Alright guys, let's try to get a better idea of what is handled by the executable and what is handled by the maps. Content is maps, Engine is executable.
For sounds, the quantity, durations, etc. are dependent upon the map file data. An upgrade to the engine would rather let us include sound tags recorded at a higher kHz, bit rate, and compression format. For example, an engine change would allow making tags from .wav files at 192kHz and 32 bits, and let us use more than the engine's data size limit. This reminds me of when Altimit01 responded to my Eschaton stress tests and modified it so it would allow more tags than the "legal limit". There's a really short duration of sound permitted with sound tags compiled using Tool which is around 1 minute long per permutation. Also, permutation indices are borken. So that would also need to be fixed.
The idea of a built-in multiplayer-style (collaborative) map editor sounds great; these maps would be saved in memory and could be optionally uploaded / saved to HDM. If you have played with the free game engine called Sauerbraten, you can collaboratively edit game maps there; we'd use a very similar setup.
Along those lines, I'd like to have a better console in the game, using a UI which makes it easy for players to change the server settings, such as extending the duration of a multiplayer game while it is in progress, and adding a "pause" feature to the timer which ends the game. This would ui.map changes also. We'd want to have the game additionally consolidate its resources, so that ALL ui.map-related changes would take place in ui.map, rather than changing after you loaded a different playable scenario map. I'd like to see in the ui.map file the ability to reference the filesystem, so you would be able to take a screenshot of your mod while it was in progress in the game and then select the screenshot using the ui widget system from your hard drive so that this all could be uploaded as a set of information to include on HDM's mod database (this will eventually be a template collection of all the pages under the "Mods" category).
Bitmaps: The limitation at this point is 16-bit images for certain compression types... 32-bit images are possible, but I think there could be some improvements to the quality of bitmaps we can use. I also wonder if the engine could be less quirky about things like screen coordinate offsets. I'm thinking of making a reference image for HUD changes to include coordinates on a grid overlay. It would be too cool if this bitmap HUD reference overlay image were used in the built-in map editor.
Since some of these things involve using the tools more than we typically do, I'm going to invite people from the Halo Custom Edition communities to participate in this topic also.
Related topic for my reference: http://forum.halomaps.org/index.cfm?pag ... icID=40492
Either you are groping for answers, or you are asking God and listening to Jesus.