Entity 2.1.24

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Entity 2.1.24

Postby troymac1ure » Wed May 06, 2009 5:08 am

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Entity 2.1.24
*available on the H2 Misc FTP server & via auto-update
* source on FTP misc server.

Entity 2.1.24.rar
Entity 2.1.24
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Entity 2.1.24 Source.rar
Entity 2.1.24 Source
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Source for 2.1.24 is available through github:
https://github.com/troymac1ure/Entity

Known bugs & possible future additions:
Code: Select all
-ME2: Horizontal scrolling
-RTH not working?
-BSP Viewer: AI Zones: Firing Positions XYZ and Normal
-BSP Viewer: AI Zones: Areas (has positional data?)
-BSP Viewer: Team spawn zones editable


2.1.24 September 12-2014
Code: Select all
+BSP Viewer: Team spawn zones save
+BSP Viewer: Team spawn zones visible & selectable
+BSP Viewer: AI Squads: Starting Locations XYZ and Yaw-Pitch
+Hex Editor: Fixed hilighting
+Hex Editor: Added reflexive name display
+ME2: Descriptive text box for "description" attribute
 -BUG: If mouse touches popup tooltip description box flickers
+ME2: Tabs now show data for the plugin used to load the meta (mouse hover)
+ME2: Mass chunk field editor (all/start/stop chunks, auto-add values)
+ME/ME2: Changed Enums.Options & Bitmask.Options from object[] to IFPIO.Option[] for clarity
+ME2: Auto detect colors and use argb_color control
+ME2: Naming conventions (chunk vs reflexive)
+ME2: Fixed "jumping" to shared data within other tags
+Tag renaming to different lengths was allowing too long of name edits
+rgb_color/argb_color plugin types were coded to wrong size
?Reflexives/Labels in chunks -SEEMS TO WORK
+Reflexives/Labels in chunk cloner
+Added map Header information Editor
+Fixed issue with loading bad string indexer labels
+Removed Parsed box checked by default (causes too many issues)
+Removed error that appears when selecting SBSP tags.


2.1.23 July 26-2014
Code: Select all
+Added decoding of obfuscated (encoded) maps
+Moved MetaEditor2 controls above reflexive tree
+Fixed bug in map build (maps now build again)
+Removed Duplicate right-click options for sbsp & ltmp
+Fixed bug in plugin updater causing crash
+Added XZodia's SP bsp and UGH! fix
+Fixed directory bug injecting bitmaps
+Removed background thread loading of Strings Data; now loads in main thread
+ME2 now loads Block Indexes on inital load


2.1.22 July 9-2014
Code: Select all
+Fixed bug in plugin updater with revised plugins
+Fixed bug in ME2 reflexives offsets
+Fixed bug in ME2 unused values mouse hover not updating actual data


2.1.21 Jun 22-2014
Code: Select all
+Fixed plugin updater to accept more generic FTP server return data
+Rewrite of ME2 code to fix originally 0 count reflexives not showing & similar related bugs
+Rewrite of ME2 code to speed up showing unused reflexives and sort methods
+Fixed bug in ME2 with BitMask32 overflow
+Fixed bug in ME2 that would open two tabs when a external reflexive link was double-clicked
+Fixed bug in ME2 always opens new tab, even if tab already exists
+In ME2, applied default Peek/Poke to "Value" (previously nothing was selected by default)
+Fixed bitmap bug: AY8 pads to 64 bytes (see "ui\hud\bitmaps\new_hud\default_arrow")


2.1.19 Dec 30-2012 <Merry Christmas/Happy New Year!>
Code: Select all
+Quick key display (under Tools still showed F1-F5)
+Re-added YeloDebugSettings.xml file (was missing)
+Secondary Magic calulated instead of being assumed MATG (allow MATG duplications?)
+Added check for improper idents while loading tags / auto-fix bypass added as well
+"Duplicate Recursively" now sets Idents to duplicated tags
+Duplicating tags now keeps externally referenced reflexives
 -Creates multiple copies of duplicated tags

