Entity 2.1.24
- bumlove
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Re: Entity 2.1.12
but you wouldn't know for sure if it moved on the x y or z it you did it with entity and reload'd you'd know for sure it only moved on the on axis, is there a memory dump program?
- troymac1ure
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Re: Entity 2.1.12
No, but RTH could do it I'm sure. Anyways, the XYZ wouldn't matter. Once you find the values, just modify them and it should change in game and it will most definately be in the same order as the tag (x,y,z,rotation,etc)bumlove wrote:but you wouldn't know for sure if it moved on the x y or z it you did it with entity and reload'd you'd know for sure it only moved on the on axis, is there a memory dump program?
- bumlove
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Re: Entity 2.1.12
You'd have to first figure where the player's co-ords are first (in memory) using your method just to avoid confusion,
He's one for you (baring in mind I've just got the result I want out of a H2C conversion, sooo many broken things)
the bsp viewer won't open it, it will in entity alpha and 1.3 beta viewers It will play in game J U S T
************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at HaloMap.Render.SpawnInfo.H2SpawnInfo(Map map)
at HaloMap.Render.SpawnInfo..ctor(Map map)
at HaloMap.RawData.BSPModel..ctor(Meta& meta)
at entity.MapForms.MapForm.loadBSP(Int32 BSPId)
at entity.MapForms.MapForm.toolStripBSPEditor_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
Any idea's how I broke it this time? (don't tax your brain on it I have a few things to try out)
is that just saying my chunk count is too big of the viewer to handle?
He's one for you (baring in mind I've just got the result I want out of a H2C conversion, sooo many broken things)
the bsp viewer won't open it, it will in entity alpha and 1.3 beta viewers It will play in game J U S T
************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at HaloMap.Render.SpawnInfo.H2SpawnInfo(Map map)
at HaloMap.Render.SpawnInfo..ctor(Map map)
at HaloMap.RawData.BSPModel..ctor(Meta& meta)
at entity.MapForms.MapForm.loadBSP(Int32 BSPId)
at entity.MapForms.MapForm.toolStripBSPEditor_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
Any idea's how I broke it this time? (don't tax your brain on it I have a few things to try out)
is that just saying my chunk count is too big of the viewer to handle?
- JacksonCougar
- Huurcat
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Re: Entity 2.1.12
Hey Troy, could you keep everything update on the ftp as well? I don't have win-rar and I have no desire to download it :p
I'll pm you a private ftp login to you inbox.
I'll pm you a private ftp login to you inbox.
- OwnZ joO
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Re: Entity 2.1.12
7zip will decompress rar archives
- JacksonCougar
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Re: Entity 2.1.12
I know, but his auto-updater doesn't work with it, and I don't know where it downloads the update. :shrug:
- troymac1ure
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Re: Entity 2.1.12
The updater uses the 7Zip library. WinRar is no longer needed. Someone else mentioned quite a while back about not having WinRar, so I just switched to an internal extractor.
You want all the individual files are stored in a directory or the updater code?JacksonCougar wrote:Hey Troy, could you keep everything update on the ftp as well? I don't have win-rar and I have no desire to download it :p
I'll pm you a private ftp login to you inbox.
- JacksonCougar
- Huurcat
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Re: Entity 2.1.12
I would just post .rars that can be extracted and run for each updated version (I assume you could just upload your update archives)troymac1ure wrote:The updater uses the 7Zip library. WinRar is no longer needed. Someone else mentioned quite a while back about not having WinRar, so I just switched to an internal extractor.
You want all the individual files are stored in a directory or the updater code?JacksonCougar wrote:Hey Troy, could you keep everything update on the ftp as well? I don't have win-rar and I have no desire to download it :p
I'll pm you a private ftp login to you inbox.
- bumlove
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Re: Entity 2.1.12
RT bloc placement.
I hope your right but thinking about it, an items current location isn't static ,as it is in initial spawn, it would need x,y,z a direction for its r/p/y a direction for its movement and a speed. or something similar.troymac1ure wrote:it will most definitely be in the same order as the tag (x,y,z,rotation,etc)
Last edited by bumlove on Mon Jul 11, 2011 11:05 pm, edited 1 time in total.
- troymac1ure
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Re: Entity 2.1.12
Um... like this:JacksonCougar wrote:I would just post .rars that can be extracted and run for each updated version (I assume you could just upload your update archives)troymac1ure wrote:The updater uses the 7Zip library. WinRar is no longer needed. Someone else mentioned quite a while back about not having WinRar, so I just switched to an internal extractor.
You want all the individual files are stored in a directory or the updater code?JacksonCougar wrote:Hey Troy, could you keep everything update on the ftp as well? I don't have win-rar and I have no desire to download it :p
I'll pm you a private ftp login to you inbox.
- JacksonCougar
- Huurcat
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Re: Entity 2.1.12
Yes indeed. You could still use the ftp account if you feel like it: it's private to you (as in no-one has the ability to just come along and delete stuff).
- troymac1ure
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Re: Entity 2.1.12
Thanks, I may, but it will take some time. Probably have to double up for a bit until the updater could be fully switched over. Either way, I'm not worried about deleting stuff as I have a backup on my machine, but more possibly if someone wanted to screw with everyone, well...
- troymac1ure
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Re: Entity 2.1.12
So, getting close to next release. Just adding on one more option, then I'll look back through posts to find bugs ppl want fixed. I may miss some, so if you have a prominant issue, re-post it here and I'll check through these posts for sure before release.
Also, I've moved ME2 into the editor window (as was ME1, reflexive editor, etc). Thoughts on this
If ppl like it floating I will try to add an option to have it either, but now that I have the tabs, I figure I don't need the multiple windows anymore.
Also, I've moved ME2 into the editor window (as was ME1, reflexive editor, etc). Thoughts on this

