
TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Jan 20, 2012 12:50 PM
Msg. 141 of 667
Quote: --- Original message by: kornman00Quote: --- Original message by: TM_updates Special thanks to Lodeman for posting on Halomaps for us! ;-D Nope.avi. You may have "posted" part of the article, which has been revised a couple times Edited by kornman00 on Jan 20, 2012 at 04:21 AM It was a humoristic poke at your egocentric release "thread" on this site, a view shared by many others don't worry but I won't mention names :) That said, brighten up. Sure I pissed you off half a year ago by complaining about your website, who cares? Get over it man, I don't hold grudges myself :) Congrats on the OS release anyways, it's a great addition to the available utilities for map-makers :-)
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Jan 20, 2012 12:56 PM
Msg. 142 of 667
Quote: --- Original message by: TM_updatesQuote: --- Original message by: kornman00Quote: --- Original message by: TM_updates Special thanks to Lodeman for posting on Halomaps for us! ;-D Nope.avi. You may have "posted" part of the article, which has been revised a couple times Edited by kornman00 on Jan 20, 2012 at 04:21 AM It was a humoristic poke at your egocentric release "thread" on this site, a view shared by many others don't worry but I won't mention names :) That said, brighten up. Sure I pissed you off half a year ago by complaining about your website, who cares? Get over it man, I don't hold grudges myself :) Congrats on the OS release anyways, it's a great addition to the available utilities for map-makers :-) It was in no way egocentric. He merely pointed out that his posting OS here was a courtesy. Halomaps members are very rude and some don't deserve to use a mod like OS. Kornman could easily have made OS Halomods-exclusive.
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Jan 20, 2012 01:00 PM
Msg. 143 of 667
Okay Jaz :)
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Jan 20, 2012 01:39 PM
Msg. 144 of 667
Quote: --- Original message by: Joddyuh im going to mess around with the shader extensions (especially with specular), well this is what i got after slapping normals on shaders http://i.imgur.com/30pio.jpg just a test but hey it does look nice with normals on it Miiiiiineeeee. Reduce the cc of 1 pixel. And make proper shaders. Also please give a try to my hunters. @Dennis, can you make an "open sauce work in progress thread" ? That would prevent confusion with stock HEK...
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Jan 20, 2012 01:44 PM
Msg. 145 of 667
Quote: --- Original message by: bourrin33Quote: --- Original message by: Joddyuh im going to mess around with the shader extensions (especially with specular), well this is what i got after slapping normals on shaders http://i.imgur.com/30pio.jpg just a test but hey it does look nice with normals on it Miiiiiineeeee. Reduce the cc of 1 pixel. And make proper shaders. Also please give a try to my hunters. @Dennis, can you make an "open sauce work in progress thread" ? That would prevent confusion with stock HEK... Open Sauce isn't a new game and all bipeds/weapons/vehicles still fall into the same categories whether they use OS or not. If you want an OS thread, ask Kornman. Probably what Dennis would say and what I'd say too.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jan 20, 2012 03:45 PM
Msg. 146 of 667
Quote: --- Original message by: goldkilla88
I can't see the bumps or spectacular maps on my stuff in OS Sapien... Edited by goldkilla88 on Jan 20, 2012 at 03:33 PM That's intentional. Sapien is a viewer for population, theres no need to lag it down with loads of Post processing.
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Guilty_spark
Joined: Dec 8, 2011
enjoy my bright, blue, balls!
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Posted: Jan 20, 2012 04:00 PM
Msg. 147 of 667
why does OS_DED give me gathering exception data when i run it.
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Joddy
Joined: Jul 3, 2010
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Posted: Jan 20, 2012 04:57 PM
Msg. 148 of 667
the debug for the os hek is located in my games/halo ce/open sauce/reports
when you want to compile a scenario with os tool, you have to type : "os_tool build-cache-file-ex false false false false <scenario path>" .
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Jan 20, 2012 05:14 PM
Msg. 149 of 667
What do the falses do?
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teh lag
Joined: May 6, 2008
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Posted: Jan 20, 2012 05:25 PM
Msg. 150 of 667
Quote: --- Original message by: XlzQwerty1 What do the falses do? Read the documentation, or just run os_tool's help command on build-cache-file-ex. Quote: build-cache-file-ex
Builds a cache file with extra Open Sauce arguments. Output cache file will be in .yelo format instead of .map if use-memory-updates is on.
mod-name - String - The name of the mod this scenario belongs to. This will also be used when naming the new data-files
create-anew - Switch - Should new data-files be created before building the cache?
store-resources - Switch - Should the scenario's bitmaps/sounds/locale data be stored in the data-files?
use-memory-upgrades - Switch - Does the scenario require Open Sauce's memory upgrades to run? Produces .yelo file instead of .map
scenario-name - TagName - Name of the .scenario to use. Just like the stock build-cache-file build-cache-file-ex "" false false false [scenario name] thus compiles a .map with no OS funny-business that breaks backwards-compatibility such as mod-specific bitmaps & sounds files or memory upgrades (tagspace, mapsize & script node) while still letting you interface with the rest of OS' additions. Edited by teh lag on Jan 20, 2012 at 05:28 PM
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kornman00
Joined: Jul 15, 2010
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Posted: Jan 20, 2012 05:32 PM
Msg. 151 of 667
Quote: --- Original message by: Spark why does OS_DED give me gathering exception data when i run it. See Issue 13. Issue was fixed, but since we're in release week now and this is only a problem for the dedi, a hotfix/patch (via another installer) won't be released until either more bugs are caught/fixed, or eight days pass.
