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Sargent 0 has contributed to 27 posts out of 464829 total posts (.01%) in 23 days (1.17 posts per day).

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Ok so I want to play my spv3 test map in multiplayer. the problem is that halo ce crashes because some of the maps bitmaps are larger than expected as said in the debug output

>
\-bitmaps: Tried to add item ui\shell\bitmaps\cursor__pixels with different size (4900) than expected (4096).
12.10.17 18:52:49 data_files\-bitmaps: Tried to add item ui\shell\bitmaps\background__pixels with different size (8) than expected (262144).
12.10.17 18:52:49 data_files\-bitmaps: Tried to add item levels\test\beavercreek\bitmaps\beaver ladder bump__pixels with different size (87381) than expected (349524)
<

So, is there any way I can convert my spv3 test map to a multiplayer map? My test map loads perfectly in singleplayer btw.


EDIT: FYI I am using "Universal UI" provided by CMT.
Edited by Sargent 0 on Dec 10, 2017 at 10:20 PM


Can you tell me how you fixed this sound?

EDIT: Oh I get it now I just realized.

Quote: So like, if a permutation named "test" had 3 pieces, they'd export as test__0.ogg, test__1.ogg, and test__2.ogg.

This fixed my problem. you just need to piece together these 3 things and make a sound tag in guerilla
Edited by Sargent 0 on Dec 9, 2017 at 04:28 PM


Quote: --- Original message by: Pepzee
These errors are cryptic and hard to understand. Usually and error like this means something is corrupt rather than missing. If it were missing it would tell us the path of the missing tag, rather than spew hex errors.

Have you tried placing the shredder as a weapon individually in-game to test that the weapon works independently of the brute? This would start narrowing down the problematic tag. I am assuming the brute works fine as you have tested it in other .actor_variants.

Also, usually CMT does a tag release of everything used in the SPv(x) maps. This would avoid the headache of ripping and having to fix the tags altogether. I have not checked to see if Masterz or anyone else on CMT has done this, or if they plan to do it. Though I do know Masterz does visit these forums from time to time and may be able to give insight.


Check out this thread. I just need to recompile a couple corrupt sounds >http://forum.halomaps.org/index.cfm?page=topic&topicID=50481< and >http://forum.halomaps.org/index.cfm?page=topic&topicID=50389< I just don't know how to recompile properly


Quote: It's not very simple. First you'll need to understand how sounds work, and get a crash course in compiling them. There are 3 main "sections" to a sound tag: pitch ranges, permutations, and samples.

Pitch ranges aren't too important since they are only used for a couple things, but they're basically pre-recorded variants of a sound that the game uses in certain instances where the sound changes based on some variable. Like, the warthog has 4 pitch ranges for how hard the engine is working: idling, low rpm, medium rpm, and high rpm. I don't think any of these sounds you'll need to fix will use anything other than the default pitch range though, but it's nice to know about this.

Permutations are different versions of a sound that get chosen to play randomly. Like, the sound of glass breaking has around 10 permutations, this way it usually sounds different each time a piece of glass breaks.

Samples are the actual audio data that's read when a permutation is chosen to play. Sometimes the size of the permutation is too large to fit in one chunk of samples, so tool splits it across multiple chunks of samples and then chains them together.

When Refinery exports a permutation it tries to put together all of the pieces of each permutation into a single audio file, but the only format it cant do it for is ogg. Instead it'll export each piece as a separate ogg file with "__X" on the end, where X is the piece's number. So like, if a permutation named "test" had 3 pieces, they'd export as test__0.ogg, test__1.ogg, and test__2.ogg.

You'll have to load maps containing each messed up sound into Refinery and extract their data(the ogg files) to your data folder. For each tag whose ogg sound you extracted, navigate to the folder they extracted to and open up an audio editing program(I recommend Audacity).

