Entity 2.1.24

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JacksonCougar
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Re: Entity 2.1.6

Post by JacksonCougar »

I think the problem is that it uses auto-arrange/layout, and it loads all controls at once into memory...
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SpecOp44
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Re: Entity 2.1.6

Post by SpecOp44 »

I'd like to see an option in the BSP viewer that temporary makes an object unselectable.

And there would maybe be a button on the sidebar that makes all objects marked as unselectable as selectable again. And vice versa.

Useful for machine mods.
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Ogrish
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Re: Entity 2.1.6

Post by Ogrish »

SpecOp44 wrote:I'd like to see an option in the BSP viewer that temporary makes an object unselectable.

And there would maybe be a button on the sidebar that makes all objects marked as unselectable as selectable again. And vice versa.

Useful for machine mods.
Agreed, i hate it when i have all my crate spawns done but i need to move some other spawns around, and i need accidently move my finished crate spawns.

Offtopic sorta
Didnt Jackson release an app that saves/rebuilds the spawn info of certain tag groups from map to map?
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JacksonCougar
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Re: Entity 2.1.6

Post by JacksonCougar »

Ogrish wrote:
SpecOp44 wrote:I'd like to see an option in the BSP viewer that temporary makes an object unselectable.

And there would maybe be a button on the sidebar that makes all objects marked as unselectable as selectable again. And vice versa.

Useful for machine mods.
Agreed, i hate it when i have all my crate spawns done but i need to move some other spawns around, and i need accidently move my finished crate spawns.

Offtopic sorta
Didnt Jackson release an app that saves/rebuilds the spawn info of certain tag groups from map to map?
Mhm.
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socrates
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Re: Entity 2.1.6

Post by socrates »

this "temporarily unselectable" is commonly used in 3ds max, called "freeze" would also be useful to make them either invisible or not have their shader's load or something else to make it obvious which is which (outlines maybe?)

idk if there is a way already but a way to manually input rotations/coordinates would be cool to have in bsp viewer, also changing spawn types etc., like a pop-out meta editor of scnr while in bsp viewer... static spawns, spawn in ctf etc.,teams...
Idk..just throwing some ideas around..
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troymac1ure
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Re: Entity 2.1.6

Post by troymac1ure »

socrates wrote:this "temporarily unselectable" is commonly used in 3ds max, called "freeze" would also be useful to make them either invisible or not have their shader's load or something else to make it obvious which is which (outlines maybe?)
I'll look into this, although I don't get a whole lot of time to program anymore. I try to do a bit here and there when I get a chance.
socrates wrote:idk if there is a way already but a way to manually input rotations/coordinates would be cool to have in bsp viewer, also changing spawn types etc., like a pop-out meta editor of scnr while in bsp viewer... static spawns, spawn in ctf etc.,teams...
Idk..just throwing some ideas around..
these are all incorporated, altough some options still are not implemented on some objects.
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Ogrish
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Re: Entity 2.1.6

Post by Ogrish »

I hate it when i have to input all the spawn data into a rebuild of a map.
Jackson released a handy app called SCS_V1.3 It saves chunk placement data, for mach, crate, scenery, sounds, and lights.

This isnt needed, but it would be a nice addition to Entity.
Playerspawns, and collections would be a nice addition too.

P.S. String id may need to be removed for each chunk, and it should generate random #'s for unique id.
Also in previous versions i could input the rotations in the bsp viewer but in the newer versions this rarely loads or works.
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troymac1ure
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Re: Entity 2.1.6

Post by troymac1ure »

Ogrish wrote:I hate it when i have to input all the spawn data into a rebuild of a map.
Jackson released a handy app called SCS_V1.3 It saves chunk placement data, for mach, crate, scenery, sounds, and lights.

This isnt needed, but it would be a nice addition to Entity.
Playerspawns, and collections would be a nice addition too.