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Nickster5000
Joined: Dec 11, 2010
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Posted: Jan 20, 2012 07:13 PM
Msg. 152 of 667
Quote: --- Original message by: Joddy the debug for the os hek is located in my games/halo ce/open sauce/reports
when you want to compile a scenario with os tool, you have to type : "os_tool build-cache-file-ex false false false false <scenario path>" . Before you compile ANYTHING that has been altered with OS, do "os_tool" not "tool" There's 2 compile functions: build-cache-file & build-cache-file-ex The first one is regular. The second one is the extended one that makes .yelo files, and works like this: build-cache-file-ex <mod-name> <create-anew> <store-resources> <use-memory-upg rades> <scenario-name> I dont know what create-anew and store-resources does, but the memory upgrade means compile over the 128 limit. So, an example would be: My map name is "Nicks_testmap" os_tool build-cache-file-ex nicks_testmap true false true levels\nicks_testmap nicks_testmap When I get everything figured out, i'll make a video tutorial that'll hopefully help alot.
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LMT Heretic
Joined: Feb 18, 2010
There are mysteries, that should remain hidden...
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Posted: Jan 20, 2012 08:07 PM
Msg. 153 of 667
can someone tell me why does halo ce gives me exception when i use the original d3d9 dll of os and i cant change the d3d9.dll of system 32
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Jan 20, 2012 08:13 PM
Msg. 154 of 667
Quote: --- Original message by: LMT Heretic can someone tell me why does halo ce gives me exception when i use the original d3d9 dll of os and i cant change the d3d9.dll of system 32 Don't use any other d3d9.dll files if you use OS. THEY ARE INCOMPATIBLE... maybe;probably;definitely depending on the situation.
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Nickster5000
Joined: Dec 11, 2010
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Posted: Jan 20, 2012 08:53 PM
Msg. 155 of 667
Edit: Anyone else having issues with the PP? I just got it working for myself. Edited by ODST_Nick on Jan 20, 2012 at 08:59 PM
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Jan 20, 2012 09:06 PM
Msg. 156 of 667
Does OS allow the compass on the Reach HUD to work?
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Nickster5000
Joined: Dec 11, 2010
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Posted: Jan 20, 2012 09:12 PM
Msg. 157 of 667
Quote: --- Original message by: Sergeant 1337 Does OS allow the compass on the Reach HUD to work? I have no idea... the HUD I am using in that pic was compiled waaayyy before OS was released. There might be a button that enables that feauture. Edit: But now I am going to get the infection forms working so I can help a few people out. EDIT: I am going to make a step-by-step tutorial on this once I figure out flood infection forms. I am figuring them out so I can include them in my tutorial. Edited by ODST_Nick on Jan 20, 2012 at 09:13 PM Edited by ODST_Nick on Jan 20, 2012 at 09:29 PM
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Slayer117
Joined: Oct 3, 2008
Host of CE3 2010-forever!
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Posted: Jan 20, 2012 09:51 PM
Msg. 158 of 667
Ahh I feel like the CE community has been raised up once again with the release of this! Just seeing that you guys are already doing stuff excites me.
*Writes down in his CE3 Note book*
Ignore that It's nothing. Edited by Slayer117 on Jan 20, 2012 at 10:18 PM
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Nickster5000
Joined: Dec 11, 2010
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Posted: Jan 20, 2012 10:20 PM
Msg. 159 of 667
Quote: --- Original message by: goldkilla88 *is not bumping things like crazy* Grr.... having trouble figuring out flood infections. If you want me to begin the PP tutorial, quote me on this.
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teh lag
Joined: May 6, 2008
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Posted: Jan 20, 2012 10:29 PM
Msg. 160 of 667
Quote: --- Original message by: goldkilla88 I need to figure out why Sapien crashes when I use a .project_yellow file. Make sure the project yellow is referenced in the top field of the scenario using OS Guerilla. Make sure you're opening in OS Sapien. That should be all that is needed. You can also post OS Sapien's output to debug.txt (remember that OS tools dump to my games\halo ce\open sauce\reports).
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Choking Victim
Joined: Jan 13, 2008
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Posted: Jan 20, 2012 11:39 PM
Msg. 161 of 667
Quote: --- Original message by: goldkilla88
I was adding it while I was in Sapien, my bad... ^^'
Weird thing when bipeds are infected, the infection forms attack the biped they infected... Edited by goldkilla88 on Jan 20, 2012 at 11:30 PM The infected biped must be on the same team as the infection form that it was infected by. Also, don't forget that there are newly implemented 3rd person animation states for biped infections, which are found in the model_animations tag and can be compiled with OS_Tool like any other 3rd person animation. Edited by Choking Victim on Jan 20, 2012 at 11:48 PM
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Nickster5000
Joined: Dec 11, 2010
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Posted: Jan 20, 2012 11:46 PM
Msg. 162 of 667
Quote: --- Original message by: goldkilla88
I was adding it while I was in Sapien, my bad... ^^'
Weird thing when bipeds are infected, the infection forms attack the biped they infected... Edited by goldkilla88 on Jan 20, 2012 at 11:30 PM How do you set the flood infection forms up? They dont infect the elite for me...
