Eschaton 0.7 released

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Altimit01
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Re: Eschaton 0.7 released

Post by Altimit01 » Fri Nov 28, 2008 6:04 pm

Sparky wrote:Altimit, what's the point of being able to rebuild? I must have missed that one.

Please tell us what we can do now that 'clean' rebuilding is possible.
If this doesn't explain it then nothing will
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Altimit01
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Re: Eschaton 0.7 released

Post by Altimit01 » Fri Nov 28, 2008 7:28 pm

Update:
If no more bugs are found in the next 48 hours I'll be releasing version 0.7.1 with bug fixes.
Disclaimer: I am no longer active. Any posts, PMs or other communication I use has no guarantee of accuracy or follow up.
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Modzy
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Re: Eschaton 0.7 released

Post by Modzy » Fri Nov 28, 2008 8:29 pm

Heres a list of all the glitches I know of, yes some have already been named.

Eschaton 0.7 glitches:
1. Importing a CE weapon from a Harbinger converted map breaks bitmaps and sounds.
2. Extracting tags from CE maps = fail.
3. Demo map name and build date reading is not perfect, seems to be reading past the name.
4. When you internalize a bitmap with Bitmaps Internalizer, Eschaton will say it can't edit the tag.
5. Scen swapping needs fixing.
6. When you hit select Explicit bitmaps, then hit cancel Eschaton will die. (Easy fix there)
7. Fonzie glitch thingy

Thats all I can remember, I will edit if I find anything else.

Altimit01
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Re: Eschaton 0.7 released

Post by Altimit01 » Fri Nov 28, 2008 10:42 pm

The fail from not having legit tags is because CE maps don't contain all of their tags. Some of them are just place holder tags. The demo name and build date comes from string formatting. They decided to add an extra character before the null character. I'll check on harbingered maps and internalized bitmaps.
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Sparky
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Re: Eschaton 0.7 released

Post by Sparky » Sat Nov 29, 2008 7:01 am

I watched that video, but perhaps I should ask, then, what was impossible or problematic before that is now possible or no longer problematic?

We could import pelicans before, with HHK, but had to rebuild. After rebuilding, I was able to add more things again... so what is the advantage of being able to rebuild lots of times now? It's less likely to mess up other things in the map, right?
Either you are groping for answers, or you are asking God and listening to Jesus.

Altimit01
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Re: Eschaton 0.7 released

Post by Altimit01 » Sat Nov 29, 2008 11:02 am

HHK doesn't import models properly requiring the decrap step. It can only rebuild once leading people to use the save-don't-rebuild option which messes up the internal structure of the map. It also should be able to handle internalized bitmaps and sounds without a problem (did a test of a CE map no worries, have yet to try something Harbinger'd or using conures importer). For most purposes though, it fulfills the same role as HHK (with support from HMT) without the need for demo hacking and integrated into the same program you'd use to do other modding. (Also for PC users this is a huge step forward compared to HMTs rebuilding method. It just can't do bsp conversions... yet)
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nil
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Re: Eschaton 0.7 released

Post by nil » Sat Nov 29, 2008 3:36 pm

Well, I got a chance to open up Eschaton 0.7 and test it for a bit. The interface for the meta editor is a whole lot better in this version in my opinion.

A bug though -- Eschaton responds to opening map files (by double clicking on them or dragging them to the application icon) but this version does not actually load the map in the program.

Also, I noticed an awkward user interface bug (though it has been existing with previous versions, just that I never reported it before). Ellipsis characters are suppose to be used in menu items to indicate if additional information is required to complete a task for menu items like Preferences, Find, etc..
I am no longer active to Halo or MGM, and don't guarantee a response on the forums or through email. I will however linger around the discord room for general chatting. It's been fun!

