
Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Oct 16, 2011 04:30 PM
Msg. 736 of 10646
I know that's what I'm doing.
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Oct 16, 2011 06:03 PM
Msg. 737 of 10646
or you could just use bloom in spv3 >.>
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olly12345
Joined: Jul 30, 2008
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Posted: Oct 16, 2011 08:06 PM
Msg. 738 of 10646
Quote: --- Original message by: LieuRob I just realised that CMT was getting a reboot, id given up on SPV2, I thought it was great back then... kudos for bring it back.
But isnt the Halo CE engine pretty limitating now? Considering its like 10 years old? Even with open sauce, which seems great, the engine was already looking pretty dull with SPV2, with the flat geometry and stuff.
Does CMT have something big planned graphics wise? Considering it will be the same campaign as SPV1 and V2, how much more is going to be changed? Go to the halomods thread. Look at some of the stuff that's been made already.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Oct 16, 2011 09:54 PM
Msg. 739 of 10646
Quote: --- Original message by: LieuRob I just realised that CMT was getting a reboot, id given up on SPV2, I thought it was great back then... kudos for bring it back.
But isnt the Halo CE engine pretty limitating now? Considering its like 10 years old? Even with open sauce, which seems great, the engine was already looking pretty dull with SPV2, with the flat geometry and stuff.
Does CMT have something big planned graphics wise? Considering it will be the same campaign as SPV1 and V2, how much more is going to be changed? OS is allowing the use of normals and more effects being involved with models and BSP geometry. The graphics will definitely be better this go around with OS. With OS, the CE engine is basically brought the capabilities of a fully unlocked H2 Engine (outside of Multiplayer and Physics of course). It simply allows for the necessary extensions to happen that the H2 engine has. Let me give you an example: 
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Oct 16, 2011 11:33 PM
Msg. 740 of 10646
Lol, the shaders on the Plasma Pistol make the first person arms look like crap. :P
Thank Raptor Jesus for OS!
He went extinct for your sins.
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kornman00
Joined: Jul 15, 2010
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Posted: Oct 16, 2011 11:52 PM
Msg. 741 of 10646
Quote: --- Original message by: DarkHalo003 outside of Multiplayer I actually fixed the problems in OS's networking hooks (ie, it hooks into the engine's own networking code) a while back, so devices, bsp switches, etc could potentially be worked into MP. However, non-OS clients would be completely incompatible with it (they would get an OS-specific packet and drop from the server). The last thing the game needs is yet another population split, so I'm not working on putting the new sync'ing improvements into the release builds of OS.
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LieuRob
Joined: Oct 16, 2011
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Posted: Oct 17, 2011 12:45 AM
Msg. 742 of 10646
Pretty amazing work with the engine, as I just discovered Open Sauce too, the first person models have always looked great, and this is a huge step forward anyway (the plasma pistol looks amazing). I had a look at the Halomods thread, and Ifafudafi's particle work is stunning. But like in HL2, i cant imagine that this amount of polish will be extended to the buildings and enemies, etc, considering that the arms will be in your face the whole time.
Any ETA on this project?
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Oct 17, 2011 06:07 AM
Msg. 743 of 10646
Quote: --- Original message by: DarkHalo003Quote: --- Original message by: LieuRob I just realised that CMT was getting a reboot, id given up on SPV2, I thought it was great back then... kudos for bring it back.
But isnt the Halo CE engine pretty limitating now? Considering its like 10 years old? Even with open sauce, which seems great, the engine was already looking pretty dull with SPV2, with the flat geometry and stuff.
Does CMT have something big planned graphics wise? Considering it will be the same campaign as SPV1 and V2, how much more is going to be changed? OS is allowing the use of normals and more effects being involved with models and BSP geometry. The graphics will definitely be better this go around with OS. With OS, the CE engine is basically brought the capabilities of a fully unlocked H2 Engine (outside of Multiplayer and Physics of course). It simply allows for the necessary extensions to happen that the H2 engine has. Not really. OS is mainly just new graphics, effects, and new shader extensions, with the exception of some other new commands and tags. There isn't a whole lot, or if any, that deals with: sounds, AI, encounters, or any of that type of stuff (which is actually a bummer imo).
