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Viewing User Profile for: Ling Ling Lang
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Joined: Jul 26, 2016 10:43 PM
Last Post: Dec 18, 2017 04:39 PM
Last Visit: Aug 5, 2018 12:06 PM
Location: Delta Halo
Occupation: Professional Hobo
Interests: Scripting
Your Age: 3
What Games do you play: Halo CE, Halo 2 Vista, Halo Online: Communist Edition
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Ling Ling Lang has contributed to 28 posts out of 464910 total posts (.01%) in 1,438 days (.02 posts per day).

20 Most recent posts:

Quote: --- Original message by: R93_Sniper
So.....rips, and rehashes? That doesnt sound very fun

I don't think "could reasonably take place in the same universe as Halo" is an unreasonably restrictive requirement for a map. Does OP mean they want in-universe assets or literally stock CE assets?

OP, I'd have to really look through my collection of maps to find higher quality maps, but one that I thought of off the top of my head is Sector 09 by Nickster5000. Its a firefight map, not an "adventure" map, but its still quite fun and fits your aesthetic criteria to the same degree that SPV3 might.

Edited by Ling Ling Lang on Dec 18, 2017 at 04:44 PM

Halo CE General Discussion » Wierd problem with scripting Oct 13, 2017 04:36 PM (Total replies: 4)

I don't have much experience with them, but its fairly safe to assume it has to do with your HUD messages. Have you compiled your hud-messages fully? Are they in the correct directory? Are your HUD messages formatted as unicode?

Halo 2 Vista General Discussion » Local Profile Stats Aug 7, 2017 10:26 AM (Total replies: 4)

Quote: --- Original message by: Tenebre
Quote: --- Original message by: Ling Ling Lang
Any official servers the game might have had are down. If you want to play multiplayer with other people online, the best option out right now is Project Cartographer. Cartographer doesn't currently track stats.

Ah yeah I get what you mean and I have that set up but I guess the point I am trying to make this, is there a stats page of when you create a local profile instead of a LIVE profile/Cartographer profule?

No, there's no stats pages anywhere, outside of when you view your "last match" stats.

Halo CE General Discussion » Playing Halo 2 with Multiplayer Aug 7, 2017 01:42 AM (Total replies: 1)

I might as well mention the discord. Go there if you need help with installation.

Halo 2 Vista General Discussion » Local Profile Stats Aug 2, 2017 12:41 PM (Total replies: 4)

Quote: --- Original message by: Tenebre
Hello to all.

Recently, I've been creating a bunch of loadouts with different local profiles (aka profiles created on my computer) and I was wondering, if I were to play a game in multiplayer with a different profile per match, despite having the same username as my login, is there a way to
see your stats like your KDR and/or favourite mode to play on, stuff like that?

Thanks for reading.

Any official servers the game might have had are down. If you want to play multiplayer with other people online, the best option out right now is Project Cartographer. Cartographer doesn't currently track stats.

Halo 2 Vista General Discussion » Halo 2 not installing correctly? Jul 31, 2017 02:37 AM (Total replies: 1)

Quote: --- Original message by: beast
It has a problem with the turf map halfway through download. Any fixes?

I'm assuming you've tried multiple times? How do you know its a problem with turf? Did you get your game off of a disc?

No, its not possible at the moment. However, there are people investigating how to put pelicans in the mp, if that's what you're really interested in.

Halo CE Technical / Map Design » Having trouble editing CE maps Jun 30, 2017 09:27 AM (Total replies: 7)

If its more convenient, scripts for Halo CE can also be found in this github.

Quote: --- Original message by: DeadHamster
So custom maps are made, using Custom Edition tools I would assume, and we only have a few of them as CE maps?

This confuses me.

Most of the maps in 1.5 were designed from the ground up as competitive 2v2 maps in line with Xbox standards. PC was never the target demographic. I'm not sure what's the deal in terms of what's been released by original authors and what not, but stunt_man and friends have Custom Edition versions of the 1.5 maps running on GMYF servers.

Halo CE General Discussion » [BETA RELEASE] Refinery 0.7 Jun 3, 2017 04:24 PM (Total replies: 99)

Quote: --- Original message by: MosesofEgypt
Patronising? I want some actual feedback.

I've only done some minor testing (ripping b30 and a few other levels + viewing some assets in sapien) but everything so far looks awesome. Packaging all your tools together in a repository is a really good idea as well, both for distribution and awareness.

I'm still having the same problems I had with Mozz on W7. I'm not in a protected directory or anything, but I still can't just launch a Python file by double clicking it (it just opens a cmd for a brief second before closing). I can use cmd or a batch file to run Refinery (and your other apps) just fine. Am I missing something obvious?

That sounds awesome! I look forward to its release.

Halo CE General Discussion » Wondering... May 24, 2017 04:27 PM (Total replies: 17)

Or, via the magic of multiple directories, you can create HAC2 and OS versions of Halo so you don't have to deal with pointlessly "uninstalling" stuff.

Halo CE General Discussion » [VIDEO]Scripting Tutorial May 13, 2017 11:36 AM (Total replies: 35)

This is a really good tutorial! I'm sure this'll help a lot of people become .hsc literate much faster than they would be otherwise.

Halo CE General Discussion » Bungie-fying 343i tags May 4, 2017 10:32 AM (Total replies: 14)

Quote: --- Original message by: MatthewDratt
Clean the detail.

