
JohnW0731
Joined: Feb 3, 2015
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Posted: Apr 18, 2015 09:50 AM
Msg. 701 of 908
Hey, I'm sorry if this is in the wrong place, but I recently got a new laptop and installed W8.1 on it. Whenever I try to install Open Sauce 4.0 it always fails around the time when it begins to say something about installing DirectX. May I please know if there is a workaround or a fix?
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The Kingx
Joined: Mar 16, 2014
ᕙ༼ ಠ益ಠ༽ᕗ
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Posted: Apr 18, 2015 12:00 PM
Msg. 702 of 908
Quote: --- Original message by: JohnW0731 Hey, I'm sorry if this is in the wrong place, but I recently got a new laptop and installed W8.1 on it. Whenever I try to install Open Sauce 4.0 it always fails around the time when it begins to say something about installing DirectX. May I please know if there is a workaround or a fix? Try downloading this https://www.microsoft.com/en-gb/download/details.aspx?id=21
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HattyHattington
Joined: Jul 18, 2014
goldkilla88
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Posted: Apr 18, 2015 01:00 PM
Msg. 703 of 908
Quote: --- Original message by: MokiQuote: --- Original message by: Mystryb0yQuote: --- Original message by: lockeowns Why release this crap now when everyone moved on to halo online. Because, you massive moron, NOBODY 'moved on' to Halo : Pay2Win Edition. I know he doesn't break any rules Dennis but for the love of god will you teach this guy and all his alt accounts a well-deserved lesson? This is one of the reasons as to why I hate this forum. Derailing and flaming a thread like this should be a bannable offense, and you idiots should be the first examples of said banning. Also, thanks for the easter egg tips. I am surprised that the panel is not entirely a known thing among the developers. The people/person he quoted constantly flame and derail threads. If you pay attention, it's pretty obvious. On topic: Crashed when I tried to start up the level through the Universal UI. Do you want me to upload the report? Edited by HattyHattington on Apr 18, 2015 at 01:17 PM
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HattyHattington
Joined: Jul 18, 2014
goldkilla88
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Posted: Apr 18, 2015 03:46 PM
Msg. 704 of 908
-snip old link- Here you go I guess Edited by HattyHattington on Apr 20, 2015 at 04:53 PM
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Ubermaniac
Joined: Dec 22, 2014
Bleach. Y'know what I mean?
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Posted: Apr 19, 2015 12:57 PM
Msg. 705 of 908
teh_lag, the problem only occurs with the projectile covie weapons like the needler, shredder, and dark needler. Any ideas?
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teh lag
Joined: May 6, 2008
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Posted: Apr 19, 2015 01:33 PM
Msg. 706 of 908
Quote: --- Original message by: Ubermaniac teh_lag, the problem only occurs with the projectile covie weapons like the needler, shredder, and dark needler. Any ideas? here is my copy of the tag. try pasting it over your existing one. maybe also check the permissions on the file, make sure you can open it via the regular halo tools. https://dl.dropboxusercontent.com/u/10778064/nmisc/monitor%20glow%20rings.bitmapEdited by teh lag on Apr 19, 2015 at 01:34 PM
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HattyHattington
Joined: Jul 18, 2014
goldkilla88
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Posted: Apr 19, 2015 10:02 PM
Msg. 707 of 908
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SGT Arroyo
Joined: Jul 23, 2014
golden
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Posted: Apr 20, 2015 05:30 AM
Msg. 708 of 908
goldkilla... Reinstall halo.
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HattyHattington
Joined: Jul 18, 2014
goldkilla88
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Posted: Apr 20, 2015 04:52 PM
Msg. 709 of 908
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ziegler1122
Joined: Apr 1, 2014
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Posted: Apr 21, 2015 12:32 AM
Msg. 710 of 908
hows v1.3 going?
