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Posted: Fri Dec 12, 2008 7:48 pm
by ShadowSpartan
grimdoomer wrote:No. I mean in map format differences.
Are you saying you don't know how to get a multiplayer map to open correctly? Kind of sad. Image

Posted: Fri Dec 12, 2008 7:49 pm
by Eaton
ShadowSpartan wrote:
grimdoomer wrote:No. I mean in map format differences.
Are you saying you don't know how to get a multiplayer map to open correctly? Kind of sad. Image
Multiplayer maps aren't the same. Their tags are external and I don't think anyone has figured out how to make them internal.

Posted: Fri Dec 12, 2008 7:59 pm
by ImpactPro
Gravemind is dead now, its over.

Posted: Fri Dec 12, 2008 8:18 pm
by grimdoomer
ShadowSpartan wrote:
grimdoomer wrote:No. I mean in map format differences.
Are you saying you don't know how to get a multiplayer map to open correctly? Kind of sad. Image
No, I mean why the map freezes when I inject bitmaps.

Posted: Sat Dec 13, 2008 6:43 am
by Shock120
Is anyone planning on ripping out tags from SP and converting them for MP use? :roll:

Posted: Sat Dec 13, 2008 7:26 am
by grimdoomer
Shock120 wrote:Is anyone planning on ripping out tags from SP and converting them for MP use? :roll:
Well I have a common problem amoung Sound Injection and Tag Building. I swear I shifted everything perfect. Unicode, StringIDs, and all Tags are OK. All Raw data is viewable. So I honestly have no idea how or why it would make the game crash after loading to 80%. I need someones help who knows the map format inside out. But no one is availbe. I will try to talk to one more person, over christmas.

I will how every be releasing a newer version. It supports the opening of MP maps, Bitmap Injection and a revised Meta Editor with cleaned up plugins. There is also sound injection, I only tested larger injection wich crashes the game, but smaller should work fine.

Posted: Sat Dec 13, 2008 8:15 am
by ShadowSpartan
Eaton wrote:Multiplayer maps aren't the same. Their tags are external and I don't think anyone has figured out how to make them internal.
I know that the tags are external, hence why I thought he didn't know how to open them properly.
grimdoomer wrote:I will how every be releasing a newer version. It supports the opening of MP maps, Bitmap Injection and a revised Meta Editor with cleaned up plugins.
Wouldn't that ruin Halo 2 PC even more by allowing people to edit MP maps?

Posted: Sat Dec 13, 2008 1:53 pm
by Shock120
ShadowSpartan wrote:Wouldn't that ruin Halo 2 PC even more by allowing people to edit MP maps?
or it could bring excitement back into H2V.
Maybe this.

Posted: Sat Dec 13, 2008 4:36 pm
by grimdoomer
ShadowSpartan wrote:
Eaton wrote:Multiplayer maps aren't the same. Their tags are external and I don't think anyone has figured out how to make them internal.
I know that the tags are external, hence why I thought he didn't know how to open them properly.
grimdoomer wrote:I will how every be releasing a newer version. It supports the opening of MP maps, Bitmap Injection and a revised Meta Editor with cleaned up plugins.
Wouldn't that ruin Halo 2 PC even more by allowing people to edit MP maps?
All the multiplayer vital tags are stored in shared, wich has some sort of hash in it. As I don't support mp modding, I don't have any interest to look into it.

Posted: Sat Dec 13, 2008 7:31 pm
by ShadowSpartan
While that may be true, about the vital tags being stored in shared, someone is eventually going to release a map with custom bipeds/weapons/vehicles and having Gravemind open multiplayer maps would ruin that map, as well as future ones. So I am against releasing a build that opens multiplayer maps.

Posted: Sat Dec 13, 2008 11:33 pm
by Twinreaper
.....and who are you again? :roll:

Posted: Sat Dec 13, 2008 11:41 pm
by JK-47
ShadowSpartan wrote:While that may be true, about the vital tags being stored in shared, someone is eventually going to release a map with custom bipeds/weapons/vehicles and having Gravemind open multiplayer maps would ruin that map, as well as future ones. So I am against releasing a build that opens multiplayer maps.
Whether or not Gravemind has the functionality of opening multiplayer maps, it's inevitable. Someone will do it; prolonging it is pointless.

Posted: Sun Dec 14, 2008 12:55 am
by DarkDead
Does this guy even play H2V? :roll:

Posted: Sun Dec 14, 2008 5:00 am
by grimdoomer
DarkDead wrote:Does this guy even play H2V? :roll:
No, I just code this stuff and hope it works :roll:

Look, bungies security on MP is solid. I only know one person who figured it out, and you most likly have to reverse it out of the exe. So the village idiot won't be able to mod on live.