This is a key point in general. You can have nice looking things without them having ten thousand pointless little nooks and crannies on their surface, which is frankly just an eyesore and visual noise in an FPS. Bungie excelled in visually designing simple but good looking and informative environments and enemies.

I'm parroting many when I say "less floaty bits" on the Forerunner/Promethean stuff, but its true. Nearly every Bungie era gun had at least some physical grounding in reality and then we have Chief using the force in Halo 4 to reload all of his Promethean weapons. This lack of grounding in reality also extends to many parts of the Promethean enemy design in general though. Something to consider.

In terms of vehicles, many aren't too far from the original design. A lot could be Bungie'fied by, again, simplifying their design just a tad. The Warthog needs the original turret guard/shield, and while I admit that the gas cans, to 343i's credit, are actually a practical detail, I'm not sure they would go with a Bungie Warthog...although that could just stem from my personal taste, so I don't really know.

I guess the alien's anatomical changes go without saying. I think you can still go for Halo 4's "make the aliens more savage looking" design goal even within the framework of Bungie's artistic vision of the Covenant.
Edited by Ling Ling Lang on May 4, 2017 at 10:42 AM

Halo CE General Discussion » Halo Wars: Definitive Edition pc Apr 23, 2017 11:13 PM (Total replies: 11)

Quote: --- Original message by: theTeabagger
Is it a fun game especially if you had keyboard and mouse support, or does it have generic feel?

KB&M is pretty good, they have some new stuff like control groups and window select. My biggest complaint so far are the restrictions on key rebindings.

Quote: --- Original message by: Super Flanker
Prolly won't run on my pc anyway. Mb I'll just co-op online minesweeper with tark. :v

Its surprisingly well optimized, and the somewhat flexible graphics/resolution options help performance issues. Honestly, if your PC meets the min specs at all, it'll probably run just fine.

Quote: --- Original message by: OrangeJuice

Sure. Assuming what's left of the ragtag halo2 modding community didn't take the `` 12 years of secrecy`` route. Forcing everybody to constantly have to reverse engineer from absolute zero every time the current "guy working on halo 2 stuff" disappears

... I like it. Would be awesome to make something besides BSPs for halo 2.
(Or .. uh... totally awesome MEK-Enhanced Halo 2 BSPs !)
Edited by OrangeJuice on Apr 6, 2017 at 03:15 AM

Every known significant development in Halo 2 modding is either public knowledge or in a github somewhere, the exception being whatever happened with the "ZTeam tools".

Quote: --- Original message by: MosesofEgypt
Anyway, about the H2EK, I intend to at some point in the future, but it'll basically require me to do what I did with Halo 1 and map out every tag's structures, find out which ones are shared among all of them, put those ones in the shared commons, and figure out how things are different. As an example the header is 80 bytes rather than 64 and the non-filepath strings are now unlimited length rather than 31 char max.

I actually included an empty file in the h2ek folder, but I don't think it got uploaded with the pypi distribution. It's filename was "the stuff in here is a placeholder until i start on the h2 tag set". If enough people actually care about using Mozz for H2 then it'll give me more incentive to do it. As of right now it's one of those "It'd be really cool to do this, but I dont have the time so it's going near the bottom of my mental todo list".

I definitely understand it being a low priority, although the reason the H2EK isn't really "popular" in the first place is because so much of the default toolset is broken, and nobody really wants to fix it because its not popular, ect ect. To be more specific about what's really "needed" in terms of development tools, the iterations of Guerrilla we have do an "ok" job at general editing once you know their quirks, but many other critical tag-based limitations also exist:

Models tags cannot be extracted or directly compiled; at the moment, the only way of creating a new .render_model tag is by "upgrading" gbxmodels with a tool created by Jahrain, found here.

Animation tags cannot be compiled or extracted from cache files.

Sound tags cannot be compiled or extracted from cache files.

Those are just the most critical ones, a quick comparison between tool.exe and H2tool.exe's options should tell you the rest. Implementation of H2V tags in Mozz, or creating any of the above tools in any capacity, would basically guarantee that your tool would be a staple of the H2V mapping community.

Just food for thought.
Edited by Ling Ling Lang on Apr 5, 2017 at 02:53 PM

I often use it for general purpose tag editing, and its most valuable feature by far is import/export. Its saved me unspeakable amounts of time on my current project.

I'm also secretly hoping you expand Mozz to H2V as some of your code suggests. The default H2Guerrilla is garbage and korn's Guerrilla builds have issues or limitations.

Your map might be in a virtualstore directory. For example, if I run Guerrilla on my PC, without administrative rights, and created a new tag, it will be sent to compatibility directory like:

C:\Users\(you)\AppData\Local\VirtualStore\Program Files (x86)\Halo CE Custom Edition SF\tags

instead of:

C:\Program Files (x86)\Halo CE Custom Edition SF\tags

If I have ANY application that edits stuff in my Program Files directory, I edit its properties to always ask me for administrative rights to run.
Edited by Ling Ling Lang on Feb 25, 2017 at 10:07 AM

Quote: --- Original message by: CHRISPOCALYP5E
So I'm guessing Halo 2 and 3 didn't use the same tools as CE did?

Did any data miners ever find anything by the name 'skull.tag' or are they set up more differently than I imagined...?

Halo 2 uses blamscript (specifically, the function "ice_cream_flavor_stock <long>") to tell the game when a certain skulls properties should be activated. I don't know about 3, and I'm not inclined to believe skulls were ever tag-based, but you're better off asking the console modding scene.

Time: Thu July 2, 2020 10:43 AM 390 ms.
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