PDA

View Full Version : [IG]Intergalactic Morons WIP Thread



IGM Dhark
August 27th, 2008, 09:41 AM
Hello everyone at Modacity! We, as in IG have come from Halomaps in the hopes to be better known in the overall HaloCE community. Seeing as that Halomaps is technically a bit small and that they did not entirely recognise the things we have achieved, I felt a bit of 'out sourcing' was required.

We've been around since 2004 and in 2006-2007 we moved to HaloCE full-time. We have mostly been a two-man team until recently when we expanded; but enough talking. Time to cut to the chase:

So, what have we done?
Firstly, we have developed the means to ALLOW MULTI TEAM VEHICLES; but it's not just that, it can be implemented for ANY map without EDITING the map.
How exactly? With a utility that we, IG will be releasing eventually called 'aRCANe' which not only allows for MTV, but can also change many things that Dev could not even dream to accomplish (Note: along with a few functions that are possible through Dev) such as player speed, health + shield modifications, scaling and location of both self and others. But it can also modify vehicles and possibly other objects. This tool can seriously assist machinima without having to do simple camera tricks or what not to achieve an effect, it can also assist zombie servers into giving them a more complete feeling.

Don't believe me? Here are a few pictures and video download links showing you

http://www.intergalactic-morons.fumbari.com/Index%20data/Image-Hosting/IG-Thread/aRCANeGUI.jpg
(The current GUI for aRCANe)

http://www.intergalactic-morons.fumbari.com/Index%20data/Image-Hosting/IG-Thread/supervehicle.jpg
(The ghost wished to be bigger, we granted him his wish :O )


http://www.intergalactic-morons.fumbari.com/videos/physics-vehi.wmv

http://www.intergalactic-morons.fumbari.com/videos/physics.wmv
Videos showing some basic functions with aRCANe that can be fun to use


http://www.intergalactic-morons.fumbari.com/videos/aRCANe-Multi-Team-Vehicles.wmv
The video that is proof that MTV is possible!

Note: This app works VERY well as a way to customise Zombie servers!
Should we pursue this path more, expect the following: (Note, some of these are already done)
Automisation (or the word for "It is done for you automatically".)
Forced team switching + No switching back
Zombie / Human running speed differences
Zombie / Human Shield + HP differences
Possibly automatically depleting zombie weapons (discussing this issue)

------
So you could be wondering: Is that all you got? Why don't you show us something more?

That I shall do, ever wanted custom gametypes for CE? Something more than just mindless killing or carrying the same old flag from one end of the map to the other?
We have the solution: May I present the first REAL (that I've heard of) Custom Gametype for CE: Assault!

Based off the ideas from UT2004's Assault gametype or TF2's CP gametype. (I suppose the bombing run gametype for H3 too, but not really)

Summary:
Generally there will be 5 capture points, each having to be captured linearly, aka 01, 02, 03 and so on. However 5 is not the limit, just the number we prefer.

How to find a point: finding the CPs should be easy as we will leave around helpful signs / indicators that point you to the CP, we may also implement nav points to the CPs to further assist.

How to cap a point: capturing a point is fairly easy, simply stand within the boundaries indicated by the CP for 10 seconds, you cannot leave the CP area within these 10 seconds; if a defender enters the capture area the countdown will pause until either the defender leaves the CP area or the Attacker leaves the CP area. Note: If the attacker leaves the area the countdown will be reset, thus you must stay for another 10 seconds.

The CP structure is fairly recognisable, capturing it is fairly easy too, the problem is how to get TO it without dying and/or being noticed.

After capture, the point will change capture, therefore visually, it will be easily identifiable as to who owns that point.


http://www.intergalactic-morons.fumbari.com/Index%20data/Image-Hosting/IG-Thread/IG-CP-01.png
This is what a CP should look like, beware the CP now has a slightly more updated look + concept change. I.E. Spheres are no longer there.


How 1 way assault works: 1 team defends and the others attack (when its game over, the teams switch roles (fortunately this is all automated)) For the purposes of explanation, red team is the attacker while blue team defends.
red team must do certain things such as sneak or attack front to advance into blue's territory; in which red team must arrive to a CP (control point, look up a few posts to see an image of it) and stay on it for 10 seconds; if blue team also steps on it, the countdown will pause. After 10 seconds the point will then go from blue to red, signifying its capture.
Once you have captured a point, new weapons and closer spawn points will be available to the red team while blue team is forced back to the next point. Blue cannot recapture lost points.

How 2 way assault works: Almost the same 1 way, except the weapons stay the same throughout the match and both teams can capture / recapture points.
NOTE: You cant go around a point and capture the one before it; you must capture points in a linear fashion.

http://www.intergalactic-morons.fumbari.com/Index%20data/Image-Hosting/IG-Thread/Layout-IG-Havoc.png
Top view of the Stock Map (IG-Havoc_A); a fairly simple map with basic visuals but should offer good gameplay as well as serve as a proof of concept (not released yet)
Blue = Pits of Death
Purp = Barricades
Purp (Round) = CP

It features a rather basic mapping style with semi long corridors and a few pits of death and several barricades to shield you on the way. The idea of this map was to focus more on strategy and gameplay rather than pretties. There is also at least 2 ways to each CP excluding the last one which has only 1 main path.
This map will also feature cross assault (in other words 2 way assault, any team can capture the appropriate CPs in a tug of war effort), the AR-B, most of the halo standard weapons except the pistol which will appropriately be toned down, standard shotgun and a new inclusion into CE: the CC (which will be explained later). We will test the map prior to releasing to ensure the gameplay is up to standards.

We will have a video for you all soon, to see the map and the more updated version of the assault gametype

------
Just for a small, but possibly a helpful addition, this is the Beta to a new scripter tool which simplifies scripting without being intrusive or even a pain. Off the top of my head, the scripter helps with auto indentations, according to Biti's experience with scripting, this is a very nice feature and saves time from doing tedious tasks.

http://forum.halomaps.org/index.cfm?page=topic&topicID=18567

All the information you could need on the scripter is already there. It's still in beta (in that Biti is still creating the library database for the app.)

------
We also have two maps released, however they aren't spectacular, one was a proof of concept for the Assault system, this map contained ONLY the bare minimum for it to function appropriately: http://hce.halomaps.org/index.cfm?fid=3878
The other was a beta map to show an interesting gameplay map which can often torment people with frustration, but still fun: http://hce.halomaps.org/index.cfm?fid=3512

That's it for now, we have alot of older projects that we will revive (such as the BFS on Halomaps) once aRCANe, the Assault System and the Scripter have been finished and released (if they get released.)
If you are interested, visit the topic we have on Halomaps, which we will prioritize with updates. http://forum.halomaps.org/index.cfm?page=topic&topicID=18950&start=1

We also will have custom vehicles, maps and weapons for the CE community to enjoy. Some things however, may change if appropriate.
For those interested in knowing who is part of this team; here is the list:
Dhark
Biti - the Server
Musicman888
Maniac
Yakzsmelk
Opsy


Any bugs, crit, questions? We will answer on both Halomaps and Modacity whenever we can.