P.S. String id may need to be removed for each chunk, and it should generate random #'s for unique id.
I know this is annoying. Especially when you brick your map, then load the backup and have to reenter it all again. I suppose I could have it extract all the placements to a file, then when injecting it back in, give you the option of doing complete or selective injecton. Then you could take only the desired ones if needed.
Ogrish wrote:Also in previous versions i could input the rotations in the bsp viewer but in the newer versions this rarely loads or works.
There was an issue with it removing the lower toolbar data after loading more than one type of spawn. I think i fixed it now and added a few things in, but I screwed up the shaders. I will try to just put them back for now and release the updated version. I am getting very little time to program with the little one around (not that I am complaining :o )

I did try the SLC fix thing on Elevation, but that one did have way too many new spawn chunks to be swapped into the predicted resources (as some ppl here stated). Anyways, it has a swapper method, so you can manually choose which ones to swap out.
If I get some time here, I am going to try to do the only one listing for each (not 3 for weap, 2 for proj, etc) and see if it loads that way. If so then that would free up alot of PR listings.
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SpecOp44
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Re: Entity 2.1.6

Post by SpecOp44 »

Troy, any chance we'll see the "freeze" function that was discussed?
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troymac1ure
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Re: Entity 2.1.6

Post by troymac1ure »

*already implemented*

you'll see it in the next release. Just right click on the object and it freezes it.
I was just trying to add a few other options on as well before release. As stated before I'm not getting as much time to program so I will try to get it out quickly instead of sitting on it as I think some of these functions may help with the mappack.
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Grimdoomer
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Re: Entity 2.1.6

Post by Grimdoomer »

troymac1ure wrote: I did try the SLC fix thing on Elevation, but that one did have way too many new spawn chunks to be swapped into the predicted resources (as some ppl here stated). Anyways, it has a swapper method, so you can manually choose which ones to swap out.
If I get some time here, I am going to try to do the only one listing for each (not 3 for weap, 2 for proj, etc) and see if it loads that way. If so then that would free up alot of PR listings.
Don't quote me on this, but I can almost garentee there is a reason for the multiple instances of idents in the PR reflexive.
Don't snort the magic, we need it for the network.
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Re: Entity 2.1.6

Post by CaptainPoopface »

I like Ogrish's idea about implementing SCS functionality into Entity, with netgame, objective and player spawn options added (or just an update to the SCS program would be fine). It's not only for quickly rebuilding broken maps; you could also move all the spawns to a configuration where they can easily be selected from a single location. For example, put all the KOTH hills in the air, directly above one another, arrange weapons of each type near each other, and group the player spawns into a set of 8 or 10 locations. Then you can copy those placements to any BSP conversion on that map for an easier method of setting spawns. I hate finding all the KOTH hills and flying them around a giant campaign map. I've been working around it by putting one player spawn at the center of the desired hill, writing down the coordinates, and then using a math function (circle or rectangle) to numerically plot the actual objective coordinates.

Ideally, Jackson could just update SCS to do these things, so you can focus on other tasks. I'm guessing he would say something like "hmmm," "mhm," or ">_>".

I'd like to try your SLC fixing app, if it's ready to be tested. Do you have the means to test SLC on your own (i.e., multiple instances of H2 under one roof)? I have a map with about 25 weap/proj/jpt tags added that could be tested. It's on a BSP conversion, so I should probably test the added tags on a clean map and then on the converted map, in case there are any problems.

Regarding multiple PR instances, some of the manual fixes I've done and that neodos has done used only one reference to the added tags, and they worked. But it should probably be tested to lay the matter to rest.
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Grimdoomer
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Re: Entity 2.1.6

Post by Grimdoomer »

I can try to find where its used in the xbe when I get some time.
Don't snort the magic, we need it for the network.
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SpecOp44
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Re: Entity 2.1.6

Post by SpecOp44 »

troymac1ure wrote:*already implemented*

you'll see it in the next release. Just right click on the object and it freezes it.
Awesome, thanks.
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troymac1ure
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Re: Entity 2.1.6

Post by troymac1ure »

Just rebuilt the predicted resources in Ascension (clean). First nulled all PR listings, then built it with one of each -> froze at "Setting up game"
Rebuilt it with duplicated listings and 3 extra slots left nulled -> works fine.

So... PR listings can be nulled, but WEAP tags require 3 listings, PROJ, GARB & EQIP need 2
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Re: Entity 2.1.6

Post by Grimdoomer »

troymac1ure wrote:Just rebuilt the predicted resources in Ascension (clean). First nulled all PR listings, then built it with one of each -> froze at "Setting up game"
Rebuilt it with duplicated listings and 3 extra slots left nulled -> works fine.

