Entity 2.1.24

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Ogrish
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Re: Entity 2.1.15

Post by Ogrish »

what entity are you using, what chunks are you cloning, which plugins are you using, how many chunks are being cloned, and how are you cloning?


Its probly you plugins.
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Ogrish
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Re: Entity 2.1.15

Post by Ogrish »

no matter what plugins i use, im having trouble saving and building the jugernaut bipd
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troymac1ure
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Re: Entity 2.1.15

Post by troymac1ure »

DoorM4n wrote:Can somebody upload the Entity 2.1.14? I can't get a lot of features to work on 2.1.15 unfortunately :(
What sort of things?

Also:
http://www.remnantmods.com/archive/misc ... approved)/

Any of the released versions are still on the server; source too.
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DoorM4n
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Re: Entity 2.1.15

Post by DoorM4n »

okay, great! Well the new entity doesn't seem to be functional with RTH. Poking doesn't change anything :(

On the remnant file server I found version 14, and it still works perfectly. :)
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troymac1ure
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Re: Entity 2.1.15

Post by troymac1ure »

DoorM4n wrote:okay, great! Well the new entity doesn't seem to be functional with RTH. Poking doesn't change anything :(

On the remnant file server I found version 14, and it still works perfectly. :)
k. Didn't have a chance to test the new release out (why it took so long to get out in the first place) so I'll try loading it up and see why RTH poking isn't working; probably something small and dumb. Thanks for the feedback.
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CaptainPoopface
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Re: Entity 2.1.15

Post by CaptainPoopface »

Poopface has been lurking!

I see you have continued refining Entity to the point where it is extraordinarily useful and facilitates workflow. Many thanks.

Can someone tell me what would be the best way, with the tools at hand now, to create/modify a tag in one map, and then export it such that it can be imported entirely into another map without stepping on any of the other tags in the new map? For example, let's say I modify a magnum to shoot plasma pistol projectiles with rapid fire. As I recall, what I would do in the past is hit Parsed and Recursive, duplicate the tag, then hex replace all the tag(1) idents. Has the process become more efficient? I see there is a feature to rename a tag, but if it's not recursive, it doesn't necessarily seem better than hex editing.

I am building various sets of weapons and custom powerups that I want to be able to quickly import into several maps.
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bumlove
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Re: Entity 2.1.15

Post by bumlove »

Renaming can be done recursively for the more important tags (off the top of my head)
Bloc or Mach or Weap & Proj, Mode, Coll, Phmo, Hlmt
If I recall, other than using H2C&G to build into your map the best way is,
Extract recursively and parsed and build into whatever map, I could be corrected on this
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CaptainPoopface
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Re: Entity 2.1.15

Post by CaptainPoopface »

What about fixing SLC? Does the built-in Entity function still break maps like in the days of yore, or has Troy rectified it like he has everything else? I remember manually swapping all my tags into the Predicted Resources of the scnr, which was time consuming and error-prone.
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XZodia
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Re: Entity 2.1.15

Post by XZodia »

Hey, cpf, have you ever used Simplicity?
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JacksonCougar wrote:I find you usually have great ideas.
JacksonCougar wrote:Ah fuck. Why must you always be right? Why.
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bumlove
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Re: Entity 2.1.15

Post by bumlove »

I can't recall if Fix SLC was corrected, I believe it was
The most correct method is
  • take your base map decompile with H2C
    make your weapons in any clean map with entity, rename recursively and extract recursively with H2C
    open your Scnr with H2G add or edit chunks of the weapon pallet to your new weapon
    do the same for chunks for weapon placements
    Rebuild with H2C
Open Sauce HX2 is underway, so soon extracting rebuilding will be less bothersome, error prone, and will take less than the 12 minute rebuilds it took my pc
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XZodia
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Re: Entity 2.1.15

Post by XZodia »

As far as I'm aware H2X open sauce hasn't been worked on for a few months, it might get picked up over the summer but dunno.
Also, its main purpose has nothing to do with extracting / building... I'm not even sure it will support extracting / building...
But I've said to much already =P
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JacksonCougar wrote:I find you usually have great ideas.
JacksonCougar wrote:Ah fuck. Why must you always be right? Why.
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bumlove
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Re: Entity 2.1.15

Post by bumlove »

