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eldorito's Introduction

ElDewrito development is on hold right now. We are not accepting issue reports or pull requests. For more information, please see our blog.

ElDewrito

Build status Discord

What is ElDewrito?

ElDewrito is a fan mod for Halo Online that enables LAN-based online multiplayer across the globe, as well as many bug-fixes and enhancements. As there is no telling if any other Halo game will ever be brought to PC, Halo Online is the best thing we have, and fortunately it contains a lot of Halo 3 and Halo ODST content. ElDewrito aims to unlock and expand on this content.

Note that this is the source code repo for it, not the mod itself. You'll need a copy of Halo Online and the ElDewrito Launcher to install ED.

Pull requests are welcomed from anyone who wants to contribute to us. We recommend that you come talk to us on Discord first before starting work on anything major, so that we can discuss it and come up with the best way to help you implement it. Also, please use Visual Studio to edit and test your code. Pull requests which were clearly made with GitHub's online editor will be rejected. Your commits should be meaningful and represent logical increments in functionality.

Download

You should always check for the latest builds of ElDewrito on AppVeyor or our subreddit.

Building

To build ElDewrito you'll need Visual Studio 2017 installed with the Windows 8.1 SDK.

Donations

We don't accept donations, donate money to your favorite charity instead.

Although if you have a spare server running ElDewrito-MasterServer on it would be welcomed, get in touch with us on IRC and we can help you set this up.

Help/Support/Contact

We have a Discord server that stays pretty active with helpful users.

You can also try checking the support question on the subreddit.

If you have issues you can get in touch with us on there, or make a bug report in our issue tracker and we'll look over it.

eldorito's People

Contributors

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eldorito's Issues

Stabilize new base for new launcher.

Currently before any game logic gets executed, we hook DirectX, and apply memory patches. The code will need to be structured, and made dynamic. The game will now currently be launched directly from the updater.

Discuss different things that we would need the base game need to just "run and render". No specialty hooks.

Finalize feature set for the updater

Discuss below what features should the updater have. Currently the design is this.

The updater should do everything as described below.

  1. Should be only thing provided via download link on the main website.
  2. Should be able to self-update itself
  3. Should not require external dependencies
  4. Should download the manifest from a remote server that is stored in a json format
  5. Decompress and unpack all files

The updater should not do things described below.

  1. Handle any game content by any means

Things up for discussion.

  1. Configurable?
  2. Allow users to skip?

Can't save custom maps in forge mode

Whenever I start up forge by either navigating through the menus or through the console I do not have the "save map" or "save as new map" button. This has happened for me with the 0.4.7.1 version and the 0.4.9.260 version.

no save map button

Cannot use Game.Map to change map in an online game

Both in the lobby, and during a game, if the host types "Game.Map riverworld 2 2" rather than loading riverworld in a slayer match, the game just breaks. On an online lobby, this command just loads the map, and immediately loads back into the lobby. During a game, it causes the game to crash. This needs to be fixed so that the command "Game.Map riverworld 0 1" works properly, so we can load maps in campaign mode with other players. (Note, loading a map with the params of 0 1 loads into campaign mode, where deaths reset the map, and other campaign event would happen, if they were scripted)

As an additional note, this happens regardless of gametype specifications, typing "map riverworld 5" has the same crash/reset effect. My best guess as to what is causing this is the players not loading the map at the same time.

Git Structure

I think we should change the way that we are using git.

master - for production builds, what user's will automatically get rolled out to them

development - indev, WORKING builds, with new features and lightly tested functionality

feature/ - burn branches, builds in here may or may not compile etc, your "I'm currently working on it branch", these should be closed once a feature makes it to master.

bugfix/ - Bugfix branches, while testing patches and fixes should be done here if they are major bugs (like rendering issues etc), these should be merged back into development then left to go stale or closed.

Any others/questions/concerns?

VoIP-Chat | Joining a full game.

When you're joining a full game ( 16/16 ) by the server browser, the game won't connect to it ( that normal ) But the gamechat and voIP will join.

Oh, and when I joined the game when someone left, I got the voices two times and my nick was Herthes1

When I left the game and joined another one, the voIP wasn't working anymore ( couldn't talk/ear peoples. )

"mods/medals/halo3.zip" has failed to download

Making this an open issue so more people see it... just make a new folder in your HO dir called mods, and make a new folder inside there called medals, then rerun the updater.

Once we push a fixed updater properly I'll close this issue.

Finalize JSON manifest format

The current format is.

BaseUrl - Where the remove files are located (could be a different server from the manifest)
Build - Build Number
Commit - Hash of the commit that the build was based on (for debugging purposes)
Entries - Entries of SHA1 hash, relative path, and file size

Implement CI

This will be something we will have to look into combining everyone's work into one flawless continuous integration system.

Keys stuck after opening console

"if you press ctrl while not in chat and then open chat, even after releasing ctrl and press v it pastes the clipboard"

Need to get rid of the raw input hook but to do that, I need to find a proper way to disable game keyboard input

Localize all renderer resources.

We will need to create local copies of the current menu's and also put all of the assets into a container, or have a format where we can load locally to increase performance.

Game.ShowUI does nothing.

Both the Game.ShowUI and show_ui have no function in newer builds of Eldorito, Presumably this happened after the console was integrated into the game, I don't have enough old builds to verify. But it did work before the console was integrated, and it doesn't now.

Implement real time patches

To ensure that we have maximum compatibility with modded games, we should not require any of the stock game files to be modded. All patches should be either loaded via the client or custom loaded through the DTK extension system.

Where is news about this posted now?

There used to be a /halopc/ on 8ch where people discussed this and there was a development general. It's been dead for a couple of months, but I just found out that this is still being updated rather frequently... Can a dev give a short summary of the progress made since April, and maybe say where I can follow the development of this?

Make updater configurable

Currently, the updater makes a few assumptions about layout etc.

First, updater when combined with the build flag (-b "") only writes the manifest to it's local directory/manifest.json. This should be allowed to be placed anywhere.
The manifest link is currently harcoded, but should also allowed to be overridden by a config or flag.
The client hook path is also currently hardcoded (mtndew.dll) but should be allowed to be overridden by a config or a flag.

Finalize client feature set

Remember, this is supposed to set the path for all future development, with that being said you must acknowledge that this is only a beta, and most features will probably not be ready at this point.

Research use of Scaleform/Screens

We will need to research/reverse the use of scaleform/ui_screens. If we plan on replacing the entire menu system, we will need to know how to invoke previous functions/code to mimic the same behavior. Let's try to be as proper with this as possible.

Renderer tracking

Do not close this until all work in the milestone as been completed.

Implement clean DirectX Hooks, with proper error handling

First things first, we need to establish a very clean, efficient way to hook any functions of dx that we need (BeginScene, EndScene, Reset, Present). We should see how the game stores it's created variables, or save them from a early on dx hook on CreateDevice.

Server commands and extensions

Discuss what we should be able to do as a dedicated server owner and also as a user creating a local game to play with friends, or alone if you are that kind of person.

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