
Shock120
Joined: Jun 12, 2009
Valve ftw
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Posted: May 13, 2010 06:20 AM
Msg. 1 of 36
* link deleted by admin - copyright violation Use SPPF to patch this .sppf file. SPPF Patching program here * link removed by admin - copyright violation patch over a (clean) mainmenu.map right click the images to see full size. images     See ya next time!Edited by Shock120 on May 13, 2010 at 06:20 AMEdited by Shock120 on May 13, 2010 at 06:27 AMEdited by Shock120 on May 13, 2010 at 06:28 AMEdited by Shock120 on May 13, 2010 at 06:28 AMEdited by Shock120 on May 16, 2010 at 02:40 PMEdited by Dennis on Dec 1, 2010 at 04:16 PMEdited by Dennis on Dec 11, 2010 at 02:35 PM
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Scott
Joined: Apr 4, 2005
No.
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Posted: May 23, 2010 08:06 PM
Msg. 2 of 36
Awesome mod you got there.
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Skyancez3o4
Joined: Apr 6, 2010
I miss CE
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Posted: Jun 15, 2010 08:28 PM
Msg. 3 of 36
Looks awesome....and this actually gives the main menu a new look. good work
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Shock120
Joined: Jun 12, 2009
Valve ftw
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Posted: Jun 19, 2010 03:22 AM
Msg. 4 of 36
It would've gotten out more, if this site supported .sppf patches.
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: Jun 29, 2010 03:18 PM
Msg. 5 of 36
Quote: --- Original message by: Shock120 It would've gotten out more, if this site supported .sppf patches. .sppf patches are a direct violation of the copyright and End User licensing agreement.
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jun 29, 2010 05:39 PM
Msg. 6 of 36
does it really say that without modded menu on regret you heard the Bi*** trackdown the prophet and kill him Edited by Hydrogen on Jun 29, 2010 at 05:39 PM
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Shock120
Joined: Jun 12, 2009
Valve ftw
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Posted: Jun 30, 2010 01:42 AM
Msg. 7 of 36
=O I never knew. But it is better than hosting a 60MB map right?
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: Jun 30, 2010 02:18 PM
Msg. 8 of 36
Quote: --- Original message by: Shock120 =O I never knew. But it is better than hosting a 60MB map right? You will also not find modded campaign maps hosted here and for the same reason. The EULA agreement specfically forbids it Quote: The software is licensed, not sold. This agreement only gives you some rights to use the software. Microsoft reserves all other rights. Unless applicable law gives you more rights despite this limitation, you may use the software only as expressly permitted in this agreement. In doing so, you must comply with any technical limitations in the software that only allow you to use it in certain ways. You may not
• work around any technical limitations in the software;
• reverse engineer, decompile or disassemble the software, except and only to the extent that applicable law expressly permits, despite this limitation;
Unlike Halo CE, the Halo 2 Vista editing kit does not have the ability to compile or create campaign maps and since Microsoft was kind enough to include our website in the "Additional Resources" section of the editing kit tutorial, I am obligated to abide by their licensing agreement even if I am pretty sure they would not (although they could) make me remove modded files. They may not teach it nowadays but when I was in school they taught ethics.
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Shock120
Joined: Jun 12, 2009
Valve ftw
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Posted: Jul 1, 2010 09:24 AM
Msg. 9 of 36
Quote: --- Original message by: Dennis Microsoft was kind enough to include our website in the "Additional Resources" section of the editing kit tutorial doh'! Quote: --- Original message by: Hydrogen
does it really say that without modded menu on regret you heard the Bi*** trackdown the prophet and kill him 
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Kills_Alone
Joined: Jun 17, 2009
I ain't got no candy for you, NO CANDY
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Posted: Jul 2, 2010 06:40 AM
Msg. 10 of 36
Shock,
I've been curious about bypassing the custom lock by using this main menu trick.
After applying this patch I placed a null.map in every place I could think of. Nothing extra ever appeared on the new main menu. What am I doing wrong? BTW my H2V is installed under D:\games\Halo 2.
Also, could this be applied to a server?
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Shock120
Joined: Jun 12, 2009
Valve ftw
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Posted: Jul 2, 2010 09:03 AM
Msg. 11 of 36
Quote: --- Original message by: Kills_Alone Shock,
I've been curious about bypassing the custom lock by using this main menu trick.
After applying this patch I placed a null.map in every place I could think of. Nothing extra ever appeared on the new main menu. What am I doing wrong? BTW my H2V is installed under D:\games\Halo 2.