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Oct 17, 2011 07:10 AM
Msg. 744 of 10646
Quote: --- Original message by: kornman00Quote: --- Original message by: DarkHalo003 outside of Multiplayer I actually fixed the problems in OS's networking hooks (ie, it hooks into the engine's own networking code) a while back, so devices, bsp switches, etc could potentially be worked into MP. However, non-OS clients would be completely incompatible with it (they would get an OS-specific packet and drop from the server). The last thing the game needs is yet another population split, so I'm not working on putting the new sync'ing improvements into the release builds of OS. What's the point in being able to do bsp switches in MP? It's not like AI sync or anything. I could see a use for elevators but that's about it. Don't think you need to worry about the player base being split up over just one somewhat useful feature. Oh maybe that handful of RPG players could use bsp switches, but again, they're a handful.
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Choking Victim
Joined: Jan 13, 2008
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Posted: Oct 17, 2011 08:21 AM
Msg. 745 of 10646
Quote: --- Original message by: DarkHalo003Quote: --- Original message by: LieuRob I just realised that CMT was getting a reboot, id given up on SPV2, I thought it was great back then... kudos for bring it back.
But isnt the Halo CE engine pretty limitating now? Considering its like 10 years old? Even with open sauce, which seems great, the engine was already looking pretty dull with SPV2, with the flat geometry and stuff.
Does CMT have something big planned graphics wise? Considering it will be the same campaign as SPV1 and V2, how much more is going to be changed? OS is allowing the use of normals and more effects being involved with models and BSP geometry. The graphics will definitely be better this go around with OS. With OS, the CE engine is basically brought the capabilities of a fully unlocked H2 Engine (outside of Multiplayer and Physics of course). It simply allows for the necessary extensions to happen that the H2 engine has. Let me give you an example: http://dl.dropbox.com/u/4724101/pp_thread/0screenshot00.jpg You're aware that that's a picture from Halo 2 Vista, right?
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Oct 17, 2011 09:17 AM
Msg. 746 of 10646
Quote: --- Original message by: Choking VictimQuote: --- Original message by: DarkHalo003Quote: --- Original message by: LieuRob I just realised that CMT was getting a reboot, id given up on SPV2, I thought it was great back then... kudos for bring it back.
But isnt the Halo CE engine pretty limitating now? Considering its like 10 years old? Even with open sauce, which seems great, the engine was already looking pretty dull with SPV2, with the flat geometry and stuff.
Does CMT have something big planned graphics wise? Considering it will be the same campaign as SPV1 and V2, how much more is going to be changed? OS is allowing the use of normals and more effects being involved with models and BSP geometry. The graphics will definitely be better this go around with OS. With OS, the CE engine is basically brought the capabilities of a fully unlocked H2 Engine (outside of Multiplayer and Physics of course). It simply allows for the necessary extensions to happen that the H2 engine has. Let me give you an example: http://dl.dropbox.com/u/4724101/pp_thread/0screenshot00.jpg You're aware that that's a picture from Halo 2 Vista, right? Er? The top right Slayer icon, grenade icon on the top left, and health bar HUD on the bottom left told me otherwise.... @Higuy: Yeah, the loss of AI extensions really pisses me off, but even more so the fact that Halo 2's AI system has so much more damn potential then CE's ever could (even with scripted encounters). Edited by DarkHalo003 on Oct 17, 2011 at 09:18 AM
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Choking Victim
Joined: Jan 13, 2008
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Posted: Oct 17, 2011 09:32 AM
Msg. 747 of 10646
Hmm, you're right. I thought I remembered Delysid saying he put his plasma pistol in H2 vista, but I misread his post on halomods. Hell, could've fooled me.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Oct 17, 2011 12:21 PM
Msg. 748 of 10646
If you want upgraded AI, there's nothing stopping you, just skill and dedication to get it added in.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Oct 17, 2011 12:43 PM
Msg. 749 of 10646
Quote: --- Original message by: Masters1337 If you want upgraded AI, there's nothing stopping you, just skill and dedication to get it added in. I may do so after I take some courses on coding (I'm learning modeling/animating/texturing on my own, so cut me some slack), but it would be so great if AI was already revamped. Not sure how THAT system would work though considering H2 uses things like Zones, Orders, Triggers, References, and Pathfinding Data in Sapien.