Our website: http://www.intergalactic-morons.fumbari.com
Forgive us for not cleaning it up or updating it, or even giving it a new look, we've been busy with making stuff for the CE community. We will amend this ASAP.

(Oh and if the admins need to edit this post, well then please do so I guess)

PenGuin1362
August 27th, 2008, 10:09 AM
Interesting. Multi-team vehicles has been done before but was never release, however it looked rather laggy on the client side, server side appeared fine. Was that video taken from server side or client side. If server I would like to see client as well. Either way nice work.

thehoodedsmack
August 27th, 2008, 10:53 AM
I sure hope this isn't any sort of shenanigans. This looks really cool. Well done, and I look forward to a release.

Kornman00
August 27th, 2008, 11:18 AM
Multi-team vehicles has been done before but was never release, however it looked rather laggy on the client side, server side appeared fine.
It was because the client that we had that video we recorded from way back when didn't have Yelo running, so the client was trying to behave as if they weren't allowed in the other vehicle when on the server (who is the authority) the game thinks they were. It didn't create actual network lag, only graphical due to disputes b/w the server and client in what was really going on

Con
August 27th, 2008, 12:07 PM
custom gametypes? forced infection? hot.

Limited
August 27th, 2008, 12:42 PM
Ping frozen? Doesnt make any sense.

Multi team hog was quite nice.

PenGuin1362
August 27th, 2008, 01:10 PM
It was because the client that we had that video we recorded from way back when didn't have Yelo running, so the client was trying to behave as if they weren't allowed in the other vehicle when on the server (who is the authority) the game thinks they were. It didn't create actual network lag, only graphical due to disputes b/w the server and client in what was really going on

oh awesome. I tested the test map with the capture points, while the game itself can't keep score the script works pretty nice. Interested to see how this all turns out.

OpsY
August 27th, 2008, 06:25 PM
I can all assure you this is all real and the Real scale assault map is so much better.

Heathen
August 27th, 2008, 07:23 PM
Um....ok. I am following pretty well. But can someone else explain to me specifically what this can do? With no jibber jabber. Talk to me like you would someone who has rudimentary knowledge of any of this.

musicman888
August 29th, 2008, 09:59 AM
^Heathen, what exactly do you need explained? If you could specify then it will make it easier for us to answer/explain things to you. (Otherwise it would be a LOOONNNNGGG post.)

p0lar_bear
August 29th, 2008, 11:24 AM
A more proper name for your "Assault" gametype would be "Territories", seeing as "Assault" is a setting in the CTF gametype (bring flag to enemy base); the "capture the control points" gametype was introduced as such in Halo 2 and put into Halo 3 again.


Um....ok. I am following pretty well. But can someone else explain to me specifically what this can do? With no jibber jabber. Talk to me like you would someone who has rudimentary knowledge of any of this.
Basically, he created some hacks that allow for editing players' properties at runtime (K/A/D, size, etc) and addition of a Territories gametype, as well as a BSL editor app. Pretty nifty.

Heathen
August 31st, 2008, 01:11 PM
Cool beans.

DeltronZero
September 3rd, 2008, 01:35 AM
Hey man, I read your post about your new tool. I see some great stuff, but would you mind giving some credit where it's due? That's all I ask. Just by looking at your app, I can tell you read my doc =]
What's this about credit? I didn't make the app, but Bitidork from IG made it entirely from scratch? Please explain what you are talking about please?
Most of the features in the application were from my documentation posted on modacity. I am now banned from that site, so I can no longer delete the post I made or even modify it.
Link to post: http://www.modacity.net/forums/showthread.php?t=11175
All I ask for is for some credits to be given for the documentation used. I know I didn't put a disclaimer on it, so I'm not trying to force anything. It's just out of respect for me. If you could talk with the programmer and politely ask him. Good luck with your projects.
Here's what Biti tells me: It appears your documentation is either for an old version of Halo or the trial version. aRCANe is for CE 1.08 but does work for older versions.
I also have the cheat tables to verify that I did the work myself.
Also, there aren't that many unsigned values. (not in CE, atleast)
The data structures I posted are not out of date, they are the same for all versions of Halo regardless. It's a simple offset change. "Cheat tables" mean absolutely nothing to me, since these structures are dynamic and require my documentation of the object table to be done. I've been programming for Halo for over 2 years, I know what I'm talking about.

That's quite interesting because just by looking at the option names on the application, I am convinced it came straight from my documentation. It's not very coincidence that he has named his options the EXACT SAME that are in my document. Considering I am the only person in the last 7 years since Halo has been out, who has documented this information for Halo. And this app happens to come out a few weeks after I post all my research? On MODACITY! Oh shit, another coincidence? I feel so violated and disrespected right now that I have given to the community and allowed such a tool to be made and now I have to be lied to and disrespected. Good riddance, and I hope you take more credit for work you didn't do, selfish assholes.Need further proof? Look at this picture. Speed and ping were not in the documentation I posted here, but were added later when I posted at another website which has also been removed for this same type of situation.
http://img528.imageshack.us/img528/3574/arcanegui2lw7.th.jpg (http://img528.imageshack.us/my.php?image=arcanegui2lw7.jpg)

Please give some respect for rice cripsy treats sake. If not, an admin maybe can unban me so I can delete my work from this site?

StankBacon
September 3rd, 2008, 02:02 AM
make your post understandable plz.

Con
September 3rd, 2008, 02:08 AM
tldr version:
alt of silentk: give credit plz
some other guy: wat, ur docs are old silly
alt of silentk: no u, it doesn't matter. here look i have a picture

it doesnt matter anyway, alternate accounts get banned. We don't need people like him on our site anyway. Someone with no respect for the community shouldn't be allowed in one.

IGM Dhark
September 3rd, 2008, 02:36 AM
It's kind of funny, because Biti has been working on this app for several months.
He's been on modacity 3 times at most and that was only to look at things that I linked him to, like that ENBSeries program to enable bloom into Halo. He is generally not interested in browsing forums for the sole reason that he already knows most of the stuff people show these days (No offense to anyone with that).

