Entity 2.1.24

A wealth of applications with which you will need to mod Halo 2.
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neodos
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Re: Entity 2.1.11

Post by neodos »

Very very handy features! thanks so much for the updates and great job!
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troymac1ure
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Re: Entity 2.1.11

Post by troymac1ure »

Alright v2.1.12 is out. Check page 1 or auto-update. Bitmap Ext/Inj should be all fixed. Feedback pls.
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Ogrish
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Re: Entity 2.1.11

Post by Ogrish »

Objects in bsp viewer are no longer selectable by mouse.
And the viewer is a fucking whore now, all resourse's used just to view one hog and one weapon spawn.
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Prey
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Re: Entity 2.1.11

Post by Prey »

It's always been bad, there's been no memory optimisation done to it since entity began.

I took a quick look at the selection code, seems it's all been commented out (removed) for some reason, so troy will have to tell you about that.
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DoorM4n
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Re: Entity 2.1.11

Post by DoorM4n »

Yeah Ogrish, I was telling troymaclure last night about that. My comp nearly died on me when I openned the bsp viewer. It took like 20min for me to recover since it was running so high. I hope they can get that fixed. Other than that the bitmap injector and extractor is nice! I like that I can internalize with the same tool. Keep up the work tromac and if you can fix that bsp problem then that would be awesome , but I understand if you want to do other things to entity before that.
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troymac1ure
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Re: Entity 2.1.12

Post by troymac1ure »

I'll definately look into this. Not sure why I commented stuff out, I just noticed today that the collision point selection isn't working either, but they share alot of code, so I'll get on this pronto and see what changed. I have an idea of what is doing it, but I haven't even glanced at the code yet.

Is the extreme usage new to this version or did you have issues with 2.1.11?
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Ogrish
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Re: Entity 2.1.12

Post by Ogrish »

Entity error and has to be restarted and map reopened after duplicating tags.
But the tags are being duplicated.
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troymac1ure
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Re: Entity 2.1.12

Post by troymac1ure »

I'll look into the first error, but I can't reproduce the second. What texture are you using and what program did you make/save the new one with ?
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Ogrish
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Re: Entity 2.1.12

Post by Ogrish »

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troymac1ure
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Re: Entity 2.1.12

Post by troymac1ure »

I can't duplicate the bitmap injection error, but I changed the code a bit and added more information that I can use if it's not fixed. If you want to post your DDS you are trying to inject, that may help as well.

Found the BSP Viewer problem. It's still as much of a wore as always, but the Backface culling option wasn't being used, so everything was being drawn (facing towards or away). Also, I'm attempting to add a <poor> camera culling method so any mesh not in the camera view is not drawn (although some that have edges in get culled). This will be an option as it may be desired for larger maps, but doesn't work perfectly.
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bumlove
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Re: Entity 2.1.12

Post by bumlove »

I go and leave the internet for 4 days and I miss 2.1.12's release, I'm tied for time for a few days but look forward to taking her out for a spin and to see how scary an amount of mind reading you've done, as you always seem to do.
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troymac1ure
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Re: Entity 2.1.12

Post by troymac1ure »

I'm trying to decide if I should push 2.1.13 out with the fixes or hold off and try to get RTH working with it. That may take a while, so RTH may be 2.1.14 and 2.1.13 may just be bug fixes mostly with the camera culling added.
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Click16
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Re: Entity 2.1.12

Post by Click16 »

troymac1ure wrote:I'm trying to decide if I should push 2.1.13 out with the fixes or hold off and try to get RTH working with it. That may take a while, so RTH may be 2.1.14 and 2.1.13 may just be bug fixes mostly with the camera culling added.
Release, and then work on RTH, imo.
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Ogrish
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Re: Entity 2.1.12

Post by Ogrish »

Yes please release cause no longer have the older version were most everything worked.
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troymac1ure
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Re: Entity 2.1.12

Post by troymac1ure »

:D Anything for you Ogrish. I'll just finish what I'm doing ATM and send it down the pipeline.

PS- Have you had issues injecting any other bitmaps or just that DXT1?
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DoorM4n
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Re: Entity 2.1.12

Post by DoorM4n »

Sweet! Update! :D
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Grimdoomer
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Re: Entity 2.1.12

Post by Grimdoomer »

Troy, do you take katamine when you test this? I downloaded the latest source to add rth support for 360, which is less than 20 lines added to the rth class. Yet first I had to fix some registry bug to get the app to load, then since the meta editor only seems to load half of the tag, I've spent an hour trying to figure out how the fuck it even works, and yet I still can not do something as simple as load 1 weap tag into the meta editor. On a completly unrelated note, the recent map list is also broken since it just keeps multiplying in size, so I now have 3 entries of the same map (it started out with 1 entry), which I haven't even opened in months, and the map I did open is not even at the top. The whole application just seems to throw errors left and right. I can't even go from the reference view, to meta editor, and back to reference view with out it throwing some sort of error.

Ok I managed to find your problem.

Code: Select all

if (this.hasChunkCount)
            {
                this.chunkCount = map.BR.ReadUInt16();
            }
            else
            {
                this.chunkCount = 1;
            }
The chunk count is 32 bits and is normally read as signed, although that doesn't even matter. I really don't even wanna know why you have that chunkCount = 1 hack...

