
Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Dec 15, 2012 08:43 PM
Msg. 491 of 667
This is very exciting, I'm just kinda curious of one thing. Is it possible that you could raise the maximum grenade type capacity to numbers above four? or is four the maximum number that even the almighty sauce can't surpass. Just wondering, cause I think it'd be cool to experiment with grenade sets consisting of maybe even six to eight different grenade types
either way, I'm looking forward to this Edited by Delicon20 on Dec 15, 2012 at 08:44 PM
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teh lag
Joined: May 6, 2008
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Posted: Dec 15, 2012 08:49 PM
Msg. 492 of 667
Quote: --- Original message by: Delicon20
This is very exciting, I'm just kinda curious of one thing. Is it possible that you could raise the maximum grenade type capacity to numbers above four? or is four the maximum number that even the almighty sauce can't surpass. Just wondering, cause I think it'd be cool to experiment with grenade sets consisting of maybe even six to eight different grenade types Quote: 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. They "could" but it would require some online/networking-related stuff that they don't want to touch right now. Edited by teh lag on Dec 15, 2012 at 08:51 PM
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OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Dec 15, 2012 09:01 PM
Msg. 493 of 667
Thanks alot for fixing the xFire issue. Personally, this means I can start exploring OS. Map size, poly count and poly render on screen have hindered dev alot in the past for me but these days may very well be over.
Thanks alot, Kornmann (And Korner studios) for bringing yet another advancement to this community
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Dec 15, 2012 09:03 PM
Msg. 494 of 667
Quote: --- Original message by: teh lagQuote: --- Original message by: Delicon20
This is very exciting, I'm just kinda curious of one thing. Is it possible that you could raise the maximum grenade type capacity to numbers above four? or is four the maximum number that even the almighty sauce can't surpass. Just wondering, cause I think it'd be cool to experiment with grenade sets consisting of maybe even six to eight different grenade types Quote: 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. They "could" but it would require some online/networking-related stuff that they don't want to touch right now. Edited by teh lag on Dec 15, 2012 at 08:51 PM oh I missed that part, there was a lot of text, I must've skipped over that sentence on accident From a singleplayer perspective though, it could be doable? I could really care less about MP Edited by Delicon20 on Dec 15, 2012 at 09:03 PM
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teh lag
Joined: May 6, 2008
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Posted: Dec 15, 2012 09:46 PM
Msg. 495 of 667
It "could". It would still require some extra work and I don't think that KM00 and the rest of the OS crew are too keen on having such a major feature if it breaks in MP just because you add too many grenade definitions. I wouldn't count on it happening for those reasons, when there's other more important stuff that they want to be working on for reasons more than "it would be cool to experiment with".
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KingFisher
Joined: Jun 10, 2011
Creativity is the main element of level design.
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Posted: Dec 15, 2012 11:22 PM
Msg. 496 of 667
I remember seeing the video of unit infections. This will be awesome for my Dead Halo project.
But last I saw, the infections only took place on live victims. Do unit infections apply to dead bodies?
Good work guys.
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SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: Dec 16, 2012 03:56 AM
Msg. 497 of 667
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Dec 16, 2012 05:38 AM
Msg. 498 of 667
Another awesome release of OS. :D Automatic map downloads has been one of my most wanted features for ages. (Haven't you seen the bounty?  ) Not really bothered about all of the other stuff, though being able to use xfire alongside OS could be helpful, even though I really use it anyway. (Yeah, I know I've been lecturing those who say you can just turn xfire's overlay off. But that's because that is a stupid suggestion for those who want to use xfire!) But where's Lodex when you need to see him complaining about automatic map downloads and xfire compatibility?! I need a good laugh. :/ Edited by Jaz on Dec 16, 2012 at 05:44 AM
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The Lodeman
Joined: Sep 16, 2012
Hipster Lodeman: Enjoyed goats before it was cool.
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Posted: Dec 16, 2012 06:01 AM
Msg. 499 of 667
Cool update, looking forward to see talented mappers apply the new OS content. Might end up trying it when I get my new PC (this laptop is failing more and more rapidly, first the cooling, now the battery, good times..).
And Jaz, shut up and get a life :-)
E: one particular thing I find interesting: "* 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."
As I haven't messed around with OS recently, how will such a particle increase be applied? Can you just recompile your map as a .yelo and will the particle count be increased? Edited by The Lodeman on Dec 16, 2012 at 06:04 AM
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Dec 16, 2012 07:35 AM
Msg. 500 of 667
It would be really cool if you could have the ability to select permutations from the gbx model in actor variant tags.
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kornman00
Joined: Jul 15, 2010
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Posted: Dec 16, 2012 10:11 AM
Msg. 501 of 667
Quote: --- Original message by: KingFisher I remember seeing the video of unit infections. This will be awesome for my Dead Halo project.
But last I saw, the infections only took place on live victims. Do unit infections apply to dead bodies?
Good work guys. Thanks, I'll have a chat with CV about tuning the system for dead bodies support. However, it would probably require modifying the AI code, which isn't really the focus of 3.1. Quote: --- Original message by: The Lodeman "* 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."
