
Kozakuu
Joined: Oct 30, 2011
Only the person who was wisdom can read the most.
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Posted: Apr 13, 2012 02:53 AM
Msg. 456 of 667
Replacing my settings with the default settings didn't work. Which MS installer are you talking about? As for the blur, yeah, it flashes around the screen weirdly. pp_unload did work at removing the blur but once I used pp_load it returned. Also, even with pp_unload those blue objects still didn't go away (see below) I've reported these problems to the google code page. 
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Apr 13, 2012 08:49 AM
Msg. 457 of 667
msxmlenu.msi (should be somewhere within your HCE folder, as well as on your HPC disk)
Also, you're talking about the triangles coming from your hands? they always go to the same point in the map? your graphics card is messing up on you, either starting to wear down, or drivers messing with it. This only happens with OS though? (They can come from random objects each load, so don't automatically blame OS until you load the map a few times with it enabled and disabled)
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Apr 13, 2012 06:14 PM
Msg. 458 of 667
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benjimod
Joined: Sep 29, 2009
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Posted: Apr 14, 2012 06:32 PM
Msg. 459 of 667
Hello, i have a problem, OS Sapien crash with all scenario O_O
The debug >
sapien pc 01.00.00.0609 ---------------------------------------------- reference function: _write_to_error_file reference address: 401b13
Couldn't read map file './sapienbeta.map' CreateDevice succeeded with refresh rate = 0 Sound card doesn't meet minimum hardware requirements. Disabling hardware option. Increasing sound decompression buffer size to 1048576 bytes
tag reference name too large (this tag is corrupted).
failed to load shader_model tag 'h3\vehicles\ghost\shaders\ghost' failed to load gbxmodel tag 'h3\vehicles\ghost\ghost' failed to load vehicle tag 'vehicles\ghost\ghost_mp' failed to load scenario tag 'levels\test\pass_bridge\pass_bridge' need to get the following tags: game_load() failed.
WTF ?!
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Apr 14, 2012 06:53 PM
Msg. 460 of 667
Quote: --- Original message by: benjimod tag reference name too large (this tag is corrupted).
failed to load shader_model tag 'h3\vehicles\ghost\shaders\ghost' failed to load gbxmodel tag 'h3\vehicles\ghost\ghost' failed to load vehicle tag 'vehicles\ghost\ghost_mp' failed to load scenario tag 'levels\test\pass_bridge\pass_bridge' need to get the following tags: game_load() failed.
WTF ?! So, its a tag name that is a space or something not normally visible, and that file is corrupt. Anyways, as you can see the failing to load hierarchy, the main issue is in the shader_model, " H3\vehicles\ghost\shaders\ghost.shader_model", open that up in guerilla, look around for any tag fields that seem off (that have a space, tab, or something strange in them instead of a path), or recreate that tag.
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benjimod
Joined: Sep 29, 2009
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Posted: Apr 14, 2012 07:19 PM
Msg. 461 of 667
I verified, All are correct T_T, look : http://img703.imageshack.us/img703/271/shader.png ---------------- Edit ---------------- Nothing, it Works :D TY ! :) ----------Edit---------- Hello, i have a another problem  I open a scenario with Os Sapien, When it's open i can view my map 3 sec this depend, then Os sapien crash !  I opened Debug.txt and nothing is written -_- Thanks -_- Edited by benjimod on Apr 27, 2012 at 08:37 AM
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Apr 28, 2012 12:25 PM
Msg. 462 of 667
I'm having a problem with OS_Sapien since my game view is black This happened when I had sapien and a multicore so I used E3pO's sapien.
How can I get this to work ? I assume some CMT members have multi cores processors
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Apr 28, 2012 01:55 PM
Msg. 463 of 667
Are you sure the camera is inside your map, and that the map has lightmaps and\or sky? And if you believe it to be a problem with cores, open the task manager, process tab, find os_sapien, right click, set affinity. And there is actually very few people who sapien dislikes their multi-cores, I have never had any issue with it on either my laptop (Dual) or desktop (Quad) without even having to set affinities.
