Entity 2.1.24

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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

Thanks for the pics. I'll look at that.
Just finishing off the mass nuller (or whatever value you desire).

I fixed the BSP viewer rotations quite a few versions back now after many failed attempts. I can't remember which version, but I think it was around 2.1.4
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OwnZ joO
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Re: Entity 2.1.7

Post by OwnZ joO »

Rotations are fixed?!
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CaptainPoopface
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Re: Entity 2.1.7

Post by CaptainPoopface »

It's probably my favorite of Troy's improvements. :woo:
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

Excerpt from the bottom of Page 2:
Post subject: Re: Entity 2.1.4 Posted: May 20th, 2009, 11:39 pm

Remind me & send it this way next time I'm on MSN (if ever). My MSN reports that there's a problem with my "key ports". I'm sure that I just need to reboot, but I always have Visual c# open with Entity running something, so I just use hibernation
I guess I'll have to close all my windows down and re-open them...

Hmmmm, come to think of it I should add that feature (volume resizing) to the BSP editor...
I found the rotation was still wrong, so I took a couple of hours tonight and sat down and actually figured it out, so now I have rotations correct. Also fixed deathzones so you can just click them now.
If there are no issues with the Collection changer, I will get around to doing the same for....whatever else. Scenery, etc.
Actually these are the short term add-ons I'm thinking of:

Resizable trigger volumes
Scenery changer
Selected Items popup menu (to see and deselect selected objects)
More options for Collections (Levitate, Weapon Type, etc)
Correct object rotation (*FINALLY DONE*)
So only for just under a year now... :wink:
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

Need some opinions.

H2 stores Bitmaps like so:
LOD1: 64x64, 32x32, 16x16, 8x8, 4x4, 2x2
LOD2: 32x32, 16x16, 8x8, 4x4, 2x2
LOD3: 16x16, 8x8, 4x4, 2x2

Now although the 16x16 (for example) are the same in all three LOD chunks, the same info is saved to file 3 times. So:
  • should I extract the above as three files with 6,5 & 4 mipmaps or
    should I just extract LOD1 with 6 mipmaps and when being reinjected, copy appropriate mipmaps over LOD2 & LOD3 (and so on if more than 3 LODs)
The first way would maybe be more proper, but I've never seen any bitmap that has (example) LOD1, mipmap3 different from LOD2, mipmap2 or LOD3, mipmap1.
So the second way would allow a person to just edit one file and have it copied over the other LODs so it shows correctly without having to edit 3 different files.



Also, Ideas seem to all come at once and I tend to forget some quickly. If you have posted an idea and I ignored you, I either didn't understand what you mean or just plain forgot about it. Just post it again and please be detailed as there are many parts to Entity and I often am unsure of what option you are talking about.
That being said, I think I remember a post from Jackson or Grim about improper handling of something... maybe I'll read back a few pages :?

EDIT: Hmmm... PHMO padding to 16. right. Any particular sections I should be looking at for this? I assume you meant for cloning and duplicating, correct?
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JacksonCougar
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Re: Entity 2.1.7

Post by JacksonCougar »

Yea:

