A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
Viewing User Profile for: Giro
About Contact
Joined: Jul 30, 2017 02:17 PM
Last Post: Apr 24, 2019 11:09 PM
Last Visit: Aug 19, 2019 08:59 PM
Location:
Occupation:
Interests: Serial Killers, Dictators, sociopathic businessmen
Your Age:
What Games do you play: Halo CE, RetroCityRampage, F-Zero, DKC3, Super Smash Bros., GTA SA
Avatar:
someguy


Send Private Message
Post Statistics
Giro has contributed to 16 posts out of 469283 total posts (0.00%) in 754 days (.02 posts per day).

20 Most recent posts:

Quote: --- Original message by: Kal_El
1) use moses refinery to extract map (tags) when you do you will see under actions tab
2) if after using refinery you see halo1ce under actions button: just use regualr sapien & tool

3) refer to debug.txt to fix any issues with extraction


It shows up as Halo1ce on Refinery. When I go to my Open Sauce installation (after extracting Refinery) and use OS Sapien, I get a completely different debug (from the path mentioned) log with different errors:
04.24.19 22:50:03 sapien pc 01.00.09.0620 ----------------------------------------------
04.24.19 22:50:03 reference function: _write_to_error_file
04.24.19 22:50:03 reference address: 401b13
04.24.19 22:50:03 CreateDevice succeeded with refresh rate = 0
04.24.19 22:50:04 Sound card doesn't meet minimum hardware requirements. Disabling hardware option.
04.24.19 22:50:04 Increasing sound decompression buffer size to 1048576 bytes
04.24.19 22:50:05 ### the biped 'characters\sentinel_crawler\sentinel_crawler' has no 'head' marker
04.24.19 22:50:05 ### the biped 'characters\sentinel_marauder\sentinel_marauder' has no 'head' marker
04.24.19 22:50:06 WARNING: 1 clusters in structure_bsp levels\wintersmith\wintersmith have no background sound or sound environment.
04.24.19 22:50:06 EAX: 0x00000000
04.24.19 22:50:06 EBX: 0xFFFFE301
04.24.19 22:50:06 ECX: 0x00000000
04.24.19 22:50:06 EDX: 0x00000000
04.24.19 22:50:06 EDI: 0x0019F1C0
04.24.19 22:50:06 ESI: 0x00000000
04.24.19 22:50:06 EBP: 0x0019F098
04.24.19 22:50:06 ESP: 0x0019F08C
04.24.19 22:50:06 EIP: 0x7737B78C, C2 08 00 90 ?????
04.24.19 22:50:06 EXCEPTION halt in \halopc\haloce\source\memory\data.c,#495: script node index #4 (0xe3770004) is unused or changed

Edit: Jobalisk pm'ed that he uses open sauce.
Edited by Giro on Apr 25, 2019 at 04:26 PM


My goal is to use my editted sripts.hsc to fix script errors in Jobalisk's maps (as well as other maps).

It crashes for me on OS Sapien as well, but I thought OS tags are not compatible with non-OS versions of tools.
Edited by Giro on Apr 24, 2019 at 01:34 PM


Quote: --- Original message by: EcoSurge

I had the same error after using regular sapien to edit a scenario previously edited with OS sapien. I would stop using HEK+ entirely for anything and re-extract the map you want to edit using refinery from the MEK.


I should have specified earlier that I extracted the scenario (and original scripts.hsc) using Refinery (from MEK Essentials), sorry. I meant to say Jobalisk (original creator of the map) said he used HEK+ to create Designation WinterSmith.

Moses informed me to try to use Tool but I can't find any tutorials for Tool (it's such a general word that I can't find anything for Halo Custom Edition through google outside sound file tutorials)
Edited by Giro on Apr 24, 2019 at 08:41 AM


04.23.19 20:00:39 sapien pc 01.00.00.0609 ----------------------------------------------
04.23.19 20:00:39 reference function: _write_to_error_file
04.23.19 20:00:39 reference address: 401b13
04.23.19 20:00:39 Couldn't read map file './sapienbeta.map'
04.23.19 20:00:39 CreateDevice succeeded with refresh rate = 0
04.23.19 20:00:39 Increasing sound decompression buffer size to 1048576 bytes
04.23.19 20:00:39 tag reference name too large (this tag is corrupted). [repeats 7 more times]
04.23.19 20:00:39 failed to load scenario tag 'levels\wintersmith\wintersmith'
04.23.19 20:00:39 need to get the following tags: [none]
04.23.19 20:00:39 game_load() failed.

