[WIP] Zeus: Pre-alpha 1 release

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Mgalekgolo
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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)

Post by Mgalekgolo » Wed Sep 08, 2010 11:42 am

i think i speak for everyone when i say we want this app as effective and unlimited as possible
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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)

Post by Samucos » Wed Sep 08, 2010 12:55 pm

Editing scenarios in real-time like a maxed-out SwordEdit / Sapien
Ill work on this when I get some time. Starlight isn't complete yet ;)

Mgalekgolo
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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)

Post by Mgalekgolo » Wed Sep 08, 2010 1:07 pm

what i think should be the alpha features:
map opening
tag creating
whatever else you prioritize
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Sparky
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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)

Post by Sparky » Wed Sep 08, 2010 8:10 pm

Take it easy, Samucos, this thing isn't as important as life.

I installed Halo 2 Vista and played through it until the Gravemind level. I used the Windows XP "crack" thingy to get it to work using the Bootcamp partition. Anyway, initial analysis of the .map file in HexEdit reveals a similar header and overall structure to Halo 1 map files. Zeus will eventually support Halo 2 and thus, cross-platform content will be possible. So if you want to put some realistic-looking bitmaps into your Xbox Halo 2 game, you'll be able to do this probably by the end of this year. You'll also be able to use Halo 2 content in Halo Demo, and play through Halo 1 as the Arbiter Elite, for example.
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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)

Post by kiddten » Wed Sep 08, 2010 8:25 pm

Sparky wrote:Take it easy, Samucos, this thing isn't as important as life.

I installed Halo 2 Vista and played through it until the Gravemind level. I used the Windows XP "crack" thingy to get it to work using the Bootcamp partition. Anyway, initial analysis of the .map file in HexEdit reveals a similar header and overall structure to Halo 1 map files. Zeus will eventually support Halo 2 and thus, cross-platform content will be possible. So if you want to put some realistic-looking bitmaps into your Xbox Halo 2 game, you'll be able to do this probably by the end of this year. You'll also be able to use Halo 2 content in Halo Demo, and play through Halo 1 as the Arbiter Elite, for example.
I wish, I'm sure somone is going to come in here and prove you wrong unfortunatly D:
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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)

Post by tokage » Wed Sep 08, 2010 8:36 pm

Sparky wrote:Take it easy, Samucos, this thing isn't as important as life.

I installed Halo 2 Vista and played through it until the Gravemind level. I used the Windows XP "crack" thingy to get it to work using the Bootcamp partition. Anyway, initial analysis of the .map file in HexEdit reveals a similar header and overall structure to Halo 1 map files. Zeus will eventually support Halo 2 and thus, cross-platform content will be possible. So if you want to put some realistic-looking bitmaps into your Xbox Halo 2 game, you'll be able to do this probably by the end of this year. You'll also be able to use Halo 2 content in Halo Demo, and play through Halo 1 as the Arbiter Elite, for example.
This year? I feel like that's wishful thinking, but whatever floats yer boat.
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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)

Post by Sparky » Wed Sep 08, 2010 8:37 pm

I suppose it helps that Bungie released map editors with Halo 2.
Either you are groping for answers, or you are asking God and listening to Jesus.

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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)

Post by Samucos » Wed Sep 08, 2010 11:09 pm

I just want css scenery, then I'll be happy ;)

Base builder ftw :D

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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)

Post by Smythe » Thu Sep 09, 2010 12:10 am

Samucos wrote:I just want css scenery, then I'll be happy ;)

Base builder ftw :D
It'd be cool if it was possible... which it isn't.
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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)

Post by Samucos » Thu Sep 09, 2010 1:36 am

Memory modding template update coming soon... ... .````:)

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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)

Post by Häwk-Eye » Thu Sep 09, 2010 3:07 am

Sam! You're alive! I thought you said you were working on the CSS Scenery like a month and a half ago?
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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)

Post by Samuco » Thu Sep 09, 2010 3:18 am

I got snowed under with massive assignments ;(
I just released the memory modding update too :)

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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)

Post by Sparky » Thu Sep 16, 2010 6:31 pm

It seems to me that an all-inclusive application is most practical, despite what someone said before about it not being efficient. It means using variables more effectively, in more ways.

Speaking of variables, how about a running list of some of the major ones, followed by example data? The different game sequels, like Halo 1, 2 and 3, will have uniquely-named classes. This should allow you to open and mod a halo 1 and halo 2 map at the same time.

.map file parsing variables
  • h1map_header (handles all the header variables)
    h1map_version (full / demo_trial / ce / xbox)
    h1map_type (ui / singleplayer / muliplayer)
    h1map_name (bloodgulch / silent cartographer, etc.)
    h1map_build (01.00.00.0576)
    h1map_size (0x20B5EEC1)
    h1map_primarymagic (0x4BF10028)
    h1map_mapmagic (0x2DB53E31)
    h1map_metasize (0x27A2CF2)
    h1map_tagcount (9839)
    h1map_vertexdatasize (0xE4F436EB)
    h1map_vertexcount (1901)
    h1map_indexdatasize (0x13FF4A)
    h1map_indexcount (1901)
    ...
Eschaton .meta tag parsing variables (for importing/exporting in Eschaton .meta format using .xml Meta Structure File v2.1)
  • h1tag_esch_mapname (dev, bloodgulch, etc.)
    h1tag_esch_mapversion (609)
    h1tag_esch_mapmagic (0x3F8B29A4)
    h1tag_esch_tagclass1 (cmti)
    h1tag_esch_tagclass2 (FFFF)
    h1tag_esch_tagclass3 (FFFF)
    h1tag_esch_tagoffset (0xEA0FD4)
    h1tag_esch_filename (item collections\single weapons\assault rifle)
    h1tag_esch_reflexivelocation (0x0)
    h1tag_esch_reflexivechunkcount (1)
    h1tag_esch_reflexivetranslation (0x5C)
    h1tag_esch_dependencylocation (0x80)
    h1tag_esch_dependencytagclass (paew)
    h1tag_esch_dependencyfilename (weapons\assault rifle\assault rifle)
... and so on. You can see how the variable names will be categorical and clear. I don't want to make abbreviations unless it's most obvious, since this will be open-source work.
Last edited by Sparky on Thu Oct 07, 2010 8:23 pm, edited 1 time in total.
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klambo123
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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)

Post by klambo123 » Mon Sep 27, 2010 6:21 pm

awesome!!!!!! i cant wait to try it out
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Smythe
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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)

Post by Smythe » Mon Sep 27, 2010 9:42 pm

klambo123 wrote:awesome!!!!!! i cant wait to try it out
Get rid of the pic in your sig, too big.
Taxi, please post your sig dimension signature here.
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