-=[ StringID ]=-
 +Added code to help reduce possibility of conflict while background loading?
 +Allows for old style quick selection (dropdown list) again
 +Fixed slow load time (delayed data source binding until dropdown)
 +Popup box (Unicode/StringID viewer)
  +shows Unicode translations
  +Option to allow viewing of only StringIDs with/without Unicode
  +Option to sort Unicodes by offset or name
  +Shows position of Unicode values
  +Support for some unicode codes (such as buttons, etc)
   +Added external file for easy unicode code additions (unicode.txt)

-=[ ME2 ]=-
 +Create referenced reflexives (Right click on reflexives within the treeview window)
 +Added support for external tag labels using tagtype="" & tagname="" in plugins
 -> (For example "[wgit]\Panes\List Blocks\Skin Index" is taken from "[wigl]\ui\ui_shared_globals")
 +Added support for Poke button (Value / Reflexive / All Reflexives) (*no full tag ATM)
 +Fixed Poke button (wasn't enabled at all)
 +Extended SID boxes (too short)
 +Fixed bug with bitm Ident hover over null bitmaps
 +Fixed bug when leaving Block Index (appeared since last version?)
 +Fixed crashing bug with labels in an externally referenced reflexive
 +Fixed bug in "Goto Tag" function
 +Fixed "copy to all" reflexives bug I introduced during test phase
 +Fixed changing reflexives with Peek selected
 -Tab ordering (drag and move) unavailable

-=[ Visual menu editor ]=-
 +Load alternate MainMenu files
 +Pause moving bitmaps on lost focus (saves CPU when running in background)
 +Revert Pane/All buttons
  -Stream gets closed?
 +All changes saved to memory (can switch between screens without committing to file)
 +Loads all (possibly) required data
 +Tracks original listing for "unsorting" of items
 -=[ Bitmaps ]=-
  +Moving bitmaps
   +Fixed negative values
   +Fixed incorrect display of movement with X and Y scrolls
  +Mouse movement support
  +Add support for sub-bitmaps
  +Depth layering
  -Ident sorting
 -=[ List Blocks ]=-
  +Shows menu item backgrounds
  +Proper item spacing (if bitmaps are used for spacing)
  -Does not save/visually show changes to any boxes
 -=[ Text Blocks ]=-
  +Shows text blocks
  -Incorrect text layout shown


2.1.18 Oct 31-2012 <Happy Halloween>
Code: Select all
+Main
 +Added plugin Updater (Keep your plugins up to date!)
 +Changed quick keys
 +Added basic help pages
+Meta Editor 2
 +Bitmap view on mouse hover over Idents
 +Tab Control fix


2.1.17 June 24-2012
Code: Select all
+Hex Viewer
 +Hex Editor (Saving)
 +Goto Button
 +File / Byte position
+Bug fixes:
 +"Jump to Tag" crashes
  > Was assuming wrong object type
 +Entity crashing on Load due to no listings of Quick Access tags
  > Improved file / registry reading to handle unexpected errors
 +"Do Not Use Registry" didn't work
  > Setting not being output to file on Save
 +Map "Drag & Drop"
  > Code got unhooked for map drag & drop
 +Bitmap Viewer Auto-Select works better
  > When switching between BITM  and other tags, bitmap viewer is auto-selected if previously selected
?+Support for newer operating systems (64-bit, etc)
  > Compiled as x86 program (force to run 32-bit mode)
+Bug Fixes:
 +Maps reordered when Entity lost and regained focus
  > Code got unhooked for keeping order of opened maps
 +Clicking on Map Picture crashes
  > Loads meta before trying to access bitmap
 +Check for update settings saved in registry not being read properly
  > Re-ordered reading of update data
 +Update no longer tries to run if Entity is closed before it starts (would ask about clean install)
  > Ran ProcessID check on mainform
 +"ListView virtualization requires a valid ListViewItem to be provided"...
  > Set templv.VirtualListSize = 0; before templv.RetrieveVirtualItem -= metalist_RetrieveVirtualItem;
+Bitmap injection size mismatch due to padding
 > Now allows any bitmap that is within the 16 byte padding
+Bitmap extraction of 3D bitmaps
+Animated 3D bitmap display (on side bar)
+Quick window selection keys (F1,F2,F3,F4,F5 - Ref, ME2, ME, Hex, Bitmap Viewer)
?Vista Mainmenu mixed up??