You'll need to piece these ogg samples together yourself in the audio editing program. After you do, save the permutation as a 16bit PCM WAV file to the same folder with the same name as the permutation. So like, after piecing together those test__X.ogg you'd save it as test.wav

After you've done this for all the permutations of one of the sounds, you'll need to remove all the ogg files from the folders(probably move them just in case you need them later). The reason for this is tool will try to import ALL files in the sound folder, even if they're not wav.

After you've done this, open a cmd prompt, cd into the directory with tool.exe, and type:

tool sounds "ENTER_PATH_TO_SOUND_FOLDER_HERE" ogg 1


and it should compile the fixed sound. as an example, if you were trying to fix:
cmt\sounds\sfx\weapons\covenant\focus_carbine\animations\ready.sound

you would type in:
tool sounds "cmt\sounds\sfx\weapons\covenant\focus_carbine\animations\ready" ogg 1


Also, before you compile any sounds, replace the vorbisenc.dll, vorbis.dll, vorbisfile.dll, and ogg.dll in your Halo Custom Edition directory with these ones(in case you never did):
hce.halomaps.org/index.cfm?fid=1632

The reason being the ones that shipped with CE are out of date, buggy, and frequently cause tool to crash. If anyone here knows something I forgot to mention, feel free to join in.





I don't really get what you want me to piece together in audacity. Here what I would do when compiling a sound.


1. Data extraction. Get 6 ogg files (permutations) in my debug folder
data: cmt\sounds\dialog\characters\covenant\hunter\h2_deeper\exclamations\berserk.sound

The next thing what I suppose you do is open up a permutation in audacity and piece together stuff. I'm not really sure what kind of stuff your supposed to piece together. So, I just piece together the 6 permutations and save it as a 16 bit PCM. Then I compile it using os_tool using tool. Am I doing this correctly or not? I'm so confused


All of SPV3's weapons and powerups are fixed(excluding armor abilities. I don't know how to get them to load properly. It's not that its corrupt. Whenever I place them down in OS_sapien, and load them into the game, they show up like this "https://imgur.com/a/piO9r") Currently, I am making a video showing all the weapons(including prototype weapons), grenades and powerups,from SPV3's files. I'll update this thread later. Around 85% of brute actor variants have been fixed (It's just shredder-brute actor variants I'm having a problem with) and 5-10% of all elite actor variants have been fixed and tested(All elite minors are debugged. I'm focused on fixing brutes and equipment) Again, I'll update this thread when I post videos on youtube.

Sapien crashes, when I place down any brute-shredder actor varients in Sapien. The Shredder's sounds work perfectly. It is in the same test map as brute-shredder actor variants. So I don't know why this isn't working for me. Recompiling the sounds doesn't help either, but I'm not really sure though, I might have done it wrong. If the error does include recompiling sounds, then please provide a detailed and intricate tutorial about how to recompile sounds. Here is the error, from the debug file.
>
12.06.17 22:40:06 sapien pc 01.00.09.0620 ----------------------------------------------
12.06.17 22:40:06 reference function: _write_to_error_file
12.06.17 22:40:06 reference address: 401b13
12.06.17 22:40:06 CreateDevice succeeded with refresh rate = 0
12.06.17 22:40:06 Sound card doesn't meet minimum hardware requirements. Disabling hardware option.
12.06.17 22:40:07 Increasing sound decompression buffer size to 1048576 bytes
12.06.17 22:41:06 EAX: 0x00000000
12.06.17 22:41:06 EBX: 0x23F52E01
12.06.17 22:41:06 ECX: 0x00000000
12.06.17 22:41:06 EDX: 0x00000000
12.06.17 22:41:06 EDI: 0x0019F0F0
12.06.17 22:41:06 ESI: 0x00000000
12.06.17 22:41:06 EBP: 0x0019EFC8
12.06.17 22:41:06 ESP: 0x0019EFBC
12.06.17 22:41:06 EIP: 0x772F2BAC, C2 08 00 90 ?????
12.06.17 22:41:06 EXCEPTION halt in \halopc\haloce\source\cache\pc_sound_cache.c,#213: sound->unused0[0] != 0
<

Seriously someone help I didn't create this post for nothing. Someone reply.
Edited by Sargent 0 on Dec 7, 2017 at 12:21 AM
Edited by Sargent 0 on Dec 8, 2017 at 11:18 PM
Edited by Sargent 0 on Dec 8, 2017 at 11:18 PM

Halo CE General Discussion » How do make weapons respawn in singleplayer Dec 5, 2017 08:51 PM (Total replies: 1)

How do I make weapons respawn in singleplayer maps.


