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002 spends two hours with Sparky's experimental plugins

Posted: Sat Oct 02, 2010 7:15 pm
by 002

Code: Select all

ant! Experiments

EXPERIMENT 1, 2, and 3 - Offset of antenna (x,y,z respectively)

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Bipd Experiments

Experiment (11.2) - crouch transition speed (0-1 only; 1 = instant crouch)
Experiment (11.3) - Something to do with maximum angle that the biped can travel upwards. The higher the number, the less the angle. (0-1 only; 0=walk on walls, 1=constantly drifting and cannot walk up ramps)

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Coll Experiments

Shield.EXPERIMENT - Shield regeneration speed (0-1 Only; 1 = instant regeneration)

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hmt  Experiments

EXPERIMENT 1 - Cannot be edited in the mac version of HMT. Also, it does nothing.
EXPERIMENT 2 - Cannot be edited in the mac version of HMT. Also, it crashes Halo Demo if you edit it.

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lens Experiments

Experiment 1 - When setting the sun's to something other than 1, it doesn't cause the camera to white out.

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ligh Experiments

Experiment 2 - Setting it too high causes the light to not work. (tested on flashlight_cyborg)
Experiment 3 - If it's 0, the light glitches.
Experiment 4 - Same value as Experiment 2. Probably does nothing.

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matg Experiments

Experiment 1 thru 166 - The game.
Experiment 167 - Nothing for Christmas.
Experiment 168 - Fall damage sensitivity (0-1; the lesser the number, the lower you have to fall before taking fall damage. 0 = Death from TOUCHING the ground, 1 = No impact fall damage)
Experiment 169 - Strange usage. 0 or less = Almost no falling impact damage, 0.21 = Normal, 0.5 = 2/3 shields lost from large falls, 1 = Twice as much damage as 0

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pphy Experiments

Experiment 3 - Height (yes, the thingy travels upward in a straight line)

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snd! Experiments

Experiment 2 - Playback Speed

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Scex, Schi, Senv, Sgla, Smet, Soso, Sotr, Spla, and Swat Experiments

EXPERIMENT 1 - Do not touch this. Changing it screws it up. No touchy.

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vehi Experiments

Experiment (10.1) - Function Acceleration Scale? (0 = Function is disabled.) When playing with the banshee's wingtip, I noticed that 0 disabled the contrail, causing the contrail sound to be at lowest. Setting it to 50 causes the function to speed up in acceleration and maxed out the contrail and contrail pitch, reminding me why they called it the "Banshee".

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wphi Experiments

EXPERIMENT (1) - It's really a bitmask?
	Value 31 = If it's zero, the reticle will not display.
	All others are unknown
The rest were either tested and proven to do nothing, I didn't use a map with that type of tag, or I didn't want to test them usually because Sparky's plugins said that they were only zeroes.

Re: 002 spends two hours with Sparky's experimental plugins

Posted: Sun Oct 03, 2010 5:04 am
by Mgalekgolo
thank you very much for this. did you test all the random matg things?

Re: 002 spends two hours with Sparky's experimental plugins

Posted: Sun Oct 03, 2010 5:16 am
by Sparky
002 wrote:

Code: Select all

ant! Experiments

EXPERIMENT 1, 2, and 3 - Offset of antenna (x,y,z respectively)

<float name="Origin Offset: x" note="" info="tested by 002" info_img="" offset="0x74" visible="true"/>
<float name="Origin Offset: y" note="" info="tested by 002" info_img="" offset="0x78" visible="true"/>
<float name="Origin Offset: z" note="" info="tested by 002" info_img="" offset="0x7C" visible="true"/>

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Bipd Experiments

Experiment (11.2) - crouch transition speed (0-1 only; 1 = instant crouch)
<float name="Camera, Collision and Autoaim.Camera Crouch Transition Speed Modifier" note="0 - 1 only" info="tested by 002. 0 = normal; 1 = instant crouch" info_img="" offset="0x4CC" visible="true"/>

Experiment (11.3) - Something to do with maximum angle that the biped can travel upwards. The higher the number, the less the angle. (0-1 only; 0=walk on walls, 1=constantly drifting and cannot walk up ramps)
<float name="Camera, Collision and Autoaim.Collision Ground Friction Scale Modifier" note="0 - 1 only" info="tested by 002. 0 = walk on walls; 1 = constantly drifting and cannot walk up ramps (think moonwalking)" info_img="" offset="0x4D0" visible="true"/>

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Coll Experiments

Shield.EXPERIMENT - Shield regeneration speed (0-1 Only; 1 = instant regeneration)
<float name="Shield.Recharge Rate Modifier" note="0 - 1 only" info="tested by 002. 0 = normal; 1 = instant. Default for Cyborg = 0.0083333; Elite = 0.0033333; all else = 1" info_img="" offset="0x1C0" visible="true"/>

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hmt  Experiments

EXPERIMENT 1 - Cannot be edited in the mac version of HMT. Also, it does nothing.
-- Do you mean that when you changed the value, it didn't save the new value?

