Entity 2.1.24

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bumlove
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Re: Entity 2.1.12

Post by bumlove »

Ogrish wrote:Could we have a phmo viewer/editer that just edits box shapes, size and translations.
I thought about this too and it was also the coffee table that inspired me, that and the "semi tech crate" (the big one you can walk through)

as for ideas, it is possible to alter the bsp collision (bullet) I've done it, I'm going to try recreate Troys bsp collision point mode experiment but will only care if bullet collision works, if that can be proved perhaps auto calculate for planes could be revisited, I understand you can edit/ import a visual mesh I don't know which bit of the bsp tag this is,

So no more [coll] boxes to deal with,

now the tricky bit to explain, I remember E73RN4L had a concept mod where something like a warthog's destroyed wheels where scaled to different sizes even though they came from only one tag or maybe it was just the tire garbage because it was on zanzibar ( I hope it wasn't just random "from and to" scaling) I'll have to search the forums cos I'm sure it was here, (oh shit he was banned ages ago and his posts deleted)
anywho If the above is possible you'd only need 1 phmo for a cube, one for a sphere and a couple more for triangles & rectangles. And of course a HUGE crates chunk count
I'm sure this^ is wrong, but I'm thinking out loud, we need Triangle phmo, and a gun that uses forces to slowly fire a spawned scaled down gravitly free odd ball to test phmo ( does it, disappear into the mesh?)
Sorry I'm tired and chatting shit

*edit* perhaps not total shit. The sbsp crates, machines and scenery placements has a scale float, the bsp viewer shows normal sized crates but the bsp viewer doesn't account for scale , it's 2am far too late to boot up the xbox to try, does this scale option work this way?
Last edited by bumlove on Mon Jun 13, 2011 1:00 am, edited 1 time in total.
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DoorM4n
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Re: Entity 2.1.12

Post by DoorM4n »

Dammit! I wish I could get these new versions of entity to load! They look so awesome! :D
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bumlove
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Re: Entity 2.1.12

Post by bumlove »

DoorM4n wrote:They look so awesome! :D
They are. join us
wtf is going wrong?
entity just won't open or errors on open or errors on opening a map?
have you tried to repair .netframework recently? do you have .netframework 2 (or 2.5) installed (or is it v3 for new entity?)
my pc is at least 5 years old and shit and it still runs the newest programs,
If none of the above I'm unsure but it sure isn't hardware
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troymac1ure
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Re: Entity 2.1.12

Post by troymac1ure »

I believe I compiled it with .Net Framework 3.5, so make sure you have 3.5

Are you running as adminsitrator? Originally I had it check to see if registry writing was an option and defaulted back to the XML save file if not. Try updating, then deleting the "User Settings.XML" file. If this doesn't work, load 2.1.11 or so and change "Check For Updates" to never and see if that helps. Just not sure why it's crashing.

If all else, D/L Visual Studio 2008 and run the source. See where it crashes.

Does it give any errors at all?
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Re: Entity 2.1.12

Post by sabu »

After I saw "RTH" added in update 14, I'm so tempted to just set up a little work table and start re-modding again :oops:

Edit: O man you shouldn't have.... view bsp without textures?? <3
it's like the feeling of sparkedit all over again :shock:
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DoorM4n
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Re: Entity 2.1.12

Post by DoorM4n »

bumlove wrote:
DoorM4n wrote:They look so awesome! :D
They are. join us
wtf is going wrong?
entity just won't open or errors on open or errors on opening a map?
have you tried to repair .netframework recently? do you have .netframework 2 (or 2.5) installed (or is it v3 for new entity?)
my pc is at least 5 years old and shit and it still runs the newest programs,
If none of the above I'm unsure but it sure isn't hardware
troymac1ure wrote:I believe I compiled it with .Net Framework 3.5, so make sure you have 3.5

Are you running as adminsitrator? Originally I had it check to see if registry writing was an option and defaulted back to the XML save file if not. Try updating, then deleting the "User Settings.XML" file. If this doesn't work, load 2.1.11 or so and change "Check For Updates" to never and see if that helps. Just not sure why it's crashing.

If all else, D/L Visual Studio 2008 and run the source. See where it crashes.