- bumlove
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Re: Entity 2.1.12
My opinion leave it be, I like being able to look at the hex viewer (has faults but the colouring helps and the translation to ident, uint etc helps) whilst looking at ME^2, counter argument anyone?troymac1ure wrote:Also, I've moved ME2 into the editor window (as was ME1, reflexive editor, etc). Thoughts on this![]()
In fact I'd have gone the other way (brought everything into its own window, there are probably unthought out complications against this)
*Scans pervious pages can't find anything too pressing*
"Go to offset" option on hex viewer no longer works (I suspect after preys clean up) again not too pressing.
Unrelated to the update can you open your 200 mach map in the bsp viewer?
- troymac1ure
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Re: Entity 2.1.12
Just re-did it and tried it:


- bumlove
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Re: Entity 2.1.12
Thanks I wasn't after proof
Its just baking my brain a H2C conversion with quite a bit added to it either works in in the bsp viewer and the fails to load in game or loads in game and doesn't open in 2.1.14's bsp viewer bah!

- troymac1ure
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Re: Entity 2.1.12
meh, I just didn't remember if I had checked it. Anyways, it took me all of 4 minutes to do again.
- bumlove
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Re: Entity 2.1.12
Problem to report,..... I think...... checks again on small scale confirms it,
I was flood nulling all the resources I don't need in my bsp conversion (I was going to test if removing unneeded resources from the sbsp tag made for leaner rebuilds,I think it should) so for ease I ordered the idents alphabetically, and began highlighting huge sections of cinematics to null, I performed the null and the list went back to number order,
It looks like flood filling/nulling ignores any reordering and switches what would be in that position if it was in rising numerical order
I tested on a small tag (4 entry spaces 2 idents 2 nulled) and confirmed it to myself
I hope this makes sense,
Standard swap works ok
I was flood nulling all the resources I don't need in my bsp conversion (I was going to test if removing unneeded resources from the sbsp tag made for leaner rebuilds,I think it should) so for ease I ordered the idents alphabetically, and began highlighting huge sections of cinematics to null, I performed the null and the list went back to number order,
It looks like flood filling/nulling ignores any reordering and switches what would be in that position if it was in rising numerical order
I tested on a small tag (4 entry spaces 2 idents 2 nulled) and confirmed it to myself
I hope this makes sense,
Standard swap works ok
- troymac1ure
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Re: Entity 2.1.12
*Noted*bumlove wrote:Problem to report,..... I think...... checks again on small scale confirms it,
I was flood nulling all the resources I don't need in my bsp conversion (I was going to test if removing unneeded resources from the sbsp tag made for leaner rebuilds,I think it should) so for ease I ordered the idents alphabetically, and began highlighting huge sections of cinematics to null, I performed the null and the list went back to number order,
It looks like flood filling/nulling ignores any reordering and switches what would be in that position if it was in rising numerical order
I tested on a small tag (4 entry spaces 2 idents 2 nulled) and confirmed it to myself
I hope this makes sense,
Standard swap works ok
Also, now all editor controls are un/dockable

