
Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jun 10, 2010 03:38 PM
Msg. 71 of 87
While the script may work, it's rather wasteful. Do something like: (script startup destroyshiz (sleep_until (volume_test_objects destroy_bsp_whatever (players)) 15) (object_destroy_all) )
Boolean conditions don't require being surrounded by an (= 1) clause.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jun 10, 2010 03:42 PM
Msg. 72 of 87
well I just tried switching bsps to see if I'd get an exception one last time in sapien and this time it did exception, and I got this:
06.10.10 14:37:31 sapien pc 01.00.00.0609 ---------------------------------------------- 06.10.10 14:37:31 reference function: _write_to_error_file 06.10.10 14:37:31 reference address: 401b13 06.10.10 14:37:31 Couldn't read map file './sapienbeta.map' 06.10.10 14:37:32 CreateDevice succeeded with refresh rate = 0 06.10.10 14:37:32 Sound card doesn't meet minimum hardware requirements. Disabling hardware option. 06.10.10 14:37:32 Increasing sound decompression buffer size to 1048576 bytes 06.10.10 14:37:36 ### the biped 'cmt\vehicles\human\pelican\rear_turret_cg\rear_turret_cg' has no 'body' marker 06.10.10 14:37:44 the meter definition ui\hud\cyborg shield does not specify a stencil bitmap group. 06.10.10 14:37:44 the meter definition ui\hud\cyborg body does not specify a stencil bitmap group. 06.10.10 14:37:48 WARNING: cannot create mounted weapons for pelican a50, exceeded MAXIMUM_NUMBER_OF_MOUNTED_WEAPON_UNITS 06.10.10 14:37:48 WARNING: cannot create mounted weapons for c_dropship, exceeded MAXIMUM_NUMBER_OF_MOUNTED_WEAPON_UNITS 06.10.10 14:37:48 local player 0, weapon (0x0), deleted unexpectedly 06.10.10 14:37:48 MAXIMUM_RENDERED_OBJECTS exceeded. 06.10.10 14:39:04 EAX: 0xFFFFFFFE 06.10.10 14:39:04 EBX: 0x28C4F001 06.10.10 14:39:04 ECX: 0x0012F1B8 06.10.10 14:39:04 EDX: 0x000002CC 06.10.10 14:39:04 EDI: 0x0012F1B8 06.10.10 14:39:04 ESI: 0x00000000 06.10.10 14:39:04 EBP: 0x0012F090 06.10.10 14:39:04 ESP: 0x0012F080 06.10.10 14:39:04 EIP: 0x772E9A94, C3 8D A4 24 ????? 06.10.10 14:39:04 EXCEPTION halt in \halopc\haloce\source\structures\structure_bsp_definitions.c,#1216: to_cluster_index>=0 && to_cluster_indexclusters.count
what does this mean?
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Jun 10, 2010 08:03 PM
Msg. 73 of 87
No no no. It's the problem with the vehicles (pelican, perhaps turret). MAXIMUM_RENDERED_OBJECTS is not actually fatal unless your cpu is crap.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Jun 10, 2010 08:40 PM
Msg. 74 of 87
Oh crud. I said the wrong thing there. I meant exactly what you said, that the warnings aren't usually fatal. Oops... hope that didn't look a little too noobish. Though, I admit I made up the "unless your computer is crap" part.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jun 11, 2010 08:52 PM
Msg. 75 of 87
Okay, I haven't said much about this for awhile, so... Mainly what I've been doing is deleting scenery and stuff to stop the level b30 from exceptioning. I've also been trying to figure out how to open the other campaign maps in sapien. I've been working on changing the shaders of things, and combining bitmaps to make everything look sexier just a few examples: http://img710.imageshack.us/f/hohohoo.jpg/Lastly, I gotz a giant surprise for t3h b40z, but iss a secrtzzz
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jun 11, 2010 08:59 PM
Msg. 76 of 87
you cant do better then my b40
i got the last part converted to spring has a waterfall instead of icefall/ but it is having errors... and I dont have xfire working on this one.
i can give you some pics of mine
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jun 11, 2010 09:20 PM
Msg. 77 of 87
Quote: --- Original message by: Hydrogen you cant do better then my b40
i got the last part converted to spring has a waterfall instead of icefall/ but it is having errors... and I dont have xfire working on this one.
i can give you some pics of mine how'd you get the campaign maps open?I can only get b30 open.
