
DeadHamster
Joined: Jun 8, 2014
https://discord.gg/Neu4EJM
|
Posted: May 2, 2017 03:44 PM
Msg. 1 of 8
There are several tags that all share the obje class; Bipeds, Vehicles, Scenery, Equipment, Weapons.
But they all have differences as well. For example; Scenery items won't sync locaton over a netcode whereas for vehicles will, Light Fixtures with collision will stop projectiles but not players (shield doors). Bipeds and Vehicles are units so they will sync whether or not they're alive (health itself doesn't sync, but alive/dead does).
Do you guys know any other ways that the engine treats these tag types differently?
|
|
|

DeadHamster
Joined: Jun 8, 2014
https://discord.gg/Neu4EJM
|
Posted: May 2, 2017 07:19 PM
Msg. 2 of 8
Quote: --- Original message by: JadeRifterQuote: --- Original message by: DeadHamster There are several tags that all share the obje class; Bipeds, Vehicles, Scenery, Equipment, Weapons.
But they all have differences as well. For example; Scenery items won't sync locaton over a netcode whereas for vehicles will, Light Fixtures with collision will stop projectiles but not players (shield doors). Bipeds and Vehicles are units so they will sync whether or not they're alive (health itself doesn't sync, but alive/dead does).
Do you guys know any other ways that the engine treats these tag types differently? I may be wrong on this one, but I thought device machines also counted as an object. It let me attach them. Devices also have the capacity for moving platforms with working physics (ie you won't slide off it), where as moving scenery doesn't. I also thought that the alive/dead state for vehicles does not sync to clients. The health of vehicles does not, but I was under the impression alive/dead does and that's how the host-determining scripts worked. Yes! Device Machines also have the obje class. However I believe that you were slightly off there; the platforms can move vertically without falling off but characters do not stay attached when the platform moves horizontally. I could definitely be wrong about that however, I just remember seeing a post where someone tried to get a horizontal elevator to work by attaching the biped to the device machine. Another tag using the obje class are Device Controls and Garbage. I'm curious if the engine has any peculiarity when it comes to the collision of garbage tags.
|
|
|

DeadHamster
Joined: Jun 8, 2014
https://discord.gg/Neu4EJM
|
Posted: May 9, 2017 12:05 PM
Msg. 3 of 8
Quote: --- Original message by: sparky My response here does not answer your question directly, but the differences are related to the memory tables in which they are stored. It's nice to know that you are still interested in the game engine's behavior after all these years. Didn't you contribute something to the MGM community years ago, back when Altimit01 was working on Eschaton? Helped mapping out collision tags, was one of Alt's main PC beta tester. I was actually delighted to go into 0.8.1 recently and see my name in the credits. I learned how to write programs from Alt. Him and Modzy taught me RealBasic, which is what I still use now.
|
|
|

lolslayer
Joined: Mar 21, 2015
https://www.youtube.com/watch?v=uMHbAKvPJkU
|
Posted: May 9, 2017 04:48 PM
Msg. 4 of 8
Quote: --- Original message by: DeadHamsterQuote: --- Original message by: sparky My response here does not answer your question directly, but the differences are related to the memory tables in which they are stored. It's nice to know that you are still interested in the game engine's behavior after all these years. Didn't you contribute something to the MGM community years ago, back when Altimit01 was working on Eschaton? Helped mapping out collision tags, was one of Alt's main PC beta tester. I was actually delighted to go into 0.8.1 recently and see my name in the credits. I learned how to write programs from Alt. Him and Modzy taught me RealBasic, which is what I still use now. He actually even mentioned you in a video of his, calling you a good friend of his :) https://youtu.be/5onHFKlJQ_Y?t=4m55s Edited by lolslayer on May 9, 2017 at 04:49 PM
|
|
|

