To Do List (R&D)

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Sparky
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To Do List (R&D)

Post by Sparky » Sat Dec 06, 2008 10:30 am

Research and Development
  • Map File Analyses
  • Scen vs. Vehi tags (fixing blue warthog spawn glitch)
  • Using Mach tags and their Ctrl tags
  • Other File Analyses
  • Application file
  • Sounds file
  • Gametype files - Sparky
  • Memory Analyses
  • HUD (see chat during post game results)
  • Fly camera
Last edited by Sparky on Fri Dec 26, 2008 11:09 am, edited 3 times in total.
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Altimit01
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Re: To Do List (R&D)

Post by Altimit01 » Sat Dec 06, 2008 12:55 pm

Sparky wrote:Research and Development
  • File Analysis
  • Application file
  • Sounds file - Point of order
  • Gametype files - Sparky
  • Memory Analysis
  • HUD (see chat during post game results)
  • Fly camera
The sounds.map file is identical to the bitmaps file in organization which conure bothered to figure out a while ago. The files are either in adpcm format which is very easy to wrap in a riff container or in ogg vorbis. The problems with sounds in general are all related to the meta files and organization. The meta files do some weird things with linking together multiple smaller sound files to create a full length song but I think from CE we know that isn't a necessity. Just a matter of understanding the meta file enough to be able to import new any length songs. Until then it'd require importing into existing slots which have their own problems. Sound files have to be constrained to both be X file size long, but also Y sound length to work with importing into existing locations. Because of the way the chosen compression works for bitmaps getting an image of X file size and Y dimensions is not a difficulty as the two variables are directly related. The relation for compressed sounds however is more efficient meaning that two different sounds both 5 seconds long will compress to different file lengths. If the built image compression had been something like jpeg the same issue would occur.
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TaxiService
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Re: To Do List (R&D)

Post by TaxiService » Sat Dec 06, 2008 1:50 pm

Ask Jonathan about the gametypes. i think he knows them better than himself!
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Kiyoshi
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Re: To Do List (R&D)

Post by Kiyoshi » Sat Dec 06, 2008 4:46 pm

TaxiService wrote:Ask Jonathan about the gametypes. i think he knows them better than himself!
....wait...what? lol
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Rofldonutburger
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Re: To Do List (R&D)

Post by Rofldonutburger » Sat Dec 06, 2008 5:16 pm

It is possible to make a gametype which can make all vehicles spawn?
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Re: To Do List (R&D)

Post by Kiyoshi » Sat Dec 06, 2008 6:49 pm

Rofldonutburger wrote:It is possible to make a gametype which can make all vehicles spawn?
Yes...yes it is i believe not that hard >_>
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seabeast
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Re: To Do List (R&D)

Post by seabeast » Sat Dec 06, 2008 9:06 pm

Yeah. In FMP (Fonzie's Modding Pack) There was a thingy called Taxi's gametype builder.

Rofldonutburger
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Re: To Do List (R&D)

Post by Rofldonutburger » Sun Dec 07, 2008 12:09 am

I meant custom CE vehicles
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Sparky
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Re: To Do List (R&D)

Post by Sparky » Sun Dec 07, 2008 6:31 am

So you mean be able to spawn more than 6 (or 5?) kinds of vehicles per map? I think that's stored in the matg tag somewhere as a game global.

Eh... otherwise, swap into a scen tag (scnr dep swapper) and make a gametype where the vehicles don't respawn. Experiment with making all the vehicles in the scnr tag the same kind.
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seabeast
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Re: To Do List (R&D)

Post by seabeast » Sun Dec 07, 2008 10:36 am

Lol otherwise they respawn at blue base. Custom CE wraith+warthog at blue base=Warthog flies up onto the sniping ledge you can only get to on shees.

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Re: To Do List (R&D)

Post by Rofldonutburger » Sun Dec 07, 2008 2:41 pm

It's not really "CSS" if you swap it with another piece of scenery, since my friends see the vehicles as spawned ones even tho it isn't :O
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Re: To Do List (R&D)

Post by A Developer » Sun Dec 07, 2008 7:49 pm

Sparky wrote:Research and Development
Other File Analyses
Application file
LAWL

I know where that source is.

Btw what are you talking about scen vs vehi? You cannot have vehicles be scenery in halo on the mac.

Sparky
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Re: To Do List (R&D)

Post by Sparky » Sun Dec 07, 2008 9:46 pm

A Developer wrote:
Sparky wrote:Research and Development
Other File Analyses
Application file
LAWL

I know where that source is.

Btw what are you talking about scen vs vehi? You cannot have vehicles be scenery in halo on the mac.
I mean that when we swap a scen with a vehi tag, the vehicle doesn't respawn in its original place.

I don't think it's a problem with the gametype, because we can move vehicles without problems. If it were a gametype problem, this would lead me to believe that the gametype is referencing the vehicle's specific tag location within the map, or that the vehi tag had something extra that is not transferred in our swapping process. The former issue would probably not be the case.

Anyway, it's called the "blue warthog respawn glitch" because when the vehicle respawns, it gets piled on top of the blue warthog's location. This means that there is an issue with the spawn location data, which I'm assuming is found in the scnr tag or the vehi tag. I doubt it's a part of the gametype, because you can move vehicles without problems. My hunch is that there's some extra code in the vehi tag that needs to be included when we swap.
Either you are groping for answers, or you are asking God and listening to Jesus.

Modzy
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Re: To Do List (R&D)

Post by Modzy » Sun Dec 07, 2008 10:28 pm

Sparky wrote:My hunch is that there's some extra code in the vehi tag that needs to be included when we swap.
Its the Scnr. <_<

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Re: To Do List (R&D)

Post by Dirk Gently » Mon Dec 08, 2008 10:45 am

Sparky wrote:
A Developer wrote:
Sparky wrote:Research and Development
Other File Analyses
Application file
LAWL

I know where that source is.

Btw what are you talking about scen vs vehi? You cannot have vehicles be scenery in halo on the mac.
I mean that when we swap a scen with a vehi tag, the vehicle doesn't respawn in its original place.

I don't think it's a problem with the gametype, because we can move vehicles without problems. If it were a gametype problem, this would lead me to believe that the gametype is referencing the vehicle's specific tag location within the map, or that the vehi tag had something extra that is not transferred in our swapping process. The former issue would probably not be the case.

Anyway, it's called the "blue warthog respawn glitch" because when the vehicle respawns, it gets piled on top of the blue warthog's location. This means that there is an issue with the spawn location data, which I'm assuming is found in the scnr tag or the vehi tag. I doubt it's a part of the gametype, because you can move vehicles without problems. My hunch is that there's some extra code in the vehi tag that needs to be included when we swap.
Sparky, talk to me, I got that covered.

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