Altimit01
Eschaton Dev
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Re: Eschaton 0.7 released

Post by Altimit01 » Sat Nov 29, 2008 5:10 pm

The program isn't built using native tools and is designed for multiple OS's so some interface guidelines aren't going to apply. As for the double-click/drag onto option, I forgot about implementing that. It's really something not implemented than a bug. I'll see about putting it in.
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Smythe
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Re: Eschaton 0.7 released

Post by Smythe » Mon Dec 01, 2008 11:23 pm

When you import a tag from a converted map to full you cant edit the bitmaps :cry:
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Rofldonutburger
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Re: Eschaton 0.7 released

Post by Rofldonutburger » Tue Dec 02, 2008 4:10 am

You mean internalized bitmaps? I just use the Bitmap Demo to change it.
Dead. derp

G[v]N
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Re: Eschaton 0.7 released

Post by G[v]N » Tue Dec 02, 2008 5:14 am

Hahaha, nice TuT! I understand more about it now :P
You made me LOL when you were opening and expanding Blood Gulch..you were all like
Altimit being condescending wrote:I'm using a Macbook Pro 2.1GHz, Intel Core Duo Chips, 2GB of RAM, so..it might take a little bit longer for you to load a map..

It's just the way things go..
HAHAHAHA!!


I load faster. :P

EDIT:
I'm JoonVeen on Youtube, btw. Just so you know.
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Moxus wrote:Many thanks to the people who have made my years on MGM and on Halo Demo so memorable.

Dirk Gently
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Re: Eschaton 0.7 released

Post by Dirk Gently » Tue Dec 02, 2008 6:34 am

olly12345 wrote:When you import a tag from a converted map to full you cant edit the bitmaps :cry:
There are more traditional ways to do this and fix it.

Altimit01
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Re: Eschaton 0.7 released

Post by Altimit01 » Tue Dec 02, 2008 10:03 am

@fonzie: Well, from what I've observed most people around here are still kicking it with the old PPC chips and have at most 1.6 Ghz.

@rofldonutburger: A problem I noticed when I was going through it where Eschaton would flat refuse to use internalized file. Quite silly really. Been fixed.

Edit:
Modzy wrote:Heres a list of all the glitches I know of, yes some have already been named.

Eschaton 0.7 glitches:
1. Importing a CE weapon from a Harbinger converted map breaks bitmaps and sounds.
That's because those tags still reference locations in a different bitmaps.map, the import was from a tag stand point perfect. Importing from a QARed map should never have that issue. This sort of problem will be addressed in a later edition.
2. Extracting tags from CE maps = fail.
That's what happens when the tag you want is dependent on a tag that doesn't exist in the CE map.
3. Demo map name and build date reading is not perfect, seems to be reading past the name.
Bungie was weird with their string names
4. When you internalize a bitmap with Bitmaps Internalizer, Eschaton will say it can't edit the tag.
Fixed
5. Scen swapping needs fixing.
Fixed
6. When you hit select Explicit bitmaps, then hit cancel Eschaton will die. (Easy fix there)
Fixed
7. Fonzie glitch thingy
Mix of above problems plus bitmask editor problems

Thats all I can remember, I will edit if I find anything else.
So I've been looking through all the problems in my bug fixes and found that a lot of perceived ones are either products of what people were doing or were redundant complaints over the same couple issues. The only thing left to address of what's come up so far is the bitmask editor. I'll update shortly with the fix.
Disclaimer: I am no longer active. Any posts, PMs or other communication I use has no guarantee of accuracy or follow up.
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Altimit01
Eschaton Dev
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Re: Eschaton 0.7 released

Post by Altimit01 » Thu Dec 04, 2008 10:38 am

Well isn't that funny. The bitmask editing problem is actually... a plugin problem. Eschaton 0.7.1 is now available at the same linked folders as before.

Mediafire

Filefront

I'll also be putting up the bug fix on HDM.
Disclaimer: I am no longer active. Any posts, PMs or other communication I use has no guarantee of accuracy or follow up.
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G[v]N
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Re: Eschaton 0.7 released

Post by G[v]N » Thu Dec 04, 2008 5:58 pm

Awesome, downloading.

EDIT:
Which one is it? the Eschaton 0.7.1.zip, or Eschaton 0.7.1.win.zip? In any case, when I click download on the former, it reloads the page. It's an endless loop.
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Moxus wrote:Many thanks to the people who have made my years on MGM and on Halo Demo so memorable.

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