A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
Viewing User Profile for: cippozzo
About Contact
Joined: May 7, 2013 07:07 AM
Last Post: Jun 14, 2017 05:31 AM
Last Visit: Yesterday @ 08:53 AM
Website:  
Location: Italy
Occupation: Student
Interests: Games, Modding and programming
Your Age: 18
What Games do you play: Halo CE, LoL, Insurgency and BF4
Avatar:
"I... I am a monument to all your sins."
Email: {hidden}


Send Private Message
Post Statistics
cippozzo has contributed to 158 posts out of 463683 total posts (.03%) in 1,538 days (.10 posts per day).

20 Most recent posts:
Halo CE General Discussion » Corrupted Tags but I don't know which one Jun 14, 2017 05:31 AM (Total replies: 3)

So far you had a valid error log...

Halo CE General Discussion » Corrupted Tags but I don't know which one Jun 13, 2017 04:09 PM (Total replies: 3)

scenario_decal_palette_block
it seems to be a decal palette, dive in your scenario tag.
it could be a missing or broken decal.

Halo CE General Discussion » Halo CE Fighting Arena Jun 6, 2017 08:34 AM (Total replies: 3)

Quote: --- Original message by: Super Flanker
There was a "fisty cuffs" weapon tag somewhere around here which basically used the fp arm's fists as a melee pickup.

best tag ever yeah

Halo CE General Discussion » Halo Custom Edition on Mac May 14, 2017 06:30 AM (Total replies: 10)

There's a topic about Halo CE on wine for linux.
Open Sauce 'works' on wine, with virtually no issues (I didn't managed to open opensauce menus, but others did), and so has to work well on MacOS.
You can install open sauce in two ways:
1. Install Halo CE & Open Sauce on Windows and then copy all the dlls and exes on Wine's halo dir.
2. Extract the open sauce installer, but it's kinda tricky.

Halo CE General Discussion » Money May 13, 2017 04:58 PM (Total replies: 121)

You're all wrong. Halo should be used to make HONEY.

Halo CE General Discussion » Fudd Shader Tool and JMS+ May 6, 2017 08:09 AM (Total replies: 10)

Is there a jms exporter for blender?

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

OpenSource?

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
PEPPERONI


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.
PEPPERONI

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

https://bitbucket.org/KornnerStudios/opensauce-release/src/ce9fd5241f65e90550f5dcd5f6b97b240afcdcde/BlamLib/OpenSauceIDE/CheApe/?at=default

Why not patch haloce.exe in haloce_os.exe?
EDIT:
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.


Time: Sat July 22, 2017 10:40 PM 203 ms.
A Halo Maps Website