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XZodia's Plugins

Posted: Sun Apr 06, 2008 11:52 pm
by XZodia
76 Complete!

Now under source control:
https://bitbucket.org/remnantmods/h2-en ... s/overview

Re: XZodia's Plugins

Posted: Mon Apr 07, 2008 3:33 am
by Gary
Entity plug-ins right?
i'll Download then when your done, i got your last one right now(there great!, all the stuff i can edit)

Re: XZodia's Plugins

Posted: Sun Apr 13, 2008 9:48 am
by Dragonfire
This may be a little late, but would u mind if a posted up a mirror for this...?

Re: XZodia's Plugins

Posted: Sun Apr 13, 2008 10:43 am
by DemonicSandwich
I don't think it needs a mirror since its hosted on this site and if this site went down, you couldn't get the link to the mirror anyway. :?

Re: XZodia's Plugins

Posted: Sun Apr 13, 2008 7:56 pm
by Dragonfire
DemonicSandwich wrote:I don't think it needs a mirror since its hosted on this site and if this site went down, you couldn't get the link to the mirror anyway. :?
They could ask... ;)

Re: XZodia's Plugins

Posted: Sat Jul 05, 2008 8:59 pm
by Aumaan Anubis
Eternal wrote:Xzodia;

while messing around with death zones the other day, I couldn't for the life of me get one to work. It completely baffled me. So I went backwards, to make sure I knew what I was doing.

It would appear to me that your newest scnr plugin has either something labeled wrong, your offsets are off, or something is missing. I grabbed a fresh Headlong, and exported the
bsp to 3ds max, and drew a box where your scnr plugin said the "kill_shark" death zone was located. Notice the blue box in the image. I opened the old "death Zone Editor", made
by Anthony and Limpy, and checked the cords against that. Notice the red box in the image. In case you can't tell, the image is of Headlong, looking at the map from way out
over the water. Since I know we have all successfully edited death zones with that tool for years, I know its your plugin that has errors.

Image

I also tried older plugins, and they confirm same numbers as Anthonys app.

I tried fixing your plugin, but it appears more reflexives have wrong offsets, not sure where to start.

Just thought you should know.

Hope this helps anyone who has recently been trying to mess with Trigger volumes.

Re: XZodia's Plugins

Posted: Sun Jul 13, 2008 9:14 pm
by XZodia
Neither, of those are correct...but anyway i'm really not bothered enough to try and fix it

Re: XZodia's Plugins

Posted: Sat Dec 20, 2008 3:43 am
by Dootuz
Wow XZodia you've been at it lately! Long time no see everyone!

Re: XZodia's Plugins

Posted: Wed Feb 11, 2009 12:27 am
by xXF3RcHoXx
Sry for the bump, but the [sky ] plugin is messed up, when I add fog to my sky (from backwash ofcurse) it brokes a [wgit] Widget tag, so when I pause the game, my xbox freezes.

Re: XZodia's Plugins

Posted: Wed Feb 11, 2009 5:07 am
by DemonicSandwich
xXF3RcHoXx wrote:Sry for the bump, but the [sky ] plugin is messed up, when I add fog to my sky (from backwash ofcurse) it brokes a [wgit] Widget tag, so when I pause the game, my xbox freezes.
How are you adding the fog?

Are you adding the Fog reflexives by adding them to the original sky tag?

Re: XZodia's Plugins

Posted: Wed Feb 11, 2009 5:19 am
by xXF3RcHoXx
I'm adding the Active Fog (or Patchy Fog) using the Chunk Cloner.

And yes, adding it to the original tag

Re: XZodia's Plugins

Posted: Wed Feb 11, 2009 7:40 am
by DemonicSandwich
xXF3RcHoXx wrote:I'm adding the Active Fog (or Patchy Fog) using the Chunk Cloner.

And yes, adding it to the original tag
There was your problem, you added new data to an existing tag which very likely shifted the meta of one or more other tags.

Try again but this time duplicate you original sky tag first (with parsed checked).
Some of his plugins may not be perfect but if you break Idents in completely different tags then it's likely user error.

Re: XZodia's Plugins

Posted: Tue Oct 16, 2012 12:04 am
by XZodia
Made a few minor fixes to the hlmt plugin...
@CaptionPoopFace - While doing this, I noticed shield values in "New Damage Info"
@TBeezie - While doing this, I noticed stun values in "New Damage Info"

Re: XZodia's Plugins

Posted: Tue Oct 16, 2012 12:31 am
by XZodia
What that? A new completed plugin???

Re: XZodia's Plugins

Posted: Tue Oct 16, 2012 1:00 am
by T Beezie
XZodia wrote:Made a few minor fixes to the hlmt plugin...
@CaptionPoopFace - While doing this, I noticed shield values in "New Damage Info"
@TBeezie - While doing this, I noticed stun values in "New Damage Info"
oH SNAP!
Might just be what I was needing... You da man XZodia! <3

Re: XZodia's Plugins

Posted: Tue Oct 16, 2012 1:19 am
by XZodia
And....Its another menu related complete plugin! >_>

Re: XZodia's Plugins

Posted: Tue Oct 16, 2012 2:13 am
by XZodia
And finally, the most interesting and most boring.

