[H2X] Sunfish 2011 - Development Discussion Thread

Discuss your Halo 2 mod project here.
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JacksonCougar
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Re: [H2X] Sunfish 2011 - Development Discussion Thread

Post by JacksonCougar »

I started coding the new compiler in my motel room, feels somehow right.
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JacksonCougar
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Re: [H2X] Sunfish 2011 - Development Discussion Thread

Post by JacksonCougar »

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Progress :)
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NotZachary82
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Re: [H2X] Sunfish 2011 - Development Discussion Thread

Post by NotZachary82 »

Is it a recompiled map? I don't really understand.
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JacksonCougar
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Re: [H2X] Sunfish 2011 - Development Discussion Thread

Post by JacksonCougar »

Yes, it's a recompiled map
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Ogrish
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Re: [H2X] Sunfish 2011 - Development Discussion Thread

Post by Ogrish »

Nice! 8-)
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bumlove
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Re: [H2X] Sunfish 2011 - Development Discussion Thread

Post by bumlove »

Good stuff, a request if I may, low quality video settings as standard on bsp viewing.

So a question about recompiling... If you take a clean map decomp and then recomp with no edits, how accurate a copy do you get?
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JacksonCougar
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Re: [H2X] Sunfish 2011 - Development Discussion Thread

Post by JacksonCougar »

Not accurate enough as I don't have a map loading in-game yet.
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OwnZ joO
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Re: [H2X] Sunfish 2011 - Development Discussion Thread

Post by OwnZ joO »

Looking sweet man. I think I might be motivated to code again sometime soon :) I'll definitely take a peek at your code to get some inspiration if I do.
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sabu
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Re: [H2X] Sunfish 2011 - Development Discussion Thread

Post by sabu »

Could someone explain to me in english what this will be capable of doing? I don't understand your l33t hightecth language :oops:
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Re: [H2X] Sunfish 2011 - Development Discussion Thread

Post by Click16 »

sabu wrote:Could someone explain to me in english what this will be capable of doing? I don't understand your l33t hightecth language :oops:
Decompiles maps (like H2C) and allows you to load a "decompiled project" and allows you to make your edits (like H2Guerilla) but will be capable of models, and anything else he decides to make. and rebuilds afterwards.
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JacksonCougar
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Re: [H2X] Sunfish 2011 - Development Discussion Thread

Post by JacksonCougar »

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Progress.
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Re: [H2X] Sunfish 2011 - Development Discussion Thread

Post by bumlove »

I'm glad to see it :D , how accurate is the rebuild?
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JacksonCougar
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Re: [H2X] Sunfish 2011 - Development Discussion Thread

Post by JacksonCougar »

Pretty good, with some bugs to work-out still.
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Re: [H2X] Sunfish 2011 - Development Discussion Thread

Post by bumlove »

How does it decompile? .ent plugin based or is it blamlib?
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JacksonCougar
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Re: [H2X] Sunfish 2011 - Development Discussion Thread

Post by JacksonCougar »

It's Sunfish based :]
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bumlove
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Re: [H2X] Sunfish 2011 - Development Discussion Thread

Post by bumlove »

uh hu, hence propriety.
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JacksonCougar
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Re: [H2X] Sunfish 2011 - Development Discussion Thread

Post by JacksonCougar »

Image
best-case-rebuilds*
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bumlove
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Re: [H2X] Sunfish 2011 - Development Discussion Thread

Post by bumlove »

484m/s fuck that beats my ping to the states some days, please tell me this can bsp conversions, had another look REbuilds in 1/2 a second fuuuuuuuuuu
Last edited by bumlove on Mon Jul 18, 2011 3:40 am, edited 1 time in total.
Thrasher Alpha
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Re: [H2X] Sunfish 2011 - Development Discussion Thread

Post by Thrasher Alpha »

JacksonCougar wrote: best-case-rebuilds*
Hope it gets close to being finished soon :p
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Re: [H2X] Sunfish 2011 - Development Discussion Thread

Post by Ogrish »

fast compile, and loading ingame, wow! its coming along nicely. :D
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Re: [H2X] Sunfish 2011 - Development Discussion Thread

Post by neodos »

JacksonCougar wrote:best-case-rebuilds*
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Re: [H2X] Sunfish 2011 - Development Discussion Thread

Post by bumlove »

Thrasher Alpha wrote:Hope it gets close to being finished soon :p
Is it bollocks, its only just working, I can't wait for it but don't release until you can decompile and recompile beaver creek with 100megs worth of extras in
What am I going to do? I'm use to H2C's 5 minute decompiles and 12 minute recompiles this won't even give me time to roll a smoke let alone make a cuppa.
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JacksonCougar
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Re: [H2X] Sunfish 2011 - Development Discussion Thread

Post by JacksonCougar »

After a few hours of scratching my head and trying to remember how math works again I finally got ray-triangle intersections figured out and working. So now you can click-select things in the 3D viewer directly to select them for editing. Now to figure out how to make a transformation gizmo...
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Re: [H2X] Sunfish 2011 - Development Discussion Thread

Post by troymac1ure »

JacksonCougar wrote:After a few hours of scratching my head and trying to remember how math works again I finally got ray-triangle intersections figured out and working. So now you can click-select things in the 3D viewer directly to select them for editing. Now to figure out how to make a transformation gizmo...
D/L entity's code. I made one for movement, but my issue is I couldn't get it to size with the camera distance from the object (didn't want a huge gizmo up close and hard to see far away). It kinda worked, but not to my liking, so I just left it by the wayside. It's in it's own class, called GIZMO.CS or something like that. It detected mouse over each movement point and I tried to make it separate from the BSP viewer, so it could be used in other places. It's a base anyways if you want.
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Re: [H2X] Sunfish 2011 - Development Discussion Thread

Post by JacksonCougar »

troymac1ure wrote:
JacksonCougar wrote:After a few hours of scratching my head and trying to remember how math works again I finally got ray-triangle intersections figured out and working. So now you can click-select things in the 3D viewer directly to select them for editing. Now to figure out how to make a transformation gizmo...
D/L entity's code. I made one for movement, but my issue is I couldn't get it to size with the camera distance from the object (didn't want a huge gizmo up close and hard to see far away). It kinda worked, but not to my liking, so I just left it by the wayside. It's in it's own class, called GIZMO.CS or something like that. It detected mouse over each movement point and I tried to make it separate from the BSP viewer, so it could be used in other places. It's a base anyways if you want.
I'll take a look-see, but I already have a fairly firm idea of how I will implement it: plant to clone how the 3ds max one looks and behaves
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