- troymac1ure
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Re: Entity 2.1.12

Just need a bit more time to complete the "Restore" button. Also, I would like to expand on the "Copy to all reflexives" button, but that may be another release away.
- XZodia
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Re: Entity 2.1.12
That looks pretty awesome.
- bumlove
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Re: Entity 2.1.12
ME^2 "sort by name" wow I only pointed out this was one of its few short commings (in fact the only one I can think of) and now it's fixed
I'll go to town to testing for this release
*edit*
I have a few idea's, one simple one I'm going to try code myself is move jump to tag from right click to double click an ident, I just need to find where that code is
Here's a bigger idea
I was going through machines to look which ones I'd like to rebuild in a conversion and I was opening a mach, right clicking the mode reference then opening the model viewer, (no problem once or twice but 20 or 30 times
)
Thats when I thought of the double click an ident idea but then i'd still have to open the model viewer, so thought double click a mode ident opens the model viewer, that isn't the best way round,
So My final idea is why not show a picture of the model in the maps picture viewer for whatever tag you have clicked be it bloc mach scen or hmlt,
Instead of it looking the object up every time it could just store pictures, I don't know the possibilities or work load involved but it you did the first batch of pictures automatically
and you could up date these pictures for items where the model viewer starts in too close or perhaps you've altered something or perhaps it one of those models that the view can't see, via print scrn and paint, save as, if need be
My other idea isn't as well thought about but here it is, a tape measure function within the collision viewer, click a plane and then it tells you how close the nearest collision surface opposite is, I know this can be done manually I suppose program wise it's a lot trickier.
(not as helpful as I first thought unless the collision viewer showed mach and bloc placements collision too)

*edit*
I have a few idea's, one simple one I'm going to try code myself is move jump to tag from right click to double click an ident, I just need to find where that code is
Here's a bigger idea
I was going through machines to look which ones I'd like to rebuild in a conversion and I was opening a mach, right clicking the mode reference then opening the model viewer, (no problem once or twice but 20 or 30 times

Thats when I thought of the double click an ident idea but then i'd still have to open the model viewer, so thought double click a mode ident opens the model viewer, that isn't the best way round,
So My final idea is why not show a picture of the model in the maps picture viewer for whatever tag you have clicked be it bloc mach scen or hmlt,
Instead of it looking the object up every time it could just store pictures, I don't know the possibilities or work load involved but it you did the first batch of pictures automatically
and you could up date these pictures for items where the model viewer starts in too close or perhaps you've altered something or perhaps it one of those models that the view can't see, via print scrn and paint, save as, if need be
My other idea isn't as well thought about but here it is, a tape measure function within the collision viewer, click a plane and then it tells you how close the nearest collision surface opposite is, I know this can be done manually I suppose program wise it's a lot trickier.
(not as helpful as I first thought unless the collision viewer showed mach and bloc placements collision too)
- bumlove
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Re: Entity 2.1.14
I'm shaking like a junkie, I'm fine until you say "almost ready for a release" then I'm checking for updates 20 times a day.
- troymac1ure
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Re: Entity 2.1.14
lol. Haven't been happy with the Save/Restore feature, so I'm doing major changes, but when it's done it will do all you want and more. Unfortunately, I also have only had about 15 mins each day to check Remnant and do coding, so... I haven't made huge progress, but it is slowly coming along.bumlove wrote:I'm shaking like a junkie, I'm fine until you say "almost ready for a release" then I'm checking for updates 20 times a day.
- JacksonCougar
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Re: Entity 2.1.14
Sametroymac1ure wrote: ... Unfortunately, I also have only had about 15 mins each day to check Remnant and do coding, ...