Biti has indeed been working this on his own WITHOUT help or general guidance; except when he required a live test subject in the game to do certain things, so he could search through the game's memory and work out say...This changed so that could have to do with Dhark strafing to the left.
I've known Biti for about 5 years and I know he doesn't lie to me about things like this; it's one thing to try and get me into trouble of sorts, but I take it rather personally when you assault the good people I bring onto the IG Team.

We did not use the information you portrayed and we have the means to prove it, we even offered to prove it. No instead you over-reacted and made a bit of a mess and pointless controversy. I recommend getting all the facts before trying to pull something like that off... =/
Just because someone did something similar doesn't mean they are the same thing...

If you want to take this further, please keep emailing me, I don't want to get this topic locked and I don't need the team and myself to have a tainted rep over something that is untrue.

SnaFuBAR
September 3rd, 2008, 02:54 AM
unsuccessful troll is unsuccessful.

IGM Dhark
October 1st, 2008, 09:50 AM
Small update regarding IG Brainz (automated zombies application)
Several new features added!
Secondary ammo clip can now be manipulated in the same way primary ammo can (this can be used to disable guns with secondary firing options, including the cmt snowgrove BR nade, as such disabiling the br nade jumping ability)
Maximum health
Self explaining, you can change the max health of humans and/or zombies
health regeneration
Now this is a fun one! You can make health regenerate over time! (yay no more need to wait for health packs)
Note: This function is tied with shield regeneration wait time, basically if you need to wait 5 seconds to start regenerating shields, HP will wait 5 seconds before regenerating
Automated zombie switching!!
No more need to shout at people having to go blue, the app will do it in a quick and painless method with no fuss. Think you are smarter than the app? Perhaps youll rejoin the match to reset your zombie status. WRONG! This app will remember you and we may even implement some form of punishment for people who attempt to do this (maybe).
Apart from auto switching upon zombie death (afk kills do count, guardian kills dont.) When the last human is killed, the game will automatically restart itself (using the restart game function) and the last human will become the alpha zombies while the zombies return to humans
Functions coming soon:
If there are no zombies ie the alpha left a human will take his place, (but if the alpha returns, he will still be a zombie upon returning)
A method to fix the problem of afk zombies (ie there are 1-2 zombies and they are both afk, hence the game is put on hold)

Any questions / feedback?

PenGuin1362
October 1st, 2008, 03:45 PM
Sounds interesting, possibly any video demonstrating what you got so far?

Dwood
October 1st, 2008, 04:02 PM
Could i use this, to, say, track which team a person is on?

Like say I wanted to make it so only Red team can activate a trigger volume?

I've talked to Kirby about that problem but his method is a little bit more complicated than I would like.

IGM Dhark
October 1st, 2008, 07:49 PM
Dwood, you don't even need this app to do that, just check out the map ig-poc_path

infact, i'll link you to it:
http://hce.halomaps.org/index.cfm?fid=3878
That's just the proof of concept map, however it does what you are asking. Just maybe not in the form you are looking for.

Aye penguin we could, what we would need though is more players in the server that are willing to co-operate; then we could show a detailed video about it

Dwood
October 1st, 2008, 08:40 PM
Dwood, you don't even need this app to do that, just check out the map ig-poc_path

infact, i'll link you to it:
http://hce.halomaps.org/index.cfm?fid=3878
That's just the proof of concept map, however it does what you are asking. Just maybe not in the form you are looking for.

Aye penguin we could, what we would need though is more players in the server that are willing to co-operate; then we could show a detailed video about it

Ah but thing is it sets players as on one team however if I change to another team it still keeps me as if I were on Offense. I don't want player indexing for that reason. It doesn't actively check what team I am on.

A question also hit me: How would you make it so in script we could tell through this... extension(?)

IGM Dhark
October 1st, 2008, 09:21 PM
just a quick question dwood (forgive me if i malinterpretted your post): were you playing this on CTF or Slayer? (that map ONLY works on CTF)

Dwood
October 1st, 2008, 09:42 PM
just a quick question dwood (forgive me if i malinterpretted your post): were you playing this on CTF or Slayer? (that map ONLY works on CTF)

Naturally I figured any variant would work with that due to the lack of any notes so I simply tested in Team slayer.
!How did (you?) they do that? We have half a script what that map does that plus a little more but It's simply beyond me how you(they?) got it to work!

Maniac
October 2nd, 2008, 03:00 PM
Its because Biti is smart as hell.

t3h m00kz
October 7th, 2008, 02:08 AM
Isn't Biti that guy who's always talking shit to everybody in Banfree? Correct me if I'm wrong.. o_0

Claiming to be a millionaire Halo God or something?

IGM Dhark
October 7th, 2008, 07:20 PM
He only does that to people who use bots / hacks or people who are being rather immature; never have I seen him claim that he is a 'halo god'.


and although irrelevant, yes m00kz I know you (personally??) dislike biti and that many people imposter him to tarnish his rep (not pointing any fingers here). It's unfortunate that people stoop that low, but that's how it is with the internet and games =/


Also DWood: Yeah sorry that the map didn't have any indications on it, you see I left the link on halomaps for people to download the map. Then someone out of the blue uploaded it to halomaps and didn't put anything on it. (I didn't want to upload it in the first place as it was only a proof of concept map and it had minimal stuff in it.)

t3h m00kz
October 8th, 2008, 01:10 AM
uh...

What?

I barely know the guy. I've just observed his actions. Or his posers, whoever...

Honestly though, whoever is doing the shit talking can be obnoxious to the point of humorous... such as, and forgive my lack of a better comparison, the Chief from Arby and the Chief... ugh, why did I make that comparison

In all seriousness though these modifications are coming along nicely and, if successful, will probably have a nice, hard impact on the community.

It'd be the first time since, like, SPV1

Dwood
October 8th, 2008, 11:02 AM
Also DWood: Yeah sorry that the map didn't have any indications on it, you see I left the link on halomaps for people to download the map. Then someone out of the blue uploaded it to halomaps and didn't put anything on it. (I didn't want to upload it in the first place as it was only a proof of concept map and it had minimal stuff in it.)

I still would love to know the secret to that script. (Lol even Kirby422 doesn't know)

We'll give you credit if you know and willing to share the secret to making it so only one team can activate a trigger.

It would only make sense if a great concept had multiple maps to go along with it, you beating us to the punch and all. :/

PM me?

IGM Dhark
October 8th, 2008, 07:01 PM
Oh, not to worry; our finished Assault System will be released to the public soon; but first we need to do something with it (it was actually finished almost 2 months ago o.O)

p0lar_bear
October 8th, 2008, 08:26 PM
I still think that you should rename it to the "Territories" system or "Control Point" system for the sake of the dumbasses out there; like I said, Assault exists in this game already as a Capture the Flag variant (bring flag to enemy base to score), as well as a whole gametype in Halos 2 and 3 (bomb the base).