v2.1.16 Date: May-16-2012
Code: Select all
* Re-built off of 2.1.14 base for stability, but includes all features of 2.1.15, except for additional H2V support.


v2.1.15 Date: Aug-18-2011
Code: Select all
 * Entity doesn't load H2V maps
  >> very basic support added for H2V maps (still very buggy, but loads tags)
  >> This is a start for others. I will not be coding for H2V from this point --Troy
 * SCNR tag breaks maps when cloning
  >> Added right-click option to set active SCNR tag (after duplicating)
 * Floodfill swap changes incorrect values after sorting
  >> Updated code to support sorting method
 ** ME2:
  * Floating panel gets in way?
   >> All editor controls can now be wither docked or un-docked
  * Sometimes useful for reflexives to be listed by offset
   >> Added option to sort by offset
  * List not being cleared when swapped between "Hide/Unhide unused reflexives"
   >> Cleaned up code section that would re-add stuff without clearing first
  * Closing last tab leaves blank window
   >> Wrote code to remove duplicate lines & set revert to previous selection
  * Mouse out of tag tree control doesn't always close side panel
   >> Fixed detection code
  * Doesn't use theme colors
   >> Applied theme colors to ME2
  * Option to Backup / Restore reflexive values
   >> Save Values (full tag) added
 ** BSP Viewer:
  * Collision boxes all red?
   >> Changed shader back to see-through


v2.1.12 Date: May-09-2011
Code: Select all
Proper Bitmap extraction / injection
Code cleaned up by Prey
Other fixes / add-ons listed at the end of page 21


v2.1.10 Date: Mar-06-2011
Code: Select all
Fixed bug in material file when extracting BSP models
Fixed bugs in MainMenu Editor
[list]* Sometimes would not add maps
* Now allows to import preview images from .MAP files or from .DDS files
* Allows multiple maps to be selected and added at once
* When adding maps, pulls preview image from map automatically (was implemented before)[/list]
Added new Meta Editor!
[list]* Opens in seperate window, allowing for multiple Meta Editors to be opened at once
* Tags are broken down into alphabetically sorted reflexives (faster and easier to find reflexives)
* Referenced reflexives (reflexives that actually exist in a seperate tag) show in red in the tree view
* All changes to a tag are saved into memory and can be written written when exiting the tag (no more clicking "Save" 30 times)
* Hovering over a value's Name will show it's offset location in the Map, the Tag and the Reflexive.
* Reflexives "remember" selected number instead of always showing the first reflexive when selected
* When working in tiered reflexives, parent reflexives can be changed while keeping children reflexives on the same selection[/list]
Last edited by troymac1ure on Sun Sep 28, 2014 11:54 pm, edited 121 times in total.
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Re: Entity 2.1.3

Postby spawnova » Wed May 06, 2009 6:23 am

yay a new entity :p i gots a slowish pc so the bsp viewer in this entity should help alot and good job with everything sounds awsim
halo 2?
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Re: Entity 2.1.3

Postby XZodia » Wed May 06, 2009 2:22 pm

mmm backculling....yayz, pitty I most likely won't use it...but twinreaper is putting it to good use =)
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Re: Entity 2.1.3

Postby OwnZ joO » Wed May 06, 2009 5:44 pm

Ha good work, wish speeding up and fixing the bsp editor had come a lot sooner, but better late than never I guess.
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Re: Entity 2.1.3

Postby troymac1ure » Wed May 06, 2009 8:48 pm

Bit by bit I'm trying to make it more usable.
I have to learn everything as I go since up until this project i was a DOS programmer :lol:

I've been trying to program a game in XNA, so that has taught me alot about the way windows handles 3D and DirectX is closely related, so I am understanding more of the BSP viewer now.

As always, feedback for more improvments is always desired (except chunk cloning, I already spent way too long on it and got nowhere). Also any bugs found that aren't listed above.