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Apr 21, 2015 12:53 AM
Msg. 711 of 908
These tags have been very fantastically made, also took a quick peak at the BSP's and its amazing how you got it to work. you deserve a thumbs up. seriously, the map is mind blowing even now. However my concern is that SPV3 will seem a lot more meh now that TSCE is out, as SPV3 uses standard Halo 1 BSP's and stuff. Edited by MEGASEAN2812 on Apr 21, 2015 at 12:56 AM
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Apr 21, 2015 03:10 AM
Msg. 712 of 908
Quote: --- Original message by: teh lagIt's here: http://i.imgur.com/tXxHIcK.jpghttp://i.imgur.com/hJNFwIy.jpgQuote: Title : CMT Evolved Tagset Release Date : 04-12-2015 Author : CMT Description : The full tagset for the CMT Evolved project
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i. Information ii. Quick guide iii. Credits
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i. Information
This is every non-scenario-specific tag that was a part of the CMT Evolved project. (To save everyone trouble, the scenario tags are being released separately). We've also included some of our VFX source files and some fixes for stock tags.
You will need a functional tagset extracted from the stock game and all of its singleplayer maps. You will also need Open Sauce version 4.0 or later. Other than that you should be able to drop the \cmt\ directory into your \tags\ directory and everything should just work.
Be careful about the contents of \ui\ -- read the documentation to get an idea of what's going on there. ***DO NOT*** overwrite your UI tags without backing them up first!
You'll find a whole bunch of documentation in the \doc\ directory of this release. This is a hugely informal text dump containing information on the hacks, techniques, design principles, and other things that went into TSC:E and its tagset. It is meant to help clear up questions you might have about what was done, how it was done, and occasionally why it was done. It is not meant to be a comprehensive encyclopedia of each tag and all its relevant data -- if you want those kinds of details then go look in the tags.
This release is not compatible with prior CMT tag releases. Our organizational structure has changed dramatically and you will only create misery for yourself if you try to drop it in with old CMT stuff that you have lying around. You've been warned.
This release also includes some fixed versions of stock tags that break when loaded by OS 4.0 due to weird unused garbage data that they contain. These tags are the Engineer, Pilot, Halo vehicle, B30 falling box, and D40 invisible damage detector. You will find these in \tags-stock-osfix\.
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ii. Quick guide for lazy people who want to just stick the tags in a map
If all you want are the models and textures, read \doc\misc hacks\Optimizations.txt and you should be good to go.
If you want nothing more than to transpose TSC:E assets onto stock H1 gameplay, an entire tagset has been made for you that does just that. Read the bonus \tags\Evolved H1-spirit.txt and you should be good to go.
***** If you're using ANY .damage_effects, biped\vehicle collision geometry, or .actor_variants, you MUST read doc\design rules\Evolved damage scale.txt, or you're basically guaranteed to mix things that aren't designed to work together correctly. *****
If you want to transpose the Evolved tags into your map without any modification, make sure to read everything in misc hacks, and consult the units folder for information on the Hunter back guard, Brute armor system, Grunt backpacks, and Jackal shields. Also consult everything in vehicles for information on the various systems at work there (ghost boost, ball shade physics, etc.)
If you want to add new tags or put the Evolved tags alongside other tags, read everything. Everything. If you don't you are guaranteed to have a strange and un-fun mishmash of things that do not play well together. Don't be lazy and make a lopsided mess when you could instead take an hour or two a week and make everything consistent, attractive, and fun to play.
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iii. Credits
(Rather than clutter this up with everyone's name, just see credits.txt)
http://www.mediafire.com/download/4c7336huariw93f/cmt_b30_evolved_source_release_core.7z(This has also been submitted to the Halomaps archive) yeaaaaaaaah thanks for uploading this is so cool thanks for your hard work because you need a gold thing. ahh that's it golden thing
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Ubermaniac
Joined: Dec 22, 2014
Bleach. Y'know what I mean?
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Posted: Apr 21, 2015 07:52 PM
Msg. 713 of 908
*sigh* Needler-esque weapons still don't work Anyone else have the problem?
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Apr 21, 2015 08:03 PM
Msg. 714 of 908
Quote: --- Original message by: Ubermaniac *sigh* Needler-esque weapons still don't work Anyone else have the problem? nope must just be you .nice tag set alo
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xx_kiLLaz_XX
Joined: Nov 29, 2014
Opensauce 4.0 is finally out!