Also, could this be applied to a server? Halo 2 Default map directory is Program Files/Microsoft Games/Halo 2/maps That is where my mainmenu adds slots for. I added slots for a non-existant map called "null.map" in the hopes people can test their custom maps to see if they truly work, and if they do, contact me, in added a new slot for it. Also, It would be best if the internal scenario was the same name as the map. Custom maps and Default maps are limited by 50 slots. 100 in total. make sure you put it into the right folder, also if it doesn't load, you or the h2tool did the map wrong. Adding map slots also apply for the server aswell, as they require mainmenu.map for map slots and default gametypes Quote: --- Original message by: Dennis Unlike Halo CE, the Halo 2 Vista editing kit does not have the ability to compile or create campaign maps and since Microsoft was kind enough to include our website in the "Additional Resources" section of the editing kit tutorial, I am obligated to abide by their licensing agreement even if I am pretty sure they would not (although they could) make me remove modded files. They may not teach it nowadays but when I was in school they taught ethics. Doesn't the HEK+ fall into this category? it was reverse engineered, along with many H1 Programs? Could I post my programs onto h2v.halomaps.org? Edited by Shock120 on Jul 2, 2010 at 09:04 AMEdited by Shock120 on Jul 2, 2010 at 09:06 AMEdited by Shock120 on Jul 2, 2010 at 09:08 AMEdited by Shock120 on Jul 2, 2010 at 10:15 AMEdited by Shock120 on Jul 2, 2010 at 12:58 PM
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Kills_Alone
Joined: Jun 17, 2009
I ain't got no candy for you, NO CANDY
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Posted: Jul 2, 2010 07:50 PM
Msg. 12 of 36
Thankx for the info Shock,
I took a random map (something that will load for sure, Sandtrap V3) and renamed it to null.map, then I copied it to:
C:\Program Files\Microsoft Games\Halo 2\maps
and
D:\Program Files\Microsoft Games\Halo 2\maps
No dice. No extra map available. If I can get this to work I'll record what does load through this menu that would not load through the MP menu. I want to test vehicle mods and biped mods first.
BTW, overall the new Menu effects look great.
EDIT: Okay Shock its working, I didn't realize that the maps were added to the default MP menu, I thought they were actually going to be added to the main menu. Anyways I'll let you know what works. Edited by Kills_Alone on Jul 2, 2010 at 11:15 PM
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: Jul 2, 2010 10:36 PM
Msg. 13 of 36
Quote: --- Original message by: Shock120 Doesn't the HEK+ fall into this category? it was reverse engineered, along with many H1 Programs? No because the editing kit allows you to compile tags into the maps without modifying the actual program. HEK Plus decompiles the maps and does not modify the program. Your application modifies the program to make tags work. it is not the same. There is nothing in the EULA to stop you modifying the program for your own use, but according to the EULA you cannot distribute it. If I distribute it I would be libel as well even more so because I have already publicly stated that I understand the EULA. This is something most people don’t get. You do not own the software; you are just licensed to use it. Basically you rent it for a onetime fee. You don’t own it. Edited by Dennis on Jul 2, 2010 at 10:37 PM
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Kills_Alone
Joined: Jun 17, 2009
I ain't got no candy for you, NO CANDY
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Posted: Jul 3, 2010 01:21 AM
Msg. 14 of 36
So I made a working double-decker Warthog. I'm going to experiment with it more but already this is amazing! When/If I get a server list, I'll try to host it and see if they see the results. Next is hoping it will function the same on the server and that I can talk the powers that be into giving it a try. You've definitely redeemed yourself with this ShockMonkey. Interesting concept if this does work it would mean that people could only play these maps on special servers (unless everyone gets your [latest] Menu Mod). Edited by Kills_Alone on Jul 3, 2010 at 04:31 AM
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GoldeNTacO
Joined: Sep 27, 2009
Stout Shako for 2 Refined
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Posted: Jul 3, 2010 09:59 AM
Msg. 15 of 36
Quote: --- Original message by: DennisQuote: --- Original message by: Shock120 Doesn't the HEK+ fall into this category? it was reverse engineered, along with many H1 Programs? No because the editing kit allows you to compile tags into the maps without modifying the actual program. HEK Plus decompiles the maps and does not modify the program. Your application modifies the program to make tags work. it is not the same. There is nothing in the EULA to stop you modifying the program for your own use, but according to the EULA you cannot distribute it. If I distribute it I would be liable as well even more so because I have already publicly stated that I understand the EULA. This is something most people don’t get. You do not own the software; you are just licensed to use it. Basically you rent it for a onetime fee. You don’t own it. ftfy
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Kills_Alone
Joined: Jun 17, 2009
I ain't got no candy for you, NO CANDY
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Posted: Jul 3, 2010 10:24 AM
Msg. 16 of 36
So we've been mapping out the limitations of using and sharing these modded maps. The maps cannot be shared in-game, they must be downloaded ahead of time. Only the host needs the modded menu. I'm sure you know this but I needed to confirm it for myself.