Does it give any errors at all?
I have .net framework 3.5 installed and everything. It used to work! But like I said earlier, I don't have internet in my room so maybe it is that reason, maybe not? It used to work in my room, regardless. I have .net framework 3.5 installed for sure because I can run orbit (Prey's tool). I am running as administrator, also. It gives me an exception error and it says, Send Error Report or Don't Send Error Report. I will post the error report today. The thing is that I once was able to run it, now I can't at all. :¬_¬:

EDIT:

What else may be helpful to know?
Error Report wrote:EventType : clr20r3 P1 : entity.exe P2 : 2.1.12.0 P3 : 4dc8d85b
P4 : globals P5 : 1.0.0.0 P6 : 4dc8d858 P7 : 12 P8 : 75f
P9 : system.nullreferenceexception
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troymac1ure
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Re: Entity 2.1.12

Post by troymac1ure »

Download this updated EXE file and replace the newest entity version's EXE:
http://www.remnantmods.com/archive/misc ... ty.exe.rar

It should give more detailed results.

Also, you can try removing entity's registry entries:
Run->Regedit
go to "HKEY_CURRENT_USER\Software\Xbox"
Delete the whole "Halo2" folder

See if that gets it working. You will have to re setup your directories & stuff, but you could backup that folder before deleting it, so if it doesn't work you can just restore it.

Don't worry, I'll get this working for you.
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DoorM4n
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Re: Entity 2.1.12

Post by DoorM4n »

Image

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So When I delete the Halo 2 Registry it loads fine and right after I close it, it gives me the windows error again (and the top image is the windows error I get. I also used the new entity.exe you advised me to use.) I don't know why. Do you have any ideas?

However, when I got it to work when I delete the registries, I can't use plugins for the second error.

EDIT: Good News! So I was meddling with some of my computer settings, and I reinstalled a few components, restarted, and the top error went away! Then I adjusted the settings for the plugins (which of course is the second error, but the weird thing is that I had already changed the plugin settings and gave me the error) and restarted and it loaded! I got your entity to work! Thanks for all of the help guys! I'm going to mess with RTH tonight! I really appreciate that you guys helped get this fixed! :D
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DoorM4n
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Re: Entity 2.1.12

Post by DoorM4n »

I just got the real time halo working too! It is beautiful! Thanks troy and everyone else!
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Click16
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Re: Entity 2.1.12

Post by Click16 »

Yeah I can't load Entity up. It shows that stupid "<appname> has stopped working" message.

Code: Select all

Description:
  Stopped working

Problem signature:
  Problem Event Name:	CLR20r3
  Problem Signature 01:	entity.exe
  Problem Signature 02:	2.1.12.0
  Problem Signature 03:	4dc8d85b
  Problem Signature 04:	Globals
  Problem Signature 05:	1.0.0.0
  Problem Signature 06:	4dc8d858
  Problem Signature 07:	12
  Problem Signature 08:	75f
  Problem Signature 09:	System.NullReferenceException
  OS Version:	6.1.7601.2.1.0.256.1
  Locale ID:	1033

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Re: Entity 2.1.12

Post by troymac1ure »

Why are you still running 2.1.12? Update! You can run the updater stand-alone if needed.

Anyways, that's the same error, but at least I can see the null reference is in the Globals class. Must lie within one of the paths.

Can you send me your Registry Key (all subfolders included):
[HKEY_CURRENT_USER\Software\Xbox\Halo2]

or if you don't have registry settings enabled, the "User Settings.xml" file. I assume others may have the same issue if two of you do.

After exporting the above registry tag, try deleting it (everything in there was added by Entity anyways) and also rename the "User Settings.xml" file to a backup name and see if that helps.
You will need to set your paths again and will lose custom plugins, but you can always copy those registry key back over afterwards or backup those subfolders individually as well to restore afterwards.

You can also ask Doorm4n what exactly he did to get it going.
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Click16
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Re: Entity 2.1.12

Post by Click16 »

Well i think the problem is that the updater doesn't even exist....
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Re: Entity 2.1.12

Post by troymac1ure »

If you haven't been able to run Entity, the updater will not exist. I don't ship it with, it d/l it if it doesn't exist on first check to make sure it has the newest version. On subsequent update checks, it compares the updater's current version with the server version and only downloads it if newer.

It looks however (.PDB ilfes) like you have a debug version. Try making a subdirectory called "Release" and do a second copy of entity in there (as a test). Debug versions look in the "Release" folder for DLLs, etc so that may be the issue. Maybe I compiled it wrong in a past version.