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Posted: Apr 21, 2015 08:26 PM
Msg. 715 of 908
Ever since Halo Online came out everybody forgot about CMT
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Apr 21, 2015 08:32 PM
Msg. 716 of 908
Quote: --- Original message by: Zetren Any word on release of v1.3? I'm dying for another excuse to play through it again :D nice duble post m8
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Apr 22, 2015 05:49 AM
Msg. 717 of 908
Quote: --- Original message by: Zetren Any word on release of v1.3? I'm dying for another excuse to play through it again :D Tbh, feeling the same way here. Just got through Mid-Sems and I need to vent stress someway or another.
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slashrat
Joined: Aug 10, 2005
TSC:E Environment Art Lead
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Posted: Apr 22, 2015 05:24 PM
Msg. 718 of 908
Quote: --- Original message by: Waffles
Can't seem to open any of the bsp source files in max 2012 64 bit, wanted to take a look at the lighting files, but those and the BSP source files won't open :l. probs gunna end up having to get 2010... Edited by Waffles on Apr 22, 2015 at 05:21 PM The bsp files may be 2013, that's what I used to model the level. I don't think there are any 2014 files, so a copy of max 2013 should be able to open any of the files (it can open older files easily).
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teh lag
Joined: May 6, 2008
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Posted: Apr 23, 2015 01:19 AM
Msg. 719 of 908
At long last.   Quote: Title : CMT B30 Evolved Scenario Tags and Scripts Release Date : 04-22-2015 Author : CMT Description : All scenario-specific tags and script source files for CMT's The Silent Cartographer: Evolved
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i. Information ii. Quick guide iii. Credits
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i. Information
This is every scenario-specific tag and script source file that was a part of CMT's The Silent Cartographer: Evolved.
You will need a functional tagset extracted from the stock game and all of its singleplayer maps. You will also need the CMT Evolved core tagset release. You will also need Open Sauce version 4.0 or later. Other than that you should be able to drop the \cmt\ directory into your \tags\ directory and everything should just work.
You'll find a small amount of documentation in the \doc\ directory of this release. This is a hugely informal text dump containing information on the hacks, techniques, design principles, and other things that went into TSC:E and its tagset. It is meant to help clear up questions you might have about what was done, how it was done, and occasionally why it was done. It is not meant to be a comprehensive encyclopedia of each tag and all its relevant data -- if you want those kinds of details then go look in the tags.
Scripts are under the \scripts\ directory. They have their own set of documentation under \scripts\doc\. The scripts include a general readme explaining the main principles of the Evolved scripting system (readme_scripts.txt), as well as a reasonably comprehensive tutorial for working with Halo scripts (and particularly our scripts). We hope that it is useful!
We've also included a few utilities that we found useful during development. These include a tag_dump analysis tool and a basic framework for parsing + analyzing .hs files. (Both tools, and the script build system, require Python to run.)
This release is not compatible with prior CMT tag releases. Our organizational structure has changed dramatically and you will only create misery for yourself if you try to drop it in with old CMT stuff that you have lying around. You've been warned.
-------------------
ii. Quick guide for lazy people
If all you want are the tags, just plop the \cmt\ directory into your tagset and it'll be good to go.
If you also want to start modifying scripts, read the \doc\ directory under \scripts\. All of it. Otherwise, you will be lost and very confused, and may end up trying to wade through the uncommented, anti-formatted HSPP output. You don't want to end up in that situation. You'll also need Kornman00's HSPP tool, which is a port of the GPP (general pre-processor) tool for Halo's scripts. The HSPP is required by the .bat files that take our script source files and turn them into .hsc files that Sapien can compile. You can download it here: http://hce.halomaps.org/index.cfm?fid=6552
You'll also likely need Python (we used 3.X during development) to build the scripts and use some of our utilities. (However, it's not 100% required and you can disable the operations that need it).
Some of our tools assume that you have certain environment variables available on your operating system. Check the \utilities\ documentation directory for more.
