[WIP] Zeus: Pre-alpha 1 release

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Mgalekgolo
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Re: [WIP] Zeus ~ vote in the new poll!

Post by Mgalekgolo » Mon Sep 05, 2011 5:17 pm

Spark if you could work on this i'd love to have an intel version of all the broken apps like obj converter, demo hack ect.
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Sparky
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Re: [WIP] Zeus ~ vote in the new poll!

Post by Sparky » Tue Sep 06, 2011 5:49 am

Ignoring all the trollers saying PHP is not an appropriate environment for 3d graphics, there is an alternative to using OpenGL with Cocoa/Objective-C, and that is using OpenGL with PHP in a web application. I'm looking at this: http://gtk.php.net
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UTIs and Filetype Definitions for various Halo Map Files

Post by Sparky » Tue Sep 06, 2011 4:38 pm

UTIs and Filetype Definitions for various Halo Map Files


Halo Full Maps, original, PPC - dyn.ah62d4rv4ge8042pu
Halo Demo Maps, original - dyn.ah62d4rv4ge8042pu
Halo Demo Maps, Eschaton - dyn.ah62d4rv4ge8042pu
Halo Full Maps, original, UB - (no information given)
Halo CE Maps - dyn.ah62d4rv4ge8042pu
Halo Full PC Maps - dyn.ah62d4rv4ge8042pu
Halo 2 Vista Maps - dyn.ah62d4rv4ge8042pu
…etc.


Halo Full Maps, original, PPC:
kMDItemFSCreatorCode = "Halo"
kMDItemFSFinderFlags = 256
kMDItemFSHasCustomIcon = 0
kMDItemFSInvisible = 0
kMDItemFSIsExtensionHidden = 0
kMDItemFSIsStationery = 0
kMDItemFSLabel = 0
kMDItemFSName = "a30.map"
kMDItemFSNodeCount = 0
kMDItemFSOwnerGroupID = 20
kMDItemFSOwnerUserID = 501
kMDItemFSSize = 37983992
kMDItemFSTypeCode = "GAMd"
kMDItemKind = "Map"


Halo Demo Maps, original:
kMDItemFSCreatorCode = "Halo"
kMDItemFSFinderFlags = 0
kMDItemFSHasCustomIcon = 0
kMDItemFSInvisible = 0
kMDItemFSIsExtensionHidden = 0
kMDItemFSIsStationery = 0
kMDItemFSLabel = 0
kMDItemFSName = "orbloodgulch.map"
kMDItemFSNodeCount = 0
kMDItemFSOwnerGroupID = 20
kMDItemFSOwnerUserID = 501
kMDItemFSSize = 14459752
kMDItemFSTypeCode = "GAMd"
kMDItemKind = "Halo Map"


Halo Demo Maps, Eschaton (no icon):
kMDItemFSCreatorCode = ""
kMDItemFSFinderFlags = 0
kMDItemFSHasCustomIcon = 0
kMDItemFSInvisible = 0
kMDItemFSIsExtensionHidden = 0
kMDItemFSIsStationery = 0
kMDItemFSLabel = 0
kMDItemFSName = "1bloodgulch.map"
kMDItemFSNodeCount = 0
kMDItemFSOwnerGroupID = 20
kMDItemFSOwnerUserID = 501
kMDItemFSSize = 14465340
kMDItemFSTypeCode = ""
kMDItemKind = "Halo Map"


Halo Full Maps, UB:
kMDItemFSCreatorCode = "Halo"
kMDItemFSFinderFlags = 0
kMDItemFSHasCustomIcon = 0
kMDItemFSInvisible = 0
kMDItemFSIsExtensionHidden = 0
kMDItemFSIsStationery = 0
kMDItemFSLabel = 0
kMDItemFSName = "a10.map"
kMDItemFSNodeCount = 0
kMDItemFSOwnerGroupID = 80
kMDItemFSOwnerUserID = 0
kMDItemFSSize = 96204544
kMDItemFSTypeCode = "GAMd"


Halo CE Maps:
kMDItemFSCreatorCode = ""
kMDItemFSFinderFlags = 0
kMDItemFSHasCustomIcon = 0
kMDItemFSInvisible = 0
kMDItemFSIsExtensionHidden = 0
kMDItemFSIsStationery = 0
kMDItemFSLabel = 0
kMDItemFSName = "a10.map"
kMDItemFSNodeCount = 0
kMDItemFSOwnerGroupID = 20
kMDItemFSOwnerUserID = 501
kMDItemFSSize = 200247418
kMDItemFSTypeCode = ""
kMDItemKind = "Map"


