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TEMPTii's help thread
This error, or a bad UV error always appear when I try to make a map now. How do I fix this? :S
Code:
09.05.09 22:33:58 reference function: _write_to_error_file
09.05.09 22:33:58 reference address: 42ca20
09.05.09 22:33:58 No More Errors For Tools By: {TLS}Udie
09.05.09 22:33:58 i'm going to render debug lightmaps for inculta of levels\inculta\inculta, and i'll stop when red+blue+green = 0.900000.
Hit control-c now if this isn't right.
09.05.09 22:34:01 WARNING: 1 clusters in structure_bsp levels\inculta\inculta have no background sound or sound environment.
09.05.09 22:34:01 start levels\inculta\inculta
09.05.09 22:34:02 radiosity error: out of memory
09.05.09 22:34:02 EAX: 0xFFFFFFFE
09.05.09 22:34:02 EBX: 0x00613701
09.05.09 22:34:02 ECX: 0x0012F9A0
09.05.09 22:34:02 EDX: 0x000002CC
09.05.09 22:34:02 EDI: 0x0012F9A0
09.05.09 22:34:02 ESI: 0x00000000
09.05.09 22:34:02 EBP: 0x0012F878
09.05.09 22:34:02 ESP: 0x0012F868
09.05.09 22:34:02 EIP: 0x77489A94, C3 8D A4 24 ?????
09.05.09 22:34:02 EXCEPTION halt in \halopc\haloce\source\cseries\debug_memory.c,#183: Invalid pointer: header: 0x82eb578 signature: 0x3c424144 line: 103 file: 0x613748 size: 0x12eec reason: Pointer has been disposed. (\halopc\haloce\source\memory\array.c:80)
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Re: Radiosity Error
you have bad UVs on 1 or more faces. did you uvw map your map? if it only has like 2 textures, select all faces > go to the modifier list > select UVWMapping > check box and set U, V, W to like 500 or something. But that means you have a bad UV when in sapien it says you cant run radiosity after entering the command.
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Re: Radiosity Error
When you get a bad UV error, you can import the debug.wrl and it will point you to the faces that are giving it trouble. Especially if you've got "hidden" faces that you don't think are there and end up being like .0001 units wide or something, just re-uving the entire map can miss spots.
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Re: Radiosity Error
Well, I used to get bad UV Errors. Right now, I'm using a custom texture I made in photoshop that I just UVW Mapped to be aligned with the map's walls. As for the other texture, the walls are just infinity cliffs and i've tried redoing the UV's. It says that it ran out of memory, does that mean maybe I need to extend the memory to use like you can do in maxscript (+=heapsize)?
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Re: Radiosity Error
I think if it's running out of memory then something's wrong with the map. Tool normally can't run out of memory, can it? How much memory do you have?
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Re: Radiosity Error
idk how much o.o but this always happens, regardless the detail or size of the map (btw, the map is over 32,000 faces :S)
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Can't zoom out
I was testing out some snipers and their scopes, and when I tested one out, the scope couldn't zoom back in. First it scoped 2x (normal) and then it still scoped 2x but it said it was scoping 8x, then when I scoped more, it stayed at 2x and didn't show the multiplier and I kept scoping until I got exception data.
I've been screwing around with the scoping crap all day but idk how to fix it :gonk:, help?
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Re: Can't zoom out
You should always back up the tags. Check Halomaps for the sniper tag and start over is my advice.
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Re: Can't zoom out
No, I extracted some sniper tags to take a look at them.
They worked fine in the map i extracted from but when I put them in my test map the zoom is screwed
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Re: Can't zoom out
What map did you extract them from, and was it already modified somehow in that map (even if it was working)?
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Re: Can't zoom out
Various snipers including the coldsnap bigsniper.
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Re: Can't zoom out
You should compare the tag's zoom part with the original sniper's tag.
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Re: Can't zoom out
I did, or at least I think I did. I'm not really sure what I should be looking at, the hud_interface right?
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Re: Can't zoom out
It should be in the .weapon tag. Unfortunately extracting with HEK+ causes it to really fuck up certain numbers, zoom in particular being one of them. In the .weapon tag, you should see number of zoom levels or something similar, and most likely it will be set to something like 250. Set it back to 2 and you should be good.
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Re: Can't zoom out
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So I saw this command in the scripting bible...
cheats_load : reloads the cheats.txt file. So what exactly does this mean? I could have a cheats.txt file with some dev commands in it?