I'm using regular sapien, though I know the map was made with HEK plus. I have an editted scripts.hsc ready that I would like to put in / replace for Jobalisk's Designation Wintersmith map. I also have no experience with tool.
Edited by Giro on Apr 24, 2019 at 08:03 AM


Sorry for the bump but I wanted to thank you for the release. Particularly innie as it's a completed map with actual credits at the end.
Edited by Giro on Apr 16, 2019 at 03:08 PM

Halo CE General Discussion » Universal UI Mod Apr 13, 2019 05:24 PM (Total replies: 16)

Quote: --- Original message by: Masters1337

SPV3 requires custom extensions that are best not mixed with other content.


Good point, I still think Deadhamster's New Mombasa Beta map should be added to the SPV3 UI since the map uses the same extensions.

Halo CE General Discussion » Universal UI Mod Apr 6, 2019 11:44 AM (Total replies: 16)

Since New Mombasa Beta requires SPV3 extensions, and SPV3 is going to have Firefight maps around June to August, the Universal UI should probably need to be delayed and made for a SPV3 installation. It would greatly benefit and expose new users to new single player experiences if SPV3 team worked on a Universal UI.
Edited by Giro on Apr 6, 2019 at 11:48 AM

Halo CE General Discussion » Universal UI Mod Mar 30, 2019 10:45 AM (Total replies: 16)

I want a new universal UI update as well.

One thing that needs to be considered is some kind of script for the Universal UI if it is loaded as a single player map (a well-intended mistake a few modders such as Jobalisk made), perhaps make it immediately load A10 when the ui is loaded as a single player map.

Since it is a UI, try to only put in maps that don't force users to use consol (making the Universal UI redundant) at the end to quit the map and are clearly finished (remove Mountain King from the UI since it only has 2 waves of enemies and the last few that spawn do not move, as well as the difficulty not mattering at all and not having any in-map/pause menu mission briefing). Remove 2 Maps from UUI Recap: remove Mountain King. Keep CMT SPV3 on the UI but only up to Assault on the Control Room, as only SPV3.0 is compatible with Open Sauce alone.

Must have maps for a Universal UI update (I have tested of all these maps, they are in a finished state and usually load a10 at the end or have a clear ending that allow you to hit pause and quit at the end):

Campaign maps to add:
The Deimos Incident (innie) by UnevenElefant5 (currently downloadable through haloanticheat2 map database)
Designation Wintersmith by Jobalisk (make sure the Universal UI itself will load a10/kick you back to the main menu when the UI is accidentally loaded as a single player map)
Halo Night Horror Episode 1 AND 2 by EmmanuelCd (hnh-ep2 should be in the next batch of uploads to HaloCE3)
nspm.map by knightofroses
ODST Ops (g10.yelo) by potterhalo
Omega Campaign by Hiralis
Operation PurgePoint by rcghalohell (currently planned to have 16 maps; includes a prequel battlesidegulch_sp, contact rcghalohell for future maps)
planet_flood_a.map by Halonimator (NOTE: only part A & Egypt have no issues for Halonimator maps)
Planet Flood Egypt by Halonimator
project subterfuge by Gamma927 & ODX
road1va by YellowishAxis4
salisp by DSalimander
Spleen (horror.map) by NP Final (place in Noble Power Mapping Team section)
winterstruct_demo by Altheros (should be in the next batch of uploads to Halo CE3)

Firefight:
a30-firefight.yelo by potterhalo
Nebulaphobia_A by RangerDanger ( NOTE: do not remove the original, as there are entirely different encounters/ai/vehicles in A as well as a difficulty difference)
Outpost-firefightv2 by EmmanuelCD
overkill.map by Don't Cuss (or campaign ???)
survival-canyon by Juiceb0xhero
Edited by Giro on Apr 23, 2019 at 06:23 PM

Halo CE General Discussion » [RELEASE] BioGoji's Campaign Mod Version 1.0 Feb 7, 2018 10:50 AM (Total replies: 26)

Quote: --- Original message by: Masters1337
The majority except 2 or 3 on halomaps are fake. http://www.mediafire.com/file/ne5xy9n1npm0li4/spv2_official_beta_builds.rar


I can confirm that 5 of the CMT maps on halomaps are the real deal (except of course, they are missing features in the latest version you linked, particularly B40).