EXPERIMENT 2 - Cannot be edited in the mac version of HMT. Also, it crashes Halo Demo if you edit it.
-- Do you mean that when you changed the value, it didn't save the new value?

<float name="EXPERIMENT 1" note="" info="tested by 002. This does nothing." info_img="" offset="0x08" visible="true"/>
<float name="EXPERIMENT 2" note="" info="tested by 002. Don't touch! Editing this value will crash the game." info_img="" offset="0x0C" visible="true"/>

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lens Experiments

Experiment 1 - When setting the sun's to something other than 1, it doesn't cause the camera to white out.
<float name="Lens Flare.Occlusion Modifier" note="" info="tested by 002. 1 = normal; any other value will prevent the camera from whiting out when aimed at the light source" info_img="" offset="0x08" visible="true"/>

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ligh Experiments

Experiment 2 - Setting it too high causes the light to not work. (tested on flashlight_cyborg)
Experiment 3 - If it's 0, the light glitches.
Experiment 4 - Same value as Experiment 2. Probably does nothing.

I left these values only in the experimental plugin set, and as follows:
<float name="EXPERIMENT 2" note="0 - 1 only?" info="tested by 002. 'Setting it too high causes the light to not work.'" info_img="" offset="0x20" visible="false"/>
<float name="EXPERIMENT 3" note="" info="tested by 002. 'If it's 0, the light glitches.'" info_img="" offset="0x24" visible="false"/>
<float name="EXPERIMENT 4" note="0 - 1 only?" info="tested by 002. 'Same value as Experiment 2. Probably does nothing.'" info_img="" offset="0x28" visible="false"/>
I can speculate, but it's not worth it yet without me trying them first myself.

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matg Experiments

Experiment 1 thru 166 - The game.
Experiment 167 - Nothing for Christmas.

What do you mean by the above comments?

Experiment 168 - Fall damage sensitivity (0-1; the lesser the number, the lower you have to fall before taking fall damage. 0 = Death from TOUCHING the ground, 1 = No impact fall damage)
Experiment 169 - Strange usage. 0 or less = Almost no falling impact damage, 0.21 = Normal, 0.5 = 2/3 shields lost from large falls, 1 = Twice as much damage as 0

Are both of the above 0 - 1 only?

<float name="Falling Damage Sensitivity" note="0 - 1 only" info="tested by 002. 0 = Death from TOUCHING the ground, 1 = No impact fall damage" info_img="" offset="0x90" visible="true"/>
<float name="Falling Distance Damage Modifier" note="" info="tested by 002. 0 or less = Almost no falling impact damage, 0.21 = Normal, 0.5 = 2/3 shields lost from large falls, 1 = Twice as much damage as 0" info_img="" offset="0x94" visible="true"/>

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pphy Experiments

Experiment 3 - Height (yes, the thingy travels upward in a straight line)

I'm not sure how "height" relates to it traveling "upward in a straight line". Explain more? It's a float value, so what number does what?

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snd! Experiments

Experiment 2 - Playback Speed

Is anything modified except the speed? Like, is it played twice as fast with or without adjusting the pitch? Or is it only the pitch that is modified?

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Scex, Schi, Senv, Sgla, Smet, Soso, Sotr, Spla, and Swat Experiments

EXPERIMENT 1 - Do not touch this. Changing it screws it up. No touchy.