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Re: So I saw this command in the scripting bible...
I'm pretty sure that command was taken out of the code if I'm not mistaken.
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Re: So I saw this command in the scripting bible...
Quote:
Originally Posted by
TEMPTii
cheats_load : reloads the cheats.txt file. So what exactly does this mean? I could have a cheats.txt file with some dev commands in it?
was only used in the testing stages of the game.
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Global Sapien Problem
I have 3 different sapien and a bunch of working scenarios. I try to open a scenario with one of the three Sapiens, and it closes after I select the scenario. I try this again with different sapiens and different scenarios and it still does the exact same thing. What's wrong?
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Re: Global Sapien Problem
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Re: Global Sapien Problem
Dual, yes. I'm running it single core already.
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Re: Global Sapien Problem
Show us the last few lines of the debug.txt inside your Halo Custom Edition folder.
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Re: Global Sapien Problem
Code:
----------------------------------------------
02.21.10 15:29:37 reference function: _write_to_error_file
02.21.10 15:29:37 reference address: 401b13
02.21.10 15:29:37 Couldn't read map file './a_hobobeta.map'
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Re: Global Sapien Problem
you need the entire last entry
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Re: Global Sapien Problem
That is the entire last entry...
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Re: Global Sapien Problem
Code:
----------------------------------------------
02.21.10 15:00:13 reference function: _write_to_error_file
02.21.10 15:00:13 reference address: 401b13
02.21.10 15:00:13 Couldn't read map file './a_hobobeta.map'
02.21.10 15:00:32 a hobo pc 01.01.00.0609 ----------------------------------------------
02.21.10 15:00:32 reference function: _write_to_error_file
02.21.10 15:00:32 reference address: 401b13
02.21.10 15:00:32 Couldn't read map file './a_hobobeta.map'
02.21.10 15:00:54 a hobo pc 01.01.00.0609 ----------------------------------------------
02.21.10 15:00:54 reference function: _write_to_error_file
02.21.10 15:00:54 reference address: 401b13
02.21.10 15:00:54 Couldn't read map file './a_hobobeta.map'
02.21.10 15:01:21 sapien pc 01.00.08.0616 ----------------------------------------------
02.21.10 15:01:21 reference function: _write_to_error_file
02.21.10 15:01:21 reference address: 401b13
02.21.10 15:01:21 Couldn't read map file './sapienbeta.map'
02.21.10 15:01:44 sapien pc 01.00.08.0616 ----------------------------------------------
02.21.10 15:01:44 reference function: _write_to_error_file
02.21.10 15:01:44 reference address: 401b13
02.21.10 15:01:44 Couldn't read map file './sapienbeta.map'
02.21.10 15:02:00 a hobo pc 01.01.00.0609 ----------------------------------------------
02.21.10 15:02:00 reference function: _write_to_error_file
02.21.10 15:02:00 reference address: 401b13
02.21.10 15:02:00 Couldn't read map file './a_hobobeta.map'
02.21.10 15:17:20 a hobo pc 01.01.00.0609 ----------------------------------------------
02.21.10 15:17:20 reference function: _write_to_error_file
02.21.10 15:17:20 reference address: 401b13
02.21.10 15:17:20 Couldn't read map file './a_hobobeta.map'
02.21.10 15:29:37 a hobo pc 01.01.00.0609 ----------------------------------------------
02.21.10 15:29:37 reference function: _write_to_error_file
02.21.10 15:29:37 reference address: 401b13
02.21.10 15:29:37 Couldn't read map file './a_hobobeta.map'
That's like the last few entries. Sorry for double post.
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Re: Global Sapien Problem
if you have the single core then try compat with xp or run as admin.
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Re: Global Sapien Problem
I have dual core. I ran as admin with windows 95 compatibility to run it single core.
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Corrupted?
I was playing on Snow Grove a couple weeks ago and couldn't join servers. I went into a lan game to figure out this had happened.
http://www.xfire.com/video/237e9f/
Why? I don't know. I did a system restore overnight and that fixed it for the elapsed 2 weeks and now it's happening again and system restore is a real bitch to do. What the hell is going on? Some people in my clan say this has also happened to them.
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Re: Corrupted?
I have no idea why that would happen, but have you tried deleting and redownloading the map?
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Re: Corrupted?
Done that quite a few times.
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Re: Corrupted?
what about replacing all the stock maps, bitmaps.map in particular?