From looking atOpen Sauce H2X mercurial Commits March 18th was the last commit for H2X,
I thought the whole point of open sauce was ground up map creation?
XZodia wrote:But I've said to much already =P
I'm sure you're mistaken,
Have you been swore to secrecy? Open sauce

Anywho OT
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XZodia
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Re: Entity 2.1.15

Post by XZodia »

No, I've not been sworn to secrecy, on the other hand its not really my place to talk about it...
I'm sure if you ask kornman nicely, he'll tell you about it
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JacksonCougar wrote:I find you usually have great ideas.
JacksonCougar wrote:Ah fuck. Why must you always be right? Why.
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CaptainPoopface
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Re: Entity 2.1.15

Post by CaptainPoopface »

Three year anniversary of Troy taking Entity to the next level! Thank you, Troy. Your countless hours of dedication are appreciated.
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troymac1ure
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Re: Entity 2.1.15

Post by troymac1ure »

CaptainPoopface wrote:Three year anniversary of Troy taking Entity to the next level! Thank you, Troy. Your countless hours of dedication are appreciated.
Wow. Three years. Doesn't seem like I was in it that long, but it seems like forever since I worked on it.
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troymac1ure
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Re: Entity 2.1.16

Post by troymac1ure »

Well, Doubtful if another release will ever happen, but I didn't feel right leaving Entity's last version so screwed, so here's 2.1.16 which is almost identical to 2.1.15 options, but all the RTH / stability of 2.1.14 (only missing the additional code that was added for very basic H2V support)

Happy modding now and for those who may yet come!
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Ogrish
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Re: Entity 2.1.16

Post by Ogrish »

Cool! I might have to open an old map just to play.
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Click16
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Re: Entity 2.1.16

Post by Click16 »

It fails to load. No exception, just a window saying that Entity has stopped working.
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troymac1ure
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Re: Entity 2.1.16

Post by troymac1ure »

Click16 wrote:It fails to load. No exception, just a window saying that Entity has stopped working.
Tried d/l again?
I have run the update on a couple of copies no problem, but I'm still running XP as well.

Try downloading & extracting manually to a new folder and see:
http://www.remnantmods.com/archive/misc ... 2.1.16.rar

If still having issues, maybe it's a registry thing, so message again.
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Ogrish
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Re: Entity 2.1.16

Post by Ogrish »

It works on XP.
Interesting: while viewing the coll tags if you press tab the view changes, then if you press cama or period, a line and some faces rotate.

Please explain what your doing here and how it works. =)
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troymac1ure
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Re: Entity 2.1.16

Post by troymac1ure »

Ogrish wrote:It works on XP.
Interesting: while viewing the coll tags if you press tab the view changes, then if you press cama or period, a line and some faces rotate.

Please explain what your doing here and how it works. =)
The lines are the normals of each face & the , & . change the currently selected face. I forgot I added that many versions ago. I think I did it for determining plane normals & such, but I can't remember now.

Try TAB on other viewers too. I can't say it'll do anything, but I commonly use TAB when I am adding a function for testing things out, so I don't always list it anywhere.
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bumlove
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Re: Entity 2.1.16

Post by bumlove »

Woops, I binked and missed 2.1.16's release,
I'm glad you took one last blast at tidying up entity,
2.1.15 had some great ideas but some previously (perfected) working moduals (rth, etc) took a code fart :XD:
You can rest easy now know that your work is done, and it was good
Downloading
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troymac1ure
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Re: Entity 2.1.16

Post by troymac1ure »

Ogrish wrote:It works on XP.
Interesting: while viewing the coll tags if you press tab the view changes, then if you press cama or period, a line and some faces rotate.

Please explain what your doing here and how it works. =)
:XD: Just found this:
viewtopic.php?f=9&t=1801&p=29029&hilit=phmo+mopp#p28892

and your response:
Ogrish wrote:it would be ausome if you could do the same with phmo, at least make it draw a basic shape made from plains data, so we could see our edits.
seems that we both forgot about it.
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Ogrish
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Re: Entity 2.1.16

Post by Ogrish »

Lol I knew it looked famillier but that was many beers ago.
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Ogrish
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Re: Entity 2.1.16

Post by Ogrish »

I hate it how when you Drag and drop tags Recursive and parsed All the links are broke on the transfered tag.
And im have cloning isues too of coarse.
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