Halo Full PC Maps:
kMDItemFSCreatorCode = ""
kMDItemFSFinderFlags = 0
kMDItemFSHasCustomIcon = 0
kMDItemFSInvisible = 0
kMDItemFSIsExtensionHidden = 0
kMDItemFSIsStationery = 0
kMDItemFSLabel = 0
kMDItemFSName = "b30.map"
kMDItemFSNodeCount = 0
kMDItemFSOwnerGroupID = 20
kMDItemFSOwnerUserID = 501
kMDItemFSSize = 35867568
kMDItemFSTypeCode = ""
kMDItemKind = "Map"


Halo 2 Vista Maps:
kMDItemFSCreatorCode = ""
kMDItemFSFinderFlags = 0
kMDItemFSHasCustomIcon = 0
kMDItemFSInvisible = 0
kMDItemFSIsExtensionHidden = 0
kMDItemFSIsStationery = 0
kMDItemFSLabel = 0
kMDItemFSName = "03a_oldmombasa.map"
kMDItemFSNodeCount = 0
kMDItemFSOwnerGroupID = 20
kMDItemFSOwnerUserID = 501
kMDItemFSSize = 197725184
kMDItemFSTypeCode = ""
kMDItemKind = "Map"

…etc.
This makes me think that I will use the following for each map file class in Zeus:
UTI = dyn.ah62d4rv4ge8042pu
kMDItemFSCreatorCode = "Halo" --- I'm going to set this to "Halo" for each of them, since this value can only be up to four characters anyway
kMDItemKind = "Map" --- I'm going to set this to "Halo 1 Full Mac Map File" and some other very specific names, so that when you "Get Info" on a map file in the Finder, you see exactly with which version of Halo that map file will be compatible

The question becomes, do I need to manually make a different dynamic UTI for each type of map file, or can I just change the kMDItemKind and kMDItemFSCreatorCode values to make each .map file use a unique item type description?
Or maybe I should just make a new set of UTI's? http://developer.apple.com/library/ios/ ... ifier.html
I could make one such as: com.HaloDemoMods.Halo1FullMac.Map
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Re: [WIP] Zeus ~ vote in the new poll!

Post by Sparky » Fri Sep 09, 2011 7:18 pm

I read the basics of Objective-C and I think I have a better grasp of it now. I'm still reviewing the basic concepts again, though. It takes a review of them before I can actually go back and start the coding again.
Already have the .plist file with all the halo map UTIs and stuff made.
The idea is that you open a map file in Zeus and it identifies it based upon its structure, then it automatically applies the correct UTI to it so the map file says something like "Halo 1 Custom Edition PC Map" rather than just "Halo Map" for every .map file, which is currently unhelpful.
After opening a .map file in Zeus, that .map file will be given a UTI that makes its Halo platform and version appear in the Get Info window in Finder. The UTIs are formatted as such: com.HaloDemoMods.Mac.Halo1Full.Map, for example.
the Halo UB, which is the only version that probably would be using a UTI, doesn't actually give the .map files a UTI, so changing the UTI of a map file won't affect how the map is loaded within a game
only how it is identified in the Finder and elsewhere
that way, not every .map file is alike
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343thesentient
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Re: [WIP] Zeus ~ vote in the new poll!

Post by 343thesentient » Sun Sep 11, 2011 10:40 am

Sparky wrote:Halo Full Maps, original, PPC - dyn.ah62d4rv4ge8042pu
Halo Demo Maps, original - dyn.ah62d4rv4ge8042pu
Halo Demo Maps, Eschaton - dyn.ah62d4rv4ge8042pu
Halo Full Maps, original, UB - (no information given)
Halo CE Maps - dyn.ah62d4rv4ge8042pu
Halo Full PC Maps - dyn.ah62d4rv4ge8042pu
Halo 2 Vista Maps - dyn.ah62d4rv4ge8042pu
Why is the Halo Demo Maps, Eschaton different than the original?

Chevytuner

Re: [WIP] Zeus ~ vote in the new poll!

Post by Chevytuner » Sun Sep 11, 2011 2:16 pm

So wait, from what i see here, this is going to be eschaton with everything ever made in it?
coooooool

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Re: [WIP] Zeus ~ vote in the new poll!

Post by Sparky » Sun Sep 11, 2011 7:56 pm

343thesentient wrote:
Sparky wrote:Halo Full Maps, original, PPC - dyn.ah62d4rv4ge8042pu
Halo Demo Maps, original - dyn.ah62d4rv4ge8042pu
Halo Demo Maps, Eschaton - dyn.ah62d4rv4ge8042pu
Halo Full Maps, original, UB - (no information given)
Halo CE Maps - dyn.ah62d4rv4ge8042pu
Halo Full PC Maps - dyn.ah62d4rv4ge8042pu
Halo 2 Vista Maps - dyn.ah62d4rv4ge8042pu
Why is the Halo Demo Maps, Eschaton different than the original?
The UTIs are all the same, as above. However, Eschaton does not save a file icon on the map file, that's why the rest of the information (that you didn't quote there) is different.