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Re: Corrupted?
Where would I get these replacements?
And I've already reinstalled so those we're already replaced a few days ago. Plus, snow grove was working fine yesterday...
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Re: Corrupted?
It COULD be (not saying it is) a map cache checksum error of some kind, although I am uncertain.
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Re: Corrupted?
Scanned for Virii and Spyware? At a minimum run Spybot S&D: http://www.safer-networking.org/index2.html. McCrappy and SNorton miss everything worth a damn BTW.
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Re: Corrupted?
Am I expected to know what that means? D:
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Re: Corrupted?
LOL, just follow the link and run the app. Make sure to run Spybot's built-in updater first. I guarantee it will find something.
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Re: Corrupted?
Quote:
Originally Posted by
TEMPTii
Am I expected to know what that means? D:
yes
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Re: Corrupted?
Some things to try, in order of likelihood:
1) Reinstall Custom Edition
2) Update your video drivers (ATI here) (nVidia here) (If you're not sure, try downloading Everest. It should be able to tell you the name of your adapter and give you a link for a driver download)
3) Update DirectX9 (Latest version here)
4) Check your graphics card temperature, it should be less than 80 Celsius (SIW can tell you temperatures: download here)
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Re: Corrupted?
Got rid of 197 infected objects with malware/spyware and did 2 system restores. Still not working.
EDIT: Didn't see the above post.
1. Already reinstalled custom edition twice
2. Checked the video drivers while fugging with my computer, they're fine
3. I'll try number 3
4. My computer runs with the cover plate off anyways (otherwise it'll overheat and crash because it's a piece of shit slimline)
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Ingame Scripting
So I was experimenting with some of the commands dealing with units, players for that matter. I turned on devmode when I was hosting a server with 4 people. I wanted to do unit_kill_silent and choose a player to kill, I used the following code.
Code:
unit_kill_silent (unit (list_get (players) 2))
This should have killed the second player right? The second player that was returned in the sv_players command? If not, how do I make it so I can choose which player to kill?
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Re: Ingame Scripting
Actually it'd kill the third.
It starts from 0.
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Re: Ingame Scripting
Damn arrays
It worked for the first person. He was ID#2 so I unit_killed ID1 and it killed him. But when I set it to unit_kill 2 it killed me instead of the 3rd guy.
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Re: Ingame Scripting
It doesn't go by player index. If goes by the latest spawned. That's why scripting MP is hard. The number for a player changes all the time.
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Re: Ingame Scripting
What always works for me is to bring up sv_players and count from the bottom of the list at 0 up to the player you want.
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Re: Ingame Scripting
Quote:
Originally Posted by
Con
What always works for me is to bring up sv_players and count from the bottom of the list at 0 up to the player you want.
This but only counting the players that are alive, which is why it 'changes'.
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Re: Ingame Scripting
Someone, quick make something that tracks that in os.
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Re: Ingame Scripting
I'm pretty sure that shadow spartan tried to and it didn't work.
I tested something like that while he was still working in OS.
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Re: Ingame Scripting
Quote:
Originally Posted by
Inferno
I'm pretty sure that shadow spartan tried to and it didn't work.
I tested something like that while he was still working in OS.
That was something totally different.
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Re: Ingame Scripting
You were trying to identify players by there key hash or something right?
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Re: Ingame Scripting
Yes, and I got that working. That doesn't really relate to the current discussion though.
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Re: Ingame Scripting
Yeah player indexes in Halo are a real pain in the arse. Theres a few work arounds that can be added to aid the selection of the correct number.
In terms of scripting though, no idea.
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Re: Ingame Scripting
FUUUUUUUUUUUUU!
Thanks anyways.
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How would I make an application in VB.Net?
Any tutorials? Say I want to make a simply application that sends chat text to the game if you press F5 or something.
I've tried the sendkeys function but it doesn't exactly work...
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Re: How would I make an application in VB.Net?
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Re: How would I make an application in VB.Net?
I think he means more like sending packets to the server to automatically sending the message without a macro.
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Re: How would I make an application in VB.Net?
I hate autohotkey. It seems unprofessional.
I guess that's what I mean paladin. How does the cedev thing by bitterbanana work?
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Re: How would I make an application in VB.Net?
They actually attach themselves to the process... As for the data delivery, I have no clue...
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Re: How would I make an application in VB.Net?
You overwrite memory in a target process.