I ran os_tool lightmaps levels\player_bonus_test\player_bonus_test player_bonus_test 0 0.1 but it still not working. the test map is still pretty dark. Come on please someone help.
Edited by Sargent 0 on Dec 3, 2017 at 08:24 PM
Edited by Sargent 0 on Dec 5, 2017 at 02:16 PM


I found cmt's test map in their tsc:e tags release. I didn't expect the lighting of the map to be this dark.(https://imgur.com/a/iuV4W) I was expecting the test map's lighting to be bright like in this image.(https://imgur.com/a/vdb7A) So, how do I increase the lighting in this map?

Halo CE General Discussion » [RELEASE] Mo's Editing Kit (MEK) Nov 29, 2017 09:56 PM (Total replies: 61)

thank you. I didn't realize the game was running

EDIT:
I ran into a deprotection error with a .yelo map

Saving map...
C:\Users\Muhammed Mughal\Documents\Deprotection Folder\God's C40.map
Finished
Reloading map to apply changes...
Loading God's C40.map...
Finished
Reloading map explorer...
Finished

Repairing tag classes...
Exception in Tkinter callback
Traceback (most recent call last):
File "C:\Users\Muhammed Mughal\AppData\Local\Programs\Python\Python36\lib\tkinter\__init__.py", line 1699, in __call__
return self.func(*args)
File "C:\Users\Muhammed Mughal\Documents\Moses_of_Egypt-mek-28e6af804edc\mek_lib\refinery\main.py", line 1063, in deprotect
map_magic, next_repair, engine)
File "C:\Users\Muhammed Mughal\Documents\Moses_of_Egypt-mek-28e6af804edc\mek_lib\reclaimer\meta\class_repair.py", line 1066, in repair_avto
repair_dependency(*(args + (b'vtca', moff)))
File "C:\Users\Muhammed Mughal\Documents\Moses_of_Egypt-mek-28e6af804edc\mek_lib\reclaimer\meta\class_repair.py", line 86, in repair_dependency
map_data.seek(offset + 12)
ValueError: seek out of range
Edited by Sargent 0 on Nov 29, 2017 at 10:15 PM
Edited by Sargent 0 on Nov 29, 2017 at 10:16 PM

Halo CE General Discussion » [RELEASE] Mo's Editing Kit (MEK) Nov 29, 2017 09:26 PM (Total replies: 61)

Every single time I try to open a map,in refinery, it gives a permission error. yet im the admin and I changed the permissions for everything to full control. heres the error

PermissionError: [Errno 13] Permission denied: 'C:\\Program Files (x86)\\Microsoft Games\\Halo Custom Edition\\maps\\c40.yelo'

Halo CE General Discussion » I don't know how to debug this Nov 29, 2017 07:34 PM (Total replies: 3)

Quote: --- Original message by: MosesofEgypt
First off, don't joke about suicide, it's not funny. Secondly, this is caused by spv3 tags being buggy. The carbine's "ready" sfx as well as a bunch of other sfx have a screwed up sample_count value. Read all of Gir and my comments on this thread:

http://forum.halomaps.org/index.cfm?page=topic&topicID=50389

Essentially because OGG sounds are compressed non-linearly it's hard to get a quick idea of how long the sound is, so halo stores a pre-computed sample count value in some of the padding space of the permutations. If this is zero to 0, sapien will freak out(and rightly so because these incorrect values can break cutscenes and other things) and show you that error.

