msalerno has contributed to 34 posts out of 465381 total posts
(.01%) in 2,651 days (.01 posts per day).
20 Most recent posts:
Try VirtualBox with windows installed in it? ;)
Quote: --- Original message by: cippozzo
Oh thanks I tried installing Hac2 but it fails, what about open sauce? the installer doesn't work and copying the files from another installation doesn't work.
Are you trying to install the "new" hac2 version 2.3 or the "old" version 2.2 ?
All of these maps have been added to the HAC2 repo, available at:
thanks for this!
How did you install HAC2? Just copied loader.dll to the controls folder?
Or did you put hac.dll into the install folder?
Quote: --- Original message by: MatthewDratt
That's literally just the page for the HMU/CE3 archive. It goes on for about like 50 pages. Good luck
(you don't have to)
lol - What mirror-image alien puts "<- Next Page" on the LEFT side of the page?
I have attempted to PM Slayer117 to try to get all CE3 hosted maps at once.
If anyone has any other leads, let me know.
I can't possibly download each map individually :) I already scripted something to pull the links from the first page, but even that would be painstaking for a lot of maps.
Edited by msalerno on Apr 28, 2017 at 04:25 PM
OK, so I pulled every map from haloce3.com, compared to the HAC2 repo, and put 104 maps into the repo.
I also put these up there as well: https://opencarnage.net/index.php?/topic/6735-gridlock-unfinished-map-by-english-mobster/
HAC2 repo is currently at 2985 total maps, 66.5GB of zip files.
Edited by msalerno on May 2, 2017 at 06:52 PM
Done. Although, bloodgulch2_bk_v1 and desertgulch were already in there.
There was at least one single-player map in that list, but I copied it anyway just to have it.
For the record, these have been added:
Let me know if there are any issues.
Has anyone heard from Btcc22 lately? His steam profile says he hasn't been on for 56 days.
I've been hosting the HAC2 map repo since November 2016, so if you need (or want) any maps uploaded, contact me on Steam - msalerno1965
It's a great idea!
Using SAPP, or my as-yet-unreleased HSE®, the CPU load on a single dedicated server is minimal. Even a plain-stock dedicated server isn't all that much of a CPU load on today's machines.
Where are you located?
Quote: --- Original message by: bandinada5
yeah, i was having same problem before... i downloaded from http://blog.haloanticheat.com/
it won't save any preference you saved like custom chat, font size, etc...
but i fixed it, with replace the loader.dll file from my friend...
loader.dll shouldn't have anything to do with preferences. However, if downloads were broken, and it downloaded an updated HAC2, that might have solved it.
Thanks! Yes, it is useful information. I am looking at this from the server-side.
Ah, I see, said the blind man.
Thanks a bunch for the pointer!
Trying to determine, from the server side, what makes an object a "flag".
And by that, I mean when a player is holding the flag. If I look at the tag associated with that object, it's a weapon. And the weapon label in the tag is 'f' (0x66).
But does that mean that all flags on all maps always have a weapon label of 'f'? Or is there some other magic thing somewhere that makes the weapon a "flag"?
That goes for skull ball too, which has a label of 'b' (0x62).
What triggers Halo to treat these objects the way it does?
Edited by msalerno on Jan 25, 2016 at 01:06 PM
And on top of that, how it reacts when it DOES lose connectivity to it's site.
It shouldn't crash the Halo client.
haloanticheat.com is back, and registered to the correct nameservers once again.
Btcc22 must have a long TTL (time to live) on his DNS records ;)
My DNS servers were still caching the bad entries.
Btcc22, you really need to keep it from crashing Halo completely if it can't talk to your servers.
You may have to wait a while for the domain to come back, if your ISP is caching DNS entries. Even if Btcc22 doesn't have a long TTL on the domain records, ISPs can force caching for much longer.
Edited by msalerno on Dec 10, 2015 at 07:27 PM
I'm not so sure it will come back in 24 hours, but we'll see.
His servers are still up, and answer on their IP addresses, but if the domain itself is gone, nothing works.
There is a Rube-Goldberg-type workaround that involves putting his hostnames and IP addresses in your local HOSTS file, but it doesn't help with map downloads. It only fixes the initial crash.
