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About Samuco

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  1. The bugs have been ironed out and now the bridge is completely working. The next step is to merge the HaloCE/HaloPC/HaloMD lobby and handle the map downloading code in an MD plugin. The PC version should follow pretty closely.
  2. I have developed a proof-of-concept 'netcode translator' that enables players on HaloPC or HaloMD to play on HaloCE servers. I still have a couple of bugs to iron out, but I envision that all of the lobbies could be merged at some point.
  3. I made a proof-of-concept light mapper
  4. Eschaton does not work on OS X Sierra so I started working on a tag editor that will eventually be merged with the Mac version of Electron. It's called Vega. The majority of the backend code is compatible with Windows so someone can port it if they wish. Vega uses .ent plugins (just like Eschaton) so any improvements to those will also be accessible to Eschaton. Planned Features Bitmap (bitm) Drag and drop images onto Vega to replace / create a new bitmap tag Model (mod2) 3D Model viewer (with textures, shaders, coll wireframe) Drag and drop models (.obj) onto Vega to replace / create new model tags [with coll support eventually added] Scenario (scnr) Electron General Modify tag attributes Duplicate, delete and rename tags Copy and paste tags across different maps Merge duplicate tags Add and delete reflexives Teaser
  5. The reflections can be applied to literally everything. I just need to properly decode the object shaders within Halo and include them in the deferred pipeline.
  6. Reflections... essentially free (0 performance loss) SSAO... not free. It dropped my 60fps to 40 fps However, I didn't use the proper process (downscale, blur, upscale etc) as in Electron, mainly because I wanted to see if it actually worked first. When optimised it becomes essentially free. I'm also running on an old laptop, but > 60fps should still be easily achievable.
  7. I have been working on a plugin for HaloMD (sorry PC folks!) that lets me run Electron deferred shaders within Halo. Here's the scree-space reflection shader running within MD. The pipeline needs more work, but this shows that it is certainly possible. Added un-optimized SSAO and improved reflection
  8. I wouldn't consider anything less than 16 GB, but I prefer 32 GB.
  9. I managed to fix some of those artefacts
  10. I have been working on an updated deferred pipeline and the Screen-space reflections have been substantially improved. Fog is broken at present (and anything that isn't the senv tag is *not* reflected yet simply because I haven't updated the shaders to the new pipeline). You get a movie this time (rather than conveniently angled screenshots) to see how sweet this is. There are a few artifacts but mainly because I'm running the shader in low quality to maintain 60fps on my old laptop. There is no noticeable drop in fps when reflections are activated.
  11. Oh I made another video anyway with bigger text The plugin is more stable now
  12. Sigh, YouTube ruined the quality
  13. The net code only transmits a control mask (i.e. whether the forward key is down or not). It doesn't contain a field for acceleration. A field *could* be added, but you'd need to update every single server and client...
  14. If I can figure out how to make Halo render its normal vectors then I could put screen-space reflections in-game. I have figured out how to override Halos shaders with my own GLSL ones (to render normal vectors or water reflections etc). Unfortunately, I have no idea how the they store the model view and projection matrices. I suspect it's in the shader program environment parameters but there are like 100 of them
  15. Sure I just own neither and don't have Windows