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Author Topic: Netmerk Related: Need engine hackers! (5 messages, Page 1 of 1)
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adolif2
Joined: Apr 27, 2011

Karma changes people.


Posted: Oct 18, 2012 11:45 AM    Msg. 1 of 5       
Okay, for you engine hackers and programmers out there who work on Opensauce, etc, I need help with finding an address.

See, I re-continued a formerly cancelled project named Netmerk, which is designed to sync ai through memory hacking and a separate, parallel connection to that of Halo multiplayer.

My biggest issue is management of Halo's "objects". Starting at a fixed memory address, Halo stores a huge array of data chunks which hold information for things like vehicles, bipeds, scenery, machines, etc, that are placed in the map. The age-old problem is that I can only modify certain things like coordinates of objects, the animation state, health, etc. Adding or removing objects from this array crashes the game. Touching certain parts of these data chunks also crashes the game. I'm looking for maybe a function or two in the engine itself that I can call from Netmerk - ones that will better allow me to keep track of, remove, and add objects.

I already looked at the source code for Opensauce, and seeing as to how it's pretty much undocumented, it wasn't much help.

Thanks in advance!


ELVEVERX
Joined: Oct 5, 2012

For the great journey


Posted: Oct 18, 2012 06:20 PM    Msg. 2 of 5       
This sounds great and all but move it to Halo CE General Discussion because barely anyone goes in here anymore and you will get a lot more responses


Hell_Jumper_056
Joined: Jan 7, 2010

Halo: Accession


Posted: Oct 24, 2012 02:39 AM    Msg. 3 of 5       
I'd really like to help with this, but I know almost nothing of code and the engine. But i can't stop thinking about the seemingly endless possibilites that could be created from this. one scenario is a full game of spartans (players) fighting battles against the covanent.

http://bestgamewallpapers.com/files/halo-reach/multiplayer-madness_wide.jpg

instead of the normal 8 on 8 players, it would be 16 (i dont remember the max) players against a small army.( i know that this one might need to be tested for internet speeds and such lol)

and the other scenario is the one that i've been creating in my head for the past couple of years (which is why im now back). I want to create a story that i can play through, but also to be able to share the experiences i created with my friends over the internet. I would build maps and add a gripping storyline to them aswell.


(and another idea for how to get the AI's working, what if the host literally hosts everything of the game, and the other players just join it? so the host would tell the other computers what is actually happening, because i remember playing a map where it changed the players to be grunts. But i joined a normal game and to me, everyone looked like grunts, but to them, they were spartans) maybe im crazy...


1337
Joined: Dec 2, 2011

Don't be daft. wrap your shaft


Posted: Nov 27, 2012 06:31 PM    Msg. 4 of 5       
Someone made a zombies map with syncing ai

looked jerky and weird though when they moved, but that might have just been the animations.


Guilty_spark
Joined: Dec 8, 2011

enjoy my bright, blue, balls!


Posted: Dec 8, 2012 02:00 AM    Msg. 5 of 5       
Quote: --- Original message by: 1337
Someone made a zombies map with syncing ai

looked jerky and weird though when they moved, but that might have just been the animations.
your thinking of kirby's map that used a script and other stuff to get ai to sync somewhat, also has anyone talked to adolif2 lately?

 

 
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