That wasen't even the source of the problem, in your little switch statement in ReloadMetaForSameTagType you put the wrong name for the tag block control, so it never even loads tag blocks... It should be "MetaEditor.Components.ReflexiveControl" not "Entity.MetaEditor.ReflexiveControl". Even after fixing those 2 bugs which took me almost an hour to track down, it still does not load the values in the tag block. Da fuck man.
Don't snort the magic, we need it for the network.
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Grimdoomer
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Re: Entity 2.1.12

Post by Grimdoomer »

Is there even code in here to load the fucking values in a tag block from the map? Like seriously, I have yet to find the code that does that.
Don't snort the magic, we need it for the network.
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Grimdoomer
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Re: Entity 2.1.12

Post by Grimdoomer »

All your switch statements that check the name of the control, need to use the MetaEditor.Components namespace.... Now that I fixed those bugs it *seems* to atleast load into the meta editor properly. Do I dare touch anything else?
Don't snort the magic, we need it for the network.
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troymac1ure
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Re: Entity 2.1.12

Post by troymac1ure »

I haven't tried or looked at the MetaEditor since all the code cleaning. I'v put my focus on ME2 which will easily allow for individual pokes or memory blitzing. ME1 was just hack after hack, that's why I started anew. I know there are still some bugs as many things were changed & moved in the cleaning, so it's a matter of working them out again, but the code is at least easier to follow.

As I stated I haven't touched an RTH at all, so is your update work on Xbox & 360 or just 360? I'm about to release an update, so I will use your version of ME1 and check for other changes as well beforehand. Thanks for the feedback.
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Grimdoomer
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Re: Entity 2.1.12

Post by Grimdoomer »

It only works for 360, I stripped the imports for xbox 1 away.
Don't snort the magic, we need it for the network.
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troymac1ure
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Re: Entity 2.1.12

Post by troymac1ure »

Grimdoomer wrote:Troy, do you take katamine when you test this? I downloaded the latest source to add rth support for 360, which is less than 20 lines added to the rth class. Yet first I had to fix some registry bug to get the app to load, then since the meta editor only seems to load half of the tag, I've spent an hour trying to figure out how the fuck it even works, and yet I still can not do something as simple as load 1 weap tag into the meta editor. On a completly unrelated note, the recent map list is also broken since it just keeps multiplying in size, so I now have 3 entries of the same map (it started out with 1 entry), which I haven't even opened in months, and the map I did open is not even at the top. The whole application just seems to throw errors left and right. I can't even go from the reference view, to meta editor, and back to reference view with out it throwing some sort of error.

Ok I managed to find your problem.

Code: Select all

if (this.hasChunkCount)
            {
                this.chunkCount = map.BR.ReadUInt16();
            }
            else
            {
                this.chunkCount = 1;
            }
The chunk count is 32 bits and is normally read as signed, although that doesn't even matter. I really don't even wanna know why you have that chunkCount = 1 hack...

That wasen't even the source of the problem, in your little switch statement in ReloadMetaForSameTagType you put the wrong name for the tag block control, so it never even loads tag blocks... It should be "MetaEditor.Components.ReflexiveControl" not "Entity.MetaEditor.ReflexiveControl". Even after fixing those 2 bugs which took me almost an hour to track down, it still does not load the values in the tag block. Da fuck man.
Grimdoomer wrote:Is there even code in here to load the fucking values in a tag block from the map? Like seriously, I have yet to find the code that does that.
Grimdoomer wrote:All your switch statements that check the name of the control, need to use the MetaEditor.Components namespace.... Now that I fixed those bugs it *seems* to atleast load into the meta editor properly. Do I dare touch anything else?
Ahhh.. and such is why I gave up on ME1. Glad to see I'm not the only one who wonders what the code is doing. I finally understand it, but to find what I need and make it do what I want is always interesting. If not for others I'd never even look at that code again. Yes I screwed with the code and messed it up even more, but that's cause everything I did to try to make it more usable was a hack. Try ME2. Ppl don't like change, but it's alot more straight forward to work with.
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troymac1ure
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Re: Entity 2.1.12

Post by troymac1ure »

Ogrish wrote:Damnit! well i fucking quit again, Goddamn Entity.

Troy you fucked the old meta editor all to hell.
Hopefully grim can fix it.
Why the fuck did you not mention anything was wrong with it, after you fucked it and left it, I was dumb and used it on 3 maps that i have been working on here and there for over 2 years.

Ofcoarse my backup drive took a shit after i currupted the ones in my main modding folder.

Fuuuuck! Entity wont even open the maps now.
What were you doing when the maps got bricked? Can't fix what I can't find. Just changing random values or cloning / duplicating / ??
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bumlove
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Re: Entity 2.1.12

Post by bumlove »

Grimdoomer wrote:Troy, do you take ketamine when you test this?
I do. :XD: (there isn't a smiley for a k-hole - there will be in the future, I nominate K) )
troymac1ure wrote:Try ME2. Ppl don't like change, but it's a lot more straight forward to work with.
I agree totally. I resisted change until I was researching a tag which when using ME1 (with its constantly scroll up bug) was impossible.
I started using ME^2 more and more after the kinks were smoothed out and have been impressed with update after update.
It is faster, easier to navigate, has features (like unused hex viewer & this is a shared reflexive warning) and can stay open if you want to look at something else.
Although I'm not sure obliterating the previous release is for the best, really users should backup before updating but who's done that since 2003? Perhaps a option to backup at update time (If, of course, it's not a time whore to do.)

It's not coke V new coke, its progress.
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bumlove
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Re: Entity 2.1.12

Post by bumlove »

Problem to report, can no longer select multiple Idents, well, can use shift or Ctrl to highlight but any right click drops them. therefore no flood fill or multi swap
Just discovered it
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