Chevytuner wrote:So wait, from what i see here, this is going to be eschaton with everything ever made in it?
coooooool
The purpose of development is progress.
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Re: [WIP] Zeus ~ vote in the new poll!

Post by Sparky » Thu Sep 15, 2011 10:36 am

My plan was to wait a little bit until Lion was released, then use its fullscreen support. However, it's really not necessary. As Samuco demonstrated in his SwordEdit Starlight build, it's totally possible to expand a window to fit the screen, just like games do. But OpenGL upon a framebuffer overload seems to hijack the system and cause a hang that requires you to restart the computer. My point is, even though this isn't directly related being in fullscreen mode, improvements can be made.

Do you think Lion improves upon the traditional fullscreen methods with its handling of fullscreen mode, and would it merit making a separate UI for Lion than used with Snow Leopard?
http://www.iphonedevsdk.com/forum/mac-o ... inute.html
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Re: [WIP] Zeus ~ vote in the new poll!

Post by Unknown-D » Mon Nov 07, 2011 12:08 am

I'm really looking forward to this. Good luck with it Sparky, you're doing a great job. :)
May peace prevail in this world.
Perhaps I should mod Halo again. Soon.

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Re: [WIP] Zeus ~ vote in the new poll!

Post by Sparky » Mon Nov 07, 2011 8:42 pm

It will be initially built for Snow Leopard (Mac OS 10.6). I'm leaving Windows users on their own, despite Cocotron. I've developed a strong distaste for the Halo Custom Edition method of making maps which uses 3ds Max or Maya or whatever Autodesk nonsense, tool or whatever hacked version of tool, and the HEK or whatever hacked version of the HEK apps. Even the HaloMaps community had to make their own applications for (surprise) Windows only.

So here. Zeus will be built for Mac only. Not a tit-for-tat response, but a strategic avoidance of development potholes. Because there is no place for Windows XP at the table anymore. And I will only use that OS to learn from what has already been developed by the Halo Maps and Bungie programmers, the latter of whom by the way should go back to making Mac applications.

Nevermind.

It will be a metadata editor first, with hard-coded information rather than Eschaton's plugin system, because it's time to lay down the blueprints of map files finally -- nothing wishy-washy about it. Release November to December.
After that, I will continue work on scenario editing. Release December to January.
After that, I will use what I've learned so far about model data and apply it to the ability to import .obj models -- hackishly at first, of course, because the goal is to get this to work with Blender saved files so we can import animations also. (Or whatever.) Release I have no clue... eh.. Marchruary?
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Rofldonutburger
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Re: [WIP] Zeus ~ vote in the new poll!

Post by Rofldonutburger » Tue Nov 08, 2011 2:54 am

Looks good to me, Sparky :D Good luck!
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Re: [WIP] Zeus ~ vote in the new poll!

Post by Sparky » Wed Nov 16, 2011 10:14 am

I uploaded a new version of the Zeus app source and I'd like your comments upon my approach.
I'm not going to have multiple UTIs yet, but have the application identify the map type. Afterwards, maybe alongside a spotlight importer and quicklook viewer, I'll incorporate multiple UTIs so that you can see in the Get Info window in the Finder to which game version of Halo that particular map file belongs.

Please comment upon my approach thus far. (this is 200 MB because it includes all the Halo 1 Demo Mac original map files within its references)
XCode project works with XCode version 4.0.2 running on Mac OS 10.6+.
Thanks in advance.
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Unknown-D
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Re: [WIP] Zeus ~ vote in the new poll!

Post by Unknown-D » Wed Nov 16, 2011 6:27 pm

Sparky wrote:I uploaded a new version of the Zeus app source and I'd like your comments upon my approach.
I'm not going to have multiple UTIs yet, but have the application identify the map type. Afterwards, maybe alongside a spotlight importer and quicklook viewer, I'll incorporate multiple UTIs so that you can see in the Get Info window in the Finder to which game version of Halo that particular map file belongs.

Please comment upon my approach thus far. (this is 200 MB because it includes all the Halo 1 Demo Mac original map files within its references)
XCode project works with XCode version 4.0.2 running on Mac OS 10.6+.
Thanks in advance.
Your approach is good in my opinion, at least it lets others know that you are definitely making progress.

*Edit*
I bet I'm going to sound stupid for asking this, but how do you open this version of Zeus?
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Perhaps I should mod Halo again. Soon.

Mgalekgolo
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Re: [WIP] Zeus ~ peer review requested

Post by Mgalekgolo » Wed Nov 16, 2011 6:50 pm

Fuck man, it was made with Xcode, apple developer tools...
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Re: [WIP] Zeus ~ peer review requested

Post by Sparky » Wed Nov 16, 2011 8:53 pm

So much for the approach commentary. I guess I'll just do whatever I'm going to do and ... well, hah.
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