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Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: Jan 20, 2012 11:49 PM
Msg. 163 of 667
So I was reading about OS, and it talks about how if, "you want to play haloce.exe without running the OS extensions, you'll need to move the d3d9.dll out of your haloce.exe's directory (and then put it back when you want to use it again)."
So if I had OS loaded, and I wanted to join a server on the stock Bloodgulch map, I wouldn't be able to do that unless I quit the game and changed the dlls? So I wouldn't be able to play any of the original maps including the stock campaign maps unless I changed the dlls?
But then I read further that "If both zanzibar.map and zanzibar.yelo exist at the same time, zanzibar.map will always be loaded first. zanzibar.yelo will never be loaded until zanzibar.map is removed."
So you can play both stock maps and OS maps while playing with OS, but if a stock and OS map have the same name it will load the stock map and not the OS one right? And if you load a stock map, it won't have the OS features of course right?
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Nickster5000
Joined: Dec 11, 2010
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Posted: Jan 21, 2012 12:07 AM
Msg. 164 of 667
Killer hour and a half tut is DONE: http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=40120
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Zenzarxus
Joined: May 7, 2010
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Posted: Jan 21, 2012 03:19 AM
Msg. 165 of 667
This is awesome guys. Let's resurrect the days of good custom maps, and not have every server hosting bloodgulch!
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Jan 21, 2012 08:00 AM
Msg. 166 of 667
Does VISR work without having to make a new map or is it OSHEK-applied?
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Jan 21, 2012 10:31 AM
Msg. 167 of 667
QUESTION: Does this allow animations in UI maps?
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Jan 21, 2012 11:11 AM
Msg. 168 of 667
Quote: --- Original message by: Jaz Does VISR work without having to make a new map or is it OSHEK-applied? Read the external post processing page, its for linking post processing files to the xml in your documents folder. (srs people.. read the wiki..)
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Jan 21, 2012 12:05 PM
Msg. 169 of 667
Quote: --- Original message by: kirby_422Quote: --- Original message by: Jaz Does VISR work without having to make a new map or is it OSHEK-applied? Read the external post processing page, its for linking post processing files to the xml in your documents folder. (srs people.. read the wiki..) I can't work out the rest. <?xml version="1.0" encoding="utf-8"?> <osYeloSettings engine="Halo1_CE"> <postprocessing shader_directory="E:Program Files\Microsoft Games\Halo Custom Edition\data\postprocess\shaders" texture_directory="E:Program Files\Microsoft Games\Halo Custom Edition\data\post process\bitmaps"> <!--shaders> <shader id="visr_example">E:\Program Files\Microsoft Games\Halo Custom Edition\data\postprocess\shaders\visr example</shader> </shaders> <effects> <effect id="sepia_example"> <shaders> <shader>shader_id</shader> </shaders> </effect> </effects> <effect_instances> <effect_instance name="name" effect="effect_id" render_stage="2" activation_operation="0"> <quad> <tessellation x="5" y="5"/> <x_bounds lower="0.0" upper="1.0"/> <y_bounds lower="0.0" upper="1.0"/> </quad> <activation_controls> <activation_control state="0" invert="false"/> </activation_controls> </effect_instance> </effect_instances--> </postprocessing> </osYeloSettings>
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LMT Heretic
Joined: Feb 18, 2010
There are mysteries, that should remain hidden...
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Posted: Jan 21, 2012 04:05 PM
Msg. 170 of 667
any help on making work os because when i use the os d3d9.dll it crashes halo help please...
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DeathKillsPro
Joined: May 27, 2011
Sometimes things get complialeoanef3oan3f
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Posted: Jan 21, 2012 04:32 PM
Msg. 171 of 667
Are you using version 1.09?
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LMT Heretic
Joined: Feb 18, 2010
There are mysteries, that should remain hidden...
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Posted: Jan 21, 2012 04:41 PM
Msg. 172 of 667
yes i am
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Jan 21, 2012 04:42 PM
Msg. 173 of 667
on your main menu click on (settings) then click on (about) if it says 01.00.09.0620 you are good to go with os, if it doesn't run your haloce updater icon which is in your haloce program files folder to update to 1.09. just a thought but if you are set to a different version with version changer then change back to 1.09.
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LMT Heretic
Joined: Feb 18, 2010
There are mysteries, that should remain hidden...
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Posted: Jan 21, 2012 04:47 PM
Msg. 174 of 667
it is set to that build and the only way i can open halo is deleting or changing the d3d9.dll please help i want to use os =E
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Jan 21, 2012 04:54 PM
Msg. 175 of 667
Quote: --- Original message by: XlzQwerty1 QUESTION: Does this allow animations in UI maps?
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