Attention all users, the email service are currently down due to lighting has killed the email server. At this time, reset password and registration are no longer functional for time being. We will restore this service later on when activities on our side has settle down a bit.
Now for H-Ext 0.5.3 progress, we have been successfully supported D lang to the list. C++ and D lang has their own files of API to use. Right now we are documenting the descriptions of what each function does in order to clarify understanding how to use it. Once documentation is done, hopefully we will get start on reviewing HEK’s defined tags and make a struct for each one of them with sampling given from Bungie’s presentation.
We tried to implement a custom load method directly in Windows’ loader via memory, sadly it didn’t fully work. This method would not work with every Windows OS major releases. We do not intend this as a hack method; just disappointed Windows developer team did not implement this feature instead of tell where the file is at in order to load it. That was plan B, however we discovered we only need access a resource section to verify if module, DLL, is valid Add-on then load it in standard method. Fortunately, we did not have to re-write most of our Plan C code from Plan B. We’re happily to say our Add-on Converter and Plan C load method are almost functional and ready to go. Soon, we will be re-writing Add-on API v4.0. When will H-Ext 0.5.3 coming out? Still is TBA. Plus we need to work on Add-on Converter’s layout little more to be reusable.
P.S. Plan C custom load will work with Windows XP and newer.
It has come to our attention, Add-on API is not fully designed to work with C89 compatibility except for dynamicStack class is C++ designated (will feature support for other languages later on). Soon as we have completed our Add-on Converter application for Add-on developers to convert their plugin into valid and fully support Add-on for H-Ext usage. We will be re-writing Add-on API and function names, more or less, plus class into a struct type. Hopefully, this will become truer C supportive. As for weapons, biped, vehicles struct, they will be depreciated and will be replaced! Thanks to Wizard for bringing it up and pointed out identical structs between the two different types of object. Plus it seems referenced to a tag type found within hTagHeader. Later on, it eventually lead to WaeV’s post, also thanks for posting it up, linking to bungie.org’s site of GDC 2005 event where Mat did a presentation about Halo 2 Content Management. Base on the info of Halo 2 Content Management along with some code sampling involved, we will change our method into this standard method and hopefully will become closer friend with Open Sauce’s** custom tags with little to no issues. However, this type of new information brought up will require more depth research and add existing tag types* support in Halo engine (unmodified), any custom tag types will not be included until further notice. What does this mean? It actually means much longer postpone for re-write the structs/tags, changing how to obtain the correct tag types. Once they’re done along with Add-on Converter, we will proceed to Alpha Testers to test them out, even develop their own Add-on to verify new re-write API and tag types usage are correct.
Again, we want to thank Wizard, WaeV, and Matthew Noguchi for providing reliable information.
*Tag types from older programs are not in C plus its definition of location origins are bit confusing. So we have to make one from scratch and try follow base on HEK release as possible along with some other information collected.
**We have not experienced any issue with Open Sauce’s yelos with their custom tags while running current H-Ext at the moment.
P.S. All existing Add-ons will be incompatible with H-Ext 0.5.3 and onward. We will not be going jump to 0.6.x for this major re-write due to planning board are already set as it is. (This may change until further notice.)
Hello users and visitors, RadWolfie, aka the main developer of H-Ext plus all of official plugins developed for it, is currently taking time off of development for ability to support cross-C native (with P/Invoke) for different type of computer languages to use. Why? He is currently having a mild , almost to high, fever since 5 days ago and unable to use his free time to continue on. When will he back? We would estimate about 2 weeks once his fever has gone away. So, eta for H-Ext 0.5.3.x has been delayed along with predicted date for alpha testers to test it out.
Latest H-Ext is still compatible with Open Sauce v4.0. If you haven’t heard about Open Sauce v4.0 has been released, then go here to download latest Open Sauce for Halo Custom Edition v1.10.
However, we cannot promise H-Ext nor Open Sauce will work correctly throughout the gameplay. If there is such issue, please contact us first before contacting developers of Open Sauce.