If there are other incomplete plugins that people wish to see complete (with the exception of the shader plugins), let me know.

Re: XZodia's Plugins

Posted: Tue Oct 16, 2012 11:48 am
by CaptainPoopface
I would like to be able to access the individual sounds within a single snd tag. For example, the masterchief death snd has probably 20 different death yells in it. It would be cool to be able to mix and match those, or null certain ones out. Is that a plugin issue?

I also don't understand how the frequency of the metal gas canister on Headlong changes. Try knocking it around on the bsp and listen to how the sound changes pitch. What tag is that, and how can I apply that pitch effect to other sounds?

Re: XZodia's Plugins

Posted: Tue Oct 16, 2012 4:39 pm
by XZodia
I'll have a look but I don't expect to find anything, fairly sure its just position/orientation based which apply's to all 3D sounds...

Re: XZodia's Plugins

Posted: Tue Oct 16, 2012 5:11 pm
by XZodia
This plugin claimed completeness but had a few wrong values, which I have corrected.
@CaptainPoopFace: I think the Sound Class value may be of interest you. It is an index to the Sound Classes reflexive in sncl - sound\sound_classes.
There are 54 different sound classes, the air tank uses class 37, which likely provides the effect you speak of.
I'm not sure about the multiple sound stuff, but I think it is to do with the ugh! tag.

Re: XZodia's Plugins

Posted: Thu Oct 18, 2012 5:21 am
by troymac1ure
Just looking through the WIGL plugin right now and found an error:

Code: Select all

  <struct name="Screen Animations" offset="288" visible="True" size="44" label="">
This is listed as 44 bytes in size (as in previous declarations) and your offsets are all over the place, but if you correct the offsets, the total size comes out to 46 bytes. Loading this tag up shows screwed up counts for the struct that is supposed to be at offset 20, but is listed in your tag at offset 24.
I assume (the second listing) of one of these is supposed to be non-existant (you had the offsets set to 0 & 4 respectively as in the first listing):

Code: Select all

    <bitmask32 name="Flags" offset="16" visible="False">
    </bitmask32>
    <int name="Animation Period" offset="16" visible="True" />
"There can be only one!"

Re: XZodia's Plugins

Posted: Thu Oct 18, 2012 7:05 pm
by XZodia
Yea...I was a bit lazy with the offsets, don't think I bothered fixing any of them because as far as I'm aware entity doesn't use them.
Thanks for pointing out the incorrect size though, heres a fix. It was the second set of flags that shouldnt have been in there =)

Re: XZodia's Plugins

Posted: Thu Oct 18, 2012 10:39 pm
by troymac1ure
XZodia wrote:Yea...I was a bit lazy with the offsets, don't think I bothered fixing any of them because as far as I'm aware entity doesn't use them.
Thanks for pointing out the incorrect size though, heres a fix. It was the second set of flags that shouldnt have been in there =)
I assumed that much. Already modified the plugin on my computer last night.
Also, going to release another Entity update (soonish) which so far:
* Quick keys changed to F5-F9 (instead of F1-F5) & F1 = Help, F2 = Mainmenu editor
* Displays bitmap when mouse hovers over any bitm Ident
* Has option for help files (some basic ones already done)
* Has option under "Tools" menu to download latest plugins (individually selectable download) [NOT FINISHED]

That's all I rememeber right now. Just working out details on how to do the plugin updates.
I'm thinking of storing them in a common directory, but named with a version after the extension (eg) "hltm.ent.0100" or "hlmt.0100". Then multiple versions can exist and it will be quick to retrieve versions.
As well/instead of, could also have a program to read each of the plugins in the directory and create a database file. I don't want to scan all files on each check as I think that would take a long time.
Any other ideas appreciated.

Re: XZodia's Plugins

Posted: Thu Oct 18, 2012 11:48 pm
by XZodia
Love the bitmap mouse hover!
As for the plugins, you could just have different folders? mb...

Re: XZodia's Plugins

Posted: Sat Oct 20, 2012 4:49 pm
by troymac1ure
XZodia wrote:Love the bitmap mouse hover!
As for the plugins, you could just have different folders? mb...
There will be a main data file that contains any important internal information from the plugins. When the updater is run, it scans the plugin directory and extracts the names/sizes. It then compares this against the database & if any entries are missing, it will read those plugins & update the database to reflect the new entries. Then show a listing of all (or just newest) plugin with the option to select those you wish to update / downdate.
The bonus is that if a plugin is uploaded, it will be added instantly, yet checking for updates is still fast (except for the first person after a major upload of plugins).

I am thinking to have them all in one directory (no worries about coding if directories already exist, etc), although I may scan for sub-directories for adding new plugins (and rename them as needed). Still working this part out.