As I haven't messed around with OS recently, how will such a particle increase be applied? Can you just recompile your map as a .yelo and will the particle count be increased? Edited by The Lodeman on Dec 16, 2012 at 06:04 AM This upgrade doesn't present any real backwards compatibility issues (except with game saves made with the stock game or pre-3.1 OS builds) so we don't have to have the map say "we need the particles upgrade". So, to answer your question, it's map-independent. It requires no work from the user or map maker to enable. While it's on by default, it can be turned off with the -no_os_gfx command line parameter in the event that it's too taxing for people's older machines. Quote: --- Original message by: reeiiko15 May I also suggest (if there isn't already) an ingame option to enable and disable console/devmode. I don't like using the external apps or the "-console" thing and having an in-game option would be much easier. The devmode behavior is on by default when running OS. We have no plans to force the game to enable the console as well since turning it on via the command line parameter doesn't have any adverse effects like devmode does in the stock game (ie, disabling network games). Just use a shortcut to the game with -console specified.
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The Lodeman
Joined: Sep 16, 2012
Hipster Lodeman: Enjoyed goats before it was cool.
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Posted: Dec 16, 2012 11:00 AM
Msg. 502 of 667
Quote: --- Original message by: kornman00So, to answer your question, it's map-independent. It requires no work from the user or map maker to enable. Very nice, that alone is a sound reason to use OS imo.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Dec 16, 2012 12:38 PM
Msg. 503 of 667
Quote: --- Original message by: Cheddars It would be really cool if you could have the ability to select permutations from the gbx model in actor variant tags. This can already be done via a biped reffed in the AV, using dialog variants. You can look at the marines to see how they are able to select faces in relation to the unit dialog.
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Bobblehob
Joined: Aug 29, 2010
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Posted: Dec 16, 2012 07:58 PM
Msg. 504 of 667
Particle count increases.... FINALLLYYYYYYY!!!!! I can't tell you how long I have been waiting for this particular ability. Bravo gentlemen, BRAVO! :)
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KingFisher
Joined: Jun 10, 2011
Creativity is the main element of level design.
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Posted: Dec 18, 2012 12:16 PM
Msg. 505 of 667
Someone should revamp the Halo tag set with Open Sauce, create an easy installer (like the H2 team), and boom, you have an easy to install graphical update of Halo custom edition. Not to mention, it would allow other mappers to create maps using a revamped tag set.
One could only dream.
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KingFisher
Joined: Jun 10, 2011
Creativity is the main element of level design.
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Posted: Dec 18, 2012 12:32 PM
Msg. 506 of 667
I'm talking about if someone/some other team does it....
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clonecam117
Joined: Dec 11, 2012
Now a professional VFX/particle effect artist.
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Posted: Dec 18, 2012 05:15 PM
Msg. 507 of 667
i'm pretty sure that is true, that the co-op coding is there but you cant use it and AI wont sync. if we could fix both these issues, it would be possible. tho not with split-screen, split-screen sucks on a PC.
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HaloExtreme117
Joined: May 5, 2012
~Gone~
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Posted: Dec 18, 2012 05:50 PM
Msg. 508 of 667
Split-screen sucks, period.
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clonecam117
Joined: Dec 11, 2012
Now a professional VFX/particle effect artist.
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Posted: Dec 18, 2012 05:59 PM
Msg. 509 of 667
Quote: --- Original message by: HaloExtreme117 Split-screen sucks, period. except in halo 1.
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The Lodeman
Joined: Sep 16, 2012
Hipster Lodeman: Enjoyed goats before it was cool.
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Posted: Dec 18, 2012 06:10 PM
Msg. 510 of 667
Quote: --- Original message by: mastur cheef So I've heard that the Co-op system is still in HCE, will you unlock it and make it function properly in the future? *cough*CMT SPv3 with OS on 4 player splitscreen*cough* No idea how feasible that is, but co-op unlock would be amazing. It would work great for Lumoria too, although then parts would have to be rescripted. Still worth implementing imo.
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Alexis
Joined: Nov 22, 2010
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Posted: Dec 18, 2012 06:23 PM
Msg. 511 of 667
I imagine it may be more difficult to implement than it is worth, but...
Has there been any thoughts on extending .shader_environment tags to include support for RGB Masks, and multiple detail normals?
Having to add render-only planes and chopping your terrain geometry into shader chunks in order to work around the current blend mask system severely limits believable terrain.
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KingFisher
Joined: Jun 10, 2011
Creativity is the main element of level design.
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Posted: Dec 18, 2012 07:13 PM
Msg. 512 of 667
Quote: --- Original message by: The LodemanQuote: --- Original message by: mastur cheef So I've heard that the Co-op system is still in HCE, will you unlock it and make it function properly in the future? *cough*CMT SPv3 with OS on 4 player splitscreen*cough* No idea how feasible that is, but co-op unlock would be amazing. It would work great for Lumoria too, although then parts would have to be rescripted. Still worth implementing imo. I miss the epic betrayals. Especially on the B40 elevators. My cousin was a dick, so to say.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Dec 18, 2012 08:45 PM
Msg. 513 of 667
Bungie never took the time to disable team damage. D:
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Dec 19, 2012 01:24 AM
Msg. 514 of 667
Quote: --- Original message by: clonecam117 i'm pretty sure that is true, that the co-op coding is there but you cant use it and AI wont sync. if we could fix both these issues, it would be possible. tho not with split-screen, split-screen sucks on a PC. Split-screen can work on a PC. Either limit chat and share each half of a keyboard and have a mouse each or use gamepads. But of course online co-op would be better.