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jun 11, 2010 09:24 PM
Msg. 78 of 87
lol i can open them easy i forgot what the link is but it has all the tags fixed but the monitor anims then you gotta go to cmts sight download and there it is all of them work no problem.
but i got b40 in a .max
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jun 11, 2010 09:44 PM
Msg. 79 of 87
:c
i can haz fixd 1zzz
Edited by Delicon20 on Jun 11, 2010 at 10:05 PM
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jul 14, 2010 03:27 PM
Msg. 80 of 87
... any updates?
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jul 15, 2010 05:38 AM
Msg. 81 of 87
deletes everything in the bsp.. or go to modacity read higuys sp thing kornman posted how to do it
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jul 15, 2010 05:41 AM
Msg. 82 of 87
lol hold on ill download the b30 script and read it
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Wrath
Joined: Jun 20, 2010
well isn't this a surprise
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Posted: Jul 15, 2010 05:47 AM
Msg. 83 of 87
Wow I live in the Philippines. I just got an amazing amount of Dejavu
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jul 15, 2010 05:49 AM
Msg. 84 of 87
lol nice heres the script u have to go to the ledge for it to work right deli put a objective marker but heres the script right from b30 (script static "void" cutscene_ledge i think thats the name of the script (wake ledge_music ) starts the music (set test_ledge true ) idk :/ (ai false ) turns ai off i think or detect if the ai right there are dead (fade_out 1 1 1 15 ) fades out from your screen to whatever (sleep 15 ) takes 15 seconds i think for the bsp to switch or its a pause in the script or fade out time (switch_bsp 1 ) switches the structure bsp to whatever number (cinematic_start ) starts the cinematics or cutscene whatever like to call it (camera_control true ) idk (object_teleport (player0 )player0_ledge_wait ) telleports player (object_teleport (player1 )player1_ledge_wait ) same as above but for coop (object_create_anew chief )creates a new object named chief (object_create_anew rock_kick ) creates the rock he kicks in the cutscene (object_create_anew rock_still ) holds it still?? idk gamma help plox (object_create_anew rifle ) creates a rifle (unit_set_seat chief "alert" ) sets chief in his alert stage aka anim (object_beautify chief true ) idk (camera_set ledge_1a 0 ) set camera to the camera named ledge_1a 0 (camera_set ledge_1b 180 ) bassiclly the same as above (object_teleport chief ledge_walk )telleports chief to the ledge and makes the anim for it start (objects_attach chief "right hand" rifle "" ) attatches rifle to the marker right hand (recording_play chief chief_ledge_walk ) playes the recorded anim (sleep 15 ) idk i think its a pause (fade_in 1 1 1 15 ) fades you back into the camera i think so the cutscene really starts (sleep 90 ) i think its a pause (camera_set ledge_1c 210 ) sets camera to the camera (sleep 210 ) (object_teleport chief ledge_look ) (custom_animation chief "cinematics\animations\chief\level_specific\b30\b30" "b30ledge" false ) (scenery_animation_start starst the scenery anum rock_kick "scenery\cutscene_small_rock\cutscene_small_rock" "clip01-rockfalling" ) (camera_set ledge_2a 0 ) (camera_set ledge_2b 250 ) (sound_looping_start "sound\sinomatixx\b30_ledge_foley" none 1 ) starts a sound loop (sleep (- (camera_time )15 )) (fade_out 1 1 1 15 ) (sleep 15 ) (object_teleport (player0 )player0_ledge_done ) (object_teleport (player1 )player1_ledge_done ) (object_destroy chief ) objecct destroy destroys the object (object_destroy rock_kick ) (object_destroy rifle ) (set test_ledge false ) (show_hud true ) (camera_control false ) (cinematic_stop ) (fade_in 1 1 1 15 ) faids in to fp (ai true ) turns ai back on right now idk (sleep 15 )(game_save )) saves the checkpoint idk if all this is right someone edit it Edited by Hydrogen on Jul 15, 2010 at 06:19 AM