I am currently adding more options to the BSP viewer, such as auto select Hill Vertexs, flag captures, etc as a whole. Make it easier and faster for moving a whole hill to another spot (especially for SP->MP conversions). Also, I need to learn how to display shaders so that I can create the Hills on the BSP viewer instead of MC characters (Anyone?).
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Re: Entity 2.1.3

Postby Twinreaper » Thu May 07, 2009 12:26 am

The app handles awesome Troy! My only two complaints or bugs are that...

1. It seems to eat memory like a mofo. crashes sometimes after bsp viewer, then going to
meta editor.
2. Some changes to spawn data in bsp viewer does not save properly.

Other than that, this is probably the most stable and map friendly version I have used to date! Most of my map pack is being made with this exclusively! Good job man!
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Re: Entity 2.1.3

Postby WearingJOK3R » Thu May 07, 2009 1:15 am

twin is it good with vista? or anyone that can tell me ....i lost my xboxs but ill buy a new one..
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Re: Entity 2.1.3

Postby troymac1ure » Thu May 07, 2009 6:38 am

Twinreaper wrote:The app handles awesome Troy! My only two complaints or bugs are that...

1. It seems to eat memory like a mofo. crashes sometimes after bsp viewer, then going to
meta editor.
2. Some changes to spawn data in bsp viewer does not save properly.

Other than that, this is probably the most stable and map friendly version I have used to date! Most of my map pack is being made with this exclusively! Good job man!


Thank you! I am trying to make the BSP viewer very in depth so that you do not need to use the Meta editor so much.

1. I know that if you access the SCNR tag twice it crashes. Not sure why, it's not an easy to find issue. I think it must be corrupting memory somewhere along the lines (writing past the length of an array, etc). This is going to take some in depth searching. I think I will check back to v2.0 or v1.6 and see if they did it as well with these plugins.

2. Can you give an example of what doesn't save? I'm guessing if you are changing more than one object at a time. I am currently cleaning up the multiple selections stuff at the moment. I also just finished adding a right click on the side bar for "Select", "Select <hill1, arming circle red, etc>", "Select All" & "Select None". These will make SP->MP conversions and Onyx made maps faster for placing hills, death zones, arming circles and whatnot.

Still lots to do. I want to add more combo boxes at the bottom, like to change a BR to a rocket launcher or Frag, etc. and display hill shaders.


WearingJOK3R wrote:twin is it good with vista? or anyone that can tell me ....i lost my xboxs but ill buy a new one..

It should be. If you are running Vista 64-bit you need to type a line into your Run box first (look around I posted in a thread here just recently)
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Re: Entity 2.1.3

Postby neodos » Thu May 07, 2009 12:34 pm

This is great stuff :mrgreen:

You know what would be amazing?

A mini meta editor on the sbsp viwer which displays the spawn chunk meta data, if you could make it, just make it read and write like the meta editor, and we could make the plugins for each spawn type.
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Re: Entity 2.1.3

Postby troymac1ure » Thu May 07, 2009 9:06 pm

neodos wrote:This is great stuff :mrgreen:

You know what would be amazing?

A mini meta editor on the sbsp viwer which displays the spawn chunk meta data, if you could make it, just make it read and write like the meta editor, and we could make the plugins for each spawn type.


Alot of work, but will consider it. That's where I'd like to get to with the BSP viewer, almost independant. Just taking it step by step.


*Also, I fixed the code in this Entity to ignore deleted chunks (so it loads the Onyx example map and maps missing parts)
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Re: Entity 2.1.3

Postby Twinreaper » Thu May 07, 2009 11:15 pm

It's not that it doesn't save changes.......it just rounds them out. For example, I moved a spawn in Entity UE 1.6, and when I loaded it into the new one, it rounded the value, throwing off the spawn. And it has issues with not showing carbine or energy sword facing the direction thats specified in the yaw, pitch and roll in meta editor. All in all though, by far the best version! I put this puppy thru the mill and it never once broke my map or crashed ever, except with thr scnr issue. You really did an amazing job! And yeah.....that culling is nice! Really helps find stuff. Also I don't know if anyone else noticed, but in your new version, after double clicking a spawn from the box on the left, the camera no longer moves you off the object. I remember before on all versions, if you moved the camera after double clicking, you had to pan around a little to find the object. Awesome feature as well!
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Re: Entity 2.1.3

Postby troymac1ure » Fri May 08, 2009 1:01 am

Thanks again. As for the rounding, is it rounded in the Meta Editor? I have it show a rounded value in the status bar, but if you think it needs more decimal places that can be easily changed. I will look into this more.

