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Author Topic: Limitations have been unlimited! (57 messages, Page 2 of 2)
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darksoldier
Joined: Dec 28, 2010

Helo my friend, it's time to fight ;)


Posted: Jun 7, 2013 05:34 AM    Msg. 36 of 57       
Sorry I don't realy understand cause of my french language x) Not inferno works on improving halo engine/code right ? Because, It would be nice if you can work on syncro AI. too.


Not Inferno
Joined: Jun 1, 2013

Nigrish


Posted: Jun 7, 2013 05:41 AM    Msg. 37 of 57       
Hola mi amigos.

http://www.youtube.com/watch?v=zM7JztWDG88

Es muoy bueno!


Danger_zone_98
Joined: Nov 26, 2012


Posted: Jun 7, 2013 01:08 PM    Msg. 38 of 57       
Quote: --- Original message by: Not Inferno
Hola, mis amigos.

http://www.youtube.com/watch?v=zM7JztWDG88

¡Está muy bueno!

FTFY


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Jun 7, 2013 01:14 PM    Msg. 39 of 57       
Quote: --- Original message by: Mootjuh
Like CryEngine 3, I don't know if this is allowed, but can't you take a look at the code of CE3? Since it's open source and all.


While the SDK is free to play around with. I think you still have to buy CryEngine 3 license to get a version of it that actually includes the source code


ThePlague
Joined: Dec 16, 2007

Steam: jubalearlybh


Posted: Jun 7, 2013 04:22 PM    Msg. 40 of 57       
Quote: --- Original message by: Danger_zone_98
Quote: --- Original message by: Not Inferno


http://www.youtube.com/watch?v=zM7JztWDG88

¡Está muy bueno!

FTFY
FTFYFY

Quote: --- Original message by: Jesse
Quote: --- Original message by: Jesse
Personally I would love to be able to instantly spawn in the level to test things in sapien.
Well according to him this game doesn't rely on sealed world rules, and going by some of the flying around videos I don't think it'd be hard at all to do it. But that's all just speculative.


Not Inferno
Joined: Jun 1, 2013

Nigrish


Posted: Jun 7, 2013 05:16 PM    Msg. 41 of 57       
Yeah I can spawn players in the editor. I'll make sure to include that when I write the visual editor.

I use per-poly collision so open edges are fine, but they will interact kind of weird with the physics of course so I don't suggest having them :P

Also, here is a playlist with all the development videos, dating back almost a year or two I think:
http://www.youtube.com/watch?v=pjbNEJ9e2HI&feature=c4-overview-vl&list=PLWT4MXfb1FewFUsafRsU4jLFMIBH7EKlW
Edited by Not Inferno on Jun 7, 2013 at 05:18 PM


Storm
Joined: Dec 19, 2011

Send memes to www.loganpaul.com/cliffhanger


Posted: Jun 12, 2013 12:56 AM    Msg. 42 of 57       
So... any other updates? c:


Not Inferno
Joined: Jun 1, 2013

Nigrish


Posted: Jun 13, 2013 06:55 AM    Msg. 43 of 57       
Yeah, I just can't double post. Haha.

Copy paste from Modacity:

Quote:
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Just finished writing a nice fat console and Ui scripting language. The Ui scripting is pretty simple but method based and strong enough to do everything I need. Haven't really documented how it works but an example would be like:

console(getInput(input console)); clear(input console);
That line of code would get the input from the console text field and then send it to the games console and then clear the text field.

goto(2); setInput(input player name, getSetting(userName));
That line would open the Ui frame 2 and then look up the user name of the player and then set the input field to the players user name.

console(connect getInput(input ip adress) getInput(input port));
That line would get the ip adress and port from two text boxes and then connect to a multiplayer server with it.

There is of course loads more you can do with this, these are just examples. I made a console for the game using the Ui script language. Works quite nicely :P

name=Console

frame 0 closed
frame 1 open focus(input console); console(log test);

begin input
input console
1
graphics/shader/ui/console/inputBox.shader
0,0
1024,13
left,bottom

console(getInput(input console)); clear(input console);
end

Nothing to really show this time since all the work was under the hood stuff. Might have something more visual next time.

edit-
Oh and I've linked the main actor structure into the console with Java.reflection. That means you can literally call methods of a specific object in the game through the console.

I'm going to have it set up so you can be like acc <object id> <method> <param> <param> ...
So basically you could acc 23 setHealth 100,
or acc 17 kill
or acc 45 push 12 15 102
or acc 3 jump

And so on. Might make for some interesting custom game types :P


Probably will work on stuff today. TBD.


Xtralaos
Joined: Jun 1, 2013

"I AM THE GREATEST!"


Posted: Jun 13, 2013 07:04 AM    Msg. 44 of 57       
So, with this new engine... We will be able to do greater mods for Halo or anything and be able to play Halo Multiplayer without the lagg we have now?


Not Inferno
Joined: Jun 1, 2013

Nigrish


Posted: Jun 13, 2013 07:31 AM    Msg. 45 of 57       
In a word?
Yes.

