies: 11)

It is just a concept:
Players are just entities and in Halo's low level memory they're a bunch of data of coordinate, vectors, IDs and so on, not so different as AIs are.
So I thought some time ago we could attach players to Bipeds in Single Player, it IS POSSIBLE, but there's needed a real hacker that knows how the Halo process in memory works.
Yet it's a concept, and none could say it won't work.
Edited by cippozzo on Mar 5, 2017 at 04:08 AM

Halo CE General Discussion » Bypass 16 player limit Mar 3, 2017 01:47 PM (Total replies: 11)

Get opensauce and attach players to AIs.

Halo CE General Discussion » [RELEASE] Mo's Editing Kit (MEK) Feb 26, 2017 02:57 PM (Total replies: 43)

Quote: --- Original message by: MosesofEgypt
He actually did ask for them........

maybe they want NODE.JS

Moses I remember there are tools that builds native executables depe free out of python's code. A binary executable would avoid py's version related issues.

Halo CE General Discussion » Halo wars 2 rips Feb 18, 2017 08:28 AM (Total replies: 5)

Quote: --- Original message by: MEGA_VKNG
Here you go:

poor review scores

Whu? It's a really nice game. It focus a lot on a real rts gameplay.

Quote: --- Original message by: Super Flanker
I h8 it when my sauces are outdated.



Quote: --- Original message by: Super Flanker

Halo Reach was the 2nd Halo title to use a totally new engine (if I am not mistaken) as so Bungie claims. Halo 4 uses whatever HR used with some HORRENDOUS tweaks. Not sure about H5g.

It's still blam I guess, same tag structures.

Actually they're using the same tools, but upgrading them.
have a look at development walkthrough.
As of Halo 5 they might have changed them alot.

Halo CE General Discussion » [RELEASE] Mozzarilla v0.9.1 Jan 26, 2017 04:26 AM (Total replies: 84)

Got the newest, i'll retry with the 3.4.
Also recheck all the tags paths

Time: Wed April 26, 2017 9:22 PM 234 ms.
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