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iii. Credits
(Rather than clutter this up with everyone's name, just see credits.txt) http://www.mediafire.com/download/0ds1xbad1r7qe71/cmt_b30_evolved_source_release_scenario.7zPatch 1.3 has also been released. Quote: Version 1.3 (04-22-2015): - fix horrible inconsistent map behavior caused when player backtracks footpath approach to cartographer after starting down vehicle path - fix some fp view clipping at high FOV for shotgun, plasma rifle and plasma pistol - fix ai freezing itself if player is slow to exit server room - fix pathfinding sphere radius values on crashed pelican - fix over-dark pr in catacombs - fix population issues in waterhall - carbine offset and missing door - fix duplicate crate in pit - fix badly-placed torch in cave - add zoomvisr to rl and noble (zoomable) pistol - add one final noble feature
This will likely be the final patch for the map. We've fixed all that we have the remaining energy to fix.
http://www.mediafire.com/download/fayuryodm59ax5e/cmt_b30_evolved_release_1.3.7zI will be submitting these to the Halomaps archive after I get some sleep, for it has been a busy day. There is one last source release bonus coming. We wanted to include it with this, but it's taking a bit longer than expected and we didn't want to delay 1.3 any further. Our final performance approaches.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Apr 23, 2015 06:12 AM
Msg. 720 of 908
Many thanks, I needed this!
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HeyPiRon
Joined: May 29, 2014
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Posted: Apr 23, 2015 01:47 PM
Msg. 721 of 908
I' so glad about 1.3 release! Thank you again for your hard work. It's just unbelivable.
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RabbitFood
Joined: Aug 9, 2014
tripping a path through an internship
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Posted: Apr 23, 2015 06:25 PM
Msg. 722 of 908
why must you ruin everything good in the world, Zetren? Edited by RabbitFood on Apr 23, 2015 at 06:25 PM
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teh lag
Joined: May 6, 2008
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Posted: Apr 23, 2015 07:28 PM
Msg. 723 of 908
Quote: --- Original message by: ZetrenDang, I meant to report this earlier, hope it's not too late to be fixed! bug v1.3, there appears to be an invisible barrier here. (Probably tree collision mesh is too big.) http://screenshot.xfire.com/s/130365860-4.jpgEdited by Zetren on Apr 23, 2015 at 02:01 PM I see the issue but unless it really gets in the way with that object in other more infantry-combat-heavy parts of the map, I wouldn't expect a fix for it. Sorry to disappoint :( Edited by teh lag on Apr 23, 2015 at 07:29 PM
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Apr 23, 2015 07:31 PM
Msg. 724 of 908
Quote: --- Original message by: ZetrenDang, I meant to report this earlier, hope it's not too late to be fixed! bug v1.3, there appears to be an invisible barrier here. (Probably tree collision mesh is too big.) http://screenshot.xfire.com/s/130365860-4.jpgEdited by Zetren on Apr 23, 2015 at 02:01 PM Halo CE is outdated u can. Fix th.is ctap in halo onlime
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Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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Posted: Apr 23, 2015 09:34 PM
Msg. 725 of 908
Quote: --- Original message by: MEGASEAN2812Quote: --- Original message by: ZetrenDang, I meant to report this earlier, hope it's not too late to be fixed! bug v1.3, there appears to be an invisible barrier here. (Probably tree collision mesh is too big.) http://screenshot.xfire.com/s/130365860-4.jpgEdited by Zetren on Apr 23, 2015 at 02:01 PM Halo CE is outdated u can. Fix th.is ctap in halo onlime yeah, you can fix it for only 0.99$ Edited by Kinnet on Apr 23, 2015 at 09:34 PMEdited by Kinnet on Apr 23, 2015 at 10:28 PM
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Moki
Joined: Mar 27, 2015
I'LL BITE YOUR KNEECAPS OFF!
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Posted: Apr 24, 2015 09:23 AM
Msg. 726 of 908
Thanks for the v.1.3 patch, people. I'll be playing through it and pushing my VISR into more freaking walls when I'm done testing KF2 here. Doesn't seem like the panel-secret has been touched yet, according to changelogs. As the panel secret only appears under Noble difficulty.
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Moki
Joined: Mar 27, 2015
I'LL BITE YOUR KNEECAPS OFF!