I was thinking of a way to properly label them to differentiate them from standard custom maps; perhaps adding MM before the map name (representing Modded Map or Menu Mod). Or maybe just MOD, something short.
I removed the second hog and put a tire where the turret was then I replaced the horn with my new Bubble Shield, it works perfectly. A new hog that cannot directly attack but does have built-in defensive measures. And the passenger is in FP.
Also, I made a new Frag Nade type, went in-game picked it up and it worked well.
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Shock120
Joined: Jun 12, 2009
Valve ftw
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Posted: Jul 3, 2010 10:57 AM
Msg. 17 of 36
Quote: --- Original message by: Kills_AloneInteresting concept if this does work it would mean that people could only play these maps on special servers (unless everyone gets your [latest] Menu Mod). Edited by Kills_Alone on Jul 3, 2010 at 04:31 AM or, I can add more slots to the mainmenu. =P but there needs to be a tut for it too, because not many people were modders on h2x, they don't know where to simply paste the map. and I want dibs on testing them too. =P Try adding the grenade type into the [nhdt] hud definitions i think... Requirements for the "host/server only needing the mm mod" is if the clients also had the maps in the same section, the host can force them to load the map even if they don't have the mainmenu mod. Edited by Shock120 on Jul 3, 2010 at 11:05 AMEdited by Shock120 on Jul 3, 2010 at 11:15 AMEdited by Shock120 on Jul 3, 2010 at 11:26 AM
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Kills_Alone
Joined: Jun 17, 2009
I ain't got no candy for you, NO CANDY
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Posted: Jul 3, 2010 09:44 PM
Msg. 18 of 36
I'll get some maps together eventually. When I give you those maps what I need (besides the maps names added) is for you to release the Main Menu mod without any other tweaks; such as visual or transparency. I'm asking for the removal of those features because we noticed a few issues (one user had crashing and I had the game ask me to reinstall it once). These issues need to be wiped out if they can be because we don't want anything like that crashing the server. And now to make dial-up users cry: Edited by Kills_Alone on Jul 3, 2010 at 09:45 PM
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Shock120
Joined: Jun 12, 2009
Valve ftw
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Posted: Jul 4, 2010 06:17 AM
Msg. 19 of 36
Quote: --- Original message by: Kills_Alone
I'll get some maps together eventually.
When I give you those maps what I need (besides the maps names added) is for you to release the Main Menu mod without any other tweaks; such as visual or transparency. I'm asking for the removal of those features because we noticed a few issues (one user had crashing and I had the game ask me to reinstall it once). These issues need to be wiped out if they can be because we don't want anything like that crashing the server. It says that because it's missing a map called "null.map" lol. Kantanomo's own fault for trying to load a slot, when he didn't paste the map in the correct place. Server doesn't crash, server doesn't even render. =P I'll release 3 types of mainmenu mods 1. maps added, no visual features. (those ones who have poor gpu performance) 2. maps added, visual features. (  ) 3. maps added, null.map slot still present, visual features. (for map makers, also ignore the re-install dialogue) The end. Edited by Shock120 on Jul 4, 2010 at 06:19 AMEdited by Shock120 on Jul 4, 2010 at 06:25 AM
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Kills_Alone
Joined: Jun 17, 2009
I ain't got no candy for you, NO CANDY
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Posted: Jul 4, 2010 09:18 AM
Msg. 20 of 36
Sounds good.
Is it possible to append the new maps to the bottom of the list instead of the top? Other players that tried to join us (when the map was in play) were told we were playing Coag (or some other default map) so we figured it must be Halo expecting the map menu to be in a specific order.
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Shock120
Joined: Jun 12, 2009
Valve ftw
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Posted: Jul 4, 2010 09:39 AM
Msg. 21 of 36
Quote: --- Original message by: Kills_Alone Sounds good.
Is it possible to append the new maps to the bottom of the list instead of the top? Other players that tried to join us (when the map was in play) were told we were playing Coag (or some other default map) so we figured it must be Halo expecting the map menu to be in a specific order. they didn't have the mainmenu mod, and therefore the info they see, should be blank or a visual of the previous map they played. and ofcourse they can be in order below. =P Edited by Shock120 on Jul 4, 2010 at 09:39 AMEdited by Shock120 on Jul 4, 2010 at 09:41 AMEdited by Shock120 on Jul 4, 2010 at 09:50 AM
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Twinreaper
Joined: Jun 5, 2010
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Posted: Jul 4, 2010 03:33 PM
Msg. 22 of 36
I am assuming the new nade type is just a replacement nade for either the frag or plasma. Seeing as how you would need to add strings, or overwrite existing non-used much strings in order for the nade count to be used properly, and so you can properly define the "name".bitmap in the HUD?
