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OpenSauce - Vidoc Caveat Emptor!

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OpenSauce - Vidoc. Caveat Emptor!. “OpenSauce”, Wut iz dis?. Collection of Open Source solutions Solutions which extend games/software for benefiting End Users and increasing their enjoyment while using them Currently targeting various Halo engines. I C Wut U Did Thar. - PowerPoint PPT Presentation

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Page 1: OpenSauce - Vidoc

OpenSauce - Vidoc

Caveat Emptor!

Page 2: OpenSauce - Vidoc

“OpenSauce”, Wut iz dis?

Collection of Open Source solutions Solutions which extend games/software for

benefiting End Users and increasing their enjoyment while using them

Currently targeting various Halo engines

Page 3: OpenSauce - Vidoc

I C Wut U Did Thar

Solution highlight of this presentation OpenSauce's Halo1 “Yelo”

Array of code bases for engine extensions of games and their tools

Engine: Halo Custom Edition Tools: Halo Editing Kit

Page 4: OpenSauce - Vidoc

The gap from 2003 to 2010

Stronger: Memory Better: software technology Faster: CPU

Page 5: OpenSauce - Vidoc

Cooking the Sauce: Ingredients

Three limiting categories: Tag based (development) Cache file (run-time) Game Memory (target-neutral; affects both)

Page 6: OpenSauce - Vidoc

Limitations: Tag based

The main limitation areas are in two tag fields: tag_block tag_data

Example: Stock HEK only allows up to 16 structure_bsp references in the scenario.

Page 7: OpenSauce - Vidoc

Limitations: Cache files

Multiple areas; most notable: max file size Variable based on input-scenario’s type

Tag memory buffer. Consumes a small portion of that file size.

Data files (ie, bitmaps.map) are read-only, can’t add more information.

They’re also highlanders of their respected data; there can be only one (data file)!

Page 8: OpenSauce - Vidoc

Limitations: Cache files (caveat)

Tag memory buffer broken into two sections: global and structure_bsp.

Global section consumes all tags that are not a structure_bsp.

The structure_bsp section is for any and all tags of said type. Size determined by THE largest structure_bsp, then subtracted from the tag memory, leaving what ever is left over to the global section.

Page 9: OpenSauce - Vidoc

Limitations: Game Memory

Two types to consider when dealing with game memory:

Run-time: Memory allocated by the program and/or its code. Example: engine’s scripting definitions

Game-state: Memory allocated by the engine for running the simulation Object memory Player memory Script thread states etc

Page 10: OpenSauce - Vidoc

Cooking the Sauce: Hungry yet?

Remember the aforementioned limitations?

Yes, they’re addressable. You don’t have to fear their restrictions

Page 11: OpenSauce - Vidoc

Cooking the Sauce: I’m starving!

• Enzyte would have you believe that Size does matter

…but so does quantity and variety

Page 12: OpenSauce - Vidoc

Cooking the Sauce: Is it done yet?

Data files. bitmaps.map sound.map loc.map

Page 13: OpenSauce - Vidoc

Cooking the Sauce: Smells done…

Data files “Mod sets” Based on original data files

What does this mean for the modder?

Page 14: OpenSauce - Vidoc

Cooking the Sauce: Open Wide

Data file “Mod sets” Defined on a per-mod basis Multiple maps in the mod benefit from usage All stock maps continue to work

Page 15: OpenSauce - Vidoc

Cooking the Sauce: Spaghetti Code

Just the beginning