eldewrito / eldorito Goto Github PK
View Code? Open in Web Editor NEWA Halo Online modification
A Halo Online modification
http://puu.sh/iN8ff/63dcd40a5f.jpg
Unable to type in 'input' boxes when running the html menu from the game.
We will need to research/reverse the use of scaleform/ui_screens. If we plan on replacing the entire menu system, we will need to know how to invoke previous functions/code to mimic the same behavior. Let's try to be as proper with this as possible.
We need to take in account if we need 3d acceleration, and other various factors like performance etc.
Reduce the dependencies, if we can figure out how use what is already ingame (if it exists).
To ensure that we have maximum compatibility with modded games, we should not require any of the stock game files to be modded. All patches should be either loaded via the client or custom loaded through the DTK extension system.
Both the Game.ShowUI and show_ui have no function in newer builds of Eldorito, Presumably this happened after the console was integrated into the game, I don't have enough old builds to verify. But it did work before the console was integrated, and it doesn't now.
Do not close this until all work in the milestone as been completed.
There used to be a /halopc/ on 8ch where people discussed this and there was a development general. It's been dead for a couple of months, but I just found out that this is still being updated rather frequently... Can a dev give a short summary of the progress made since April, and maybe say where I can follow the development of this?
When you set your controls to inverted in the Leave game menu all vehicles are still set to non inverted when using a controller.
Actually, the chat don't support azerty keyboard nor qwertz one.
Not a big thing but.. well.
Discuss what we should be able to do as a dedicated server owner and also as a user creating a local game to play with friends, or alone if you are that kind of person.
"if you press ctrl while not in chat and then open chat, even after releasing ctrl and press v it pastes the clipboard"
Need to get rid of the raw input hook but to do that, I need to find a proper way to disable game keyboard input
Currently before any game logic gets executed, we hook DirectX, and apply memory patches. The code will need to be structured, and made dynamic. The game will now currently be launched directly from the updater.
Discuss different things that we would need the base game need to just "run and render". No specialty hooks.
ZLib compression will be used for the files listed in the manifest.
Do not close this until all other issues have been closed.
When you kick someone of a game, it actually don't kick them from Chat/voIP.
We will need to create local copies of the current menu's and also put all of the assets into a container, or have a format where we can load locally to increase performance.
Do not close this issue until all work has been completed in the milestone.
I think we should change the way that we are using git.
master - for production builds, what user's will automatically get rolled out to them
development - indev, WORKING builds, with new features and lightly tested functionality
feature/ - burn branches, builds in here may or may not compile etc, your "I'm currently working on it branch", these should be closed once a feature makes it to master.
bugfix/ - Bugfix branches, while testing patches and fixes should be done here if they are major bugs (like rendering issues etc), these should be merged back into development then left to go stale or closed.
Any others/questions/concerns?
Basically saving any variant with characters that windows does not allow in a filename will fail to save. But will show up in your map types until you restart. Selecting them will do nothing.
When you're joining a full game ( 16/16 ) by the server browser, the game won't connect to it ( that normal ) But the gamechat and voIP will join.
Oh, and when I joined the game when someone left, I got the voices two times and my nick was Herthes1
When I left the game and joined another one, the voIP wasn't working anymore ( couldn't talk/ear peoples. )
This will be something we will have to look into combining everyone's work into one flawless continuous integration system.
Making this an open issue so more people see it... just make a new folder in your HO dir called mods, and make a new folder inside there called medals, then rerun the updater.
Once we push a fixed updater properly I'll close this issue.
Do not close this until all work in the milestone has been completed.
Some reason this config works by manually adding the command and remove the rest of the voip settings.
https://dl.dropboxusercontent.com/u/24492437/dewrito_prefs.cfg
Remember, this is supposed to set the path for all future development, with that being said you must acknowledge that this is only a beta, and most features will probably not be ready at this point.
That command fixed it apparently
First things first, we need to establish a very clean, efficient way to hook any functions of dx that we need (BeginScene, EndScene, Reset, Present). We should see how the game stores it's created variables, or save them from a early on dx hook on CreateDevice.
The current format is.
BaseUrl - Where the remove files are located (could be a different server from the manifest)
Build - Build Number
Commit - Hash of the commit that the build was based on (for debugging purposes)
Entries - Entries of SHA1 hash, relative path, and file size
the other problem i have is when im in game chat i move around and press all in game commands while i type
Investigate and research if the use of in-game chat is possible.
Both in the lobby, and during a game, if the host types "Game.Map riverworld 2 2" rather than loading riverworld in a slayer match, the game just breaks. On an online lobby, this command just loads the map, and immediately loads back into the lobby. During a game, it causes the game to crash. This needs to be fixed so that the command "Game.Map riverworld 0 1" works properly, so we can load maps in campaign mode with other players. (Note, loading a map with the params of 0 1 loads into campaign mode, where deaths reset the map, and other campaign event would happen, if they were scripted)
As an additional note, this happens regardless of gametype specifications, typing "map riverworld 5" has the same crash/reset effect. My best guess as to what is causing this is the players not loading the map at the same time.
Can we get a setting for if we want server browser to show up as default?
Currently, the updater makes a few assumptions about layout etc.
First, updater when combined with the build flag (-b "") only writes the manifest to it's local directory/manifest.json. This should be allowed to be placed anywhere.
The manifest link is currently harcoded, but should also allowed to be overridden by a config or flag.
The client hook path is also currently hardcoded (mtndew.dll) but should be allowed to be overridden by a config or a flag.
Do not remove this until all work in the milestone has been completed.
Gameoverlays don't seem to want to work anymore. (I'm guessing this is related to the directxhook stuf)
Discuss below what features should the updater have. Currently the design is this.
The updater should do everything as described below.
The updater should not do things described below.
Things up for discussion.
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