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Fordítási probléma jelentése
I haven't found the same in a compiled map, so I don't think it's an issue on my tags end, I think the tester is at fault.
AND, I hadn't done a lot of tag editing right before or after the update, so on my end the tags were pretty similar in this time window.
(I remembered this time to delete data folder and then extract the updated one, tags zip wasn't updated.)
ADDITIONAL NOTE:
What's weird is that first map I tested was Truth & Reconciliation, played it for a bit (up to bridge before prisons) and it was fine, but then I tested Two Betrayals, got the graphical glitches at the start, and then they got worse, but after that it seemed to spread to others? Need to test more, it's just a bit hard with that flickering.
EDIT2:
It seems to be somewhat effects related, looking at Two Betrayals, the different holo and glass shaders freak out the most, and when fighting effects get a bit more intense that too freaks out and creates those flickering distorted stretching lines and white thicker "planes/sheets"
Pillar of Autumn was mostly fine but later on in places where explosions took place more while also fighting it happened.
I'd also like to request- may we have a way to compile new actor tags? Or is that too much power? I'd love to hear back!
Ah, I see. I suppose what I was really asking was if it could become possible to expand the possible AI behaviors as well as the list of actor types which an actor tag may be. You can change many variables about their decision-making, but I was wondering if it would be possible to introduce new behaviors which obey new variables. It's likely possible to make certain biped types obey the baked-in techniques/animations (like grenade throws, weaves, rolls) if the animation environment is set up, but I was wondering if it was possible to make a new expected behavior which can handle new associated animations. In addition, configuring new types for the actor tag would include customizing new type-specific behavior.
Although I understand now as I make this question that this may be exceeding the bounds of the engine's intended flexibility.
Same goes for Halo 2 & 3
1.Please backport the player simulation feature from 2 + 3's Sapien.
It makes things so much quicker for testing.
2. If possible, please fix sound on standalone cutting in and out at above 30fps.
06.19.23 15:10:10 halo1 pc 01.03.43.0000 ----------------------------------------------
06.19.23 15:10:10 Successfully rebuilt 2 script files
06.19.23 15:10:10 recompiling scripts after scenarios were merged.
06.19.23 15:10:10 failed to spawn thread for filesystem checks - running synchronously!
06.19.23 15:10:10 starting main menu music
06.19.23 15:10:15 stopping main menu music
06.19.23 15:10:16 Successfully rebuilt 1 script files
06.19.23 15:10:16 font cache overwrote character in use
06.19.23 15:11:23 EXCEPTION halt in e:\jenkins\workspace\mcch1code-release\mcc\release\h1\code\h1a2\sources\items\weapons.c,#4188: game_connection() == _game_connection_network_server
--or--
06.18.23 00:13:29 halo1 pc 01.03.43.0000 ----------------------------------------------
06.18.23 00:13:29 Successfully rebuilt 2 script files
06.18.23 00:13:29 recompiling scripts after scenarios were merged.
06.18.23 00:13:29 failed to spawn thread for filesystem checks - running synchronously!
06.18.23 00:13:29 starting main menu music
06.18.23 00:13:37 stopping main menu music
06.18.23 00:13:38 Successfully rebuilt 1 script files
06.18.23 00:15:24 EXCEPTION halt in e:\jenkins\workspace\mcch1code-release\mcc\release\h1\code\h1a2\sources\memory\data.c,#723: object index #66 (0xe54b0042) is unused or changed
- Note in the Tag Tester I am choosing Host LAN to load up my map without using the command to load it up. -
If I change the weapon-set from the game menus to One specific weapon type, (ex. Map Weapons = Rocket Launchers) the AI will use the map defined weapon without crashing, unless 'Map Default' is used then it will crash. This happens with the Tag tester and MCC.
I have noticed the Needler is prone to crashing when reloading, Sniper Rifle zoomed in, and any weapon you go to pickup with a carried weapon that needs to be reloaded. Or if you standing still zoomed in. Will crash.
It's like an issue with reloading your current weapon vs trying to pickup a weapon at the same time, will seem to crash the game. However I don't understand how being zoomed in will crash the game either with those same errors listed above..
343 if you would be so kind to please please please contact me directly as I would love to go in more depth to try and resolve this issue, I have a ton of free time right now and would love to have these maps available to players that would like to play them..
With these errors keep happening and not in HCE Sapien, it kills me from continuing any further modding the entire catalog with training AI that I have spent a few weeks on getting their play style to be more like online players.
I have reused the Marine tags and given them a lot more freedom to do what ever they want. I called them ODST's and I can send you a copy of my AI for further investigation as
I am having a really hard time trying to find out what flag is the root cause of this issue.
Also maybe you can help fix their melee animation key frame, or point me towards the right direction ;)
I appreciate your time.
Thank you.
I recently reinstalled the MCC tools on a new system so I'm sure they are up to date. The variables and keyboard shortcuts [F1-F5] work in Tag_Test properly, but not in Sapien. I'm not sure if it was specifically an update that broke the functions or for how long they have been bugged, but I don't think it's intentional as they work in every Custom Edition version of Sapien in the past as well as in other Halo's editing kits.
Possible fix- The Debug Menu by default has an option to toggle one of these variables, [Home]->AI->ai_render_paths. In Sapien the variable is undefined, whereas in Tag_Test the value can be modified. Does this mean the variables just need to be defined somewhere for Sapien specifically? thx :)
2. the buffer size of particles are low, many particles not loading.
3. (got today) EXCEPTION halt in c:\mcc\qfe1\h1\code\h1a2\sources\ai\props.c,#105: (prop->unit_index != unit_index) && ((prop->actor_index == NONE) || (prop->actor_index != unit_actor_index))
4. 12.12.23 21:07:04 halo1 pc 01.03.43.0000 ----------------------------------------------
12.12.23 21:07:04 EXCEPTION halt in c:\mcc\qfe1\h1\code\h1a2\sources\saved_games\game_state_pc.c,#144: couldn't open or create saved game file (#3)
5. grenate throwing animation is bugged on elites, grenate is not attached to elite hand while in animation, so it comes from chest.
To fix it you go to "Documents/My Games/Halo1A" and delete the contents of the folder. Worked for me. Found it from https://c20.reclaimers.net/h1/h1-ek/h1-standalone-build/#known-issues so might help some other ppl
I have never would have thought of that! I knew there was something that I did that would cause these exceptions at times more often than not, and boy let me tell you. If you want to manipulate any AI, just make sure they aren't in combat, rule #1 lol
Other issues might require you to open the map in Gorilla to find what the real reason is.
Other times it could be the object that is in the map causing errors, so you might need to delete it from the map using Gorilla, look at each field carefully of that object's tag properties to make sure that a value isn't past a certain limit (cause the EK wont tell you, you literally have to find that out on your own). Anything using World Units maxes out at 2000, keep that in mind.
Certain thresholds can be float values that are limited to 1.0 or 5.0. Nothing higher than that. You will get an exception if a actor has a higher threshold than 5 for attacking or defending, say for a panic like state, and so on...