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jul 15, 2010 05:55 AM
Msg. 85 of 87
it tells u to go to the pillar.. first it switches bsp then it load then when u get to the pillar it loads the cutscene anims does what it needs there then deletes the cutscene stuff and put u back in buisness
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jul 15, 2010 06:20 AM
Msg. 86 of 87
(script static "void" cutscene_ledge i think thats the name of the script (wake ledge_music ) starts the music (set test_ledge true ) idk :/ (ai false ) turns ai off i think or detect if the ai right there are dead (fade_out 1 1 1 15 ) fades out from your screen to whatever (sleep 15 ) takes 15 seconds i think for the bsp to switch or its a pause in the script or fade out time (switch_bsp 1 ) switches the structure bsp to whatever number (cinematic_start ) starts the cinematics or cutscene whatever like to call it (camera_control true ) idk (object_teleport (player0 )player0_ledge_wait ) telleports player (object_teleport (player1 )player1_ledge_wait ) same as above but for coop (object_create_anew chief )creates a new object named chief (object_create_anew rock_kick ) creates the rock he kicks in the cutscene (object_create_anew rock_still ) holds it still?? idk gamma help plox (object_create_anew rifle ) creates a rifle (unit_set_seat chief "alert" ) sets chief in his alert stage aka anim (object_beautify chief true ) idk (camera_set ledge_1a 0 ) set camera to the camera named ledge_1a 0 (camera_set ledge_1b 180 ) bassiclly the same as above (object_teleport chief ledge_walk )telleports chief to the ledge and makes the anim for it start (objects_attach chief "right hand" rifle "" ) attatches rifle to the marker right hand (recording_play chief chief_ledge_walk ) playes the recorded anim (sleep 15 ) idk i think its a pause (fade_in 1 1 1 15 ) fades you back into the camera i think so the cutscene really starts (sleep 90 ) i think its a pause (camera_set ledge_1c 210 ) sets camera to the camera (sleep 210 ) (object_teleport chief ledge_look ) (custom_animation chief "cinematics\animations\chief\level_specific\b30\b30" "b30ledge" false ) (scenery_animation_start starst the scenery anum rock_kick "scenery\cutscene_small_rock\cutscene_small_rock" "clip01-rockfalling" ) (camera_set ledge_2a 0 ) (camera_set ledge_2b 250 ) (sound_looping_start "sound\sinomatixx\b30_ledge_foley" none 1 ) starts a sound loop (sleep (- (camera_time )15 )) (fade_out 1 1 1 15 ) (sleep 15 ) (object_teleport (player0 )player0_ledge_done ) (object_teleport (player1 )player1_ledge_done ) (object_destroy chief ) objecct destroy destroys the object (object_destroy rock_kick ) (object_destroy rifle ) (set test_ledge false ) (show_hud true ) (camera_control false ) (cinematic_stop ) (fade_in 1 1 1 15 ) faids in to fp (ai true ) turns ai back on right now idk (sleep 15 )(game_save )) saves the checkpoint idk if all this is right someone edit it
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jul 15, 2010 11:40 AM
Msg. 87 of 87
Quote: --- Original message by: IcePhoenix so he comes back and everything's gone? which is why I've been trying to find a way to fix the map to where you don't have to destroy everything. So far though this has been unsuccsessful. But if anyone wants to take a crack at it be my guest. (contact me on xfire) I've actually been wanting to post updates on my mod but I was the last one who posted. this is now a full fledged campaign mod so I'll post some updates like pics on what's going down momentarily. probably on the first page.
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