In the beta, the "zone" tag contained the raw offsets and sizes. In the retail game, the zone tag still contains values that pertain to the raw, they just point elsewhere now, or are masked in some way.Eaton wrote:I have a question.
What is the "zone" tag? I know that it probably has to do with raw data, but I am curious if there is more to it because the current zone plugin doesn't have any named values.
Section Rules - Halo 3 Modding Q&A
-
- Posts: 552
- Joined: Thu May 12, 2005 4:12 am
-
- Posts: 20
- Joined: Sun Jan 07, 2007 10:52 pm
Because the game isn't designed to pass the locations of static objects between clients. The objects in question, such as the first mod here, are expected to be in the same place in every instance of the map. They can't be moved or deleted in-game, so their locations are simply inherited from the map files, rather than interpreted by the Forge engine. The difference with host is that, I presume, it does interpret all item locations, so that it may sync them with the clients. When it reaches what it knows to be a static object, it doesn't push that information to the client, because it expects the client's location of that object will be the same, as it is inherited from the map file. The client having the usermap makes no difference, because all of the information still comes from the host. When you have the same map on your hard drive, the game doesn't read the data from there, it gathers it from the host. It doesn't run a comparison before the game starts to determine if you should take the data from the host or use your own, as that could create syncing problems.
In short: It's a waste of resources to sync items that the game expects will always be in the exact same place, in every user's map. The game doesn't read your hard drive's usermap when you play with someone else who has it, even if it is the same, so that element of the question is irrelevant.
In short: It's a waste of resources to sync items that the game expects will always be in the exact same place, in every user's map. The game doesn't read your hard drive's usermap when you play with someone else who has it, even if it is the same, so that element of the question is irrelevant.
- King_Kilvas
- Posts: 51
- Joined: Fri Jan 11, 2008 8:26 am
- Location: Right here looking at you!
I hope someone smart enough to hack one of them is smart enough to know that they can't use the tools. The people around here with devkits, for the most part, have the necessary tools already. The guys here aren't sitting on some advanced tools that everyone can use. The stuff they have is only functional for devkits right now, and stealing something the hacker can't use would be utterly pointless.
-
- Posts: 78
- Joined: Thu Aug 21, 2008 5:59 pm
man i wrote that first..........Anthony wrote:hahahahahhahahaM715ForLife wrote:http://i144.photobucket.com/albums/r180 ... C03664.jpgAnthony wrote:Worked for me...
ehhh I don't really think it should be released.. I will think about it for a while...
anyway, has anyone flown the pelican yet?
-
- Posts: 57
- Joined: Tue Mar 27, 2007 5:53 pm
If only they would have done it with film clips...Tural wrote: In short: It's a waste of resources to sync items that the game expects will always be in the exact same place, in every user's map. The game doesn't read your hard drive's usermap when you play with someone else who has it, even if it is the same, so that element of the question is irrelevant.
- DarkShallFall
- Posts: 1992
- Joined: Fri Jan 20, 2006 2:49 pm
- Location: MI, USA
- Contact:
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
- latinomodder
- Posts: 1040
- Joined: Tue Sep 20, 2005 5:51 pm
- Location: Costa Rica