Also, other person who edited his post many times. <user>\documents\my games\halo ce\opensauce\reports\debug.txt
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Apr 28, 2012 02:03 PM
Msg. 464 of 667
Quote: --- Original message by: kirby_422 Are you sure the camera is inside your map, and that the map has lightmaps and\or sky? And if you believe it to be a problem with cores, open the task manager, process tab, find os_sapien, right click, set affinity. And there is actually very few people who sapien dislikes their multi-cores, I have never had any issue with it on either my laptop (Dual) or desktop (Quad) without even having to set affinities.
Also, other person who edited his post many times. <user>\documents\my games\halo ce\opensauce\reports\debug.txt I've already tried to change the affinity... Maybe I have to restart the computer. Also I tried with the tutorial map, if the camera was outside the BSP i'd just see the sky...
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Apr 28, 2012 02:05 PM
Msg. 465 of 667
Well, you say this other sapien works for you. Try using the opensauceIDE, cheape applier, pick that hacked sapien, and see if it is able to make a OS version of it (or whether it completely fails because of some overlapping address change)
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Apr 28, 2012 02:40 PM
Msg. 466 of 667
E3pO's HEK needs to hook somehow in the game and it gives me an error when trying to start it. and sapien crashes. I will try restarting PC when I can
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benjimod
Joined: Sep 29, 2009
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Posted: Apr 29, 2012 08:22 AM
Msg. 467 of 667
Hello, In the Debug.txt it's written :
04.27.12 14:27:42 EAX: 0xFFFFFFFE 04.27.12 14:27:42 EBX: 0x000BCF01 04.27.12 14:27:42 ECX: 0x0012F340 04.27.12 14:27:42 EDX: 0x000002CC 04.27.12 14:27:42 EDI: 0x0012F340 04.27.12 14:27:42 ESI: 0x00000000 04.27.12 14:27:42 EBP: 0x0012F218 04.27.12 14:27:42 ESP: 0x0012F208 04.27.12 14:27:42 EIP: 0x77C064F4, C3 8D A4 24 ????? 04.27.12 14:27:42 EXCEPTION halt in \halopc\haloce\source\cseries\profile.c,#442: parent_timesection->self_msec >= child_timesection->elapsed_msec
Have you a solution ?
Thanks
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Apr 30, 2012 02:42 AM
Msg. 468 of 667
Run on one core? (set affinity to 1.)
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Apr 30, 2012 03:23 AM
Msg. 469 of 667
yeah he needs to set the os_sapien to run on 1 cpu just. it's just the same error as what you would get with the original sapien.exe.
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benjimod
Joined: Sep 29, 2009
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Posted: Apr 30, 2012 01:56 PM
Msg. 470 of 667
Spartan314 Ally THANKS 
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Jul 2, 2012 04:26 PM
Msg. 471 of 667
As requested by Kirby, my card brand is:
Nvidia.
It's the 9800GT to be precise. It runs OS fine due to OS not using very complex shaders. However, if more complex shaders such as CSAA or sharpening filters are implemented, my card may not be able to handle them.
However, I would assume this card runs shaders more efficiently than ATI cards of it's time as it is designed for high settings of anistropic filtering and other such efficient, simplish shaders.
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Jul 2, 2012 04:40 PM
Msg. 472 of 667
before anyone asks, we are doing a study on how different cards react with OS, to see if certain brands are actually running better (since TM has a stronger ATI card than my PC, and yet mine runs OS better)
Desktop use to have a Nvidia GeForce 9800 GT (before the card died) could run with everything turned on, as well as post processing that was built to fight other post processing lol (I miss that card..)
Desktop (Current) Nvidia GeForce 8400GS, runs with the default options perfectly fine, 1280x720 windowed. It will slow down to just over half speed if I turn on motion blur. (1GB video memory)
Laptop Nvidia GeForce 8200M G, runs fine with default options, basically same as my current desktop card when motion blur, etc. (512MB video memory)
Post your card type and name, and if you have some graphics benchmarking stuff, you can post that too so we can compare whether it should be stronger or not.