Otherwise, you can D/L the updater here and run it over the old version (the clean install is broken apparently, just tried it):
http://www.remnantmods.com/archive/misc ... ateEnt.exe
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Click16
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Re: Entity 2.1.12

Post by Click16 »

EDIT: Yeah ugh I forgot to try the registry thing... It worked :D
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Ogrish
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Re: Entity 2.1.12

Post by Ogrish »

Ugh saving the scnr of 01.b_spacestation takes forever. (with recursive and parsed)

The onyx map wont save with both recursive and parsed, but will save with one or the other.
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Re: Entity 2.1.12

Post by bumlove »

Ogrish wrote:Ugh saving the scnr of 01.b_spacestation takes forever. (with recursive and parsed)
It is a huge map, with loads of "things" in it, a recursive scnr extract = decompile, did you null all excess AI and SP stuff?
My pc would throw a fit if asked to do that, having said that I have a shit pc.
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Re: Entity 2.1.12

Post by Ogrish »

I knew it would take some time, i just didnt realize how much, the older Entity's take just as long.

Im sorry for the uneducated complaint, please ignor.
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Re: Entity 2.1.12

Post by DoorM4n »

Is there a reason why I can't copy the Crate and Crate Pallet reflexive in the Onyx map and overwrite or add the reflexive into my clean ascension using the newest Entity? I can do it in other entities.
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Re: Entity 2.1.12

Post by troymac1ure »

Not sure. I'll try it and see what the code shows on my end.
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Re: Entity 2.1.12

Post by troymac1ure »

this topic:
http://www.halomods.com/ips/index.php?/ ... ge-halo-2/

made me think that it would be cool if we could incorporate RTH into the BSP viewer for repositioning, etc (Although Dark's programs are pretty cool).
There must be some way to get the memory location of created objects and move them in real time (no map re-loading). When an object is created, it must get stored in memory somewhere. I guess we could scan large protions of memory, then push a crate, etc and re-scan for position changes. Then maybe figure out where the table resides for pointers to these objects. It would be nice if we didn't require always re-loading the map.
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Re: Entity 2.1.12

Post by bumlove »

Problem to report I think the ME^1 selective tag & meta viewer has a problem it will remember tags but not meta entries, if that makes sense,

Also machines in bsp viewer do not have the "grey box" swapping function, I thought you'd removed it totally (I've had it swap things whilst not paying full attention, whilst scrolling up) but its still there for bloc and scen, although I think if you incorporated the swap function into currently selected spawns menu

I've been having a mare with H2C+G all all day, so many different ways, 1 basic rebuild fine 2nd rebuild adding things fails
My first method and I was sure it would be workable
decomp sp decomp mp then rebuild, then decompile every extra I want to put into the map from its source map with H2C then extract said files from the source map with entity deleting all other entries bellow the parent tag
(no .info is created with a non recursive save) build that in to my converted map (just to put it in the scnr) then only decomp the scnr (non recursive) and rebuild I got 2 rebuilds with that method


Is it plausable to have selective recursive duplication, ie Dupe a bloc mach or scen recursively and it asks do you want to dupe the important tags, mode, hlmt, coll and phmo, I'm thinking more selective duplicating with recursive renaming, for onyx coll mode and bloc,
I'm not thinking too good atm
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Re: Entity 2.1.12

Post by troymac1ure »

For the last part, I need to look, but I think I added this feature if I remember correctly. All similar named tags will be renamed on injection maybe? I'll look into this, but I need to go through and write down all the ideas/fixes people listed. (Just got my laptop back)
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Re: Entity 2.1.12

Post by bumlove »

perhaps you did, I might of fucked up, its been a long 38 hours, i'll get back to you on that one

Yeah you did, I tested,all in order, I must have just duped in map.
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Re: Entity 2.1.12

Post by bumlove »

troymac1ure wrote:There must be some way to get the memory location of created objects and move them in real time (no map re-loading). When an object is created, it must get stored in memory somewhere. I guess we could scan large protions of memory, then push a crate, etc and re-scan for position changes.
I haven't used a action replay in years and years PS1 c but thats what they did wasn't it?
item has increased, item has decreased, Item has stayed the same, Item has changed.
did they make anything like that for for the xbox and could we do it with a debug?

maybe 1 player spawn and one fixed floating bloc in shared map, dump the memory
decrease the X axis for the blocs location in enetity reload the map and memory dump again,

is there such a program to dump the memory?
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Re: Entity 2.1.12

Post by troymac1ure »

It would be easier to just dump the memory, in-game push a crate a few feet, dump again, push it some more, dump again and compare. Wouldn't take long, but then to make it actually useful, you would need to find out how H2 points to these tags so you don't need to search every time.
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