A50 (the acid trip obvious fake level) and all the flood levels (C10 to D20, flood elites have no shields) with the exception of the Maw (D40) are all fakes on halomaps. Every 2011 "release" on halomaps is fake.

Halo CE General Discussion » CMT RETURNS! New project and team details inside! Sep 3, 2017 02:41 PM (Total replies: 12123)

Quote: --- Original message by: Halonimator
About the other planet flood maps. they are finished but they still use the modified cmt tagset. maybe it isn't a good idea to release them, I don't want people to relate my work with sneils1337 mod.

http://i.imgur.com/GjBPpff.jpg


Awesome to hear you got all the bsp work done for quite of a lot of your maps. Halonimator you really need to make a new thread for your Planet Flood series, because this is like page 305 of SPV3 which not only isn't related to your project but most people won't ever notice your work here. I never read anything about your other planet flood maps until you mentioned it in this thread. If you made your own thread I'm sure a lot more people would be interested, you might even get some help you were looking for.
Edited by Giro on Sep 3, 2017 at 02:51 PM


I'm thinking of releasing a single player map pack (about 20 gigs and including maps not on this site & HaloCE3). I also need to contact RangerDanger so he can made a simple edit to his newest version of Nebulaphobia (his Nebulaphobia_a.yelo file just needs the internal map name inside the yelo file itself it remove the "_a" at the end) or someone else to teach me how to make quick edits inside .yelo files themselves to load under a different name without problems.
Edited by Giro on Sep 3, 2017 at 11:13 AM

Halo CE General Discussion » Universal UI Update? Aug 26, 2017 11:35 PM (Total replies: 29)

I have finished my list of recommended maps (took almost a month of editting).

I think Universal UI needs a note to hold down left for Retribution 1.1 on higher difficulties (if the player doesn't hold left and jump, they'll be stuck in an infinite cutscene-death-cutscene loop on Heroic & Legendary, which will prevent the player from quiting without consol/closing Halo CE).

Edit: Lacedaemon / LAC_Chapter 1 which is already on the Universal UI has an ending that requires consol / closing halo ce to quit.

Edit 2: MountainKing which is already on the Universal UI doesn't have text nor an ending (all the ai gets killed and that's it, at least it has a custom bsp and sounds)
Edited by Giro on Sep 26, 2017 at 11:43 AM

Halo CE General Discussion » Universal UI Update? Aug 17, 2017 09:58 AM (Total replies: 29)

Quote: --- Original message by: Jobalisk
any pointers for the future anyone?


Funny thing is, I never played a custom single player map that wasn't a d40 mod that sent you to the main menu at the end. I think you are the first person to ever try. For everyone in the future interested in making their maps/endings go to the main menu (info provided by spv3 developers):

"I'm surely it's something related to hsc scripts. If you analyze the d40 scripts, you'll find some codes related to the game's end. To be more specific, from the line 834 to line 847:

(script dormant void endgame_cinematics
(begin
(if
(<=
(hud_get_timer_ticks) 0)
(begin
(show_hud_timer false)
(set timer_active false)
(pause_hud_timer true) endgame_cinematics)
(begin
(show_hud_timer false)
(set timer_active false)
(pause_hud_timer true) endgame_cinematics
(game_won)))))


This makes more sense, since you can use the command "game_won" (if you're using the devmode) in a singleplayer map, and you should be able to comeback to the UI.(edited)
Here's the d40 script if you're interested on check it out: https://github.com/plunger/blamscript/blob/master/blamscript/halo_ce_exe/scenarios/d40/d40.hsc
GitHub
plunger/blamscript
blamscript - game scripting documentation for halo speedruns" from Mr. Chromed

Most modders could instead of using the "map_name command use a quit to main menu command" according to Jazz.
Edited by Giro on Aug 17, 2017 at 09:59 AM

Halo CE General Discussion » Universal UI Update? Aug 13, 2017 05:34 PM (Total replies: 29)

I just noticed something with Jobalisk's maps; when they end they go to ui.map, but you can't do anything (no menu just music and the background). I'm not sure if this is an error on Jobalisk's part or the Universal UI.
Edited by Giro on Aug 13, 2017 at 05:40 PM

Halo CE General Discussion » CMT RETURNS! New project and team details inside! Jul 30, 2017 05:23 PM (Total replies: 12123)

Haloanimator; could you fix Whomps-fortress's enemy spawning? Kind of annoying to do platforming segments and suddenly brutes spawn in thin air around you.