DeadHamster
Joined: Jun 8, 2014
https://discord.gg/Neu4EJM
|
Posted: May 9, 2017 05:58 PM
Msg. 5 of 8
Quote: --- Original message by: lolslayerHe actually even mentioned you in a video of his, calling you a good friend of his :) https://youtu.be/5onHFKlJQ_Y?t=4m55s Edited by lolslayer on May 9, 2017 at 04:49 PM I know it's corny and all but that definitely made my day. That program he mentioned, Illudium Q-36 Explosive Space Modulator, I recently fixed it maybe 2 years back. It moves all the spawn points in the map to a single location, so that you could relocate them easier with Sparkedit.
|
|
|

Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
|
Posted: May 9, 2017 10:39 PM
Msg. 6 of 8
Ah the nostalgia feels.
I'll keep it simple and say I wouldn't be here if it weren't for Ally and Maniac1000.
<3
|
|
|

DeadHamster
Joined: Jun 8, 2014
https://discord.gg/Neu4EJM
|
Posted: May 10, 2017 02:49 AM
Msg. 7 of 8
Quote: --- Original message by: DeadHamster I learned how to write programs from Alt. Him and Modzy taught me RealBasic, which is what I still use now. Got back home and found an old log of my AIM conversations I keep on an old PC I use as a file server, snipped a few interesting bits; http://www.mediafire.com/file/jgxrtqm38lsefj3/altimit01.txthttp://www.mediafire.com/file/vurgyodqx4o4aqg/modzy.txtBoth conversations are from 2009; First one is Alt teaching me MapMagic so I could make Illudium Next one is the conversation between me and Modzy that led to Eternal Lightning, the first heavily leaked Map Deprotector I know of. There used to be a really thriving community, not only in Custom Edition mapping but in mods for the PC version. Long gone are the days. Eh: btw, Here's the source code to Eternal Lightning. With Great Power Comes Great Responsibility. dim f as folderitem dim br as binarystream f=getopenfolderitem ("") if f <> Nil then br=f.openasbinaryfile(true) br.littleEndian=true br.position=16 dim indexoffset as int32 indexoffset=br.readint32 br.position=indexoffset Dim MapMagic As Int32 = br.ReadInt32 - 40 - IndexOffset br.Position = IndexOffset + 12 dim TagCount as integer TagCount = br.ReadInt32 dim taglist as int32 taglist=indexoffset+40 br.position=taglist br.write("rncs") br.position=taglist+16 Dim ProtectedStringOffset as int32= br.readint32-mapmagic dim n as integer //Tee hee. Not my code. Sorry, I really didn't feel like re-writing all of this in a different way, and since you gave me the code it would've been silly to do everything my own //getting the same results. Total credits to you for this app. N=0 While N <> TagCount br.Position=IndexOffset+&h34+(N*&h20) Dim TagID As Int32 = br.ReadInt32 Dim TagNameOffset As Int32 = br.ReadInt32-MapMagic If TagNameOffset = ProtectedStringOffset then br.Position=br.Position-4 br.WriteInt32 br.Length+MapMagic br.Position=br.Length br.Write(Hex(TagID)) br.WriteInt8 00 end N=N+1 wend br.Close MsgBox "The Gods Have Spoken" //end of your code. end if
|
|
|

DeadHamster
Joined: Jun 8, 2014
https://discord.gg/Neu4EJM
|
Posted: May 10, 2017 07:47 PM
Msg. 8 of 8
Quote: --- Original message by: sparky
There might be fewer published community efforts of the various Halo communities, but the sharing of information has increased.
RealBasic is case insensitive. If you feel like it, could you maybe get in touch with Modzy and fix Eschaton 0.8.1.1 to rid it of crashing bugs?
No Interest. Eschaton is not one piece of code. It's dozens and dozens by different authors, all translated and strung together by Alt. Some of these packages were Halo related, most were not. There were packages for the scrolling interface, packages for exporting/importing/converting JPEG/PNG files, others resizing and optimizing jpeg/png files on import. There were packages for rendering the BSP, etc. etc. There's another part of the AIM log with Modzy where me and him discuss how hard deciphering Eschaton source code was. That was the 0.4 version of the source, he didn't even have rebuilding yet. So yeah, No Interest. But I wouldn't turn down a copy of the 0.8.1 Source Code.
|
|
|
| |
|
|
 |
|