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Black Crypt has contributed to 205 posts out of 469375 total posts (.04%) in 4,125 days (.05 posts per day).

20 Most recent posts:

I can't find the scorpion tags on halomaps!

Halo CE Technical / Map Design » Compiling sound error (windows 7) May 4, 2015 04:22 PM (Total replies: 12)

I have installed the vorbis dll's and my pc has been restarted several times since - sapien still pops out after a short while.

05.04.15 21:36:47  sapien pc 01.00.00.0609 ----------------------------------------------
05.04.15 21:36:47 reference function: _write_to_error_file
05.04.15 21:36:47 reference address: 401b13
05.04.15 21:36:47 Couldn't read map file './sapienbeta.map'
05.04.15 21:36:47 CreateDevice succeeded with refresh rate = 0
05.04.15 21:36:47 Sound card doesn't meet minimum hardware requirements. Disabling hardware option.
05.04.15 21:36:47 Increasing sound decompression buffer size to 1048576 bytes
05.04.15 21:36:47 WARNING: 2 clusters in structure_bsp levels\test\fissurefall\fissurefall have no background sound or sound environment.
05.04.15 21:36:47 local player 0, weapon (0x0), deleted unexpectedly
05.04.15 21:37:48 Failed to create new sound cache block: custom_sounds\charity_ambience\charity_ambience
05.04.15 21:37:48 Dumping sound cache state, please attach sound_cache_dump.txt with your minidump for Scott =)
05.04.15 21:37:48 EAX: 0x00E384F7
05.04.15 21:37:48 EBX: 0x00000001
05.04.15 21:37:48 ECX: 0x966B7B78
05.04.15 21:37:48 EDX: 0x00CA94AB
05.04.15 21:37:48 EDI: 0xFFFFFFFF
05.04.15 21:37:48 ESI: 0x17C0C878
05.04.15 21:37:48 EBP: 0x0A9FA480
05.04.15 21:37:48 ESP: 0x0018F46C
05.04.15 21:37:48 EIP: 0x0051E5AF, C6 05 00 00 ?????
05.04.15 21:37:48 0000000A ?????
05.04.15 21:37:48 EXCEPTION_ACCESS_VIOLATION


2 / 512 sounds in cache
6.56 MB / 8.00 MB used 17.97 percent free
1680 / 2048 pages allocated
843 / 2048 pages used this frame
837 / 2048 pages old
843 / 2048 pages locked

[sounds in cache]
1 - custom_sounds\charity_ambience\charity_ambience 3425444 c bytes 10584000 u bytes
2 - custom_sounds\charity_ambience\charity_ambience 3451413 c bytes 10584000 u bytes


ALSO : I can't run Halo Custom Edition at all since replacing the original dll's!
Edited by Black Crypt on May 4, 2015 at 04:40 PM

Halo CE Technical / Map Design » Compiling sound error (windows 7) May 4, 2015 07:39 AM (Total replies: 12)

Thank you.

Ok, I put the ambience into the map and after a short while Sapien pops out giving this error:

05.04.15 12:33:33  sapien pc 01.00.00.0609 ----------------------------------------------
05.04.15 12:33:33 reference function: _write_to_error_file
05.04.15 12:33:33 reference address: 401b13
05.04.15 12:33:33 Couldn't read map file './sapienbeta.map'
05.04.15 12:33:33 CreateDevice succeeded with refresh rate = 0
05.04.15 12:33:33 Sound card doesn't meet minimum hardware requirements. Disabling hardware option.
05.04.15 12:33:33 Increasing sound decompression buffer size to 1048576 bytes
05.04.15 12:33:33 WARNING: 2 clusters in structure_bsp levels\test\fissurefall\fissurefall have no background sound or sound environment.
05.04.15 12:33:34 local player 0, weapon (0x0), deleted unexpectedly
05.04.15 12:34:34 Failed to create new sound cache block: custom_sounds\charity_ambience\charity_ambience
05.04.15 12:34:34 Dumping sound cache state, please attach sound_cache_dump.txt with your minidump for Scott =)
05.04.15 12:34:34 EAX: 0x00E384F7
05.04.15 12:34:34 EBX: 0x00000001
05.04.15 12:34:34 ECX: 0x078FDBE1
05.04.15 12:34:34 EDX: 0x00CA94AB
05.04.15 12:34:34 EDI: 0xFFFFFFFF
05.04.15 12:34:34 ESI: 0x16084B20
05.04.15 12:34:34 EBP: 0x08C43818
05.04.15 12:34:34 ESP: 0x0018F46C
05.04.15 12:34:34 EIP: 0x0051E5AF, C6 05 00 00 ?????
05.04.15 12:34:34 0000000A ?????
05.04.15 12:34:34 EXCEPTION_ACCESS_VIOLATION


5 / 512 sounds in cache
7.19 MB / 8.00 MB used 10.16 percent free
1840 / 2048 pages allocated
843 / 2048 pages used this frame
893 / 2048 pages old
1003 / 2048 pages locked

[sounds in cache]
1 - custom_sounds\charity_ambience\charity_ambience 3425444 c bytes 10584000 u bytes
2 - sound\sfx\ambience\a30\a30falls_big 58644 c bytes 208512 u bytes
3 - sound\sfx\ambience\a30\a30falls_big 64188 c bytes 228224 u bytes
4 - sound\sfx\ambience\a30\a30falls_big 60696 c bytes 215808 u bytes
5 - custom_sounds\charity_ambience\charity_ambience 3451413 c bytes 10584000 u bytes


EDIT:
I have removed all other sounds in the map and it still pops out.
Edited by Black Crypt on May 4, 2015 at 07:47 AM

Halo CE Technical / Map Design » Compiling sound error (windows 7) May 3, 2015 03:31 PM (Total replies: 12)

Quote: --- Original message by: TheSenpaiModder

Are you trying to compile the sound with Ogg or Xbox ADPCM? Because if it is the latter, then you need a Windows XP machine, virtual or not. Here's the Xbox ADPCM codec to compile sounds for Halo. I'd recommend to compile sounds on a Windows XP VM anyway, ogg or xbox codec.
Edited by TheSenpaiModder on May 3, 2015 at 11:26 AM


Why? I never had to do that before.

Halo CE Technical / Map Design » Compiling sound error (windows 7) May 3, 2015 08:47 AM (Total replies: 12)

It's an ambient loop.

I originally had 5 wavs, 4 worked fine after exporting the sounds with the settings I've always used. The largest is the one that is causing me problems.

I've recently built a new pc and upgraded to Windows 7 and some of the old tools just won't work (in this instance I used to use the sound converter by tool {TLS}Udie) and changing the compatibility settings of the tool has little or no effect.

I appreciate your offer to make the .sound tag for me and I'll accept, but I really would like to fix the issue rather than get someone else to do it that might not be available in the future.

I don't mind other people using the loop so I'll post a link to the wav here, how you send it back to me is up to you, and thanks again.

https://www.dropbox.com/s/uufw1tr0t6lq301/charityloop.zip?dl=0


Edited by Black Crypt on May 3, 2015 at 08:49 AM

Halo CE Technical / Map Design » Compiling sound error (windows 7) May 2, 2015 09:10 PM (Total replies: 12)

I'm trying to compile a sound on a Windows 7 machine and I keep getting this error:

Importing custom_sounds\crypt\fissurefall_night\charityloop\charityloop

Couldn't read map file './toolbeta.map'

file_read('data\custom_sounds\crypt\fissurefall_night\charityloop\charityloop\charityloop.wav') error 0x000003e6 'Invalid access to memory location. '

### failed to import: couldn't locate samples in file.


Has anyone else got any experience of compiling a wav using the HEK on a Windows 7 machine? Is this fixable?

Halo CE General Discussion » [Release] Perfect Host Detection Script Apr 19, 2015 02:31 PM (Total replies: 67)

I think having the host hog trigger volume inside the vehicle spawn trigger volume is the only thing that is stopping the whole thing from screwing up completely.

If you watch the race video, you can see the other vehicles spawning at what is the race vehicle netgame flags. Blink and you will miss it xD.
Edited by Black Crypt on Apr 19, 2015 at 02:34 PM

Halo CE General Discussion » [Release] Perfect Host Detection Script Apr 19, 2015 02:19 PM (Total replies: 67)

I've made a video for each gametype. Notice that Race gametype is NOT the only gametype that all the vehicles spawn at the host hog. In fact I think the race gametype is the only one that behaves somewhat normally!

CTF : https://youtu.be/YijGonBBeNw

KOTH : https://youtu.be/CIdfkI4OnWA

Oddball : https://youtu.be/bxA-0VAzn_0

Race : https://youtu.be/bhu45DO7NMU

Slayer : https://youtu.be/50H3MDuXQR4

Here's all of the videos in one playlist : https://www.youtube.com/watch?v=50H3MDuXQR4&list=PLrRW30uHZn49OwOQR76_X-oQc_IgjJE8A
Edited by Black Crypt on Apr 19, 2015 at 02:29 PM

Halo CE General Discussion » [Release] Perfect Host Detection Script Apr 17, 2015 04:02 PM (Total replies: 67)

About the video:

Only the host hog should be spawning at the position. All the other vehicles should be spawning on the ground below. They are spawning at the location of the first vehicle in the vehicle list and the trigger volume / script are moving them to the flags set in the map - this still leaves me puzzled as to why they are spawning where they shouldn't be spawning.
Edited by Black Crypt on Apr 17, 2015 at 05:11 PM

Halo CE General Discussion » [Release] Perfect Host Detection Script Apr 17, 2015 03:54 PM (Total replies: 67)

I recorded a video of the host hog on it's new platform. Seems that all of the vehicles are respawning at the location of the first vehicle in the vehicle list and as you will see, those vehicles are moving the host hog from its position.

https://www.youtube.com/watch?v=1SSPWfSeOZk&feature=youtu.be


Edited by Black Crypt on Apr 17, 2015 at 05:12 PM

Halo CE General Discussion » [Release] Perfect Host Detection Script Apr 15, 2015 05:19 PM (Total replies: 67)

So my well designed box might actually be causing the problem? Could I place the host hog on the ground and move the camera and host trigger volume - I dont want to go back in max!

Halo CE General Discussion » [Release] Perfect Host Detection Script Apr 15, 2015 05:11 PM (Total replies: 67)

Added to my last post.

Won't the host hog simply fall into the box anyway?

I will try out the sleep time adjustment.

sv_map_next. If I use sv_map_reset no vehicles appear at all.
Edited by Black Crypt on Apr 15, 2015 at 05:12 PM

Halo CE General Discussion » [Release] Perfect Host Detection Script Apr 15, 2015 04:59 PM (Total replies: 67)

inspect is_host returns true when the duplicate vehicles appear.

The host vehicle is placed in a very tight box designed to make it easy for the other hog to fall away easily with the host trigger volume very tight to the host hog...



Is there a way to give the other hog time to fall away?

Also, I think maybe the issue is when the same map is reloaded - when the same map is played over and over - like in a test server. It seems to do this only when I am already in the server when the map loads.
Edited by Black Crypt on Apr 15, 2015 at 05:04 PM

Halo CE General Discussion » [Release] Perfect Host Detection Script Apr 15, 2015 04:08 PM (Total replies: 67)

Hope people don't mind me bumping this old topic and also hope that Chris is still around - the purpose of this bump is to revisit the host detection script and to maybe refine its behaviour.

I just released the final version of a map that I have been working on for a very long time (http://www.realworldce.com/viewtopic.php?f=39&t=4365&p=41238#p41238).

It includes the perfect host detection script (and the setup in the map that makes it all work) and a vehicle spawning script.

Let me describe the set up...

I have a (very) large room well away from the actual map. This room contains a trigger volume which is very nearly as big as the room itself. Inside the room and therefore inside the trigger volume I have placed all of the vehicles that spawn in the map and have placed the race vehicle netgame flags.

also in this room is a small warthog size box that contains a warthog that is set to NOT spawn by default on any gametypes. There is also a camera placed near this warthog. There is a trigger volume that fits almost exactly around that warthog.

The vehicles in the globals are the default settings - the custom vehicles that are in the map are placed via sapien (ofc i hear you mumble).

Here is the script that handles the host detection and vehicle respawning...


(global bool is_host false)

(global bool is_dedicated false)

(global bool is_race false)

(global short plyrnum 0)

(global unit playercurrent
(unit
(list_get
(players) plyrnum)))

(script startup void barriers
(begin
(begin
(object_set_collideable barrier1 false)
(object_set_collideable barrier2 false))))

(script startup void host_detect
(begin
(if
(=
(list_count
(players)) 0)
(set is_dedicated true))
(object_pvs_set_camera host_cam)
(object_create_anew host_hog)
(sleep 30)
(if
(=
(volume_test_object host_vol host_hog) true)
(begin
(set is_host true)))))

(script startup void vehicle_spawn
(begin
(begin
(sleep_until
(= is_host true))
(if
(= is_host true)
(begin
(object_create_anew veh_red_1)
(object_create_anew veh_red_2)
(object_create_anew veh_red_3)
(object_create_anew veh_red_4)
(object_create_anew veh_red_5)
(object_create_anew veh_red_6)
(object_create_anew veh_blue_1)
(object_create_anew veh_blue_2)
(object_create_anew veh_blue_3)
(object_create_anew veh_blue_4)
(object_create_anew veh_blue_5)
(object_create_anew veh_blue_6)
(object_create_anew veh_extra_1)
(object_create_anew veh_extra_2)
(object_create_anew goose_1)
(object_create_anew goose_2)
(object_create_anew goose_3)
(object_create_anew goose_4)
(object_create_anew goose_5)
(object_create_anew goose_6))))))

(script continuous void vehicle_respawn
(begin
(begin
(if
(= is_host true)
(begin
(if
(=
(volume_test_object syncbox veh_red_1) true)
(begin
(object_teleport veh_red_1 veh_redbase_1)
(object_set_facing veh_red_1 veh_redbase_1)))
(if
(=
(volume_test_object syncbox veh_red_2) true)
(begin
(object_teleport veh_red_2 veh_redbase_2)
(object_set_facing veh_red_2 veh_redbase_2)))
(if
(=
(volume_test_object syncbox veh_red_3) true)
(begin
(object_teleport veh_red_3 veh_redbase_3)
(object_set_facing veh_red_3 veh_redbase_3)))
(if
(=
(volume_test_object syncbox veh_red_4) true)
(begin
(object_teleport veh_red_4 veh_redbase_4)
(object_set_facing veh_red_4 veh_redbase_4)))
(if
(=
(volume_test_object syncbox veh_red_5) true)
(begin
(object_teleport veh_red_5 veh_redbase_5)
(object_set_facing veh_red_5 veh_redbase_5)))
(if
(=
(volume_test_object syncbox veh_red_6) true)
(begin
(object_teleport veh_red_6 veh_redbase_6)
(object_set_facing veh_red_6 veh_redbase_6)))
(if
(=
(volume_test_object syncbox veh_blue_1) true)
(begin
(object_teleport veh_blue_1 veh_bluebase_1)
(object_set_facing veh_blue_1 veh_bluebase_1)))
(if
(=
(volume_test_object syncbox veh_blue_2) true)
(begin
(object_teleport veh_blue_2 veh_bluebase_2)
(object_set_facing veh_blue_2 veh_bluebase_2)))
(if
(=
(volume_test_object syncbox veh_blue_3) true)
(begin
(object_teleport veh_blue_3 veh_bluebase_3)
(object_set_facing veh_blue_3 veh_bluebase_3)))
(if
(=
(volume_test_object syncbox veh_blue_4) true)
(begin
(object_teleport veh_blue_4 veh_bluebase_4)
(object_set_facing veh_blue_4 veh_bluebase_4)))
(if
(=
(volume_test_object syncbox veh_blue_5) true)
(begin
(object_teleport veh_blue_5 veh_bluebase_5)
(object_set_facing veh_blue_5 veh_bluebase_5)))
(if
(=
(volume_test_object syncbox veh_blue_6) true)
(begin
(object_teleport veh_blue_6 veh_bluebase_6)
(object_set_facing veh_blue_6 veh_bluebase_6)))
(if
(=
(volume_test_object syncbox veh_extra_1) true)
(begin
(object_teleport veh_extra_1 veh_police_1)
(object_set_facing veh_extra_1 veh_police_1)))
(if
(=
(volume_test_object syncbox veh_extra_2) true)
(begin
(object_teleport veh_extra_2 veh_police_2)
(object_set_facing veh_extra_2 veh_police_2)))
(if
(=
(volume_test_object syncbox goose_1) true)
(begin
(object_teleport goose_1 veh_goose_1)
(object_set_facing goose_1 veh_goose_1)))
(if
(=
(volume_test_object syncbox goose_2) true)
(begin
(object_teleport goose_2 veh_goose_2)
(object_set_facing goose_2 veh_goose_2)))
(if
(=
(volume_test_object syncbox goose_3) true)
(begin
(object_teleport goose_3 veh_goose_3)
(object_set_facing goose_3 veh_goose_3)))
(if
(=
(volume_test_object syncbox goose_4) true)
(begin
(object_teleport goose_4 veh_goose_4)
(object_set_facing goose_4 veh_goose_4)))
(if
(=
(volume_test_object syncbox goose_5) true)
(begin
(object_teleport goose_5 veh_goose_5)
(object_set_facing goose_5 veh_goose_5)))
(if
(=
(volume_test_object syncbox goose_6) true)
(begin
(object_teleport goose_6 veh_goose_6)
(object_set_facing goose_6 veh_goose_6))))))))

(script startup void titles
(begin
(cinematic_set_title cgtitle)))

(script continuous void increment
(begin
(begin
(set plyrnum
(+ plyrnum 1.00)))
(if
(=
(> plyrnum 15) true)
(begin
(set plyrnum 0)))
(set playercurrent
(unit
(list_get
(players) plyrnum)))))

(script continuous void outofbounds
(begin
(if
(volume_test_object drown playercurrent)
(unit_kill playercurrent))))


Note : All the scripts in the map have been included.

For the most part the vehicle spawning works perfectly on all gametypes (including race), but ocassionally it fails and a player can see duplicate vehicles that they cannot interact with. The issue can be resolved by rejoining the server. I have observed that this seems to happen mostly when the same map is loaded again and players are already in the server - ie at the start of the game.

I wonder if anyone has any more to add to this and perhaps have a look at the scripts and pick out anything that might be causing this to happen - any fix will be too late for my map which is already released, but perhaps we can get a better situation for mappers further down the line.

Sorry for the massively long post;

regards,

Crypt.
Edited by Black Crypt on Apr 15, 2015 at 04:22 PM

Halo CE General Discussion » Halo: Revolution Apr 12, 2015 06:19 PM (Total replies: 218)

Bump. NeX, xfire me please asap!

Halo CE Technical / Map Design » Debug - whats this mean? Apr 11, 2015 07:34 PM (Total replies: 4)

04.12.15 00:29:48 a hobo pc 01.01.00.0609 ----------------------------------------------
04.12.15 00:29:48 reference function: _write_to_error_file
04.12.15 00:29:48 reference address: 401b13
04.12.15 00:29:48 Couldn't read map file './a_hobobeta.map'
04.12.15 00:29:48 CreateDevice succeeded with refresh rate = 0
04.12.15 00:29:48 Sound card doesn't meet minimum hardware requirements. Disabling hardware option.
04.12.15 00:29:48 Increasing sound decompression buffer size to 1048576 bytes
04.12.15 00:29:49 EAX: 0x00000000
04.12.15 00:29:49 EBX: 0x00000101
04.12.15 00:29:49 ECX: 0x00000000
04.12.15 00:29:49 EDX: 0x00000000
04.12.15 00:29:49 EDI: 0x0018E3D0
04.12.15 00:29:49 ESI: 0x00000000
04.12.15 00:29:49 EBP: 0x0018E2A8
04.12.15 00:29:49 ESP: 0x0018E298
04.12.15 00:29:49 EIP: 0x77530C42, 83 C4 04 C2 ?????
04.12.15 00:29:49 EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#3157: #-1 is not a valid object_function_block index in [#0,#4)

Halo CE General Discussion » Halo: Revolution Apr 1, 2015 09:56 PM (Total replies: 218)

Very nice!

Ignore all the naysayers and negativity you might get on these forums ;)

Halo CE General Discussion » Map Release Imminent - Testers Needed! Mar 26, 2015 02:11 PM (Total replies: 62)

This map will be released this weekend. There is a final test map running on the following server.

173.199.77.223:2302


There is no map download - to get the map you must have HAC2 installed. Map download will be automatic. If you don't have HAC2 installed, please DO NOT ask for a download link.





































Thank you for the (old) bump Ally.

Huge thanks to everyone who helped me get this map project completed - for more thank yous please see the board in the map.

Please DO NOT shoot the birds!

Edited by Black Crypt on Mar 26, 2015 at 02:13 PM

Halo CE Technical / Map Design » Compiling Model and Shader Settings Mar 26, 2015 10:22 AM (Total replies: 3)

Thank you very much. Superb answers!

Halo CE Technical / Map Design » Compiling Model and Shader Settings Mar 22, 2015 12:32 PM (Total replies: 3)

Hi Guys,

This may seem like a noobish question coming from someone who has made several maps and has been doing it for several years...

When I create a scenery pieces I always get issues with shaders - ie the tool prompt to select a shader to apply.

Ok, I'm trying to make a plate of glass, so the material name in max is barrier#% (transparent and double-sided) - I want the 'glass' to have a shimmering, energy type of effect - I've duplicated the jackal shield.shader_transparent_chicago_extended shader and renamed it to barrier.shader_transparent_chicago_extended and replaced 2 of the 4 stage maps with my own simple semi-transparent bitmap.

So I have everything set, but when I try to compile the model I always get the tool prompt to select a shader to apply. If I remove #% from the material name in max it compiles - I assume without those properties in the shader. Why is this and what is the correct (best practice) for creating a scenery piece like this.

Please, please do not attempt to answer my question with perhaps and maybes - I would rather someone answer with a definitive answer based on their experience if its all the same to you. ;)


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