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Grim's Completed Plugins

Posted: Tue Jul 07, 2009 3:43 am
by Grimdoomer
Well, after hours of sweat, punches to my monitor, screaming at Xzodia, and debuging entity only to find out it doesn't read SIDs correctly, here is every halo 2 plugin completed, except for 10 or less. I don't remember said ones that are not completed, but to name a few are: fx, aldg, shad... So yea enjoy your newly completed plugins.

Things to Note:
- This is missing the 3 UI plugins, as I'm sick of completing these fuckers.
- Some plugins have errors that I have fixed in Mutation, but not in these.

Download

Re: Grim's Completed Plugins

Posted: Tue Jul 07, 2009 3:55 am
by Twinreaper
Great job there Grimmie! Can't wait to use these puppies. Do you plan on continuing to update the ones you didn't finish, or wait to release them with Mutation?

Re: Grim's Completed Plugins

Posted: Tue Jul 07, 2009 4:04 am
by Grimdoomer
Twinreaper wrote:Great job there Grimmie! Can't wait to use these puppies. Do you plan on continuing to update the ones you didn't finish, or wait to release them with Mutation?
Except for the UI tags, the ones I didn't finish can't be finished.

Also: Ok in scnr tag, goto crates reflexive, change the chunksize to 76. The stringId in spas, doesnt actually exist so remove it. Other than that the other errors I fixed are saved.

Re: Grim's Completed Plugins

Posted: Tue Jul 07, 2009 5:53 am
by neodos
Good job ,i may complete the ui if you really need these for mutation.

Re: Grim's Completed Plugins

Posted: Tue Jul 07, 2009 11:58 am
by Grimdoomer
neodos wrote:Good job ,i may complete the ui if you really need these for mutation.

I'm actually gunna need those very soon.

Re: Grim's Completed Plugins

Posted: Tue Jul 07, 2009 1:38 pm
by XZodia
Going by modified dates alone, it appears you only changed about 1/4 of the plugins...

Re: Grim's Completed Plugins

Posted: Tue Jul 07, 2009 2:08 pm
by Grimdoomer
xzodia wrote:Going by modified dates alone, it appears you only changed about 1/4 of the plugins...
I completed most of them, then I let them sit on my D drive for almost 6 months, then picked them up again.

Re: Grim's Completed Plugins

Posted: Tue Jul 07, 2009 2:51 pm
by XZodia
Have you checked them for cloner compatibility?

Re: Grim's Completed Plugins

Posted: Tue Jul 07, 2009 5:19 pm
by Grimdoomer
xzodia wrote:Have you checked them for cloner compatibility?
Nope :p You'll have all the cloning you'll need in Mutation.

Re: Grim's Completed Plugins

Posted: Tue Jul 07, 2009 6:22 pm
by XZodia
Wow...Congrats on lots of Broken Idents on a clean zanzibar scnr...

and you haven't touched the gears reflexive in vehi, which was the only reflexive in that plugin which needed changing...

phmo give me nothing but errors...

Re: Grim's Completed Plugins

Posted: Tue Jul 07, 2009 7:17 pm
by DemonicSandwich
:XD: There will never be a perfect set of plugins.

Xzodia, Grim, you two may be among to best minds to bless the Remnantmods community but you both have a horrible habit of not testing your plugins. :wink:

Re: Grim's Completed Plugins

Posted: Tue Jul 07, 2009 7:35 pm
by neodos
Zanzibar is a quite particular map as well as ascension for some reason these two always got easly fucked up after chunk clonning, zanzibar freezes, ascesion gets shaders fucked up and some models, and I have a doubt about entity.

Re: Grim's Completed Plugins

Posted: Tue Jul 07, 2009 8:52 pm
by Grimdoomer
xzodia wrote:Wow...Congrats on lots of Broken Idents on a clean zanzibar scnr...

and you haven't touched the gears reflexive in vehi, which was the only reflexive in that plugin which needed changing...

phmo give me nothing but errors...
Heh, see, using Mutation mine comes out perfect. Also I don't think I touched 1 ident in scnr, so that would be from you too :¬_¬: . And you labeled vehi as completed, so I didn't touch it. I also fixed your broken SIDs in scnr, and the chunk size error for Crates.

Re: Grim's Completed Plugins

Posted: Tue Jul 07, 2009 9:30 pm
by xxpenguinxx
HOLY F*CK! So, many, broken, idents, in scnr.

Re: Grim's Completed Plugins

Posted: Tue Jul 07, 2009 10:03 pm
by XZodia
Grimdoomer wrote:Heh, see, using Mutation mine comes out perfect. Also I don't think I touched 1 ident in scnr, so that would be from you too :¬_¬: .
You don't have to touch indents to break em, my plugin never gave me broken indent errors and I don't recall any complaints of broken indents...
Grimdoomer wrote:And you labeled vehi as completed, so I didn't touch it.
I labeled nearly everything as complete...but everyone knows there not 100% working...especially you...
Grimdoomer wrote:I also fixed your broken SIDs in scnr, and the chunk size error for Crates.
wasn't even aware of these errors...

Re: Grim's Completed Plugins

Posted: Wed Jul 08, 2009 5:38 pm
by Grimdoomer
xzodia wrote:
Grimdoomer wrote:Heh, see, using Mutation mine comes out perfect. Also I don't think I touched 1 ident in scnr, so that would be from you too :¬_¬: .
You don't have to touch indents to break em, my plugin never gave me broken indent errors and I don't recall any complaints of broken indents...
Grimdoomer wrote:And you labeled vehi as completed, so I didn't touch it.
I labeled nearly everything as complete...but everyone knows there not 100% working...especially you...
Grimdoomer wrote:I also fixed your broken SIDs in scnr, and the chunk size error for Crates.
wasn't even aware of these errors...
Scnr works fine for me on entity 1.3.9. Also entity can't even load all the scnr values, it causes a win32 exception.

Well it's not my problem. Mutation works fine with it's plugins.

Re: Grim's Completed Plugins

Posted: Tue Jun 16, 2015 3:19 am
by xXF3RcHoXx
Well that site you're linking is dead so would you mind uploading them again m8? thx