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kornman00
Joined: Jul 15, 2010
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Posted: Oct 17, 2011 01:59 PM
Msg. 750 of 10646
Quote: --- Original message by: TM_updates What's the point in being able to do bsp switches in MP? It's not like AI sync or anything. I could see a use for elevators but that's about it. Don't think you need to worry about the player base being split up over just one somewhat useful feature.
Oh maybe that handful of RPG players could use bsp switches, but again, they're a handful. Who knows how someone could use a sync'ized switch_bsp in their map. I expose the game variant information to HS. If I exposed the current scores to it as well, someone could change the bsp once a certain score is reached. It's not just about campaign. Or maybe someone could create a map which has some super-nuke on it that blows everything up, and afterwords the designers switch to a 'destroyed' bsp and the game continues. Skybox is the limit. I gave access to the game state properties of objects and Kirby was later able to make a more balanced boosting system. I didn't consider someone doing that when I first wrote it. So the point is/would have been, people can't do it now, so let them do it. Devices include controls, not just machines. Those were only a few examples of what could be sync'ized. Since I can't make it plug into the current CE sandbox without breaking compatibility, and even if I did there isn't a high chance of it being widely used, I'm not going to spend my time actively developing it. I have bigger fish to fry. Quote: --- Original message by: Higuy Not really. OS is mainly just new graphics, effects, and new shader extensions, with the exception of some other new commands and tags. There isn't a whole lot, or if any, that deals with: sounds, AI, encounters, or any of that type of stuff (which is actually a bummer imo). There's more to OS than that. Everyone wants to associate OS with just FireScythe's gfx features since they're the main *visual* changes. OS also gives users and developers more control over their experience (be it with the game or the HEK). The non-visual features aren't small little changes in comparison. OS isn't about throwing a bunch of different colors onto a canvas and calling it art. Everything we do has to be backwards compatible (either implicitly or with minimal effort) with the stock game. We're able to work around this in some cases (eg, using .yelo for maps using increased memory features). AI cannot be as readily changed because it would require changes to tag definitions and also the game state (plus I don't have the time to reverse engineer yet another complex subsystem). Changes to the tag definitions would render those tags incompatible with the stock HEK. Changing the game state would render game saves incompatible, along with some programs that read/write to the game's memory directly. AI and audio systems typically require a full time engineer. There's only two of us actively working on the codebase. FireScythe handles his Halo1 gfx pipeline and a few new tools (thank him for the MSI installer) here and there, and I have to manage everything else. I have to reverse engineer, design and write code that interops with multiple black box software. That's just for Halo1. The OpenSauce codebase spans multiple games and tools, so dev time isn't just dedicated to one game on one platform. It may be a bummer that we don't have any new changes to the AI or audio, but there's nothing we can do about it. We don't have the man power, nor magical additional free time. However, there is still plenty of new stuff for users and designers to take advantage of in OS (and if you're a programmer, even more is exposed to you). OS is not just some small add on that offers a few new pretty effects here and there with a dash of script functions as salt and pepper. Edited by kornman00 on Oct 17, 2011 at 02:27 PM
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Arteen
Joined: Mar 8, 2008
...
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Posted: Oct 17, 2011 06:53 PM
Msg. 751 of 10646
Quote: --- Original message by: TM_updates What's the point in being able to do bsp switches in MP? It's not like AI sync or anything. I could see a use for elevators but that's about it. Don't think you need to worry about the player base being split up over just one somewhat useful feature. It wasn't synchronized or anything, but the old CMT multiplayer maps used bsp switches.
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Nickster5000
Joined: Dec 11, 2010
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Posted: Oct 17, 2011 11:24 PM
Msg. 752 of 10646
Is there any where I can go to watch / read about OS's release?
and ohai der Arteen :o
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Oct 18, 2011 01:02 AM
Msg. 753 of 10646
Is it possible to add an automatic white balance in OS' post processing ? That would also fix some problems with bloom. Idk if Its hard to make tho, i still hope :D
Btw nice come back everyone
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LegionofShadows
Joined: Jul 10, 2011
The Red Pill is strong in this one.