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Posted: Apr 24, 2015 12:06 PM
Msg. 727 of 908
Quote: --- Original message by: ZetrenQuote: --- Original message by: Moki Thanks for the v.1.3 patch, people. I'll be playing through it and pushing my VISR into more freaking walls when I'm done testing KF2 here. Doesn't seem like the panel-secret has been touched yet, according to changelogs. As the panel secret only appears under Noble difficulty. Wrong. The secret panel appears on Legendary too (at least on v1.2.) I'm assuming the extra noble feature has something to do with it. I meant on every difficulty that isn't Noble. (Seeing as Noble is supposed to be more difficult than Legendary.)
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Ifafudafi
Joined: Jun 23, 2010
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Posted: Apr 24, 2015 12:08 PM
Msg. 728 of 908
Quote: --- Original message by: Moki (Seeing as Noble is supposed to be more difficult than Legendary.) is it?
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Moki
Joined: Mar 27, 2015
I'LL BITE YOUR KNEECAPS OFF!
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Posted: Apr 24, 2015 01:41 PM
Msg. 729 of 908
To be honest, I'm uncertain. I'm basing that from the little fun ending-text when you beat the game on any difficulty that isn't Noble.
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TheChunkierBean
Joined: Oct 31, 2013
This Bean is Cooking!!
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Posted: Apr 24, 2015 09:50 PM
Msg. 730 of 908
Is there a way to extract the audio files from Evolved? And will there be a model/texture/FP & 3P animations released? I know the common reply to this would be to extract it from the source release but some of us don't have working HEK's. ;-;
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teh lag
Joined: May 6, 2008
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Posted: Apr 24, 2015 10:44 PM
Msg. 731 of 908
Quote: --- Original message by: TheChunkierBean Is there a way to extract the audio files from Evolved? And will there be a model/texture/FP & 3P animations released? I know the common reply to this would be to extract it from the source release but some of us don't have working HEK's. ;-; I think we're missing the source files for the majority of our audio stuff. Probably there are tools out there that can extract audio from .sound tags; I'm not familiar with any though. Raw data for the game objects / FP anims is in slightly better shape but it's still very scattered and it would require a huge effort to get it all together for a public release. (It was already hard enough tracking stuff down just to fix or add things during development). Maybe some day it'll happen but not now. Edited by teh lag on Apr 24, 2015 at 10:46 PM
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TheChunkierBean
Joined: Oct 31, 2013
This Bean is Cooking!!
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Posted: Apr 25, 2015 09:07 AM
Msg. 732 of 908
Quote: --- Original message by: teh lagQuote: --- Original message by: TheChunkierBean Is there a way to extract the audio files from Evolved? And will there be a model/texture/FP & 3P animations released? I know the common reply to this would be to extract it from the source release but some of us don't have working HEK's. ;-; I think we're missing the source files for the majority of our audio stuff. Probably there are tools out there that can extract audio from .sound tags; I'm not familiar with any though. Raw data for the game objects / FP anims is in slightly better shape but it's still very scattered and it would require a huge effort to get it all together for a public release. (It was already hard enough tracking stuff down just to fix or add things during development). Maybe some day it'll happen but not now. Edited by teh lag on Apr 24, 2015 at 10:46 PM Cool. Rather have an answer than no reply.
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MosesofEgypt
Joined: Apr 3, 2013
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Posted: Apr 25, 2015 12:55 PM
Msg. 733 of 908
Extract them with Eschaton. That's what I did when I needed to recompile them while I was porting some stuff.
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TheChunkierBean
Joined: Oct 31, 2013
This Bean is Cooking!!
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Posted: Apr 25, 2015 02:47 PM
Msg. 734 of 908
Quote: --- Original message by: MosesofEgypt Extract them with Eschaton. That's what I did when I needed to recompile them while I was porting some stuff. I'll have to check it out.
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coralios
Joined: Feb 2, 2015
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Posted: Apr 26, 2015 08:38 PM
Msg. 735 of 908
Quote: --- Original message by: IfafudafiQuote: --- Original message by: Moki (Seeing as Noble is supposed to be more difficult than Legendary.) is it? I thought Noble WAS legendary they were the same difficulty type. How do I start the game on Noble?
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