We've already got enough people sitting in 24/7 Bloodgulch asking whether or not they're playing Halo Custom Edition; I don't want to see more going "why doesn't my assault gametype do this wtf hacks" or "wtf dis aint assault wheres da bomb."

Con
October 8th, 2008, 09:18 PM
I still think that you should rename it to the "Territories" system or "Control Point" system for the sake of the dumbasses out there; like I said, Assault exists in this game already as a Capture the Flag variant (bring flag to enemy base to score), as well as a whole gametype in Halos 2 and 3 (bomb the base).

We've already got enough people sitting in 24/7 Bloodgulch asking whether or not they're playing Halo Custom Edition; I don't want to see more going "why doesn't my assault gametype do this wtf hacks" or "wtf dis aint assault wheres da bomb."
please listen to pb

supersniper
October 9th, 2008, 07:21 AM
Lol it's quite entertaining playing in that server :D

But yes Assault does technically exist.

Dwood
October 9th, 2008, 10:48 AM
Oh, not to worry; our finished Assault System will be released to the public soon; but first we need to do something with it (it was actually finished almost 2 months ago o.O)

That's what I'm saying. If you are going to let the public use the code you could simply send the code now I can put it in my own map... (credit you guys ofc) And thus be putting it to use with a good idea ;)

IGM Dhark
November 1st, 2008, 01:31 AM
HAPPY HALLOWEEN EVERYONE!
Although I don't really celebrate it, I felt that it would be appropiate to release something...semi relevant for the occasion!
MAY I PRESENT....IG-Brainz Zombies external easy to use application!
http://www.intergalactic-morons.fumbari.com/downloads/IG_Brainz_v1.00.zip

There is the link, the condensed readme.txt and even a readme.txt for dummies, easily labeled for your convenience.
We also wrapped up and made some recommended gametypes for you, one relating to zombies whilst the other is for pure stunts.
Enjoy and please, give us some feedback / errors / etc

Dwood
November 1st, 2008, 06:14 PM
HAPPY HALLOWEEN EVERYONE!

MAY I PRESENT....IG-Brainz Zombies external easy to use application!
http://www.intergalactic-morons.fumbari.com/downloads/IG_Brainz_v1.00.zip

Enjoy and please, give us some feedback / errors / etc

I am so using this Right now as we speak.

Aßyll
November 9th, 2008, 01:26 PM
THAT IS SO AWESOME! Already got it and already found some junk:
Uh.. apparently the hash files arent saved right.. theres a 'hashes' folder that appeared, then a bunch of text files came up hashes882091... with the cd hash of players. (Did you forget a '\'?)

It's pretty far from foolproof from loading.. because apparenlty sometimes it doesnt want to connect to the dedi server i have it on. Not sure if it's trying to load some default config, or the hashes files... or something, because i fiddled with those a little. And I dont think I have yet successfully connected it to Console(1), but I did have success with 2.

And, why the freak does it disable logging??! My logs are CRITICAL to my server! Esp log_echo_chat, so I can work with players out of game. (Though I would guess there's a reason you disabled the chat... not sure why or what, because i re-enabled it after loading the app, and it didnt work after it.)
(Also for my friends with servers on gameservers, it would be nice to have it able to auto-load config stuff, or perhaps be able to hook onto haloceded.exe in the server ^_^)

And overall, that is very excellent - I have looked for MONTHS trying to get something to force teamswitches, and now I have something. Thank you so much for it.

IGM Dhark
November 9th, 2008, 06:29 PM
Why thank you Abyll for the positive feedback and additional info you gave us
Now I've never seen any of these glitches before, but I only tested the local version for Brainz, as for Biti; he probably hasn't encountered these problems either otherwise he would have fixed those. Maybe because you are a different computer from any of ours you have found some holes in the app itself.
I asked him what he thought of these errors and such, he did not intentionally disable logging; so he will look into that as well.

Also just so you know, we seem to have found a glitch (could be isolated to local version only) that grenades sometimes when used with Brainz, has an extended explosion delay; biti also look into that and once we are satisfied with the patch and the incorporation of appropiate suggestions, we'll host the patched version for you all.

Again thanks for your post Abyll; anyone that's interested in Brainz / our other works, keep viewing this topic every once in a while as I'll keep you all posted with information and what not.

Aßyll
November 10th, 2008, 12:13 AM
well... now it doesnt work at all, even after a good deal of fiddling..

But what is with the hashes stuff? does the app try to load info from them, that if i changed/moved/deleted them it wont load again? I tried a fresh restart of the app, but now it just.. doesnt do anything. It'll load, ask which one, and then appear normal, but the sV_log_enabled doesnt change now, and nothing happens in the server.

Could I get personal help with it, please? (xfire = abyll)


Also:
I found that it got VERY cpu intensive with more than half of the options checked. I guess the app constantly checks those things ingame and changes them appropriately.. so could you look into making it more efficient?

IGM Dhark
November 10th, 2008, 05:10 PM
hmmmm, I've never seen the app so buggy, this is very odd. Sure I'll add you on xfire to help you resolve this problem

mcwesalot
November 11th, 2008, 02:41 PM
So what apps do you have planned for the future?

IGM Dhark
November 29th, 2008, 06:25 PM
Currently we have technically 4 (but really 3) apps released / in the works.

Currently released:
IG Brainz v1.00 (EXTERNAL APP)
See pages 3 and 4 on default settings to see info on it.

In the works:
aRCANe v1.00 (EXTERNAL APP)
This is basically a super dev / admin tool, allows you to manipulate players and the surroundings in fairly different ways as well as most if not all of the functions of IG Brainz.

Supremacy v0.55 (Currently being made) (EXTERNAL APP)
A zombie variant, the objective of this gametype is to dominate the opposite team entirely by means of elimination and converting the player.
Example: A match of 16 players, 8 reds and 8 blues.
Red player kills blue player, blue player is forcefully and automatically switched to red team; red team now has 9 players and blue team has 7 players. Blue team could kill a red player and convert them to blue team.
The idea is essentially to force one team into extinction, which is when the game will begin anew.

Assault / Control Point / Objective (Completed) (INTERNAL / SCRIPTED)
This is basically the assault system we've been talking about for a while, we've been looking / making a map that would be perfect to show case this system. It hasn't been easy and is the reason as to why it hasn't been released yet.