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Posted: Oct 18, 2011 02:44 AM
Msg. 754 of 10646
Well, with people talking about the AI, I can't help recall a project somebody did where it was upgraded AI, where they took cover, flanked. Sad thing is, they didn't teabag.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Oct 18, 2011 02:50 AM
Msg. 755 of 10646
Gnademassica I think it was... if I got the name right.
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LegionofShadows
Joined: Jul 10, 2011
The Red Pill is strong in this one.
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Posted: Oct 18, 2011 02:51 AM
Msg. 756 of 10646
Maybe. Can't remember. Anyway, it was actual proper working AI. Worked beautifully, if I dare say so myself. Might be worth it to check it out.
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Oct 18, 2011 02:53 AM
Msg. 757 of 10646
Whenever people talk about "upgraded" AI all they did was edit some values in the .actor and/or .actor_variant tags and slap the label "improved AI" on it. It's the same AI.
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LegionofShadows
Joined: Jul 10, 2011
The Red Pill is strong in this one.
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Posted: Oct 18, 2011 02:55 AM
Msg. 758 of 10646
Really? Because it seemed pretty upgraded. They were spartan models of course, not sure how it would translate to others, but they ducked, rolled, meleed, flanked, did pincer attacks.
Well....SUPAH COMBINATIONEZ!
Seriously, even the addition of that would make it a much better experience in my opinion.
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Oct 18, 2011 03:02 AM
Msg. 759 of 10646
Really.
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olly12345
Joined: Jul 30, 2008
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Posted: Oct 18, 2011 03:18 AM
Msg. 760 of 10646
The AI will always be the same, how smart they are depends on the encounters, where they know cover is, where they know you are, and what they do in certain situations.
However the ACTV and ACTR changes will make them seem better as they would be more accurate and act more like they should with their weapons, instead of firing 2 bolts and waiting 10 seconds.
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Bobblehob
Joined: Aug 29, 2010
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Posted: Oct 18, 2011 03:35 AM
Msg. 761 of 10646
Gnades supposed improved AI was a bunch of crap.
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olly12345
Joined: Jul 30, 2008
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Posted: Oct 18, 2011 04:06 AM
Msg. 762 of 10646
Quote: --- Original message by: Bobblehob Gnades supposed improved AI was a bunch of crap. You didn't have to say that, you could have kept it to yourself. Anyway, if bloom is included, will it be different for each level? or will it be the same for the whole game?
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Oct 18, 2011 08:29 AM
Msg. 763 of 10646
Quote: --- Original message by: TM_updates Whenever people talk about "upgraded" AI all they did was edit some values in the .actor and/or .actor_variant tags and slap the label "improved AI" on it. It's the same AI. This. That's all one can do theoretically without extensions, but even more so is that AI rely HEAVILY on how you script and formulate their encounters in Sapien. One reason why Bungie's AI is so great is because the way the firing positions are set up with the scripts that coordinate with those squads/encounters allow the AI to flow well with each other. You can't just go into Guerilla and modify the values, expect that the AI will be brilliant, and call it a day. AI in this engine rely heavily on how they are set up in the encounters. Now, to Gnade's defense, neglecting the values is a horrible, horrible mistake. The values basically decide the general actions of each individual actor and how they are affected by the player. Even more so, the shield systems are directly affected by the actor_variant and collision_model tags, both of which are very important. I may do a release of my Elite AI soon, mainly because they're the most solid of my AI and they seriously will kick the crap out of you. When I was working to release "Smart" AI, my Elites were the only ones (because the Marines, Grunts, and Jackals were all respectively intelligent, though debatable) that really had forward progress and remained feasible for gameplay. The Hunters and Brutes I've been working on are easily still WIP; the Hunters don't kick ass enough and the Brutes have identity issues. Speaking of which (because I know the Vehicles don't allow survivors for crashing into things and thus creates this issue) does anyone know how to make Hunters melee vehicle instead of jumping to avoid them? I would need to know how to make it so vehicles don't murder stuff on contact immediately first, so if anyone wants to help me with that, I'm sure I could move further on my own. Edited by DarkHalo003 on Oct 18, 2011 at 08:32 AM
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Oct 18, 2011 12:46 PM
Msg. 764 of 10646
Quote: --- Original message by: Private CabooseQuote: --- Original message by: bourrin33 Is it possible to add an automatic white balance in OS' post processing ? That would also fix some problems with bloom. Idk if Its hard to make tho, i still hope :D
Btw nice come back everyone No. You cannot add white balance to post processing, pre-processing yes, but it is impossible to do that. You can just use bloom. Pre-processing<post-processing ? Never heard of presomething + I have no trust in your knowledge. So anyways Idk if white balance is the good term but is it possible ?
