Halo Demo Mods

Everything about HD, MD, and their mods.

Moderator: Halo Moderators

purple1

Post by purple1 » Fri Feb 03, 2006 3:43 pm

I saw someone manage to get into the Banshee and fly to a sinper position before the thing went bonkers... is there another way to prevent it from flying? Like placing the spawn point (if that can be changed) to below the map floor?

On another note, the infinte ammo mod seems to cause tremendous lag when someone dies because all of their grenades drop on the ground. A LOT of grenades. Perhaps that should be taken out? After all, who needs 'nades when you have a rocket launcher?

I also noticed that the infinite ammo mod makes it MUCH easier to kill someone with nearly any weapon. It seems like most hits do significant damage and/or hit easier. Could just be the lag, though.

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Post by Trinity. » Fri Feb 03, 2006 6:15 pm

hey monoman how do you make Halo Demo MODS for the Mac??? lol all i know of is for windows and Macs have no fun. plz help.

marky

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Post by Trinity. » Fri Feb 03, 2006 6:22 pm

also admin make a "set time limit mod"

marky

Jonathan

Post by Jonathan » Fri Feb 03, 2006 7:56 pm

(note: the 5:29 AM guest comment is mine; I'm not used to always filling in my name)

Here are my ideas for mods, which are mainly for messing with things:
- No time limit.
- Immediate weapon respawn.
- Different spawn weapons, if the demo doesn't decide to override that (the rules line in the server browser says custom starting equipment).
- No vehicle respawn, and perhaps manual respawn using scripting, should a vehicle get lost? If scripts can still run in spite of the network protocol, the vehicle can just be synced afterwards.
- No hitting something at high speed damage/high fall speed death.

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Post by Monoman » Sat Feb 04, 2006 3:19 pm

purple1, I know about the lag caused grenades in the infinite ammo mod. Also about the mod making it easier to kill people. I did not increase the damage for any gun but since the guns are infinite there isn't any down time for shooting.

trinity, go to this topic for your answer.

Jonathan, thanks for the ideas. Immediate weapon respawn and no damage from falls can definitely be done. I know the different weapon spawns can be done in the full but the demo crashes when I try this. I haven't checked on if no time limit and no vehicle respawn are possible. I have a good idea about how to do the no vehicle respawns.
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Post by Guest » Sat Feb 04, 2006 9:23 pm

Actually I already managed to do the no fall damage, and in the process found what is probably best briefly described as wall climbing. Really fun.

I'm also finally getting some traction in finding other things. Like turning the sniper into a fully automatic 30 rounds/sec shotgun-like weapon (256 bullets per shot to be exact) that is even accurate unscoped. And it kills framerates.

purple1

Post by purple1 » Sun Feb 05, 2006 7:54 am

Hey, why stop at no vehicle respawns? Make a no vehicles game. Replace vehicle spawns with something else or eliminate them altogether.

I still think the no banshees mod needs some changing. Whatever you did, it hasn't stopped some people from using them.

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Post by Blade » Sun Feb 05, 2006 3:29 pm

I remember in RS it was possible, if one had the capability to make models and textures and/or knowledge to edit the text data files, to make entirely new vehicles. Of course the vehicles weren't much, but that's only because the RS engine couldn't do much for vehicles.

Any way to make new vehicles in Halo demo?

Jonathan

Post by Jonathan » Mon Feb 06, 2006 8:21 am

(again, last anonymous guest reply is mine)

Related to vehicles: I just replaced the Banshees with Ghosts!!! If you have a hex editor handy:

Set 4 bytes at 00859330 to 04 cb 20 4c
Set 4 bytes at 00858210 to ec 6e 1d 4c

This swaps the definitions of Banshees and Ghosts.

seamuskelley
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Post by seamuskelley » Thu Feb 09, 2006 11:59 am

i have a hex edit now what can i do for the halo demo and how do i do it???

and what are you talkin bout with

Set 4 bytes at 00859330 to 04 cb 20 4c
Set 4 bytes at 00858210 to ec 6e 1d 4c

what does that mean???
this is only seamus the noOb for moding....

Jonathan

Post by Jonathan » Thu Feb 09, 2006 2:10 pm

Well, first open your bloodgulch.map in HexEdit (after making a backup!). You'll see three main columns. The leftmost is the address, the one in the middle is the hex representation, and the rightmost is the ASCII representation.

Here is the first row, without ASCII which is useless in this case:

Code: Select all

00000000:09 83 01 00 00 B0 5B B3 2F 60 84 38 F0 59 2E 05
Of course, the first row starts at address 0. After that you see 16 groups of two hexadecimal digits, each of which is a byte in the file. The 09 is located at 0, the 3 at 1, the 01 at 2, etc, and the 05 at the end is located at F (15 decimal). Then we arrive at the next row:

Code: Select all

00000010:41 28 2A 7C 35 57 8A 3B 40 C3 B4 D1 29 94 78 E2
41 is located at address 10 (16 decimal), 28 at 11 (17 decimal), etc, and E2 is located at 1F (31 decimal). Not too difficult, right?

Now go looking for address 00859330. Scrolling is not very practical, so select find -> go to address (cmd-j) from the menu bar, and enter 00859330 (which is a hex address). This should put the cursor right before the data you're about to replace. Select the 4 following bytes, and type 04 CD 20 4C. If you screw up, just undo (cmd-z). Repeat for the other 4 bytes.

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Post by seamuskelley » Thu Feb 09, 2006 2:27 pm

i tryed what you said to do and it is already changed... i have your blood gulch infinity map loaded (i replaced my original)
this is only seamus the noOb for moding....

Jonathan

Post by Jonathan » Thu Feb 09, 2006 2:49 pm

Note: Monoman made Bloodgulch Infinity, not me.

What are you trying to say with already changed?

seamuskelley
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Post by seamuskelley » Thu Feb 09, 2006 3:26 pm

i am sorry about the blood gulgh infinity i thought you were monoman he is the only one that replies to my posts
and the changed thing i am talkin bout is i think that what you want me to change is already changed to what you said it to be
you said change some thing in 00893200 (that is off the top of my head might not be 100%) i went to that address and it was already what you wanted it to be changed to...
once again i am srry for getting cofused bout the map
this is only seamus the noOb for moding....

Jonathan

Post by Jonathan » Thu Feb 09, 2006 3:37 pm

Then at least one of us messed up. Anyway, the point is to swap the two. So set the 4 bytes at 00859330 to the 4 bytes at 00858210, and vice versa.

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