The Realworld® HAC2 map mirror fails to serve maps because it can't figure out what maps.haloanticheat.com is. I can probably work around that with an edit to the PHP script on the site, but that would only work for our mirror, and not the main HAC2 map download site. I think it has the same issue, it can't resolve it's only name within a PHP script.
Hopefully, this gets fixed quickly. I'm more than willing to make a go of it myself if I have to :)
(sigh again on the self-bump restriction)
Quote: --- Original message by: AlissArcana
Edit: I just realized, you guys are panicking over something that is easily fixed, by not having hac.dll in your temp folder ever. Oh well.
Edited by AlissArcana on Dec 9, 2015 at 09:08 PM
It's not just the initial crash, map downloads are also affected.
And it's not about me or any other player with a whit of sense that can make this work, it's the rest of the players who seem to have disappeared in the past 24 hours.
Edited by msalerno on Dec 9, 2015 at 09:24 PM
The HAC2 website is down, domain name haloanticheat.com seems to have expired.
This makes HAC2 crash Halo on startup. The "fix" for now is to copy hac.dll from your local temp folder, to the main directory where Halo is installed.
You can do this for now, to fix this:
Press the windows key, hold, and press "R" (Windows-R) - this will bring up the "Run" dialog.
For Windows Vista, 7, 8, and 10, enter:
For Windows XP, enter:
This will open a window where you can find your copy of hac.dll
Right-click on the file, and select Copy
Then, Windows+R again.
For 64-bit versions of windows, enter this for Halo CE:
C:\Program Files (x86)\Microsoft Games\Halo Custom Edition
For 32-bit versions:
C:\Program Files\Microsoft Games\Halo Custom Edition
Another window will open with the contents of your Halo install directory.
Right-click anywhere in the file list, and select Paste
Windows will probably ask you if you want to do this with administrator privileges, say Yes
Once the file is copied into the Halo install directory, it will (should) no longer crash on startup if it cannot contact haloanticheat.com
If Btcc22 doesn't come up with a fix for this quickly, we at Realworld® will come up with a permanent fix for this. Stay tuned.
Some people have reported that the lobby isn't filling up completely. It does take some time, for me, but I do get up to around 1000+ players during the day.
Problem is, now, loader.dll (hac2's starting point) is crashing. I think Btcc22 has an issue somewhere.
I can't "self-bump" my own thread, where this topic was raised, even after weeks of waiting... so...
Quote: --- Original message by: stunt_man
Can anything be done about the fact that some weapons spawn slightly "off" from their positions, compared to LAN? For example, load up hangemhigh in LAN and go into "office" (little window area) and notice how the shotguns are centered. Then load it up on a dedicated server and notice how they've shifted closer to the wall.
I haven't forgotten this.
In the scenario, where are the weapons REALLY located? Where they appear to be in LAN, or where a dedicated server puts them?
Quote: --- Original message by: sehe
First of all, the definition of "code cave" has nothing to do with where the code cave itself is located. It is a small piece of code where you "transfer through" the execution from Halo to your own code then back to Halo (or vice-versa), hence the "cave". It is necessary to save the content of the registers and execute the original code that you replaced with the call/jmp. The CC itself can be hardcoded with the __asm keyword in your code, or can be in a small piece of allocated heap, it doesn't really change the definition. Usually the latter is used with automatic CC generation, such as M$'s detours library, which is less flexible, but useful if you don't want to bother with the asm part I mentioned above.
Gosh, really? (where the hell is my sarcastic emoticon when I need it)
Quote: --- Original message by: sehe
Secondary, no one said we built/invented sth new with CCs, tho overall we indeed did for Halo, unlike you.
Don't be so self-centered, I was referring to whoever coined the term "codecave".
This method has been used for patching binaries for decades. It's nothing new.
Quote: --- Original message by: sehe
And don't worry about hijacking your own thread, it's Halomaps, no one ever will come up with a decent idea (also since we kinda did everything that can be done in server side), perhaps you should just copy some of the core features of the existing server "tools".
Don't worry massa, if it's not implemented in SAPP, and not possible with LUA, it's never going to NEED implementing.