
Since this finally allows cross-platform conversion between trial/demo, im assuming there is a way to use it on Windows computers? Or do windows users have to resort to VMWare OS emulator and such
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They are exactly the same. Down to the last bit.Sparky wrote:Seventhly, do you know the difference between trial and demo map files? Eschaton doesn't specify.
blackkyurem123123 wrote:one of the Admins asks "whaths wrong" and he repiles " someone smasmed me chests".
Then why are some maps only playable in Halo Trial? For example, AID has made some maps that he tested in Halo Trial, but Halo Demo crashes when trying to load them.Modzy wrote:They are exactly the same. Down to the last bit.Sparky wrote:Seventhly, do you know the difference between trial and demo map files? Eschaton doesn't specify.
I believe Trial Allows for a larger map size before exceptioning, which makes the most sense.Sparky wrote:Then why are some maps only playable in Halo Trial? For example, AID has made some maps that he tested in Halo Trial, but Halo Demo crashes when trying to load them.Modzy wrote:They are exactly the same. Down to the last bit.Sparky wrote:Seventhly, do you know the difference between trial and demo map files? Eschaton doesn't specify.
They're two different versions of the engine, they parse maps differently. The demo version tends to be very strict with parsing and will crash if the map structure is not followed nearly 100%. A good example of this is changing the scnr tag class. Every map should ALWAYS have the scnr as the first tag class, this is a *given*. So, by renaming the class to something like "zteam," will crash Halo Demo, because it is only programmed to handle parsing the scnr first so as to avoid malformed structures. However, in the trial version, it uses the first tag and parses it as the scnr regardless of it's class, it also ignores most tag classes in the index and bases its parsing on the classes displayed in the meta data instead. These differences between strict and non-strict parsing are almost always the cause of a map crashing in one version, and playing in another.Sparky wrote: Then why are some maps only playable in Halo Trial? For example, AID has made some maps that he tested in Halo Trial, but Halo Demo crashes when trying to load them.
Yep, it seems like this application was meant for Lion's fullscreen functionality.Samuco_ wrote:Don't forget Lion ^^
I'm going to download and try Lion.Samuco_ wrote:*sigh* it's not like that...
Everything is normal except most things have a full screen button. Spaces is gone. You use the spaces shortcuts to switch between fullscreen apps or "desktops"
It's actually quite good.
Sparky:
The idea was to have an object library similar to X-Code. You could import objects into it from different maps, then simply drag-drop them into new maps.
YESSSSSSS PIRATE YESSSSSparky wrote:I'm going to download and try Lion.Samuco_ wrote:*sigh* it's not like that...
Everything is normal except most things have a full screen button. Spaces is gone. You use the spaces shortcuts to switch between fullscreen apps or "desktops"
It's actually quite good.
Sparky:
The idea was to have an object library similar to X-Code. You could import objects into it from different maps, then simply drag-drop them into new maps.
Object library? Similar to XCode? Drag-Drop? Those were ideas already planned for Zeus. However, your written description assisted my imagination quite well and my conception of it has improved, thank you. Basically, thanks for the idea, it'll happen similarly.
EDIT: NOOOOOO it costs money I thought it was free NOOOOOOOO.
Modzy wrote:They're two different versions of the engine, they parse maps differently. The demo version tends to be very strict with parsing and will crash if the map structure is not followed nearly 100%. A good example of this is changing the scnr tag class. Every map should ALWAYS have the scnr as the first tag class, this is a *given*. So, by renaming the class to something like "zteam," will crash Halo Demo, because it is only programmed to handle parsing the scnr first so as to avoid malformed structures. However, in the trial version, it uses the first tag and parses it as the scnr regardless of it's class, it also ignores most tag classes in the index and bases its parsing on the classes displayed in the meta data instead. These differences between strict and non-strict parsing are almost always the cause of a map crashing in one version, and playing in another.Sparky wrote: Then why are some maps only playable in Halo Trial? For example, AID has made some maps that he tested in Halo Trial, but Halo Demo crashes when trying to load them.
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