Anyway, I'm excited for SPV3, though I hope I can play other custom maps with it (apparently a new launcher and file location is used for it, had all my files in one place), though I have no idea how that would affect the skull menu.
Edited by Giro on Jul 30, 2017 at 05:28 PM

Halo CE General Discussion » Universal UI Update? Jul 30, 2017 04:05 PM (Total replies: 29)

ODST_C6 was never made/leaked. Plus the order the maps continue off of each other are different than you would think (finishing odst_c2 loads odst_c5, finishing odst_c5 loads odst_c3, finishing odst_c3 fades to white with esc still working, odst_c4 need to be loaded manually and when finished loads odst_c2, odst_c7 has to be loaded manually and fades to white with esc still working). The Great Infestation is already in the UI (NP team section). Also deathcube is actually a firefight map. Finally I wouldn't bother putting Senti, Operation Blackwater, and Operation Exodus on the UI at all, as they are not only small modified versions of existing maps with no endings, but I feel that there are just better existing multiplayer w/ ai maps out there.

I have some recommendations for maps

Single Player:
Assault the AA Gun v2 by ericwind
Covenant's_Canyon_PB2 by Wolf Grave
HaloNightHorror-ep1.map by EmmanuelCd (haloce3 website)
HaloNightHorror-ep2 by EmmanuelCd (still being worked on, planned to be released in November)
island_assault.map & island_assault_p2.map by sierra117
metropoli_assault.map by The_Elite-Zelota (place in NP team section of UI)
nspm.map by knightofroses
oldmombasa.yelo by DeadHamster (haloce3 website, open sauce Free Roam map still in development & planned to have mini-quests)
overkill.map by Don't Cuss
Operation Purgepoint by rcghalohell (contact him)
planet_flood_a.map by Halonimator (haloce3 website, NOTE: only part A has no issues)
project subterfuge by Gamma927 & ODX
road1va by YellowishAxis4
salisp.map by DSalimander
truthislandsp_partone.map & truthislandsp_parttwo.map by Malolo420 (part 3 / Infestation is technically already on the UI, might need to make a DMT section)

horror.map (Spleen demo) is yet another NP team map that was only released on the NP team website: http://npmappingteam.com/index.php?id=downloads (suddenly fades to black at the end but you can still use esc)

I can confirm all (except Dead Hamster's oldmombasa which is planned to have currency & miniquests like a Sandbox game) the maps listed above have endings without problems (usually load another map like a10 or at the very least let you hit esc after the end of a cutscene)


FireFight:
a30-firefight.yelo by potterhalo (open sauce required, haloce3 website)
demo.map (Mystic Firefight Demo) by ODST Nick
Hellshole by Don't Cuss
nebulaphobia_a.yelo by RangerDanger (open sauce require, haloce3 website; NOTE: don't remove the original, as there are entirely different encounters in this version and a huge difficulty difference, name Part 2 or something)
Outpost-firefightv2.map by EmmanuelCD (on haloce3 website, definitely recommend adding)
survival-canyon by Juiceb0xhero




Now I'll list some maps that have custom bsps but have some slight problems:

Campaign:
Brokendawn by Jobalisk
guardian_forest by Jobalisk
whomps_fortress by Halonimator (haloce3 website)
(Designation) Wintersmith by Jobalisk (Designation Wintersmith is on haloce3 website)

Firefight:
Deathcube by Jobalisk

All of Jobalisk's maps (which use custom bsp's and content, his Designation Wintersmith map is a classic) load the UI incorrectly at the end (need to close Halo CE / consol; though this problem can be taken care of via the Universal UI itself having a script when loaded as a single player map)

All of Halonimator's maps released after planet_flood_a (except Planet Flood Egypt) have the default difficulty set to impossible/legendary when loaded through consol before a difficulty is selected. Easy seems to work as Normal difficulty now. Halonimator told me Heroic is untested so he may need to go into further detail on how his maps would work with the Universal UI.
planet_flood_b by Halonimator's ending forces you to use consol / close Halo.
whomps_fortress by Halonimator has NO ending.
Edited by Giro on Apr 6, 2019 at 11:53 AM


Time: Thu August 22, 2019 2:31 AM 296 ms.
A Halo Maps Website