The solution is to look at that list of sounds I specified in post #5 on that thread, and do what I specified in post #8 to fix them. Once you do you COULD also be a good guy and help everyone else out by releasing these fixed sounds as a little tag pack and other people with this issue would love you.


I'm sorry about the suicide joke. Other than that, thank you for your help. I'm just wondering; Would I ever get in trouble by the SPV3 creators if I release a bug-free SPV3 Tag-set? It would do a huge favor for everyone.
Edited by Sargent 0 on Nov 29, 2017 at 07:37 PM

Halo CE General Discussion » I don't know how to debug this Nov 29, 2017 12:47 AM (Total replies: 3)

Ok over the past 5-6 hours I have been testing, debugging and balancing brute follower actor varients (I put them up against elites, and myself and by balancing i mean the shots per second accuracy etc. For example, a bruteshot brute would empty the mag in 3 seconds and the brute is extremely incaccurate.(the projectile error was 6)). So there are 4 varients of brute followers(carbine bruteshot,b plasma rifle and shredder. i completed 3 of them(particle carbine, bruteshot and brute plasma rifle). The shredder brutes the problem; whenever I spawn them in os sapien, the whole thing crashes. Heres the error.
<
11.28.17 23:35:14 sapien pc 01.00.09.0620 ----------------------------------------------
11.28.17 23:35:14 reference function: _write_to_error_file
11.28.17 23:35:14 reference address: 401b13
11.28.17 23:35:14 CreateDevice succeeded with refresh rate = 0
11.28.17 23:35:14 Initializing 10 button 5 axis 1 pov joystick 'Controller (Xbox One For Windows)'
11.28.17 23:35:14 Successfully initialized device axis 258 instance number 1 - Y Axis to range [-4096,4096]
11.28.17 23:35:14 Successfully initialized device axis 2 instance number 0 - X Axis to range [-4096,4096]
11.28.17 23:35:14 Successfully initialized device axis 1026 instance number 4 - Y Rotation to range [-4096,4096]
11.28.17 23:35:14 Successfully initialized device axis 770 instance number 3 - X Rotation to range [-4096,4096]
11.28.17 23:35:14 Successfully initialized device axis 514 instance number 2 - Z Axis to range [-4096,4096]
11.28.17 23:35:14 Successfully initialized device button 4 instance number 0 - Button 0
11.28.17 23:35:14 Successfully initialized device button 260 instance number 1 - Button 1
11.28.17 23:35:14 Successfully initialized device button 516 instance number 2 - Button 2
11.28.17 23:35:14 Successfully initialized device button 772 instance number 3 - Button 3
11.28.17 23:35:14 Successfully initialized device button 1028 instance number 4 - Button 4
11.28.17 23:35:14 Successfully initialized device button 1284 instance number 5 - Button 5
11.28.17 23:35:14 Successfully initialized device button 1540 instance number 6 - Button 6
11.28.17 23:35:14 Successfully initialized device button 1796 instance number 7 - Button 7
11.28.17 23:35:14 Successfully initialized device button 2052 instance number 8 - Button 8
11.28.17 23:35:14 Successfully initialized device button 2308 instance number 9 - Button 9
11.28.17 23:35:14 Successfully initialized device POV 16 instance number 0 - Hat Switch to range [-4096,4096]
11.28.17 23:35:14 Could not initialize unknown device object 192 instance number 0 - Collection 0 - Game Pad
11.28.17 23:35:14 Could not initialize unknown device object 448 instance number 1 - Collection 1
11.28.17 23:35:14 Could not initialize unknown device object 704 instance number 2 - Collection 2
11.28.17 23:35:14 Could not initialize unknown device object 960 instance number 3 - Collection 3
11.28.17 23:35:14 Sound card doesn't meet minimum hardware requirements. Disabling hardware option.
11.28.17 23:35:15 Increasing sound decompression buffer size to 1048576 bytes
11.28.17 23:37:07 EAX: 0x00000000
11.28.17 23:37:07 EBX: 0x31FA3601
11.28.17 23:37:07 ECX: 0x00000000
11.28.17 23:37:07 EDX: 0x00000000
11.28.17 23:37:07 EDI: 0x0019F0F0
11.28.17 23:37:07 ESI: 0x00000000
11.28.17 23:37:07 EBP: 0x0019EFC8
11.28.17 23:37:07 ESP: 0x0019EFBC
11.28.17 23:37:07 EIP: 0x77B62BAC, C2 08 00 90 ?????
11.28.17 23:37:07 EXCEPTION halt in \halopc\haloce\source\cache\pc_sound_cache.c,#213: sound->unused0[0] != 0
>
hlep plez er ill kell meself ::::::::::::::::::::::(((((((((((((((((((