Pooky
November 29th, 2008, 09:12 PM
Assault / Control Point / Objective (Completed) (INTERNAL / SCRIPTED)
This is basically the assault system we've been talking about for a while, we've been looking / making a map that would be perfect to show case this system. It hasn't been easy and is the reason as to why it hasn't been released yet.

Get in touch with rossmum about his map, last I heard he was interested in it.

You could also try asking CMT or this guy (http://hce.halomaps.org/index.cfm?fid=528) about modding icy swamp or mudslide, respectively. Those could work well for this.

At any rate you're definitely better off outsourcing the map part.

IGM Dhark
December 1st, 2008, 06:24 PM
Heads up everyone; a new toy is coming to town and this time it will help the map developers! It is named temporarily as: IGM Heatmap OBJ Generator -- for short we call it the Dog Tag Collector or just Tag Collector

Basically this tool will run together with aRCANe (once released) to basically assess the gameplay of the server / game and will log where someone was killed, by what among many other details; it will then put all of this into .obj files (there will be a new .obj file per gaming session). You can also log suicides and other types of deaths should you wish.

Best of all, you do not have to be the host / admin to the server, clients may able log the game all the same, the difference would be when did you join the match and when did you leave.
If used correctly, a map creator will be able to tell how gameplay reacts to his map visually, x y and z axis and what weapons were preferred in combat

More info will come as it comes closer to completion

Masterz1337
December 1st, 2008, 07:32 PM
Fantastic work.

2 Questions. Can you get MTV to work in SP maps, and can you make health regeneration only work while the player is in combat or there are enemies around?

ShadowSpartan
December 1st, 2008, 07:35 PM
can you make health regeneration only work while the player is in combat or there are enemies around?
Just out of curiosity, why would you want that?

That sounds like a pretty cool feature to add, can't wait to see the finished programs.

Masterz1337
December 1st, 2008, 08:12 PM
SP becomes frustrating when you have just one bar of health left, if there was a way to make a player somehow earn back health while in combat, it would promote faster and less frustrating game play.

ICEE
December 1st, 2008, 08:18 PM
The regeneration would have to be really slow though, otherwise it would be like gears of war, take cover for a second and your back in the game.

Syuusuke
December 7th, 2008, 03:58 PM
I see you abyll, get the zombie app on your dedi, kthx.

And can't you run a script with some unit_health command (something like that) that changes the current health overtime in increments?

Oh scripts, scripts scripts...

Aßyll
December 8th, 2008, 07:10 PM
I did, I did! FINally! :) it was broken because I ran from a batch file, so Brainz didn't connect right. But now, it isn't much wanted, because it takes so much freaking cpu. My server crashed 3 times already thanks to lag... :P So I leave it off now.

(I heard they're working on some fixes though... so I hope that makes it worth it.)

Limited
December 8th, 2008, 07:24 PM
Fantastic work.

2 Questions. Can you get MTV to work in SP maps, and can you make health regeneration only work while the player is in combat or there are enemies around?
Depends whether theres any like "flags" that tell the game when your in combat, theres the obvious as in taking damage, you could probably do it so like if you dont get hit for 20 seconds you regeneration health + shields. Its definitely do able, depends when you want it to occur. I was working on something before like this. I didnt want to just beef up my health at will as that is sorta cheap. I was working on when you get 5 headshots in SP your health regenerates. It was working for CMT v2 map I believe its the second level in halo, you crash your pod and have to find survivors.

/sorry for thread jack :)

IGM Dhark
December 16th, 2008, 08:34 PM
v1.00 of the IG Heatmap Generator (or Tag Collector for short) is complete and ready to be released.
Overview: Tag collector is a passive data collection external application designed to run with Halo CE to assess and log a game's battle. It can be run on both local and dedicated servers and can be run as a client.
Simply run the program before joining a server and either start playing or merely let it run. For every kill and death, a marker will be placed in a specific .obj file for that game session.
http://www.intergalactic-morons.fumbari.com/Index%20data/Image-Hosting/IG-Thread/heatmap_01.jpg
If the application closes, you quit, or a new game begins the .obj file will be saved the .obj files will have the times on it to ease identification.
Another application will be released to sort these files and search for ones in specific dates as well as combine them into one huge object file.
A question you may be wondering is: What does this application do for the user?
http://www.intergalactic-morons.fumbari.com/Index%20data/Image-Hosting/IG-Thread/import_options.jpg
For map makers, this will be the ultimate tool to assess gameplay and player's behaviors non-invasively.
For normal players however, this can be used to develop new ingame tactics
http://www.intergalactic-morons.fumbari.com/Index%20data/Image-Hosting/IG-Thread/heatmap_02.jpg
http://www.intergalactic-morons.fumbari.com/downloads/IG-Tag_Collector%20v1.00.zip
here's the link for both the local and dedicated versions; enjoy and please give feedback/comments/critism
NOTE: The data may be difficult to decipher if you do not have the map's bsp; but if you know the map well enough, this should not be a problem.

Choking Victim
December 16th, 2008, 09:20 PM
That's actually a pretty neat idea, nice job. :woot:
+rep

Chainsy
December 16th, 2008, 09:22 PM
Backs up my knowledge that blue always rapes red at spawn, because the dominant hills plus more cover are closer to blues, and the one thing used to balance this and flush them out, the fuel rod, is rejected by most halo players, thinking it's noob.

il Duce Primo
December 16th, 2008, 11:07 PM
No chains that's because I was on that team. The first heatmap consist of 6 games that I played and I was always on the one team. I'm just that good. :P

IGM Dhark
December 25th, 2008, 08:48 PM
Merry christmas everyone! As a present to everyone we have now released the Local and Dedi app for the IG (Halo CE) Heatmaps Generator (IG Tag Collector)

The link has been edited into the post above, but for those who are lazy...
http://www.intergalactic-morons.fumbari.com/downloads/IG-Tag_Collector%20v1.00.zip (http://www.intergalactic-morons.fumbari.com/downloads/IG-Tag_Collector%20v1.00.zip)

n00b1n8R
December 26th, 2008, 03:23 AM
Depends whether theres any like "flags" that tell the game when your in combat,
Perhaps there's some code left in there from the xbox version that was used in co-op?

Or could you check if any AI are aware of the player?

Kornman00
December 26th, 2008, 10:51 AM
game_is_safe_to_save

IGM Dhark
January 14th, 2009, 01:02 AM
Real sorry for the release of IG Brainz v1.5 everyone; this release is proving to be far trickier than we anticipated. We are working on it as best a two man team can do. Will come back with updated info soon

IGMBiti
January 23rd, 2009, 09:09 PM
Sorry about the long delay. Here's BRAINZ 1.5, which fixes some errors, adds auto-load game variant functionality (read in the readme, off by default), and hopefully is less CPU intensive.

http://www.intergalactic-morons.fumbari.com/downloads/ig-brainz_1.50.zip

Note that it may or may not have other glitches we have not encountered.

t3h m00kz
January 23rd, 2009, 09:24 PM
bad-ass.