Code: Select all

Tag_Block Tag = new Tag_Block();
            Tag.Offset = 0;
            Tag.Size = 272;
            Tag.OffsetAlignment = 4;
            Tag.StringIDs = new StringID_Block[0];
            Tag.TagIDs = new TagID_Block[0];
            Tag.TagBlocks = new Tag_Block[29];
            Tag.TagBlocks[0].Offset = 40;
            Tag.TagBlocks[0].Size = 104;
            Tag.TagBlocks[0].OffsetAlignment = 4;
            Tag.TagBlocks[0].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[0].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[0].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[1].Offset = 48;
            Tag.TagBlocks[1].Size = 24;
            Tag.TagBlocks[1].OffsetAlignment = 4;
            Tag.TagBlocks[1].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[1].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[1].TagBlocks = new Tag_Block[1];
            Tag.TagBlocks[1].TagBlocks[0].Offset = 8;
            Tag.TagBlocks[1].TagBlocks[0].Size = 12;
            Tag.TagBlocks[1].TagBlocks[0].OffsetAlignment = 4;
            Tag.TagBlocks[1].TagBlocks[0].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[1].TagBlocks[0].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[1].TagBlocks[0].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[2].Offset = 56;
            Tag.TagBlocks[2].Size = 144;
            Tag.TagBlocks[2].OffsetAlignment = 16;
            Tag.TagBlocks[2].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[2].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[2].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[3].Offset = 64;
            Tag.TagBlocks[3].Size = 12;
            Tag.TagBlocks[3].OffsetAlignment = 4;
            Tag.TagBlocks[3].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[3].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[3].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[4].Offset = 72;
            Tag.TagBlocks[4].Size = 128;
            Tag.TagBlocks[4].OffsetAlignment = 16;
            Tag.TagBlocks[4].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[4].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[4].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[5].Offset = 80;
            Tag.TagBlocks[5].Size = 0;
            Tag.TagBlocks[5].OffsetAlignment = 4;
            Tag.TagBlocks[5].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[5].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[5].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[6].Offset = 88;
            Tag.TagBlocks[6].Size = 80;
            Tag.TagBlocks[6].OffsetAlignment = 16;
            Tag.TagBlocks[6].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[6].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[6].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[7].Offset = 96;
            Tag.TagBlocks[7].Size = 144;
            Tag.TagBlocks[7].OffsetAlignment = 16;
            Tag.TagBlocks[7].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[7].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[7].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[8].Offset = 104;
            Tag.TagBlocks[8].Size = 0;
            Tag.TagBlocks[8].OffsetAlignment = 4;
            Tag.TagBlocks[8].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[8].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[8].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[9].Offset = 112;
            Tag.TagBlocks[9].Size = 256;
            Tag.TagBlocks[9].OffsetAlignment = 16;
            Tag.TagBlocks[9].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[9].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[9].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[10].Offset = 120;
            Tag.TagBlocks[10].Size = 48;
            Tag.TagBlocks[10].OffsetAlignment = 4;
            Tag.TagBlocks[10].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[10].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[10].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[11].Offset = 128;
            Tag.TagBlocks[11].Size = 16;
            Tag.TagBlocks[11].OffsetAlignment = 4;
            Tag.TagBlocks[11].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[11].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[11].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[12].Offset = 136;
            Tag.TagBlocks[12].Size = 56;
            Tag.TagBlocks[12].OffsetAlignment = 4;
            Tag.TagBlocks[12].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[12].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[12].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[13].Offset = 144;
            Tag.TagBlocks[13].Size = 56;
            Tag.TagBlocks[13].OffsetAlignment = 4;
            Tag.TagBlocks[13].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[13].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[13].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[14].Offset = 152;
            Tag.TagBlocks[14].Size = 8;
            Tag.TagBlocks[14].OffsetAlignment = 4;
            Tag.TagBlocks[14].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[14].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[14].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[15].Offset = 160;
            Tag.TagBlocks[15].Size = 24;
            Tag.TagBlocks[15].OffsetAlignment = 4;
            Tag.TagBlocks[15].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[15].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[15].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[16].Offset = 168;
            Tag.TagBlocks[16].Size = 1;
            Tag.TagBlocks[16].OffsetAlignment = 16;
            Tag.TagBlocks[16].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[16].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[16].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[17].Offset = 176;
            Tag.TagBlocks[17].Size = 1;
            Tag.TagBlocks[17].OffsetAlignment = 4;
            Tag.TagBlocks[17].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[17].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[17].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[18].Offset = 184;
            Tag.TagBlocks[18].Size = 148;
            Tag.TagBlocks[18].OffsetAlignment = 4;
            Tag.TagBlocks[18].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[18].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[18].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[19].Offset = 192;
            Tag.TagBlocks[19].Size = 12;
            Tag.TagBlocks[19].OffsetAlignment = 4;
            Tag.TagBlocks[19].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[19].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[19].TagBlocks = new Tag_Block[1];
            Tag.TagBlocks[19].TagBlocks[0].Offset = 4;
            Tag.TagBlocks[19].TagBlocks[0].Size = 12;
            Tag.TagBlocks[19].TagBlocks[0].OffsetAlignment = 4;
            Tag.TagBlocks[19].TagBlocks[0].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[19].TagBlocks[0].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[19].TagBlocks[0].TagBlocks = new Tag_Block[1];
            Tag.TagBlocks[19].TagBlocks[0].TagBlocks[0].Offset = 4;
            Tag.TagBlocks[19].TagBlocks[0].TagBlocks[0].Size = 2;
            Tag.TagBlocks[19].TagBlocks[0].TagBlocks[0].OffsetAlignment = 4;
            Tag.TagBlocks[19].TagBlocks[0].TagBlocks[0].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[19].TagBlocks[0].TagBlocks[0].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[19].TagBlocks[0].TagBlocks[0].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[20].Offset = 200;
            Tag.TagBlocks[20].Size = 12;
            Tag.TagBlocks[20].OffsetAlignment = 4;
            Tag.TagBlocks[20].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[20].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[20].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[21].Offset = 208;
            Tag.TagBlocks[21].Size = 0;
            Tag.TagBlocks[21].OffsetAlignment = 4;
            Tag.TagBlocks[21].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[21].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[21].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[22].Offset = 216;
            Tag.TagBlocks[22].Size = 0;
            Tag.TagBlocks[22].OffsetAlignment = 4;
            Tag.TagBlocks[22].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[22].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[22].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[23].Offset = 224;
            Tag.TagBlocks[23].Size = 132;
            Tag.TagBlocks[23].OffsetAlignment = 4;
            Tag.TagBlocks[23].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[23].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[23].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[24].Offset = 232;
            Tag.TagBlocks[24].Size = 132;
            Tag.TagBlocks[24].OffsetAlignment = 4;
            Tag.TagBlocks[24].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[24].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[24].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[25].Offset = 240;
            Tag.TagBlocks[25].Size = 112;
            Tag.TagBlocks[25].OffsetAlignment = 4;
            Tag.TagBlocks[25].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[25].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[25].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[26].Offset = 248;
            Tag.TagBlocks[26].Size = 0;
            Tag.TagBlocks[26].OffsetAlignment = 4;
            Tag.TagBlocks[26].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[26].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[26].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[27].Offset = 256;
            Tag.TagBlocks[27].Size = 0;
            Tag.TagBlocks[27].OffsetAlignment = 4;
            Tag.TagBlocks[27].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[27].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[27].TagBlocks = new Tag_Block[0];
            Tag.TagBlocks[28].Offset = 264;
            Tag.TagBlocks[28].Size = 32;
            Tag.TagBlocks[28].OffsetAlignment = 4;
            Tag.TagBlocks[28].StringIDs = new StringID_Block[0];
            Tag.TagBlocks[28].TagIDs = new TagID_Block[0];
            Tag.TagBlocks[28].TagBlocks = new Tag_Block[0];
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OwnZ joO
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Re: Entity 2.1.7