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Nickster5000
Joined: Dec 11, 2010
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Posted: Jul 2, 2012 04:46 PM
Msg. 473 of 667
Quote: --- Original message by: KozakuuReplacing my settings with the default settings didn't work. Which MS installer are you talking about? As for the blur, yeah, it flashes around the screen weirdly. pp_unload did work at removing the blur but once I used pp_load it returned. Also, even with pp_unload those blue objects still didn't go away (see below) I've reported these problems to the google code page. http://img641.imageshack.us/img641/2259/haloce2012041316452783.jpg Even though this issue was posted two months ago, IDC! Just run the game w/o OS, and that triangulation problem wont be there.
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Jul 2, 2012 04:48 PM
Msg. 474 of 667
Nick, I thought you were a supporter of OS? o.O
Anyway, Kornman probably solved that issue a long time ago on the google code page.
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LMT Heretic
Joined: Feb 18, 2010
There are mysteries, that should remain hidden...
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Posted: Jul 2, 2012 04:56 PM
Msg. 475 of 667
Intel(R) G33/G31 Express Chipset Family Desktop,Runs Fine in mid High configs 1280 x 1024 True Color (60 Hz) though Unable to Run os other Computer doesnt work anymore and i don't know which graphic driver it used
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Sean Aero
Joined: Jun 7, 2009
HaloRank.com
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Posted: Jul 2, 2012 05:06 PM
Msg. 476 of 667
Quote: --- Original message by: kirby_422 Post your card type and name, and if you have some graphics benchmarking stuff, you can post that too so we can compare whether it should be stronger or not. Will run a test on my laptop and desktop this coming weekend.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Jul 5, 2012 01:30 AM
Msg. 477 of 667
My ATI Radeon Xpress could handle a50.yelo.Not the best frame rate(less than 30) but tolerable. Yeah,I'm sure you guys will tell me to upgrade or that it sucks. I can run Halo 2 Vista,at about 25 FPS.
Why are some people so rude? Would've taken much less time to simply get straight to the point.
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john117
Joined: Jul 3, 2012
What fun is there in making sense?
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Posted: Jul 5, 2012 03:12 AM
Msg. 478 of 667
Hello can someon tell me how to control OS like visr and the screen enhancments thank you for your help Edited by john117 on Jul 5, 2012 at 03:12 AM
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KE_Trace
Joined: May 20, 2006
No Wai!
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Posted: Jul 10, 2012 03:53 PM
Msg. 479 of 667
Quote: --- Original message by: KozakuuDerp. Haven't replied in so long. Anyway Jaz's method did get the chat back for a while (which is the one I'm more worried about) but now It's gone plus the kill messages. Tried uninstalling OS but that didn't seem to help. Note these problems arose only after I'd installed OS. Also: This happened while I was playing an sp map, ideas on how to fix? I'm having a similar error on the map Ambush. I'll try to get a screenshot of it later. (When I can figure out how, since print screen ins't working.) Also, when I play online the HUD will randomly change from stranded- to wide-screen, even though in the F7 menu it is set to scale. System specs are Windows 7 64bit Ultimate, AMD Phenom II X6, AMD Radeon HD 6700 (1gb dedicated DDR5 RAM), 8 gigabytes DDR3 RAM. Didn't some old maps have some kind of motion blur hack in them? Could that be what's messing up OS motion blur?? As for text, I did the MSI file thing and the chatlog appears now, but when I'm typing the text doesn't appear on the bottom. hi kirby
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Jul 10, 2012 04:16 PM
Msg. 480 of 667
the blur is being worked on (it was just responded to on the issues page like 2 days ago, after all of these months lol) The blur issue existed back in the OS 2.5 betas, it was linked to custom bipeds (and according to the issues page, it still is) At one point, I believe I had pinpointed the HUD resolution issue, but that was to long ago; I don't even notice when my HUD changes scale now lol. You just get use to it eventually. Quote: --- Original message by: KE_Trace hi kirby Hi. Haven't seen you in years, I don't even remember what we use to talk about. Whats up?
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KE_Trace
Joined: May 20, 2006
No Wai!