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Dec 19, 2012 11:57 PM
Msg. 515 of 667
I believe I remember Korn or another OS developer saying that AI syncing isn't entirely out of the question. Would require a lot of work and be entirely Open Sauce Dependant. But if that is possible(and everything else being involved), I'd be happy to script in co-op for my SP maps.
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HaloExtreme117
Joined: May 5, 2012
~Gone~
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Posted: Dec 20, 2012 11:04 AM
Msg. 516 of 667
Quote: --- Original message by: Ki11erFTW I believe I remember Korn or another OS developer saying that AI syncing isn't entirely out of the question. Would require a lot of work and be entirely Open Sauce Dependant. But if that is possible(and everything else being involved), I'd be happy to script in co-op for my SP maps. It is entirely possible. But, as Kornman has said in the past, it is simply too much work.
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KingFisher
Joined: Jun 10, 2011
Creativity is the main element of level design.
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Posted: Dec 20, 2012 11:12 AM
Msg. 517 of 667
Quote: --- Original message by: HaloExtreme117Quote: --- Original message by: Ki11erFTW I believe I remember Korn or another OS developer saying that AI syncing isn't entirely out of the question. Would require a lot of work and be entirely Open Sauce Dependant. But if that is possible(and everything else being involved), I'd be happy to script in co-op for my SP maps. It is entirely possible. But, as Kornman has said in the past, it is simply too much work. But would the hard work be worth the possibilities? Yes.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Dec 20, 2012 11:16 AM
Msg. 518 of 667
I don't think you'd need to sync AI To play coop campaign maps together. The Xbox didn't seem to. I'm guessing we just need to unlock or add the possibility of split screen and the controls for it.
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kornman00
Joined: Jul 15, 2010
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Posted: Dec 20, 2012 12:17 PM
Msg. 519 of 667
The way Halo1's networking works on the Xbox is much like how Halo3+'s synchronous games (co-op/firefight) work. All the machines start at the same time so everyone is on the same page as far as game state and input go (as why there's no join mid-game support). I forget if H1X's networking requires the player's action input to be sent to the host first then sent back before any response can be made to that input (eg, jumping). It's how it works in Halo3+, which is how they're able to do network games with AI, without having to actually write any networking code for the AI.
Halo1 PC doesn't have support for splitscreen. The max number of local players in the PC builds is defined as 1, where it's 4 on the Xbox. So the support in the game state is just not there.
Adding synchronous game support to OS wouldn't be too difficult to do...but the goals of 3.1 don't involve any networking changes (aside from the addition of two new grenade types, which was a trivial matter and is only activated when the map has > 2 types) as we're still looking at how we can extend the current networking capabilities with new features while keeping backwards support with 1.09 (or lower).
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Hobbet360
Joined: Jan 10, 2012
ProTools > ToolPro
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Posted: Dec 20, 2012 09:43 PM
Msg. 520 of 667
Hello mr. Kornman. In the next update of OS can you please make an option to install it to anywhere on any drive. It's the only reason I don't use OS. I'm using my sisters laptop with my own HDD with all my junk on it. And she won't let me put anything on her laptop. (Not to mention she has 10.9GB free, lol)
Thanks Mr. Hobbet360
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Dec 20, 2012 09:53 PM
Msg. 521 of 667
It requires a proper registry and installation. I suppose in your case, you would want to install CE, install OS, and then move all the files off her computer onto your hard drive, and then back again each time you want to play.
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1bobsam1
Joined: Mar 18, 2010
I win. You lose.
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Posted: Dec 21, 2012 01:06 AM
Msg. 522 of 667
Any word or work done on physics objects, as in proper movable scenery?
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kornman00
Joined: Jul 15, 2010
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Posted: Dec 21, 2012 12:37 PM
Msg. 523 of 667
Hobbit, you would have to install CE to that harddrive, then you could install OS and it would be put on that harddrive as well. You would then need to specify the profile path you want the game use (if your My Documents isn't pointing to that HDD) via a command line parameter, as we piggy back on that path for settings and such. Quote: --- Original message by: 1bobsam1 Any word or work done on physics objects, as in proper movable scenery? Not unless MS decides to open source or license the engine. I would throw down 5 grand to be able to work with the source to Custom Edition, even if the license said that I couldn't make a profit from anything done with it (I'm not doing OS for money after all).
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SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: Dec 21, 2012 12:46 PM
Msg. 524 of 667
you could ask, MS is all about the money
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Dec 21, 2012 01:33 PM
Msg. 525 of 667
Quote: --- Original message by: SilentJacket you could ask, MS is all about the money 5 grand is nothing to MS.
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