I don't really host servers but I'll keep this at hand in case I ever decide to.

Aßyll
January 24th, 2009, 01:29 AM
WooHoo! I love it already! First glitch I found: the about window has the glitch where you can't open it more than once. If you re-open it, it gives some error about it being deleted.

TROOPER
January 24th, 2009, 11:53 PM
Wow looks sick but i cant get it to work :P
Note that i do have dot net framework 3.5 and i have read the readme :p
i start up halo CE and try to run IG BRAINZ 1.5 but i get this error message:
http://s444.photobucket.com/albums/qq168/ENTERSANDMAN_02/?action=view&current=zombieeroor.jpg
http://i444.photobucket.com/albums/qq168/ENTERSANDMAN_02/zombieeroor.jpg

IGM Dhark
January 25th, 2009, 02:14 AM
Alright, this isnt normal so mind telling me anything that you may run with Brainz/CE or any changes or settings you may have that could conflict with Brainz?
CE version = ?

Any modifications to the .exe?

TROOPER
January 25th, 2009, 11:20 AM
i was using an extention named enbseries to get a bloom effect (d3d9.dll). i will try running halo without it;)

nvm didnt work.... im not running anything else besides that

My version of Hao CE is 1.08

do i have to put the game variants in a special place ?

also alot of other programs have stopped working suddenly :/ (ThirdFov.exe, skysthelimit.exe, and some other things...)

TROOPER
January 25th, 2009, 08:47 PM
nvm i got it to work i found out my .net framworks were corrupted :/
i used a cleanup tool to reinstall them and the program works fine!

flyingmonkey3
March 1st, 2009, 07:30 PM
Sorry about the long delay. Here's BRAINZ 1.5, which fixes some errors, adds auto-load game variant functionality (read in the readme, off by default), and hopefully is less CPU intensive.

http://www.intergalactic-morons.fumbari.com/downloads/ig-brainz_1.50.zip

Note that it may or may not have other glitches we have not encountered.

IG Brainz still causes servers to crash after running for a while. Is there no fix for this problem?

IGM Dhark
March 5th, 2009, 10:34 PM
We need to know more about the problem to be able to produce a fix for it. Any more information you supply us with can assist us to fix it

DarkHalo003
March 5th, 2009, 10:42 PM
I would say it'd be someone joining the server without the app (if not without the app then the app crashes for a reason) or the server is so overloaded that goes crazy (okay, maybe not that last one). Could it simply be common errors with a third party application?

supersniper
March 5th, 2009, 11:33 PM
I would say it'd be someone joining the server without the app (if not without the app then the app crashes for a reason) or the server is so overloaded that goes crazy (okay, maybe not that last one). Could it simply be common errors with a third party application?Oh wow... you really don't know what your talking about...

I'm sure the guy is fine now or he would've posted again, it's just your typical microsoft error. nothing big.

flyingmonkey3
March 7th, 2009, 02:25 AM
I'm sure the guy is fine now or he would've posted again, it's just your typical microsoft error. nothing big.

As a matter of fact I still have the problem with IG Brainz crashing. Have there been other reports of similar crashing problems with the app or am I the only case? I use Windows Vista and run everything with full administrator rights btw.


We need to know more about the problem to be able to produce a fix for it. Any more information you supply us with can assist us to fix it

Info regarding the app crashing:
The crash does not appear to be isolated to any one function of the app. It always happens eventually no matter which functions are set or unset as long as the app is being used.

The crash also tends to happen later on after a few hours of the dedicated server running. Players in the server will experience severe lag and then "lose connection." The server will display an exception error.

Other info regarding the app in general:
The app doesn't work outright on a few maps such as z_sanctuary_h2_pb2. When forcing the player to switch sides it will appear to the player that he is "falling through the map."

The regen with shield toggle appears to have no effect. The health bar still recharges without any sort of delay even if is checked or unchecked.

The speed modifier doesn't seem to work on oddball gametypes.

IGM Dhark
March 20th, 2009, 11:06 PM
hmmmmm... we are looking into the problems; especially the crashes. Unfortunately we havent had much luck finding the cause of the problem. Sorry. We will continue to look however

Advancebo
March 20th, 2009, 11:12 PM
Could you update IG-Brainz with a better looking GUI, and more user friendly? I opened up it up and I still dont understand what most of the stuff does.

Cortexian
March 21st, 2009, 12:53 AM
Could you update IG-Brainz with a better looking GUI, and more user friendly? I opened up it up and I still dont understand what most of the stuff does.
Try reading the readme, it explains everything and you'll have no problems with it if you can read. Oh wait...

Shoutout to Bitidork for helping me out with an autoloading version of Brainz so I can be ultra lazy!

Aßyll
March 21st, 2009, 02:43 PM
doublethanks from me too!

Also, is aRCANe still in the works? I haven't heard anything for a long while..

flyingmonkey3
March 23rd, 2009, 12:34 AM
That's alright, take your time.

I've actually been thinking if the crash problem can be averted if you restart IG Brainz between games. Like, set a 30 min time limit for a game or some other time before the server usually crashes and have like a 1 min timeout during which you restart the IG Brainz app.

IGM Dhark
April 15th, 2009, 11:13 PM
Yes aRCANe is still in the works; things are just very slow as Biti is one person and asides from several CE things, hes got stuff in life to do as well. If anything blame me for keeping him busy xD

On other 'news' I havent actually modelled much for CE in a long time, so sorry about that. Ill look into getting back into the swing, we may release a basic map with the full Assault System just to release a map for the people to try out soon; personally I dislike the modelling overall but you may find the gameplay interesting

IGM Dhark
April 27th, 2009, 10:54 PM
Hello everyone here at (Halomaps or Modacity)! We have a new update for everyone about IG! Recently Masterz1337 has approached IG requesting assistance for the implementation of boarding enemy vehicles, as well as to have Multi-Team Vehicles (MTV), into SPv2. On a brief note, MTV is the ability to have Covenant and humans in the same vehicle, both AI and Players. Long story short: We obliged to help and within a few days Bitidork has managed to reconfigure and adapt IG’s current MTV build to conform to the necessities of Masterz for the ability to have Boarding and MTV in SPv2. However this is not all... We of IG felt that HCE needed a little something to spice things up and to make things a little more fresh than the occasional HCE maps update on the Halomaps website.