Can be done with almost any programming language. If you really want to learn programming, go C#.
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Re: How would I make an application in VB.Net?
Agreed.
However what you seem to want to do (unless cleared up; as your original post is somewhat lacking in description) is a simple macro. Instead of trying to reinvent the wheel I would just google "keyboard macros" and see if that will suit you.
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Re: How would I make an application in VB.Net?
I'd rather just go learn C#. It'll get me farther than a macro will.
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Re: How would I make an application in VB.Net?
A Google Search of VB.net memory editing would have found you several threads as well as Microsoft API's such as the ReadProcessMemory API and the WriteProcessMemory API, which can be accessed from both VB.net & C#.
EDIT: You can even try to use the Managed Windows API Project. I haven't checked it out, so I have no real information I can add on to it, but it might help you out with Reading & Writing Memory.
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Re: How would I make an application in VB.Net?
Walk before you Run.
How many friggin' gay quotes to I have to throw your way?
Edit: And thinking about AutoIt and how powerful it can be makes your statement look ignorant and mine prove true! Huzzah, I am wiener.
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Maximum size of map in 3DS units?
I tried making a bigass map and I was gonna test out what I had at that point but when I compiled, it said Warning: Vertex #0 has a bad point (which I'll assume means that it's too big). What's the maximum for this?
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Re: Maximum size of map in 3DS units?
Just keep decreasing the size and compiling to see when it starts working.
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Re: Maximum size of map in 3DS units?
Solution:
Stop making DickSnap sequels.
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Re: Maximum size of map in 3DS units?
Quote:
Originally Posted by
Inferno
Solution:
Stop making DickSnap sequels.
^This. However, the limit is pretty fucking huge. If your map is bigger than the limit, you have some issues. Either way, you'll need the memory hack that increases render distance, because anything past what, 10,000 units maybe, isn't going to render anyway in vanilla CE.
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Scenery object is disappearing
Whenever I approach one of my scenery objects at a certain angle, it disappears when I get close enough.
- I just created the object from scratch
- It happens when I approach it from the front, not the back
- When compiled, the same problem still results
- The testing scenario is completely cleared of everything except the object
Help?
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Re: Scenery object is disappearing
Make sure you set the world units it visible at
E: Make sure you have bounding radius and render bounding radius set, as highlighted below
also, +rep if anyone know the movie im watching

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Re: Scenery object is disappearing
In the top of the scenery tag, there are two fields called "bounding radius" and "render bounding radius."
Bounding radius tells the game how far from the point of origin the object exists. Render bounding radius tell the game how far away from the camera's edge the point of origin can be before its model stops rendering.
The lazy method is to set these values really high, but what you should do, rather, is set the bounding radius to encapsulate the collision model, and the render bounding radius to encapsulate the gbxmodel.
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Re: Scenery object is disappearing
typing 100 is easier, imo
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Re: Scenery object is disappearing
Thanks paladin. Sorry, I'm new to all this tagging stuff :S
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Re: Scenery object is disappearing
Quote:
Originally Posted by
paladin
typing 100 is easier, imo
Yeah it is but when you get around stuff with high amount of details, you're losing performances. Or atleast, my computer does, not sure about yours. It's like using LODs, it's pointless on most stuff but when you get to bipeds, you're better with than without.
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Re: Maximum size of map in 3DS units?
As for the bad point error, I'd say it doesn't mean you're over limit. I've had it before and often it's because the single object is too big. It occured when I was making a script room under the map and no matter what I did, as long as the box remained ''four polies'' it found a way to give this or simply to not render. If you want a reference size wize, you can import say the Hugeass BSP and match your map to it. If you still get this error, then you know it's not size.
In this case i'd suggest you tessalate your box a bit and most important, that you don't try making Hugeass 3 or any Huge box map with two bases facing, nukes and a shitload of scenery.
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Re: Scenery object is disappearing
Judging by the fact that he's new to mapping, I dont think he'll have issues with too much stuff. And this is all stuff you learn as you go. He would have eventually found out/ changed things to what they need to be.
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Re: Scenery object is disappearing
why don't you just open a scenery that's similar to yours and use those values?
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Re: Scenery object is disappearing
Quote:
Originally Posted by
sleepy1212
why don't you just open a scenery that's similar to yours and use those values?
Didn't know what fields I needed to edit.