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Posted: Jul 10, 2012 04:56 PM
Msg. 481 of 667
Quote: --- Original message by: kirby_422 the blur is being worked on (it was just responded to on the issues page like 2 days ago, after all of these months lol) The blur issue existed back in the OS 2.5 betas, it was linked to custom bipeds (and according to the issues page, it still is) Ah okay; will that fix the tearing as well? Quote: --- Original message by: kirby_422 At one point, I believe I had pinpointed the HUD resolution issue, but that was to long ago; I don't even notice when my HUD changes scale now lol. You just get use to it eventually. Yeah I usually only notice it during the death screen. Quote: --- Original message by: kirby_422 Hi. Haven't seen you in years, I don't even remember what we use to talk about. Whats up? Yeah I moved to the good ole Bible Belt (a fate arguably worse than death) and only recently got "tolerable" internet speeds. I can hardly remember what we did either. I remember Zelda, gravity guns, jackal shields and... hogdriver(?). God...hogdriver...
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TheFieryScythe
Joined: Apr 21, 2012
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Posted: Jul 11, 2012 07:46 AM
Msg. 482 of 667
I haven't seen an Issue logged on google code about this HUD scaling bug (unless i've missed it). If you have a solid method for reproducing the problem add an Issue with the details and i'll get around to looking in to it at some point.
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The_Arbiter
Joined: Aug 23, 2011
I feel like having scotch
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Posted: Sep 15, 2012 03:48 AM
Msg. 483 of 667
Anything new in the next version?. is there even going to be a next version.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Sep 15, 2012 12:28 PM
Msg. 484 of 667
There is a new version with lots of cool stuff. For MP as well as SP.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Sep 15, 2012 01:16 PM
Msg. 485 of 667
CV was working on lots of animation things, but his external hard drive fell and broke, so it's all been lost, and he's been to busy to recreate his works. It is something CMT wants though, we'd love to be able to have a FP sprint animation.
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1bobsam1
Joined: Mar 18, 2010
I win. You lose.
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Posted: Sep 15, 2012 03:25 PM
Msg. 486 of 667
Lesson learned, put externals on the floor.
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Sep 15, 2012 04:23 PM
Msg. 487 of 667
It's why I don't even stand up new game consoles, they're made too cheaply.
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kornman00
Joined: Jul 15, 2010
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Posted: Dec 15, 2012 08:09 PM
Msg. 488 of 667
Note: this post was adapted from the posts made at Modacity and Halomods. This place doesn't have spoiler tags, so beware the longpost... Today, we here at the (virtual) offices of Kornner Studios are happy to announce that version 3.1 of OpenSauce is coming soon! How soon? Why, none other than next month: January! Unlike previous releases of the v3.0.x brand, this release introduces a lot of new features and improvements instead of -just- addressing bugs/issues. Hence why that '0' after the period ranked up to a '1'. For OS 3.1 both FireScythe and I have some really juicy goodies in store for you. But we're not the only ones contributing to this next release of OS. ChokingVictim is a special guest this time around with some more gameplay enhancing features for you map makers to play with! He has contributed work to OS before (e.g., he helped us implement the unit-infections system) but has become more active on the project for the past few months. We're hoping to keep him with us for the foreseeable future. However, it being near the holidays and all he didn't really have the time to get all his :words: and video written up and made before this announcement was posted. So we're going to follow up later on with details directly from him on what you can expect in 3.1 and (hopefully) beyond. For today, you'll have to make do with what FireScythe and I. Deal with it. Speaking of FireScythe, let's start with him first. He took the time to write up this longpost about this small feature he made, so why not. Wait, did I say small? Quote: In-game Map DownloadsI’m sure you’ll be happy to hear that I have written an in-game map download system that is built in to OpenSauce v3.1.0 which will be coming to a Halo near you mid-January! The system has 3 parts to it, the OS client, the OS Dedi and the web server. You are probably a client which means you have the easiest job :D, simply try to join a server running a map you do not have and the following will happen: * You will join, then disconnect from the server as you don’t have the current map * OpenSauce will sense your distress and try to find and download the map for you * It requests the map from the dedicated server first, which may or may not be serving it * If the dedi isn’t serving the map OS will then try to download it from one of a list of master servers (described below) * If it finds the map on the dedi or master server it will automatically download it, and if successful, extract it into your maps folder * The