Of the Yaw, Pitch, Roll I know one of the values was displayed wrong before. I thought I'd fixed it, but at the time didn't have my xbox available and forgot about it. I will add this to the fix it list to properly show the rotation.

And the camera positioning, I found it annoying to always have to move back to find the spawn that I clicked, so I added the slightly back and up looking at the spawn. I tried to keep it close enough that indoor spawns or spawns under a ceiling would still be visible.
I have been playing with the idea of having it pan to the new spawn so you would see the general location, but I think it would just annoy people waiting for the movement. Maybe I'll add it one day as an option.

Well, that being said I may post a build update soon with the right-click menu options and a few fixes. Then a following release may be further off and I will try to implement a mini-meta editor and/or re-code sections of Entity. No promises ATM though.
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Re: Entity 2.1.3

Postby OwnZ joO » Fri May 08, 2009 6:12 am

troymac1ure wrote:Well, that being said I may post a build update soon with the right-click menu options and a few fixes. Then a following release may be further off and I will try to implement a mini-meta editor and/or re-code sections of Entity. No promises ATM though.

I would recommend just learning from it and writing your own meta editor. It will be much cleaner for you to do it that way. Entity's meta editor may hog a lot of memory, but it does work well enough already. If you want to make a meta editor though, you would probably do a better job just taking what you learn from entity and rewriting it. I could probably find the time to help you out writing some controls and whatnot, some of the code is pretty sloppy and hard to read in the controls from entity, but it is definitely possible to get a good understanding of what is needed from it.
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Re: Entity 2.1.3

Postby troymac1ure » Fri May 08, 2009 8:08 pm

OwnZ joO wrote:I would recommend just learning from it and writing your own meta editor. It will be much cleaner for you to do it that way. Entity's meta editor may hog a lot of memory, but it does work well enough already. If you want to make a meta editor though, you would probably do a better job just taking what you learn from entity and rewriting it. I could probably find the time to help you out writing some controls and whatnot, some of the code is pretty sloppy and hard to read in the controls from entity, but it is definitely possible to get a good understanding of what is needed from it.


That is my plan. I have even thought of recoding the Entity Meta Editor, but my main focus is on improving the BSP editor to a very advanced level. I am trying to not take on too much at once otherwise I get overwhelmed and just put it away. That's why I am trying to do faster releases so that I actually finish them :lol:
I almost gave up after spending *numberous* hours on the Chunk Cloner for no avail. I understand the coding for it now quite well, but just can't see what's out of place. One day I may return to have another look... one day...
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Re: Entity 2.1.3

Postby Ogrish » Mon May 11, 2009 4:51 am

would it be possible to have seperate folder for plugins and a selecter in UI, so when we want to clone chunks it use one set of plugins but when me edit meta it uses another folder of more advanced plugins.

Maybe have a togle button that switches wich plugins are loaded between tag switching.
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Re: Entity 2.1.3

Postby troymac1ure » Tue May 12, 2009 5:59 am

Ogrish wrote:would it be possible to have seperate folder for plugins and a selecter in UI, so when we want to clone chunks it use one set of plugins but when me edit meta it uses another folder of more advanced plugins.

Maybe have a togle button that switches wich plugins are loaded between tag switching.


Might be possible. Well, It is possible, but it might take too much work. I'd like to redo the meta editor, but right now most of my focus is on the BSP editor. You could always just have two copies of Entity, one with updated & one without, but then you still have to keep switching and opening/closing maps.

I wish I could have found the error in the chunk cloner. That would allow more modded maps w/o them all getting bricked.

