not giraffe has contributed to 778 posts out of 468431 total posts
(.17%) in 1,712 days (.45 posts per day).
20 Most recent posts:
It died in 2016 when Halonimator released Planet Flood.
sparky, isn't it about time you forgive me? I'm sorry, I meant no ill will when I changed your Discord server name from "Developer Community" to "Devil Community".
sparky, I can see you've got talent. Have you ever considered publishing bedtime stories? Just an afterthought, considering you nearly put me to sleep. I'd hate to see such talent go to waste. Not to mention the people suffering from insomnia that could benefit.
Quote: --- Original message by: HandofGod
Lol MEGASEAN and sparky should just have a 1v1 on someone's dedicated server and loser can't post on here for a year
1v1 in bed. Sean will have sparky screaming "OH JESUS!" by the end.
It is time consuming. You could invest your time into learning, or you could follow the noble path by finding people to leech off of.
sparky is a fake Christian. He's not even welcomed at church.
Quote: --- Original message by: sparky
one could simply open the file in a hex editor, find the OGG Vorbis header and copy/paste from there into a new file and open the new file with a sound editor.
Audacity and GoldWave allow you directly open sound tags that have ogg compression, without editing the file.
Quote: --- Original message by: sparky
but merely the reference to the tag's pathname string -- the directory path of the tag -- is altered... and much to the chagrin of the person who did that, because now we don't know how to attribute credit, or who recorded the music.
You should able to drag it into Audacity (maybe even Goldwave) and then convert it.
Edited by not giraffe on Mar 21, 2018 at 01:42 AM
Your best option is to extract the tag and convert it to mp3.
Edited by not giraffe on Mar 21, 2018 at 12:04 AM
NETGAME EQUIPMENT is only for multiplayer games. Instead, place objects under WEAPONS and/or EQUIPMENT.
%userprofile%\Documents\My Games\Halo CE\hac\preferences.ini
While that argument is ogg quality, it is also interchangeable with ogg bitrate. As I mentioned, if you want then you can specify a bitrate between 32000 and 256000. Using Ogg quality gives a variable bitrate, while specifying a bitrate will try to maintain an average bitrate.
When specifying a bitrate, tool allows a minimum input of 16000. However, a value less than 32000 will cause an error while compressing. It can be fixed by modifying the minimum float to 32000 instead. Also the maximum bitrate of 256000 can be modified to a higher value of 500000.
After some testing it seems max bitrate varies depending on kHz and audio channel count. The bitrates of the quality levels I had mentioned assumed you were using 44 kHz stereo, however it seems the actual bitrate is dependent on kHz and audio channel count. These are the max values you can use without getting an error while compressing:
22 kHz mono max bitrate is 90000.
22 kHz stereo max bitrate is 180000.
44 kHz mono max bitrate is 240000.
44 kHz stereo max bitrate is 500000.
This might be a bit too confusing for the average user, so ogg quality is probably easier to use.
Also, it seems -0.1 is invalid because of a rounding error. It is stored as a double while the input argument is a float. Changing the hex value to a float and assembly to load it as a float fixes the issue. The hex value can also be changed to as low as -0.2 which is ~32 kbit/s for 44 kHz stereo, but only if you are using the aoTuV dlls.
EDIT: I noticed the ogg vorbis dlls you included with your app are official, rather than aoTuV (allows compressing with lower quality settings and improves compression quality). With the official dlls the minimum bitrate you can specify is 45000 instead of 32000. This also changes the bitrate of quality -0.1 to ~45 kbit/s for 44 kHz stereo.
ANOTHER EDIT: While 44 kHz mono compiles fine with ogg and also plays fine in guerilla, it does not seem to play in-game.
Edited by not giraffe on Mar 10, 2018 at 04:39 AM
This is incorrect. It is a float value.
Use -0.09999999 (rounds close to -0.1 which for some reason isn't allowed) to 1 for varying qualities.
Assuming 44 kHz stereo:
-0.09999999 = ~48 kbit/s
0.0 = ~64 kbit/s
0.1 = ~80 kbit/s
0.2 = ~96 kbit/s
0.3 = ~112 kbit/s
0.4 = ~128 kbit/s
0.5 = ~160 kbit/s
0.6 = ~192 kbit/s
0.7 = ~224 kbit/s
0.8 = ~256 kbit/s
0.9 = ~320 kbit/s
1.0 = ~500 kbit/s
Or if you want to specify bitrate you would use a value from 32000 to 256000.
Edited by not giraffe on Mar 10, 2018 at 04:42 AM
Quote: --- Original message by: DeadHamster
You gotta make the tail longer, or it's gotta go up his back instead of beneath his crotch.
@Halonimator - Ignore this message. The tail is perfect the way it is.
Quote: --- Original message by: BioGoji1989
Are these .map files playable in CE, or are these files strictly intended for more technical usage such as the extraction of models, textures, and other data? If they can be played, that would be awesome.
Maybe this is what you're looking for (but I wouldn't know):
Edited by not giraffe on Jan 3, 2018 at 06:24 PM
Quote: --- Original message by: Mushi
Also does your updated version add the effects of having the clone run and shoot like the program?
Whatever you were doing before forcing a respawn, the old player object will continue to do it (crouching, running, shooting, etc).
Quote: --- Original message by: lolslayer Quote: --- Original message by: not giraffe
Quote: --- Original message by: lolslayer
Still unsure what this exactly does, does it place another player that you can access from the same client?
It sets the player's object id to null, which causes the player to respawn while leaving the old player object still alive.
thx, good explenation
However, the player's id is still referenced in the old player object, so damaging it or killing it will affect you as well. Also since you are respawning, you might spawn far away from your "clone".
I recreated it, but with some improvements: