sargejohnson has contributed to 848 posts out of 467036 total posts
(.18%) in 1,788 days (.47 posts per day).
20 Most recent posts:
No, from the .scenario before you compile it.
Add the tags one by one and see which one is giving you the error when you compile.
Never run the server and game Halo CE on the same machine, and try to use different physical PCs to host the server and the clients respectively. If you absolutely have to, use a virtual machine for the server and run it on different ports, like what you are doing now, and join the server using the Halo CE game installed in the actual PC.
Quote: --- Original message by: Not Inferno
Shouldn't you be playing SAO or something?
Edited by Not Inferno on Dec 6, 2013 at 02:14 AM
You could try the GNU GPL, or some of its other variants like the LGPL. No expert in law though.
While the OP has already fixed his problem, I generally recommend people download MSXML 4.0 SP3 instead. It is still supported by MS (meaning that it gets updates and security fixes) unlike SP2 (which ended support in 2010), and can be used in place of MSXML 4.0 SP2 with the same functionality.
Do note that you should uninstall SP2 first before downloading and installing SP3.
The link is https://www.microsoft.com/en-us/download/details.aspx?id=15697.
...what's up with the Elite's plasma rifle anims in the picts? The hand shouldn't be in the PR like that...
Open the Halo Custom Edition folder, and click the "Compatibility Files" button. Then, go into the maps folder and delete the dodgulch map file in there.
Next time, run the compilation and map editing tools as administrator. Windows Vista and above save map files compiled in non-admin mode into a compatibility folder, which is different from the map folder but still readable by Halo Custom Edition.
PS: please post such questions in the Halo CE Technical Discussion board next time :)
Are you like, on DSL or something?
Define "everything halomaps has had to offer on dedicated servers". I will assume you have configured your firewall(s) and router(s) appropriately since others can join your dedi.
Also, from personal experience, do NOT run a dedi on the same computer as your Halo client. They WILL have resource and port use conflicts. Always run a dedi on a separate computer or in a virtual machine with bridged NAT.
@OP: Not too sure about what to do now, maybe try these.
1. Fiddle around with the anisotropic settings (change them from application-controlled to any of the settings listed there), see if it works (I know anisotropic filtering may not be anti-aliasing, but we can try).
2. Uninstall Halo CE (and delete the folder C:\Users\(your user name)\Documents\My Games\Halo CE and the folder in Program Files containing Halo previously), run CCleaner (both the file and registry cleaner, multiple times until no trace of registry error is found) to remove all traces of Halo CE, then reinstall Halo CE.
Anisotropic filtering != Anti-aliasing
Try looking through all of the settings one by one and look specifically for anti-aliasing (or anything mentioning it).
Also, by "no patches installed" do you mean you are running Halo CE 1.00 (ie without the latest 1.09 update), or you are running the latest version of Halo CE (1.09) but with no third-party patches (eg. OpenSauce) installed?
If it is the former, try updating to 1.09 and see if the problem persists.
Apart from the solutions posted above, you also need to check if the AI bipeds have the necessary animations to enter the vehicles. EG. W-driver can be entered by Spartans but not by the default Halo 1 marines (basically whatever that the seat label for each particular seat is named).
IIRC HEK+ doesn't have an installer, if you download from the Halomaps website you just need to extract the files then run the HEK+ program.
The HEK+ program can be downloaded from here:
If it does require .NET 1.1 though, download and install this version:
Quote: --- Original message by: P3
Also, it's not such a good idea because trolls would have another way to troll people by rating someone as bad.
Edited by P3 on May 14, 2013 at 05:45 PM
Maybe allow only older users to rate, and allow one vote per account per day? Limits the amount of damage from abuse. Is there a way to improve this?
Quote: --- Original message by: Maniac1000
That is not a reputation thing.
Reputation points wont stop spammers or trolls. Ignoring them is the only way.
And yes, this is the only guaranteed way to deter trolling and spamming. Its impossible to stop trolls and spammers completely but at least damage control is possible and more effective with the suggested measures in place, and in combination with Maniac1000's suggestion would be a very effective deterrent.
Speaking of which, I got some of my ideas from here:
Yes, its a comedy site, but it makes some valid points there. 1 and 2 are a little extreme though, and even I would personally oppose those.
Edited by sargejohnson on May 15, 2013 at 10:51 AM
Just a few suggestions, but before that...
I understand how hard it is to grant random users permission to the administrative tools of this site due to mistrust, because any sane person would not do so for the same reasons. You can't trust any person to not somehow abuse these tools and cause serious damage to the site. Also, I do understand that Dennis has real life issues to tackle, and that this site isn't his only job. Basically, he's the guy who kept this forum online for us (not to mention the community, but that's a story for another time), and managing a site with many users isn't exactly easy.
That said, I have a few suggestions (they are imperfect, but then again when was antivirus perfect?) that would help to improve the security of this forum and (hopefully) reduce the amount of troll and spam content of the forum.
1. As previous users have suggested, a reputation system to let the community play a part in stopping trolls and spam.
2. Limited privilege use for the administrative tools of the site (ie. at most "Delete this topic" and "Delete this post") for selected moderators. These moderators have to apply for the position, and meet certain criteria before even being considered. For example,
- Having consistent post and forum activity, such as at least 1 non-spam post every 2 weeks with no record of spam/trolling/malicious activity.
- Having shown reasonable maturity in posts and forum activity, such as using proper grammar and spelling where appropriate.
- And other considerations.
The moderator should be approved by Dennis himself, and (in the future, should there be a community of moderators) supported by at least 2 other moderators. The moderator's permissions can also be revoked at any time by Dennis.
3. Captcha (I recommend Google's ReCAPTCHA as doing so also helps with translating books into OCR format for digital storage, so its two birds with one stone there) for every activity on the forum, such as posting and creating new topics, possibly at logins as well to prevent bots and detect account brute-forcing.
4. Scheduled "fuzzing" (ie. penetration testing) and logging of activity of the site to reduce the amount of security loopholes that people can exploit and as a result abuse the site.
If any one has issues about these suggestions, feel free to point them out and suggest better options.
For the Wraiths being indestructable, that may have to do with the Wraiths allowing only damage from explosive weapons, eg. the Rocket Launcher/Fuel Rod Gun. Do a few more tests and see if that's the case. If so, you need to edit the Wraith's .vehicle tag, specifically the .model_collision_geometry.
To do so, open up the Wraith's .vehicle tag in Guerrila, and look for a field called collision geometry. Open whatever file is referenced by that field, and in the new window that opens look under flags. Uncheck/check whichever flags you want (they should be pretty self-explanatory), save the tag and open the map again in Sapien before recompiling the map.
To make the Elites move around in a Ghost, you need more than just firing positions for their encounters. You also need to ensure that the vehicle allows the AI to do so. Open up the Ghost's .vehicle tag in Guerrila, scroll all the way down until you see a section called $$$ VEHICLE $$$. In that section, under flags, ensure that "driver power wakes physics", "ai driver can-sidestep" and "ai driver hovering" is checked, and that "ai unused" is unchecked. Save the Ghost's .vehicle tag, and open the scenario in Sapien before recompiling the map.
Quote: --- Original message by: Kraavchenko
How exactly or can I have the AI use the Wraiths?
The AI you have must have animations to enter the Wraiths. One way to do this is to make new animations for the AI's bipeds. This has the advantage of ensuring that their animations make sense when they enter the Wraiths, but doing so will take a longer time and require some skills in animating using software such as 3DS Max.
The other option involves changing the Wraith's seat label to something that your AI has existing animations for using Guerrila. For example, AI Spartans can use a variety of animations such as W-driver, W-passenger among others, so to allow them to be able to pilot Wraiths you need to change the Wraith's seat label to, say, W-driver instead of wraith-driver. To do so, open the .vehicle tag of the Wraith, look for a sections called SEATS and under it look for a field called label. Modifiy this field to an animation that your AI has.
Regardless of which option you choose from the above, you also need to tell the AI to actively seek out the Wraith(s) ingame and enter them before they can use the Wraith(s). To do so, you can use command lists or scripting.
The former can be done within Sapien (look under AI -> command lists and create a new instance. Under the new command list you just created uncheck the option "Allow initiative", and under commands create a new command with atom type vehicle, modifier driver and appropriate vehicle distance ie. the distance within which you want your AI to enter the Wraith's driver seat. Finally, under the specific spawn points for the AI encounter you want as the Wraith drivers, make sure that their command list field is set to the name of the command list you just created.), but has the disadvantage of making the AI enter ANY vehicle with a driver seat within the command list's vehicle distance radius, Wraith or not.
The latter requires some scripting knowledge, and that you know the name of the encounter/squads within the encounter you want as the Wraith drivers, as well as the ingame object name of the Wraiths. I would suggest you look up the Halo Scripting Bible (http://hce.halomaps.org/index.cfm?fid=2809), see the available commands and create your own script, but generally should look something like this:
### Anything after the 3 hexes is a comment, so remove them.
(script continuous wraith_enter_script ### This makes the script continuous, but you can also make it startup.
(vehicle_load_magic wraith_encounter\wraith_squad W-driver wraith1)
### This method makes the AI teleport into the Wraith immediately, but looks unnatural.
(ai_go_to_vehicle wraith_encounter\wraith_squad2 wraith2 W-driver)
### This method makes the AI walk/run to the Wraith, but isn't immediate.
Also how do I get my AI to walk around, instead of standing in one place after spawning?
For this, the AI encounters need to have firing positions. They can be randomly placed at a reasonable distance from each other, such that they are close enough for the AI to register them as accessible firing positions but far enough to allow for movement.
From personal experience, even if you change the ports that your Halo CE game and dedi executable runs on, you won't be able to connect to your own server if said server runs on the same computer as your game.
The few possible ways to connect to your own server would be to:
1. Run a virtual machine and install the Halo CE dedi server in it, run it and then start up your game outside the virtual machine and connect to it.
2. Get another computer and install and run the Halo CE dedi server in it, then on your Halo CE game computer run the game and connect to the computer running the dedi, or
3. Get an external server host, and install and run the Halo CE dedi on it, then connect to it from your Halo CE game computer.
For 1, you can get something like VMWare Player(https://my.vmware.com/web/vmware/free#desktop_end_user_computing/vmware_player/5_0) or VirtualBox (https://www.virtualbox.org/wiki/Downloads), install an operating system in it, then install the Halo CE dedi in it and run the dedi from there. Do the usual firewall and port forwarding stuff, but this time point it to the virtual machine's internal IP address, and ensure that the virtual machine appears on your actual LAN (not the virtual LAN that VM software usually creates to allow the VM to share your comp's IP address. Doing this requires you to use bridged mode for the VM on VMWare).
For 2, do your port forwarding and firewall stuff as usual, but point it to the dedi's comp instead.
Quote: --- Original message by: Jesse
If I recall correctly, halo doesn't allow you to use odd firing rates. Teh lag knows more about this than me, but I think firing rates went from like.... Oh hell I don't even remember, I just know that there was a major issue with the firing rate multiples.
So you're saying he should try, like, 14 or something?
As in, under Triggers -> firing -> rounds per second? Or Triggers -> Firing Effects -> shot count lower/upper bound? The former is the correct one.
Also, did you open and save the file in Guerrila as admin? Especially important if you are using Vista and above comps, and your Halo CE directory is in C:\Program Files (or Program Files (x86)) \Microsoft Games, which requires admin permissions if you use UAC.
I suppose you have tried changing the .weapon tag's fire rate in Guerrila?