Edited by Sargent 0 on Nov 29, 2017 at 12:53 AM


Quote: --- Original message by: EmmanuelCD
No OS 10/10

He's just joking it requires opensauce. I mean if he managed to make this map without opensauce, that would impressive. Im not saying he isnt a god but this mod not be made without opensauce, which provides better textures better ai all that stuff.
Edited by Sargent 0 on Nov 28, 2017 at 08:19 PM


Thanks man for helping me along the away. I truly do appreciate it. Feels so great. Im gonna have so much fun with this
Edited by Sargent 0 on Nov 27, 2017 at 08:35 PM


I FINALLY GOT WHAT I WANTED AFTER ALL THIS TIME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! I SPAWNED ELITES AND BRUTES IN MY MAPS! finally im so fricken hyped for this. that felt awesomeand satisfying. i have been trying to get spv3s tags in my maps for fricken months.


ok so i have succesfully ripped spv3s tags perfectly through refinery. I also spawned a couple elite minors and brute followers in os sapien everything works properly until i try to build my map in os_tool heres the error

<
C:\Program Files (x86)\Microsoft Games\Halo Custom Edition>os_tool build-cache-file levels\test\tutorial\spv3test
CheApe: reminder: stock build-cache-file doesn't support
* OS script definitions
* additional grenade types
> Script compiling will fail on scripts with OS-functions and globals
> Use build-cache-file-ex with memory upgrades enabled if you use any

EAX: 0x00000000
EBX: 0x20375101
ECX: 0x00000000
EDX: 0x00000000
EDI: 0x00199F98
ESI: 0x00000000
EBP: 0x00199E70
ESP: 0x00199E64
EIP: 0x77B62BAC, C2 08 00 90 ?????
EXCEPTION halt in D:\Gamedev\opensauce\OpenSauce\Halo1\Halo1_CheApe\TagGroups/TagFieldReplacements/Unit.hpp,#276: Seat extensions are not supported in non-yelo maps. Build your map with memory upgrades enabled to enable seat extensions
<

I used tutorial,a non-yelo map. If this error is occuring because of the map, then how would i configure it to support os tags.

EDIT: I fixed it i just realized you just needed to use build-cache-file-ex however some tags didnt load correctly heres the output i have literally no idea whats going on and how to fix this
>
C:\Program Files (x86)\Microsoft Games\Halo Custom Edition>os_tool build-cache-file-ex spv3test 1 1 1 levels\test\tutorial\spv3test
Engine Mod: cache will use mod-set 'spv3test'
copying bitmaps...
25%...
50%...
75%...
copying sounds...
25%...
50%...
75%...
copying loc...
25%...
50%...
done
pre-processing custom tag instances...
done
culling uncompressed model vertices...done
culling uncompressed structure bsp vertices...done
culling uncompressed model animation data...done
building predicted resources for structures...done
building predicted resources for custom tag instances...done
structure bsp 'levels\test\tutorial\tutorial' is 0.26M
tag headers and names are 0.23M
streaming model vertex and index buffers...done
streaming tags......................data_files\-bitmaps: Tried to add item ui\shell\bitmaps\cursor__pixels with different size (4900) than expected (4096).
data_files\-bitmaps: Tried to add item ui\shell\bitmaps\background__pixels with different size (8) than expected (262144).
.....data_files\-bitmaps: Tried to add item levels\test\beavercreek\bitmaps\beaver ladder bump__pixels with different size (87381) than expected (349524).
done
writing vertex and index buffers...done 11.30M
writing tags...done (2739 tags for 7.66M)
total tag size is 9.27M (25.23M free)
compressing 19.32M...
Checking tags for OS-modified game-state requirements...
done
successfully built cache file.
Cache pack file data_files\-bitmaps hits: 627 for 29.84M
Cache pack file data_files\-bitmaps adds/misses: 469 for 131.09M
Cache pack file data_files\-sounds hits: 474 for 10.32M
Cache pack file data_files\-sounds adds/misses: 302 for 9.10M
Cache pack file data_files\-loc hits: 102 for 0.22M
Cache pack file data_files\-loc adds/misses: 3 for 0.04M
<