I'm going to try and make the net coding on par with more recent titles. Good hit detection and syncing would be cool to have in halo. : )


Xtralaos
Joined: Jun 1, 2013

"I AM THE GREATEST!"


Posted: Jun 13, 2013 08:31 AM    Msg. 46 of 57       
I Love you man.... ( No homo )


P3
Joined: Dec 2, 2011


Posted: Jun 13, 2013 08:59 AM    Msg. 47 of 57       
Playing online AI maps with syncing AI's?
How about multiplayer campaign? :D


Not Inferno
Joined: Jun 1, 2013

Nigrish


Posted: Jun 13, 2013 08:44 PM    Msg. 48 of 57       
I don't plan on writing AI, but the structure is already in place so it would be very easy to do it and make it sync.

This will be open source so someone can if they want to. Who knows I might do it myself.


P3
Joined: Dec 2, 2011


Posted: Jun 13, 2013 08:59 PM    Msg. 49 of 57       
Oh. Didn't read most of this. Sorry. Carry on sir...


Xtralaos
Joined: Jun 1, 2013

"I AM THE GREATEST!"


Posted: Jun 14, 2013 01:05 PM    Msg. 50 of 57       
Awesome, we could even make Spv3 co-op with this engine and lets not forget about the Running animation+function.


Not Inferno
Joined: Jun 1, 2013

Nigrish


Posted: Jun 14, 2013 01:06 PM    Msg. 51 of 57       
No real need to make a video for this but I went ahead and did some tests with sounds. I added 2 lines to the UI and now the console plays a pistol fire sound whenever you enter a command :3

I also added a console command:
play <sound file> <volume>

Played some music, works fine though it is an on demand resource (means it stops the engine to load the file). I'm going to allow it to cache to hopefully keep that from being an issue.

Nothing big, I've been busy moving so progress is slow.

edit -

Also just worked in mod support real quick. The games core files are contained inside of the jar but I just tied all the file reads to a FileUtil class so that I can tell it to check in a specific folder (Example: home/inferno/12d/mods) and override game files with custom stuff. So if you wanted to change the texture on the pistol you'd just put it in home/inferno/12d/mods/graphics/texture/weapon/pistol and it would use your custom texture instead of the normal one.

If you want to add a custom map you just put it in that folder and then tell the game to load it, it won't override anything but it will look their first and load the custom map instead of looking for it internally.

I think that's a pretty snazzy way to handle modding.

Edited by Not Inferno on Jun 14, 2013 at 01:30 PM


Storm
Joined: Dec 19, 2011

Send memes to www.loganpaul.com/cliffhanger


Posted: Jun 14, 2013 09:54 PM    Msg. 52 of 57       
Quote: --- Original message by: Xtralaos
Awesome, we could even make Spv3 co-op with this engine and lets not forget about the Running animation+function.


Just no. CMT might be very good at modding, but in my opinion they focus more on making things pretty than balanced. They're yet to prove they are able to properly balance their weapons and gameplay.


Not Inferno
Joined: Jun 1, 2013

Nigrish


Posted: Jun 23, 2013 09:09 PM    Msg. 53 of 57       
More videos.

http://www.youtube.com/watch?v=-WbxlvmPRxQ
Edited by Not Inferno on Jun 23, 2013 at 09:10 PM


Banshee64
Joined: Dec 4, 2012

oify


Posted: Jun 24, 2013 12:46 AM    Msg. 54 of 57       
This isn't coded in java is it?


Banshee64
Joined: Dec 4, 2012

oify


Posted: Jun 24, 2013 08:37 PM    Msg. 55 of 57       
Quote: --- Original message by: Mootjuh
It is, with OpenGL I believe.

OpenGL isn't a language.


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Jun 24, 2013 08:40 PM    Msg. 56 of 57       
Then what is COM?

oh, and it could easily be java. Java looks similar to C++, and I don't see why you couldn't declare DirectX or OpenGL with it


I like messing with engines because I like to splo stuff up
Edited by OrangeJuice on Jun 24, 2013 at 08:48 PM


Not Inferno
Joined: Jun 1, 2013

Nigrish


Posted: Jun 24, 2013 11:21 PM    Msg. 57 of 57       
Quote: --- Original message by: Banshee64
Quote: --- Original message by: Mootjuh
It is, with OpenGL I believe.

OpenGL isn't a language.

He didn't claim it was and that is somewhat untrue. GLSL is a part of OpenGL and that is a language.

Quote: --- Original message by: Banshee64
This isn't coded in java is it?

Yes, it is.

Quote: --- Original message by: OrangeJuice

Then what is COM?

oh, and it could easily be java. Java looks similar to C++, and I don't see why you couldn't declare DirectX or OpenGL with it


I like messing with engines because I like to splo stuff up
Edited by OrangeJuice on Jun 24, 2013 at 08:48 PM


With the stuff I'm going to write tomorrow the beta src might be up on SVN tomorrow for public contributions. Everything works but I need to start working on all of the //TODO: 's that are in the code.

 
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