Because of the aforementioned feeling, we are publically releasing the ability to use MTV for everyone! But it is better than that; Bitidork’s hard work has paid off as he has made this compatible with virtually ANY map in existence, from the oldest to the newest.

At this moment you may ask “What does this mean?” Well, Machinima and RPers will be able to finally have more intricate and interesting capabilities as there is no limitation as to what team you are on in order to enter someone else’s vehicle. For machinima makers, there will be no need to perform optical illusions of video editing regarding player teams; whether you are on red or blue team or even FFA, everyone can get into the same vehicle.

Please regard this note: This app does NOT give you the ability to board enemy vehicles as then this would have to have been created into the map itself. The app does, however, merely bypass the first problem for boarding. For more information on integrating boarding, feel free to contact us or Masterz.


“Well that is all fine and dandy, but how does this work?” Simple: Open CE and then open IG-MTV.exe.
If you are hosting: Click the Toggle button to enable the ability to use MTV, if you wish to turn it off: click on the toggle button to disable it (anyone currently inside of a vehicle will stay in that vehicle until they wish to exit themselves or die).
If you are the client: If you know the local/dedicated server is running MTV: click the toggle button to enable or disable accordingly.

Please note: If you have MTV enabled on a server, the players joining will need the app as well if you wish them to see this properly; otherwise it will not sync. Therefore clients are not able to use MTV unless the server or host has it enabled as well as the client.

“How do we use this when CMT-SPv2 comes out?” Again very simple; open the application, run any map on SPv2 and toggle the MTV on and the map will do the rest when you try and board an enemy vehicle. NOTE: If you do not have this app running during SPv2, you WILL NOT be able to board enemy vehicles.

Although SPv2 will most likely still be in development for a while, this external application is not. We shall be releasing IG-MTV.exe within the week (most likely Thursday/Friday). So keep checking this thread for updates.
The application will be released on both Halomaps as well as the IG official website; links will be provided on release day. Alternatively, the application will be released along with the SPv2 Campaign so that users who did not have this application will not lose the chance/ability to board enemy vehicles during their epic war against the Covenant.

On a final note: we hope you will enjoy this application for whatever purposes you wish to use it for and we hope that it brings some more joy to the HCE community and fans alike. A video will be available of this soon via a Broadcast on Xfire and will be available for one hour, 10 minutes after this post has been sent on Halomaps and Modacity. Enjoy!

Broadcast Direct Link: http://www.xfire.com/live_video/igmatlan/

(We will try and make a video out of this to show those that have missed the broadcast)

Sel
April 28th, 2009, 08:02 AM
coool

Lateksi
April 28th, 2009, 08:36 AM
Yeah, let's hope lots of servers will run the app too :)

ShadowSpartan
April 28th, 2009, 09:01 AM
Open Sauce can already do Multi Team Vehicles so this is nothing new and not that exciting.

musicman888
April 28th, 2009, 11:36 AM
I shall not argue with you on that ShadowSpartan, but I will say that I do not think that everyone can use Open Sauce effectively. If you can "yay! Good for you." But this will be an easy to use app that anyone can use. Just saying...

Jelly
April 28th, 2009, 11:49 AM
Do you plan to release the IGM programs as closed-source tools, or are they going to be open to the community?

I'm not bothered either way, but it might be useful for some of the other coders here if they can see what you're doing and how you're doing it.

ShadowSpartan
April 28th, 2009, 12:09 PM
I shall not argue with you on that ShadowSpartan, but I will say that I do not think that everyone can use Open Sauce effectively. If you can "yay! Good for you." But this will be an easy to use app that anyone can use. Just saying...
So opening an app and having to enable MTV is easier than just placing a dll in your Halo CE directory and instantly getting MTV? I think not.


I'm not bothered either way, but it might be useful for some of the other coders here if they can see what you're doing and how you're doing it.
If I recall correctly from looking at Open Sauce's code, to enable MTV you need to change about 3 bytes. Not very complicated.

p0lar_bear
April 28th, 2009, 12:10 PM
If I recall correctly from looking at Open Sauce's code, to enable MTV you need to change about 2 bytes. Not very complicated.

IIRC I think MTV is enabled by default.

e: o.

ShadowSpartan
April 28th, 2009, 12:12 PM
IIRC I think MTV is enabled by default.
No I mean, in order to make MTV work, Open Sauce edits 3 bytes in the memory. MTV is enabled by default, but I don't think adding a toggle option would be very hard.

Kornman00
April 28th, 2009, 12:19 PM
Um, you may want to actual test MTV's effects in campaign. IIRC, for OS anyway, the code it changes can have drastic affects to how the AI's code executes. Potentially the AI could wrongly accuse you of being an ally in some cases.

Pooky
April 28th, 2009, 03:24 PM
Um, you may want to actual test MTV's effects in campaign. IIRC, for OS anyway, the code it changes can have drastic affects to how the AI's code executes. Potentially the AI could wrongly accuse you of being an ally in some cases.

If that means the AI would accuse me of being an ally while still killing the stupid Marines, I'd be all for it :lol:

Lateksi
April 28th, 2009, 04:19 PM
If that means the AI would accuse me of being an ally while still killing the stupid Marines, I'd be all for it :lol:
The official make-aliens-go-high app.

IGMBiti
April 28th, 2009, 07:46 PM
Open Sauce can already do Multi Team Vehicles so this is nothing new and not that exciting.In response to that: Abyll had attempted to use the code in Open Sauce. It worked successfully for the dedicated 1.08 exe, but it caused exceptions when he tried to patch the client. I'm assuming that the address for the 3-byte change on the client (1.08) was off by a bit.
As far as choosing an executable instead of a DLL...I was originally planning on using a DLL that would be loaded using another project of ours (haven't released yet), but just because I was lazy at the time and I thought it may be more convenient for people who already have edited libraries and for those who do not want those libraries changed, I decided to use an executable.


static MTV()
{
if (MemoryHandler.Version == MemoryHandler.HaloVersion.CLIENT)
{
MTV.INSTRUCTION_ADDRESS = 0x0056A3B1; //client address
}
else
{
MTV.INSTRUCTION_ADDRESS = 0x00518D41; //dedicated address
}
}
/* Addition: I think I could simplify this:
MTV.INSTRUCTION_ADDRESS = (MemoryHandler.Version == MemoryHandler.HaloVersion.CLIENT) ? 0x0056A3B1 : 0x00518D41;
*/
I'm not sure if those tags would work, but that's the constructor I used for a static class that enables/disables the ability. It sets the addresses if the intended target is client or dedicated.