Edited by Sargent 0 on Nov 27, 2017 at 06:27 PM

Halo CE General Discussion » [RELEASE] Mo's Editing Kit (MEK) Nov 27, 2017 12:27 AM (Total replies: 61)

thanks moss it works

Halo CE General Discussion » [RELEASE] Mo's Editing Kit (MEK) Nov 26, 2017 10:14 PM (Total replies: 61)

hey moss. I get this error everytime i try to load spv3s bitmaps. the other two resource files work perfectly. heres the error.

Loading -bitmaps.map...
Traceback (most recent call last):
File "C:\Users\Muhammed Mughal\Documents\Moses_of_Egypt-mek-28e6af804edc\mek_lib\refinery\main.py", line 683, in load_maps
comp_data = PeekableMmap(f.fileno(), 0)
OSError: [WinError 8] Not enough storage is available to process this command

Halo CE General Discussion » I have a problem with my stealth elites Nov 26, 2017 06:24 PM (Total replies: 0)

You know how an energy sword stays visible off of a stealth elite. For some reason, my stealth elites, with energy swords are completely invisible. I cant see their energy sword. The cause for this might be that I added shields to stealth elite. the original stealth elite health was 100bv(body vitality)/0sv(shield vitality). heres what i did 50bv/50sv. Now there is a major varient for stealth elites(in the files) the only difference is that major varients dodge a but more than minors. To increase the diversity between the two, i changed the major varients color and their health(50bv/75sv). I'm just not sure wether to make the sword visible or not. I want to keep it invisible to add to their stealth. Thats a huge buff for stealth elites but at the same time their health is low,so its balanced.However,like i said in my last post, I want to keep the tags original and untouched. I want to know how I would make the energy sword visible in case i change mind
Edited by Sargent 0 on Nov 26, 2017 at 06:25 PM
Edited by Sargent 0 on Nov 26, 2017 at 06:26 PM

EDIT: the actor varient tags "elite major energy sword" and "elite spec ops energy sword" dont have the right color. however they both have the same color value as the stock halo ce tags

https://imgur.com/a/s29NN (elite major energy sword(left) and elite spec ops energy sword(right))

https://imgur.com/a/sSLBE (elite stealth energy sword(left) and elite stealth major energy sword(right))

https://imgur.com/a/OmTXC (self explainatory. Stock elite actor varient tags for comparison)

https://imgur.com/a/86nGs (elite major energy sword(made by me left) and elite major plasma rifle(left))

https://imgur.com/a/UWzVq (elite spec ops energy sword(made by me left) and elite spec ops plasma (right))
Edited by Sargent 0 on Nov 26, 2017 at 08:36 PM


Yeah I was thinking about keeping the beserk ai mode. Thank you for your suggestion. So your saying the sword elite should berserk farther away to give an indication to the player that an elite is going to brutally beat them to a pulp if they dont act fast.
Edited by Sargent 0 on Nov 26, 2017 at 01:38 AM


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