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Re: Scenery object is disappearing
Quote:
Originally Posted by
TEMPTii
Didn't know what fields I needed to edit.
sorry, i meant now that you do, since it seems the discussion has shifted to that in particular
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Re: Maximum size of map in 3DS units?
You get that error when someone is to far away from 0 0 0. The farthest it can be is somewhere around 125000 max units, I think.
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Re: Maximum size of map in 3DS units?
Quote:
Originally Posted by
chrisk123999
You get that error when someone is to far away from 0 0 0. The farthest it can be is somewhere around 125000 max units, I think.
That makes more sense
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Pelican Pickup Scripts?
I found this pickup script generator on HCE but it's a little buggy.
http://hce.halomaps.org/index.cfm?pg=3&fid=2889
Where would I get Tiamat's script? Or even, how could I modify the script to work better?
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Re: Pelican Pickup Scripts?
Dude you need your own help thread. As for the pelican script, post the problems with it, and the script you're using, not the generator.
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Re: Pelican Pickup Scripts?
lol, just have a lot of questions right now, probably won't later on
I tested out the script and even if you're the host, the attached vehicle looks as it does if you were the client in coldsnap (it lags in the back). Sometimes, if you drop the vehicle it stays in the air. Like, if you teleport a still vehicle to a point in the air and don't accelerate, the vehicle will just stay there. Same thing goes for the pelican's attached vehicle.
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Re: Pelican Pickup Scripts?
Well yeah, vehicle_load_magic is just another thing thats buggy as hell in multiplayer. Pretty sure thats what Taimat did for his script in coldsnap, only got it to work like once on that map like 2 years ago.
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Re: Pelican Pickup Scripts?
The1 had a better peli script somewhere, I need to get a hold of him... edit: Nevermind, he said it was only to be between me and him, sorry.
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Re: TEMPTii's help thread
You had way too many help threads. I merged them all, so continue to use this one as your help thread instead of having 16. Thanks.
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Re: TEMPTii's help thread
Mmmm thanks snafu :/
My weapon has a horrible offset.
http://screenshot.xfire.com/s/94241356-3.jpg
It's not only this weapon, any weapon that I modify has this offset in the same general direction. How do I fix it?
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Re: TEMPTii's help thread
ha! i got that too on one i'm working on, first weapon i've made...haven't fixed it yet.
didn't get it until i messed with the hud tag
E: oh wait, i did sort of fix it...i forgot i deleted those elements. not really a fix.
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Re: TEMPTii's help thread
...? So you fixed it? How?
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Re: TEMPTii's help thread
I just got rid of them on my tagset. I think it's a Halo CE problem. Someone correct me if I'm wrong. All the stock maps have that and most maps with stock tags.
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Re: TEMPTii's help thread
... no.
Why would stock maps have weapons that didnt shoot where the reticle is? Any weapon I have used in a stock map aimed fine.
There will be some values somewhere that you will probably have to change, I aint done modding for at least 2 years now so I aint got a clue, and I havn't got HEK installed to look.
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Re: TEMPTii's help thread
Thought he was talking about the arrows on the sides.
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Re: TEMPTii's help thread
Reticule is in the middle, but it shoots off, if that clears things up...
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Re: TEMPTii's help thread
Make sure the flag that says something along the lines of "fires from weapon origin" is unchecked?
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Re: TEMPTii's help thread
It's supposed to be unchecked? D: thanks
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Re: TEMPTii's help thread
You can simulate firing from weapon origin with the projectile offset. Just give it a tiny little bit, and the bullets won't seem to be coming from your FACE
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Re: TEMPTii's help thread
Quote:
Originally Posted by
chrisk123999
Thought he was talking about the arrows on the sides.
that's what i thought, that's what i deleted from the hud.
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Re: TEMPTii's help thread
Quote:
Originally Posted by
TEMPTii
It's supposed to be unchecked? D: thanks
You typically use that for mounted/vehicle weapons, where you're not in your FP camera.
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Re: TEMPTii's help thread
Thanks polar bear
Is there a way to make a weapon hud interface 3rd person? That would be really nice for an H3 flamethrower.
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Re: TEMPTii's help thread
When I try to compile a map, tool says:
Code:
total tag size is 10.93M (12.07M free)
cache file 5.29M too large (should be 128.00M but was 133.29M)
###FAILED TO BUILD CACHE FILE.
I deleted all the AI encounters in my map, and it went from 5.30M, to 5.29M... how the hell do I fix this?