So... PR listings can be nulled, but WEAP tags require 3 listings, PROJ, GARB & EQIP need 2
Told you there was a reason :wink:
Don't snort the magic, we need it for the network.
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troymac1ure
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Re: Entity 2.1.6

Post by troymac1ure »

FTP: H2 MISC -> Troy Mac1ures Folder (Reaper approved)/Entity 2.1 Beta.rar

This is not an official release, so before I throw it through auto-update find me the major bugs ;)

I already know about the BSP permutations beings all white. I did something a while ago and by the time I got back to the code I forgot what I did. I'll track it down later. I've been playing with the shaders and textures, so they may appear wrong, but it's all usable.

Basically two main updates are the SLC Fix alternate option addition and the Freeze option in the BSP viewer (and right-click popup menu in the BSP viewer window now)

Maybe others, but it's so few and far between that I get to work on it now...
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troymac1ure
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Re: Entity 2.1.6

Post by troymac1ure »

I just released 2.1.7 for those interested.

It is based on the code from 2.1.4 with most updates reimplemented. Basically this uses the old style meta editor, but with collapsible reflexives and other Meta Editor add-ons. Check the first post for differences.
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Ogrish
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Re: Entity 2.1.6

Post by Ogrish »

Ill put'er to the test later tonight.
Thanx.
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Re: Entity 2.1.6

Post by Ogrish »

I like this one better, and i havnt found any new bugs.
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Re: Entity 2.1.6

Post by Dragonfire »

Wow, some updates we've been waiting for.

Also would it hurt to do a favorites thing where if i was working specifically with like 4 tags, i could save them in a favs menu?
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troymac1ure
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Re: Entity 2.1.6

Post by troymac1ure »

or maybe a history list, so the last few would be at the top of the history list anyways maybe?

Also a thought I had, but I think would be alot of work to implement would be to add new plugins for custom display. I don't mean just certain tags within plugins, but allow a mixture of tags from multiple plugins. Then you could have the tags you want from say weap in a plugin and mixed i with that would be jpt! tags and proj tags as well.
That way you could make a pugin for whatever you are working on and it would only show tags you need at that moment.

Just a thought I had, but haven't looked into it much. If so a custom plugin editor could be made that transfers tags from the already defined plugins into the new custom ones.

Thoughts? waste of time or very helpful? Not going to look into it if ppl think it would only be slightly helpful.
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Re: Entity 2.1.6

Post by CaptainPoopface »

I have not tried the latest release, but I will as soon as I get the chance.

A recent history or favorites list for tags would be very nice. I tend to edit the same handful of tags intensively during one session, and it's a PITA scrolling down long tag lists to find them over and over.

A custom meta-plugin sounds like a cool idea, but I suspect it would be too much work. It would be much easier (I think) to keep track of the user's tag history, and allow them to go back or forward in it. There was a previous editor (was it DotHalo?) that would "GoTo" a dependency when right-clicked in the reflexive view. That, combined with a tag history feature, would be a jump forward for me. Not as cool as a custom plugin editor, but a good second choice.

Another idea along similar lines: When browsing tags in the left pane, have all tags hidden by default, even with their tag types expanded. When the user clicks the plus or little box, the full tag list would be shown in a drop down box. The user selects a tag and does whatever with it. From then on, the tag they chose will be shown when the tag type is expanded. For example, let's say you open a map and want to edit the frag grenade explosion effect. You click the + next to [effe], but it only shows another +. You click that, choose the frag explosion effect, edit it, then go to some other tag. When you come back to the list of effe tags, you see the frag explosion effect, the +, and nothing else. This way, you don't have to scroll nearly as often past the dozens of tags you never touch.
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troymac1ure
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Re: Entity 2.1.6

Post by troymac1ure »

Try the new version, you'll very much appreciate it.

Also, I implemented the "Go To..." a few versions back and made sure it was reimplemented in this version (since this is based off of v2.1.4, not v2.1.6).
The history list is one of my next implementations, as well as fixing up a few bugs in the bitmap extractions/injections.

As for remembering visible values and reflexives within tags, I will see about that as well, but that will probably not be in the next (minor) release.

Thanks for the feedback.

EDIT: I just realized you were talking about the actual tags listing. I thought you meant within tags. I'll look into this as well.
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Ogrish
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Re: Entity 2.1.6

Post by Ogrish »

I was just going to mention the bitm bug, After noticing all my custom bitm's seem to have a prism effect.
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