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teh lag
Joined: May 6, 2008
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Posted: Oct 18, 2011 12:55 PM
Msg. 765 of 10646
Quote: --- Original message by: Private CabooseQuote: --- Original message by: bourrin33 Is it possible to add an automatic white balance in OS' post processing ? That would also fix some problems with bloom. Idk if Its hard to make tho, i still hope :D
Btw nice come back everyone No. You cannot add white balance to post processing, pre-processing yes, but it is impossible to do that. You can just use bloom. ...What are you talking about and on what do you base this claim? Quote: --- Original message by: bourrin33 Pre-processing<post-processing ? Never heard of presomething + I have no trust in your knowledge. So anyways Idk if white balance is the good term but is it possible ? Assuming you can come up with an algorithm that does white-balance based on a full-rendered scene then yeah it's possible. OS Postprocessing doesn't give you too much information to work with: you have the scene buffer, a few misc buffers (normal, depth, one that has cool stuff like object team and health, etc) and scripted-in data but I'm sure you could do something to at least approximate what you want. Whether or not it would run fast is another question though since you'd probably need to do at least two iterations through the entire screen (once to determine how to alter the pixels, once to actually alter them). But then again, I'm not too familiar with image-processing. Edited by teh lag on Oct 18, 2011 at 12:56 PM
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Oct 18, 2011 01:11 PM
Msg. 766 of 10646
Quote: --- Original message by: teh lagQuote: --- Original message by: bourrin33 Pre-processing<post-processing ? Never heard of presomething + I have no trust in your knowledge. So anyways Idk if white balance is the good term but is it possible ? Assuming you can come up with an algorithm that does white-balance based on a full-rendered scene then yeah it's possible. OS Postprocessing doesn't give you too much information to work with: you have the scene buffer, a few misc buffers (normal, depth, one that has cool stuff like object team and health, etc) and scripted-in data but I'm sure you could do something to at least approximate what you want. Whether or not it would run fast is another question though since you'd probably need to do at least two iterations through the entire screen (once to determine how to alter the pixels, once to actually alter them). But then again, I'm not too familiar with image-processing. Edited by teh lag on Oct 18, 2011 at 12:56 PM I'll make my researches to try to find either that algorithm or an approximation, but while you're not familiar with post processing, I definitely dont know and understand anything to what is post processing and how it work, but I'll give it a try (I hate coding<algorithm<math<logic) Quote: --- Original message by: teh lagQuote: --- Original message by: Private CabooseQuote: --- Original message by: bourrin33 Is it possible to add an automatic white balance in OS' post processing ? That would also fix some problems with bloom. Idk if Its hard to make tho, i still hope :D
Btw nice come back everyone No. You cannot add white balance to post processing, pre-processing yes, but it is impossible to do that. You can just use bloom. ...What are you talking about and on what do you base this claim? hiralis, lost all credibility to me now. Edited by bourrin33 on Oct 18, 2011 at 01:12 PM
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Petera275
Joined: Dec 7, 2010
Some things just don't work...
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Posted: Oct 18, 2011 01:41 PM
Msg. 767 of 10646
teh lag ftw!
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Oct 18, 2011 11:30 PM
Msg. 768 of 10646
Quote: --- Original message by: bourrin33
hiralis, lost all credibility to me now. Edited by bourrin33 on Oct 18, 2011 at 01:12 PM Wait, he hadn't already? You MUST jest? Edited by eliteslasher on Oct 19, 2011 at 09:58 AM
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kornman00
Joined: Jul 15, 2010
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Posted: Oct 19, 2011 02:20 AM
Msg. 769 of 10646
Why do people insist on quoting multiple posts, when all they're really replying to is a part of the outer most quote?
Where is candle jack when
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Oct 19, 2011 05:52 AM
Msg. 770 of 10646
Laziness, a trait commonly found in the human race...to extinction!?!ç?
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