Post by OwnZ joO »

Does padding really matter? I'm assuming they just used it so that they can read more efficiently, so not padding the engine would still read it correctly, but just not as efficiently, right?
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

Apparently not for havok data (and some other things). It NEEDS to be aligned properly or it doesn't get loaded correctly. They probably do this for faster access times since speed is crucial.
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Grimdoomer
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Re: Entity 2.1.7

Post by Grimdoomer »

OwnZ joO wrote:Does padding really matter? I'm assuming they just used it so that they can read more efficiently, so not padding the engine would still read it correctly, but just not as efficiently, right?
It is needed. The mmx/sse instructions require the 128 bit data loaded into the registers to be aligned on a 16 byte interval.
Don't snort the magic, we need it for the network.
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NotZachary82
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Re: Entity 2.1.7

Post by NotZachary82 »

troymac1ure wrote:So:
  • should I extract the above as three files with 6,5 & 4 mipmaps or
    should I just extract LOD1 with 6 mipmaps and when being reinjected, copy appropriate mipmaps over LOD2 & LOD3 (and so on if more than 3 LODs)
Why not give some option to choose? I'd say make the second way the default, and, say, add a checkbox that executes the other method.
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

You like to make extra work for me, don't you?? :twisted:
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NotZachary82
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Re: Entity 2.1.7

Post by NotZachary82 »

If it involves more rewriting of the injection code, then, by all means, ignore the suggestion.
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

This has been around for a bit, but I'm actually going to try to keep it updated:

http://entity.wmclan.net/blog/

Currently it lists some unavailable options until the next release, but will have more info than just that which I post here. As well as previous releases and more.
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

I've been looking at this code and it seems like it should be aligning the PHMO to a 16 byte boundry.

Done some commenting and just trying to figure out what they're doing. It seems like they just keep the PHMO, COLL & SPAS tags offset to the original last 16 bytes and therefore assume that all the chunks should still line up as well.

Code: Select all

    int metaTableStart = Maps.map[mapnumber].IndexHeader.tagsOffset + ((Maps.map[mapnumber].IndexHeader.metaCount - 1) * 16);
    if (m.type == "phmo" | m.type == "coll" | m.type == "spas")
    {
        int tempoffset=offset;
	do
	{
            // convert our 'tempoffset', which is our offset increased until the padding lines up, to a hex
            string tempss = tempoffset.ToString("X");                        
            char[] tempc=tempss.ToCharArray();
            // We use the last hex digit to see if our padding is right (0-15) for 16 byte alignment?
            if (m.padding == tempc[tempc.Length - 1])
            {
                // If we had to add bytes to get our offset to line up, figure out how many and pad
                // the end of the last tag
                int diff = tempoffset - offset;
                tempb = new byte[diff];
                Maps.map[mapnumber].BW.BaseStream.Position=offset;
                Maps.map[mapnumber].BW.Write(tempb);
                int tempsize;

                if (x == 0)  // The first tag has no tag before it, so we pad the MetaInfo instead
                {
                    tempsize=Maps.map[mapnumber].MetaInfo.Size[Maps.map[mapnumber].IndexHeader.metaCount-2];
                    // int temploc = Maps.map[mapnumber].IndexHeader.tagsOffset + 
                    // ((Maps.map[mapnumber].IndexHeader.metaCount - 2) * 16) + totalshift + 12;
                }
                else  // Retrieve the last tags size and add the difference onto it
                {
                    tempsize = ((Meta)metas[x-1]).size;
                    //int temploc = metaTableStart + totalshift + ((x - 1) * 16) + 12;
                }