**Updated Top post to include link to source code & pics of new features (some were implemented in previous versions but not explained [well] or forgotten about)
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Re: Entity 2.1.3

Postby Grimdoomer » Tue May 12, 2009 10:12 am

The problem is plugins, the app does what it is supposed to do for the most part. It's the fact that no body uses the upated plugins and that we don't have a complete set.... yet......
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Re: Entity 2.1.3

Postby DemonicSandwich » Tue May 12, 2009 10:42 am

Grimdoomer wrote:The problem is plugins, the app does what it is supposed to do for the most part. It's the fact that no body uses the upated plugins and that we don't have a complete set.... yet......
The "updated" plugins can be, and often are, more problematic than the originals. And chances are, we will never have a complete set...at least not for all tag classes anyway.
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Re: Entity 2.1.3

Postby Ogrish » Tue May 12, 2009 3:09 pm

Ok this has bugged me forever in all entity's.

Sometimes a weapon like br gets messed up for no reason at all and freezes map when fired.
It would be nice if i could just drag a br weap tag from a clean map and overwrite the broken one, but that seems to kill maps.

I know i can rename it in a clean map and build the renamed in and replace but that adds unwanted crap.

Can this issue be resolved?
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Re: Entity 2.1.3

Postby troymac1ure » Sat May 16, 2009 6:11 am

The problem is we don't know why the map freezes. Improper plugins, etc.

Lately I've been thinking that now enough emphasis has been put on Predicted resources. I am wondering if these are much more important than we've given credit to. If I can find time, maybe I will try to write a button to update predicted resources to current values. See if it helps anything. Anyone else out there have thoughts on this? Grimdoomer? Xodia?
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Re: Entity 2.1.3

Postby DemonicSandwich » Sat May 16, 2009 7:13 am

troymac1ure wrote:The problem is we don't know why the map freezes. Improper plugins, etc.

Lately I've been thinking that now enough emphasis has been put on Predicted resources. I am wondering if these are much more important than we've given credit to. If I can find time, maybe I will try to write a button to update predicted resources to current values. See if it helps anything. Anyone else out there have thoughts on this? Grimdoomer? Xodia?

Are you referring to the predicted resources within the object tag(weap, etc) or that of the scenario?
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Re: Entity 2.1.3

Postby OwnZ joO » Sat May 16, 2009 6:36 pm

DemonicSandwich wrote:
troymac1ure wrote:The problem is we don't know why the map freezes. Improper plugins, etc.

Lately I've been thinking that now enough emphasis has been put on Predicted resources. I am wondering if these are much more important than we've given credit to. If I can find time, maybe I will try to write a button to update predicted resources to current values. See if it helps anything. Anyone else out there have thoughts on this? Grimdoomer? Xodia?

Are you referring to the predicted resources within the object tag(weap, etc) or that of the scenario?

Lol if he's referring to the fix system link button.
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Re: Entity 2.1.3

Postby troymac1ure » Sun May 17, 2009 2:31 am

OwnZ joO wrote:Lol if he's referring to the fix system link button.


hmm... touché

LOL. I never knew that was what the Fix System Link button did. I just had a thought a few days ago that the predicted resources are quite likely more important than I first thought. I guess someone else already did this for SCNR, but I am talking for all predicted resources. Obviously they are important, so maybe it should include Vehi, Weap and whatever other tags contain predicted resources.
Maybe H2 pre-loads these resources and if they aren't declared, it freezes? Just a thought and I'd like to hear others opinions on this. I may try adding it anyways under a second button for kicks and see what happens.
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Re: Entity 2.1.3

Postby Ogrish » Sun May 17, 2009 6:13 pm

While Your at it, could ya make me a button that loads an alternate scrn plugin in the meta editor :mrgreen:
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Re: Entity 2.1.3

Postby DemonicSandwich » Sun May 17, 2009 9:34 pm

troymac1ure wrote:Maybe H2 pre-loads these resources and if they aren't declared, it freezes? Just a thought and I'd like to hear others opinions on this. I may try adding it anyways under a second button for kicks and see what happens.
Well back in the days of AceMods, neodos insisted upon making the grav lift equipment.
Only when he made the weapon for it, he nulled all the resources. This was no issue if you play the map without the update but if you are running the AU, the map freezes once you equip the weapon.

Oddly enough though, you can completely swap the hlmt, effects, attachments and first person tags to something completely different that what is in the resources and the weapon won't freeze.

I think the resource idents just have to be referenced to something and it'll be fine.
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