Prospective release of version 0.5 is October 1, 2012.
Version 0.5 will be something like:
- You upload the map file
- You edit the metadata of various tags
- Changes are saved dynamically to the server
- You can mod a map at the same time as someone else by sharing the URL of the Zeus Editor page
- You can download the current version of the map file from the server to your hard drive, where you would be able to play it in Halo. This would be the only way to keep a single version of the mod. But you could simply upload this to the HDM wiki or to mediafire, or even back to the BlamDevCom server through the Zeus upload form, so you have several options for backing up your map files at different versions. (If a multi-modder is abusing your map file, there is no way to undo their changes. Don't share your multi-modding session URL with anyone unless you want them to be able to modify the map file! You can download the map file to your computer, of course provided you have a hard drive on your device.
I'm also planning to support bitmap image display and sound tag playing from within the editor. This will be done by using pre-uploaded bitmaps.map and sounds.map files on the server, where the data offsets referenced by the tags in the map files would mean displaying and playing those offsets in the bitmaps.map and sounds.map files. Something along those lines. I'm not quite there yet, but it seems a straightforward task that would only take a day or so to implement. What you would be able to do is link to another bitmaps.map and sounds.map file... so at the top of the editor, you would see something like this:
Active Bitmaps.map file: (URL)
Active Sounds.map file: (URL)
Which means that if you wanted to modify the bitmaps.map or sounds.map files using Zeus, you could upload your own version of the file (this is to discourage piracy -- so there won't be any map files available to download directly from the server without uploading them first) and then modify it as you wanted, then copy/paste that URL into the fields above. Your scenario map would then be displaying the images and sounds from those resource maps you uploaded and hypothetically modified. (There will be default values for the URL which link to the default Halo bitmaps.map and sounds.map files, which you can't download from the server.)
Afterwards, I'll do more investigation of using
http://www.khronos.org/webgl/ to display the map scenarios from within the web browser. So this will functionally bring Zeus up to par with Eschaton's basic metadata editing and swordedit's basic scenario viewing.
Along the way, there should be provisions for uploading and modifying tags by themselves -- such as Eschaton .meta tags and the Halo Editing Kit's tags and the Halo Hacking Kit's tags (these are all essentially the same) -- and importing them into a loaded map file. The simplest approach allows you to start with a tag and modify it by itself just like you can upload a map file and modify it by itself, and to allow you to upload a map file and then directly import a tag file in any format into that map file.
Something like a button which says "Add tags to map" from within the Zeus Editor, which lets you choose the directory containing tags to upload (multiple selection is supported) and then displaying the list of recognized tag files (all the data for each tag must be available, or else it won't register as being a recognized tag) and letting you check through this list before finally importing them into the map.
You would also be able to save and import .png and .wav files into your map and on the server. Note that these won't be accessible except through the Zeus Editor, so you can't use the URL of the uploaded image file to show all your friends that you are adding it to a map file or converting it into a tag...
The "holy grail" of this is to be able to go to the Zeus Editor, start a new tag, import the tag into the map file at hand, download the map file, and play the map file in Halo. I'd like to stick to working with actual tags, actual map files, and actual assets which would be .wav files for sounds and .png files for images. This should be fun. It means also viewing and manipulating the scenario in an interface similar to swordedit.
Once I get this done with Halo 1, applying it to other versions of Halo should be straightforward, since this is all a learning process for me along the way. (I am becoming very familiar with the PHP documentation at php.net, haha.)
Every one of these changes will be another decimal of the version number, so Zeus 1.0 will have complete functionality for Halo 1 map and tag files. Zeus 2.0 would support Halo 2 map files also, etc.
Either you are groping for answers, or you are asking God and listening to Jesus.