map is then added to Halo’s map list and with the map now available, OS will attempt to reconnect to the dedi All this happens without the user having to interact, restart Halo, or any other nonsense! This takes place whenever you don’t have a map the server is running, so if a game ends and a different map is loaded that you don’t have, the process starts again to download that map and reconnect you to the server. Of course, a map download system is pointless without somewhere to download the map from. If you are a cool guy you may well be running one or more dedicated servers, in which case you can serve the maps yourself. The OS dedi has a HTTP server embedded, which is what makes the magic happen. The server is setup using functions you can pop in to your init.txt to keep things nice and simple. Full details on the OS dedi map server setup can be found here but the main jist of it is: * Compress and split your maps using OpenSauceIDE (included in the OS installer) * Upload the map parts to a 3rd party file host that supports direct linking * Setup your OS dedi to enable map downloads, pointing to your 3rd party file host as the data source * Start the game server When the client requests a map from the OS dedi, it responds with some information about the map and its parts, after which the client requests each part from the dedi. The dedi redirects those requests to the 3rd party file host you are using so that the client can download from them. This means the dedi’s bandwidth is free to use for the important things in life such as pretending to kill people. Since the OS dedi has a HTTP server embedded it can also serve the map downloads itself, and as long as the HTTP servers bandwidth is throttled (again, set in the init.txt) this may be a viable option for some people. If you are running a passworded server you can even encrypt your map using the server password at the map compression stage, so that people who shouldn’t have your map don’t get your map. But wait! There’s more! “What if the dedi is bad and isn’t serving the maps?” I hear you say. Well, thats where master servers come in. The master server is a set of php scripts that can be used on a normal web server running PHP and MySQL and is used to serve maps to the entire OS user base. And this is where OS needs YOU! The map download system won’t take off without a decent amount of master servers running, as that not only provides more choice to the players, but also distributes the bandwidth cost amongst many kind volunteers which is better for everyone. Halomods is currently the only website running as a master server. So, we need people who run websites with a good deal of spare bandwidth to donate some of their bandwidth to help make Halo CE more accessible, and hopefully make custom map servers the norm. The details on how to set up a master server can be found here FS, if the community had a voice, I think it would be saying "music to our collective-ears". But it doesn't. It's a voiceless being. Well, until you make something that doesn't play well with Xfire. Then it grows a mouth and starts jibber jabbering and raising a bunch of stink. But guess what? OS 3.1 no longer fights with Xfire. In fact, they're seeing other people now. OS now infiltrates the game code via pretending to be dinput8.dll, instead of d3d9.dll. That means all you Xfire lovers who have never heard of the superior software known as Steam will be able to play Halo, use OS, and chat via Xfire's ingame overlay all at the same time. Of course, the Steam lovers have been able to do this for some time now. Neener-neener. On top of various other fixes, we've also got some more user-oriented features coming in OS 3.1:* You know that 'checking for updates...' message that comes up every time you try to do something MP related? Well now there's an xml setting to make the game think it already ran this check, saving you an additional second or two. * We now have a command line parameter for specifying what version of the game you want to display a server list for. By default, if a value isn't given via this parameter, we get the ENTIRE server list from all the versions of Custom Edition. Or you can specify "disable" and the server list will behave as normal, populating the server list with 1.09 only servers. * We've added new xml setting for forcing OS to use .yelo files first when searching for .map files (off by default). So with this feature on, OS will pick a10.yelo first instead of a10.map, assuming both files are present. * There's now a command line parameter for turning off all OS-based gfx additions/upgrades. * The installer has been improved. E.g. it installs the VC++9 runtime, allows the user to -not- install OpenSauceIDE, etc * Mini-dump support has been added to haloce/dedi/tool/sapien (guerilla is the oddman out) to aid in any future debugging efforts when the EXEs crash Of course, average joe users aren't our only target demographic. Map makers are in for some treats too:* We've increased the max grenade types to 4. This works in multiplayer as well and there are fields in the scenario's starting profiles to specify the grenade counts for the 2 new types. In order to keep this feature working in MP without having to wait on new networking features, we couldn't go any higher than 4. Some people were already catching on to this new feature* We've added a script