Added to info:  "tested by 002: 'Do not touch this. Changing it screws it up. No touchy.' "

~~~~~~~~~~~

vehi Experiments

Experiment (10.1) - Function Acceleration Scale? (0 = Function is disabled.) When playing with the banshee's wingtip, I noticed that 0 disabled the contrail, causing the contrail sound to be at lowest. Setting it to 50 causes the function to speed up in acceleration and maxed out the contrail and contrail pitch, reminding me why they called it the "Banshee".

<float name="Function Acceleration Scale" note="0 = function is disabled" info="tested by 002. 'When playing with the banshee's wingtip, I noticed that 0 disabled the contrail, causing the contrail sound to be at lowest. Setting it to 50 causes the function to speed up in acceleration and maxed out the contrail and contrail pitch, reminding me why they called it the 'Banshee'.'" info_img="" offset="0x138" visible="true"/>

~~~~~~~~~~~

wphi Experiments

EXPERIMENT (1) - It's really a bitmask?
	Value 31 = If it's zero, the reticle will not display.
	All others are unknown

<bitmask32 name="Crosshair Usage" note="" info="" info_img="" offset="0x9C" visible="true">
	<option name="Use crosshair" note="" info="tested by 002. If this is off, the reticle will not display." info_img="" value="31"/>
</bitmask32>
The rest were either tested and proven to do nothing, I didn't use a map with that type of tag, or I didn't want to test them usually because Sparky's plugins said that they were only zeroes.
I modified all values except for the pphy and snd! because I need more information about those. Thanks for your testing! See my comments in the above quote block.

Re: 002 spends two hours with Sparky's experimental plugins

Posted: Sun Oct 03, 2010 6:23 am
by 002
In that sound experiment, the pitch IS adjusted.

Re: 002 spends two hours with Sparky's experimental plugins

Posted: Sun Oct 03, 2010 6:29 am
by Mgalekgolo
0_o CUSTOM GRUNT SOUNDS TIME XP

Re: 002 spends two hours with Sparky's experimental plugins

Posted: Sun Oct 03, 2010 6:56 am
by 002
Sparky wrote:Do you mean that when you changed the value, it didn't save the new value?
It was a joke. None of these values can be edited in the Mac version of HMT.

Sparky wrote:
002 wrote:Experiment 1 thru 166 - The game.
Experiment 167 - Nothing for Christmas.
What do you mean by the above comments?
They do nothing.

Sparky wrote:
002 wrote:Experiment 168 - Fall damage sensitivity (0-1; the lesser the number, the lower you have to fall before taking fall damage. 0 = Death from TOUCHING the ground, 1 = No impact fall damage)
Experiment 169 - Strange usage. 0 or less = Almost no falling impact damage, 0.21 = Normal, 0.5 = 2/3 shields lost from large falls, 1 = Twice as much damage as 0
Are both of the above 0 - 1 only?
Forgot to include the 169 as a 0-1 only. Yes.
Sparky wrote:I'm not sure how "height" relates to it traveling "upward in a straight line". Explain more? It's a float value, so what number does what?
When you have it at a number, let's say, 1. It's going to travel up 1 world unit when it appears and appear to travel up a little farther. Only the particles are traveling up, not the physics. I used the freg grenade's explosion smoke and set it to an extreme value which was 8999. As high as I could see, the smoke actually flickered and it was evenly spread out.

Re: 002 spends two hours with Sparky's experimental plugins

Posted: Sun Oct 03, 2010 9:40 am
by Sparky
So both the pitch and the speed are directly related, right? Maybe "Playback Rate Modifier".

With the pphy, do the smoke particles spawn already evenly spread-out...? nevermind, I'll test it myself, too.

Re: 002 spends two hours with Sparky's experimental plugins

Posted: Sun Oct 03, 2010 10:41 am
by Sparky
This is all I could come up with regarding the first three experimental point physics values:

<float name="Particle Translation Wind Coefficient" note="" info="tested by 002. Higher or lower than 0 means a straighter line for the particles to travel" info_img="" offset="0x04" visible="true"/>
<float name="Particle Translation Wind Sine Modifier" note="" info="tested by 002. Higher or lower than 0 means particles will not spread out as much" info_img="" offset="0x08" visible="true"/>
<float name="Particle Translation Rate: z" note="world units per second" info="tested by 002. Modifies the speed and distance at which particles travel in a vertical line; positive = upward motion, negative = downward motion" info_img="" offset="0x0C" visible="true"/>

I would like you to test these three values and let me know what you think they might be.

Re: 002 spends two hours with Sparky's experimental plugins

Posted: Sun Oct 03, 2010 12:25 pm
by 002
Particle Translation WInd Coefficient - I don't see a difference when you change it?
Particle Translation Wind Sine Modifier - I don't see a difference when you change it?
Particle Translation Rate: z - Yes, that's exactly right.

Re: 002 spends two hours with Sparky's experimental plugins

Posted: Mon Oct 04, 2010 4:52 am
by Sparky
Look at the path the smoke takes, in particular, how it loses its curve with higher values. That makes me think of a sine curve, or perhaps density - but density is already an accounted value.