Posted: Sun Dec 14, 2008 5:09 am
by ImpactPro
grimdoomer wrote: Look, bungies security on MP is solid. I only know one person who figured it out, and you most likly have to reverse it out of the exe. So the village idiot won't be able to mod on live.
The exe has some type of RSA (I think) check on it so you would have to:
1. Reverse Engineer the EXE
2. Find the Check and NOP/JMP it
3. Save and defeat the RSA check.

I have done steps 1 and *half of* 2, 3 I just gave up on it.

Posted: Sun Dec 14, 2008 11:09 am
by grimdoomer
ImpactPro wrote:
grimdoomer wrote: Look, bungies security on MP is solid. I only know one person who figured it out, and you most likly have to reverse it out of the exe. So the village idiot won't be able to mod on live.
The exe has some type of RSA (I think) check on it so you would have to:
1. Reverse Engineer the EXE
2. Find the Check and NOP/JMP it
3. Save and defeat the RSA check.

I have done steps 1 and *half of* 2, 3 I just gave up on it.
THats only so you can attach a debugger on the exe, that in no way helps you figure out the security on shared.map :?

Posted: Sun Dec 14, 2008 2:22 pm
by ShadowSpartan
Twinreaper wrote:.....and who are you again? :roll:
Does it really matter who I am, who are you?
DarkDead wrote:Does this guy even play H2V? :roll:
No I don't, I make mods for Halo Custom Edition, as well as tools for Halo 2 Xbox and Halo 2 PC.
grimdoomer wrote:THats only so you can attach a debugger on the exe, that in no way helps you figure out the security on shared.map :?
You are missing the point of my post. If somebody creates for instance, a custom biped, then that tag will be internal, not in shared, which would allow it to be modded. Someone will find a way to get around the checks that determine if internal tags are the same, which will RUIN maps like that.
JK-47 wrote:Whether or not Gravemind has the functionality of opening multiplayer maps, it's inevitable. Someone will do it; prolonging it is pointless.
Has anyone besides grimdoomer created an editor for Halo 2 PC? Nope. So if grimdoomer doesn't add the option to open multiplayer maps to Gravemind, then I doubt anyone is going to go and create an editor to do so.

Posted: Sun Dec 14, 2008 3:44 pm
by grimdoomer
ShadowSpartan wrote:
Twinreaper wrote:.....and who are you again? :roll:
Does it really matter who I am, who are you?
DarkDead wrote:Does this guy even play H2V? :roll:
No I don't, I make mods for Halo Custom Edition, as well as tools for Halo 2 Xbox and Halo 2 PC.
grimdoomer wrote:THats only so you can attach a debugger on the exe, that in no way helps you figure out the security on shared.map :?
You are missing the point of my post. If somebody creates for instance, a custom biped, then that tag will be internal, not in shared, which would allow it to be modded. Someone will find a way to get around the checks that determine if internal tags are the same, which will RUIN maps like that.
JK-47 wrote:Whether or not Gravemind has the functionality of opening multiplayer maps, it's inevitable. Someone will do it; prolonging it is pointless.
Has anyone besides grimdoomer created an editor for Halo 2 PC? Nope. So if grimdoomer doesn't add the option to open multiplayer maps to Gravemind, then I doubt anyone is going to go and create an editor to do so.
Ok you really have no idea what you are talking about. If someone makes a bipd and sets it jump height to 50 your not gunna jump high is game its not the mc bipd. And it doesnt check if tags are internal, it verifys the integridy of shared.map. If the check passes then its good, if not someone tampered with it and the map fails to load, or one is loaded from the game disk.

Posted: Sun Dec 14, 2008 4:03 pm
by ShadowSpartan
grimdoomer wrote:Ok you really have no idea what you are talking about. If someone makes a bipd and sets it jump height to 50 your not gunna jump high is game its not the mc bipd. And it doesnt check if tags are internal, it verifys the integridy of shared.map. If the check passes then its good, if not someone tampered with it and the map fails to load, or one is loaded from the game disk.
So you are saying it is impossible to add a custom biped/weapon/vehicle internally to a map? I highly doubt it. Stop mentioning shared, I am NOT talking about shared. I am talking about internal CUSTOM tags, not stock.

Posted: Mon Dec 15, 2008 10:43 am
by kibito87
Twinreaper wrote:.....and who are you again? :roll:
Somebody who deserves more credit than given. Trust me.