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Mystery v7

Posted: Sun Sep 16, 2012 4:46 pm
by XZodia
Mystery has reached v7!

v7 Features:
Respawn Zones can now be generated (fixes teams spawns)
Level Data can now be converted to Multiplayer, though this has little use, it may allow more teams in CTF/Assault
Bug Fixes and Possibly other things I forgot...

v6 Features:
Option to Enable AI Respawns
Option to Upgrade AI to 'Major' level
Option to Enable all AI Spawn locations
Script Edits can now be applied directly from the Script viewer
Object Placements now load when a none zero sbsp index is chosen

v5 Features:
Transfer Unicode Strings from a Multiplayer Map
Option to remove individual AI Squads
Other Minor but Important Fixes

v4 Features:
Convert AI Squads to Player Spawns!
Convert AI Squads to Vehicle Netgame Equipment
Convert Biped spawns to Player Spawns!
Null Script lines, to remove Cinematics etc!

v3 Features:
You can now convert Weapon, Vehicle and Equipment Spawns into Netgame Equipment (ITMC).
This allows you to use the in game quick options to change spawns and they will respawn!

To do this, check any of the related options in Mystery.
Mystery will then output a new set of tags and an .info file which you can build in using Entity.
This includes a new SCNR tag, with the Netgame Equipment chunks.
Once you have built in the new tags, reopen the map in Mystery and use the File->Link Multiplayer Tags option.
This will point the origonal SCNR to the new data in the Mystery SCNR!

Set the AI Difficulty!
(Note this only works the first time you run Mystery, as it overwrites all AI Settings with the settings from your chosen Difficulty)

Option To Set Territory Names To Campaign Locations Names

You can also choose the player representations.
MC and Dervish/Elite are chosen by default.

Image

Source: https://code.google.com/p/mystery-h2/
Download:

Re: Mystery v2

Posted: Sun Sep 16, 2012 8:18 pm
by bumlove
wow! where did that come from?
will dl when on a pc,
open sauce mb mb?

Re: Mystery v2

Posted: Sun Sep 16, 2012 9:18 pm
by XZodia
Will probably open source it at some point.

Re: Mystery v2

Posted: Sun Sep 16, 2012 10:01 pm
by DoorM4n
Time out, wtf?! WTF is this?! Does this mean I can get any bsp to work at any point in any map? WTF :p

Oh wait, I just found the old mystery in the archives. Okay, so I can get 16 player multiplayer on Mombasa bridge?! Who wants to have a massive online campaign?

EDIT: I'm making another halo 2 map. I think I can finish by today.

Re: Mystery v2

Posted: Mon Sep 17, 2012 3:07 pm
by XZodia
Opened The Source: https://code.google.com/p/mystery-h2/
Be warned the currently committed code is not stable.

Re: Mystery v2

Posted: Fri Sep 21, 2012 3:19 am
by Ogrish
Interesting!!!

Re: Mystery v3

Posted: Fri Nov 09, 2012 11:38 am
by XZodia
Mystery has reached v3!

Major New Feature:
You can now convert Weapon, Vehicle and Equipment Spawns into Netgame Equipment (ITMC).
This allows you to use the in game quick options to change spawns and they will respawn!

To do this, check any of the related options in Mystery.
Mystery will then output a new set of tags and an .info file which you can build in using Entity.
This includes a new SCNR tag, with the Netgame Equipment chunks.
Once you have built in the new tags, reopen the map in Mystery and use the File->Link Multiplayer Tags option.
This will point the origonal SCNR to the new data in the Mystery SCNR!

Cool New Feature:
Set the AI Difficulty!
(Note this only works the first time you run Mystery, as it overwrites all AI Settings with the settings from your chosen Difficulty)

Minor Changes:
Corrected Remove Cinematic Option
Corrected SBSP Selection
Option To Set Territory Names To Campaign Locations Names

Re: Mystery v3

Posted: Fri Nov 09, 2012 4:17 pm
by Ogrish
This might be useful in my Halo4 mod ;-)

Re: Mystery v4

Posted: Tue Jul 22, 2014 12:46 am
by XZodia
Mystery has reached v4!

v4 Features:
Convert AI Squads to Player Spawns!
Convert AI Squads to Vehicle Netgame Equipment
Convert Biped spawns to Player Spawns!
Null Script lines, to remove Cinematics etc!

Re: Mystery v5

Posted: Fri Jul 25, 2014 10:57 pm
by XZodia
v5 Features:
Transfer Unicode Strings from a Multiplayer Map
Option to remove individual AI Squads
Other Minor but Important Fixes

Re: Mystery v6

Posted: Sun Jul 27, 2014 7:56 pm
by XZodia
A lot of pain resulted in this update...

v6 Features:
Option to Enable AI Respawns
Option to Upgrade AI to 'Major' level
Option to Enable all AI Spawn locations
Script Edits can now be applied directly from the Script viewer
Object Placements now load when a none zero sbsp index is chosen

Re: Mystery v6

Posted: Sun Jul 27, 2014 9:36 pm
by DoorM4n
So fantastic!

Re: Mystery v6

Posted: Sun Jul 27, 2014 9:43 pm
by CaptainPoopface
Hot sauce! Is Entity at the point where you trust it to work with AI in the scnr? I am eager to try this, but I suspect there will be a few hiccups as I get the hang of it. I would prefer they all be my fault. :mrgreen: I'm also eyeballing a lot of BSPs that are not the first one in the map, so this is a big update for me.

Thank you!

Re: Mystery v6

Posted: Sun Jul 27, 2014 10:58 pm
by XZodia
No, entity isn't fixed yet, but there are ways to work around it.

Re: Mystery v7

Posted: Tue Aug 05, 2014 1:51 am
by XZodia
v7 Features:
Respawn Zones can now be generated (fixes teams spawns)
Level Data can now be converted to Multiplayer, though this has little use, it may allow more teams in CTF/Assault
Bug Fixes and Possibly other things I forgot...

This is likely to be the final release...

Re: Mystery v7

Posted: Sun Aug 10, 2014 6:55 pm
by XZodia
v7.00000001

Uploaded a fix for the smallest possible of bugs.