function for playing .bik videos (need to be in the same location as the game's existing .bik videos) * We've added a system for displaying UI widgets via script code. You execute a function and then it displays a ui widget definition specified in the project_yellow/globals tag. * We've added a 'runtime vectors' system in a similar fashion as the 'runtime integers' system. This system allows you to perform vector operations in script code. CMT was able to use this setup to essentially perfect vehicle boosting. You can check out teh_lag's prototype video of this here* We've added script functions to perform bit operations (AND, OR, etc) and converting hex string to an integer * We've increased the maximum number of particles that can exist at any given time. We're still playing with these settings, so the exact upgrade amount isn't set in stone yet. * We've increased the maximum buffer size for model vertex and index data that Tool uses when building a cache file. * The project_yellow_globals tag features a new flag for forcing the game to use 'stun jumping penalty' instead of 'turning penalty' in the engine's biped jump code. We're considering this a "patch" as I'm pretty sure this wasn't the intended behavior in the stock engine. * We patched the weapon tag's magazine's magazine-objects block so that it will no longer crash when you try to add more than 2 elements. Uses the equipment field for the block name now too. This is a "patch" for a bug in the stock HEK. If you try to open the weapon tag in the stock Guerilla with more than 2 elements in the magazine-objects block, it will crash. I want to make two special notes here that are aimed at map makers:* Since ChokingVictim has become a lot more active and has presented quite a number of potential new features that we'll be adding later on, we're giving him his own tag to use to implement these new features: project_yellow_globals_cv. Why this matters to you is because we will be moving the unit-infection definitions *to* this tag -from- the project_yellow_globals tag. We're not aware of any maps that have been released that make use of the unit-infections system yet, so in order to Keep It Clean, we're just going to add this system's tag fields to his new tag group. If there have been any final maps that have been released which use the unit-infections system, speak now or forever hold your peace (and not have working unit-infections in 3.1) * The team index offset for MP teams for the GBuffer has been changed. MP teams now start at 10, not 9 (game_teams come first, tho technically the last few are 'unused' by Halo proper). This is a breaking fix, but I'm not aware of any major MP map releases that used this specific part of postprocessing. Developers have things to look forward to as well (well, there's no looking forward as most of this is already in the code already):* The codebase has been reworked to match that of the actual game engine's. * There are now only two shared source folders (aside from 3rd party libs), "blamlib" and "YeloLib". These help to draw cleaner lines where there is data/code added/injected by OS, or where there is code that is specific to OS. * The CheApe compiler has been modified to support faux tag-structs. So if you have tag definitions that have repeated fields (eg, in the case of the engine's shader and hud interface tags), you can use these to essentially have the compiler cut&paste the field definitions for that tag-struct. * We've been working on a string_id system that is very much like what is used in the games following Halo1. A first-class citizen StringId field type has been added to the CheApe parser so it will handle the underlying hacks that we made to get such a system working in Halo1. When a cache is being built, the system will also take tag_string fields and create ids for their values, then mapping the address of those fields to those generated ids. So existing tag_string fields can be used in code that works with string_ids. That's all we're wanting to talk about today. Again, stay tuned for future updates involving what ChokingVictim has been working on. There may be even more features that make it into 3.1 from now until release, but we don't want to comment on them until we know their fate for sure. Edited by kornman00 on Dec 17, 2012 at 12:59 PM
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Dec 15, 2012 08:20 PM
Msg. 489 of 667
When will better normal map usage be applied to bsps, like waffles said long times ago? :o Not even sure if he's talking 'bout the truth or not, so why not ask you guys?
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teh lag
Joined: May 6, 2008
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Posted: Dec 15, 2012 08:36 PM
Msg. 490 of 667
Quote: --- Original message by: XlzQwerty1 When will better normal map usage be applied to bsps, like waffles said long times ago? :o Not even sure if he's talking 'bout the truth or not, so why not ask you guys? It's a much harder task to implement such a system than it sounds. While it's "on the table" for development it's not something that can just be *done* without a very large amount of work. They've been focusing on other, more immediately useful features like the automatic map downloader and adding the new grenade slots. Edited by teh lag on Dec 15, 2012 at 08:41 PM
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