                // Update the size of previous tag
                int temploc = metaTableStart + totalshift + ((x - 1) * 16) + 12;
                tempsize += diff;
                Maps.map[mapnumber].BW.BaseStream.Position = temploc;
                Maps.map[mapnumber].BW.Write(tempsize);

                offset = tempoffset;
                howfar += diff;
                break;
            }
            tempoffset++;	        
        } while (0!=1);
    }
Really this should work for duplicating, but possibly screw up when cloning chunks since they use the same code for that as well. Thoughts?
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

Okay, check the auto-update if you don't have it set to auto. New release out.

Has numerous changes/add-ons. Check the change log or Page 1 for info.

Sorry, bitmap extraction/injection hasn't been fixed yet, although all chunks & mipmaps now display in the 'Bitmap Editor' (not sure why it's called the Bitmap EDITOR, you can't edit the bitmaps :roll:)

Also, check the official site (thanks E3po) for more details:
http://entity.wmclan.net/blog/


EDIT: Don't try to use custom plugins yet, just found another bug. Will send out fix soon.
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Re: Entity 2.1.7

Post by bumlove »

Absolutely brilliant, really great stuff, I will be making patches to remove and restore all shaders on all maps(which ill post) so the shaderless bsp viewer isn't totally necessary, one more question are you doing any thing to the pluggins or are you leaving them alone (quite right if you are you arnt you keep on with the awesomeness)
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Re: Entity 2.1.7

Post by troymac1ure »

I haven't touched the plugins. These are Grim's plugins converted from CS -> ENT.

If someone has a good solid set of plugins I'll gladly ship it with those, otherwise Grim put alot of research into these, so I figure they're probably some of the most stable.
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Re: Entity 2.1.7

Post by bumlove »

I can tell Grim has done a huge amount of work on the plugins, respect to him for that, just I cant edit them like I could xzodias "whats this a unknown/unused size 8, we'll see about that ctrl c, control v, oh look some kind of list"
once again, thanks and good work
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Ogrish
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Re: Entity 2.1.7

Post by Ogrish »

First, i know i should be using a different app for this, but anyways, here goes.

I select SBSP, click parsed then hit SAVE, it asks me what name and i choose the sujested one, gemini.sbsp, it saves it.
now i open the .sbsp in Detox's weather tool and add weather, so far so good.
I cant inject back in with Entity because the size has grown, so i try to build, but sorry no .info file was created. Damn it!

So can you make Entity create the .info file for sbsp when saving it to file please.
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Re: Entity 2.1.7

Post by troymac1ure »

I'll look into it and see what I can do. Not an area I've looked at much before so it may take some time.
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Ogrish
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Re: Entity 2.1.7

Post by Ogrish »

Thanx, if not i can use H2core, but id rather not, sence Entity and H2core dont play well together.
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Re: Entity 2.1.7

Post by XZodia »

you have to build it into a map with a larger bsp...
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Re: Entity 2.1.7

Post by Gary »

Shock120 wrote: my graphics cards are 5870 crossfire, and I have 12GB ram. so...
Holy crap man. Also, if you recomple maps often, I would recommend putting the files on a RAM Disk. You have plenty of RAM for it.
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Re: Entity 2.1.7

Post by xxpenguinxx »

I received a 'System.OutOfMemoryException' when I went to view all spawns.

I think your newest entity is not unloading everything when you close the bsp viewer. Loading "...\oldmombasa\earthcity_b3" it used about 1GB of memory to load the bsp. I closed the bsp viewer and Entity dropped down to about 500MB. I reopened the bsp viewer to find it using 1.5GB, then I closed it again and it was using close to 900MB.
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Re: Entity 2.1.7

Post by troymac1ure »

I will look at:
  • BSP viewer eating memory
    BSP output to single file not working
    BSP output not writing info file
    Bitmap Injection/extraction fix
    alternative to WinRar for auto-update
Anything else I missed?

If so, please post them here:
http://entity.wmclan.net/blog/requests-page/

That way I can keep track and delete the comments as I finish them
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