Edit: Looked at Open Sauce's code (did not feel like making a new post to the one just after this):


FUNC_PTR(UNIT_CAN_ENTER_SEAT_MOD, 0x56A261, 0x56A3B1, 0x518D41);
#define FUNC_PTR(name, ce_offset, ce_107_offset, cededi_offset) enum FUNC_PTR_##name { PTR_##name = cededi_offset }; COMPILE_ASSERT( PTR_##name != NULL );
At the moment, the ce_107_offset matches the offset I have for client 1.08, and so I think that is what caused Abyll errors for the client patch.

ShadowSpartan
April 28th, 2009, 07:56 PM
In response to that: Abyll had attempted to use the code in Open Sauce. It worked successfully for the dedicated 1.08 exe, but it caused exceptions when he tried to patch the client. I'm assuming that the address for the 3-byte change on the client (1.08) was off by a bit.
The change in Open Sauce works fine for clients, Abyll probably had an error in his code. I have had no problem whatsoever using MTV in Open Sauce.

Edit: The addresses you posted are the same ones that are used in Open Sauce.

Masterz1337
April 28th, 2009, 08:09 PM
I could never get it to work (OS).

For a release on the scale of SPV2 I think it's easier to keep it simple with a external app they just have to open.

ShadowSpartan
April 28th, 2009, 08:12 PM
I could never get it to work (OS).

For a release on the scale of SPV2 I think it's easier to keep it simple with a external app they just have to open.
You couldn't compile the source code, or you couldn't place a dll in your CE directory?

It would be easier on the end user to just have a dll that they place in their CE directory. You could just as easily distribute the compiled Open Sauce dll with SPV2, I'm sure Kornman wouldn't mind.

IGM Dhark
May 2nd, 2009, 02:32 AM
Hello everyone! IG-MTV has been released:
http://www.intergalactic-morons.fumbari.com/downloads/IG-MTV-v1.00.zip

This will be uploaded to Halomaps in a few days. Readme is included.

For those that wish to participate in a little video we will make, please add Dhark on Xfire igmatlan
The video will be showing what you can do with the app and to get as many people into say a Pelican or other vehicle for fun and whatnot.

If you have any questions, comments, suggestions or critism; please post them in the Halomaps or Modacity threads respectively.

Until next time!

Inferno
May 2nd, 2009, 11:34 AM
What does it do?

edit-
of wait Multi Team Vehicles durrrrr
stupid me

jcap
May 2nd, 2009, 02:35 PM
For the vehicle boarding, I've been wondering about something.

Because it is kind of a hassle to launch a separate app to use the feature and it makes the game seem slightly less polished, I was wondering if the following method would be at all possible.

With rec0's Devicator, he offers a couple modified files in the release. One of the files, probably strings.dll, silently executes haloceded_extended.exe upon the launch of haloceded.exe (which loads strings.dll by default).

If something similar can be done with the hijacking (and possibly even more), then all you would have to do is replace the strings.dll (which would also FORCE users to use 1.08 and increase the LEGAL population!) and copy the app into the CE directory. On haloce.exe's launch, it will load strings.dll and then silently load the hijacking app in the background, and you wouldn't even notice it was running. Then it would also always work and be waiting for whenever you either enter a server with hijacking/mtv or start a singleplayer game with hijacking.

ShadowSpartan
May 2nd, 2009, 02:54 PM
Jcap, that is exactly what the Open Sauce dll will do. And by the way, I looked at the addresses they are modifying, same exact ones that Kornman used. The code they replaced it with is slightly different. Kornman replaces the line "mov bl, 1" with "test al, al", but the IGM app just makes those 2 bytes NOP.

Kornman


static byte enable_code[] = {0xB3, 0x01, 0xEB};
static byte disable_code[] = {0x84, 0xC0, 0x74};

IGM


private static byte[] OFF_CODE = new byte[] { 0x84, 0xc0, 0x74 };
private static byte[] ON_CODE = new byte[] { 0x90, 0x90, 0xeb };

I find it funny that you guys don't even mention Kornman in your readme, or even your post. He is the one who found the addresses, you just took them from Open Sauce.

IGMBiti
May 2nd, 2009, 03:37 PM
I thought the previous page clearly gave away that I did all of this work here. In fact, due to earlier experience, I had learned that the team, in a sense, of the vehicle, determines who can get in the vehicle (if they're on the same team/its being controlled--I have a feeling that the team of the controller is tested). I then looked at my offsets for that value, which goes:


public const int OBJ_OFFSET_TEAM = 0xB8;

I then proceeded to search for anything having to do with this offset, but seeing as how there were many results, I searched for something that would move this value into a register (mov *,[*+000000b8]). After that, I looked at which of these had a similar instruction near them (because we're comparing two objects).
On a side note, I believe you meant to say "Kornman replaces the line 'test al, al' with 'mov bl, 1'".

Inferno
May 2nd, 2009, 03:45 PM
(which would also FORCE users to use 1.08 and increase the LEGAL population!)

People would just move on to a another game actually.

jcap
May 2nd, 2009, 04:02 PM
People would just move on to a another game actually.
No they wouldn't. They would either just keep with what they have and be douchebags, or they would update and play with the advanced features of the mod.

And even if they do, nothing will be missed. It's not like those assholes are contributing to shit now.

Masterz1337
May 2nd, 2009, 04:02 PM
Bit of warning for anyone wanting to use this in SP, AI willg et out of the vehicle if you are not on the same team as them, so remove the reference to their exit anim from the animation tag and it will work fine.

Inferno
May 2nd, 2009, 04:04 PM
If they are the majority player base then... well yeah I'm not going to say it because I'll get flamed.

Masterz1337
May 2nd, 2009, 04:09 PM
I really don't see a problem with people playing pirated versions. They play maps, they download, they give the game life. If anything apps like these give them a reason to actually purchase,

jcap
May 2nd, 2009, 04:14 PM
What will this do that will make them purchase it? They're already playing. Nothing is going to encourage them to make the purchase if they haven't already. They're not even giving the game life. What have they done? They're playing on their own servers with absolutely no clue of any of these Halo websites. Hell, they barely even play any custom maps. They give the game life as much as a brain tumor gives a person life.

IGMBiti
May 2nd, 2009, 05:39 PM
Just in response to using a DLL to replace Strings.dll...
A project (this is already finished) I had hinted at earlier replaces Strings.dll, which then calls another DLL (the main part of the project) that loads all DLLs in a directory. The name of the directory is determined based on the process, so for Halo CE Dedicated, it would load all the libraries in, for example, the directory named DEDCE. I have yet to find a dire need to use it.