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Kills_Alone
Joined: Jun 17, 2009
I ain't got no candy for you, NO CANDY
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Posted: Jul 4, 2010 04:51 PM
Msg. 23 of 36
Well it was a quick and dirty test, I simply renamed a frag nade and placed it, then went in-game and picked em up. Worked a charm other then it being added to the standard frag nade group. I haven't changed the HUD in any way yet.
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Twinreaper
Joined: Jun 5, 2010
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Posted: Jul 4, 2010 11:53 PM
Msg. 24 of 36
I've been doing some poking around, and adding the extra HUD nade elements is no problem, since the one I did years back worked on the xbox version. The interesting thing I found poking around the strings is that there are 2 different frag nade types in the strings. There is a Frag_Grenade_default, and a Frag_Grenade. It would be easy to rename the default one, but creating a new placement flag (enum 32 value I think), would be the hurdle. There is also a default flag that is never ticked for anyy HUD elements, so we may be able to use that flag for the new nade. Of coarse we could always use the ammo count for a wepaon that is isn't used on the map, and use those strings in place of the nade ones. We would in theory only need to adjust the ammo increase count of the ammo the string points to, and swap that ammo model. This is of coarse also still just a theory, but a pretty solid one from what I can see.
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Shock120
Joined: Jun 12, 2009
Valve ftw
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Posted: Jul 5, 2010 10:50 AM
Msg. 25 of 36
Quote: --- Original message by: Kills_Alone Sounds good.
Is it possible to append the new maps to the bottom of the list instead of the top? Other players that tried to join us (when the map was in play) were told we were playing Coag (or some other default map) so we figured it must be Halo expecting the map menu to be in a specific order. Kills Alone, are you making a race map? if so, there is a script which will spawn vehicles right next to the player. =D also add a flag to the antenna of the warthog.
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Kills_Alone
Joined: Jun 17, 2009
I ain't got no candy for you, NO CANDY
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Posted: Jul 9, 2010 09:35 AM
Msg. 26 of 36
I could probably use a script like that for my ODST Insertion Pod idea.
I made a flying Bubble Shield vehicle today (!) and a sloppy (collision) Longsword, so soon I should have some more impressive and useful vehicles. The first real new H2V vehicles are taking off.
Then I made an indestructible version of the Bubble vehicle, so its now a huge ball that vehicles can push around. Getting much closer to having that elusive Soccer ball except a person can ride in this one. Now if I could come up with a way where a door seems blown off at some point it would make a great Insertion Pod starting point.
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supersniper
Joined: Jul 28, 2007
fear the sniper
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Posted: Jul 10, 2010 03:50 PM
Msg. 27 of 36
hmm bringing back the race gametype from halo1?
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Twinreaper
Joined: Jun 5, 2010
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Posted: Jul 10, 2010 04:09 PM
Msg. 28 of 36
I was actually wondering the same thing. I find it very odd that they left the Race and Headhunter variants in Sapien. It was either an intention of theirs to make these game type features available in the port, and ran out of time, or they just decided to leave the pieces there, and give us the big middle finger! Makes me wonder if there is a way for us to enable, or at least make these variants work on some level?
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supersniper
Joined: Jul 28, 2007
fear the sniper
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Posted: Jul 11, 2010 02:48 AM
Msg. 29 of 36
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Shock120
Joined: Jun 12, 2009
Valve ftw
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Posted: Jul 11, 2010 09:34 AM
Msg. 30 of 36
you mean adding those 2 gametypes? that would be impossible for "me" to mod them in. ='( I can only select them in memory, and if the map contained those gametypes, it would work. =D But, I don't know if the gametype global even exists in h2v.exe, ofcourse the value does... Quote: --- Original message by: Kills_Alone Then I made an indestructible version of the Bubble vehicle, so its now a huge ball that vehicles can push around. Getting much closer to having that elusive Soccer ball except a person can ride in this one. Now if I could come up with a way where a door seems blown off at some point it would make a great Insertion Pod starting point. hmm..it would be fun, if we were all balls and can push each other of the floating platform in FFA. =D Edited by Shock120 on Jul 11, 2010 at 10:29 AMEdited by Shock120 on Jul 11, 2010 at 10:37 AMEdited by Shock120 on Jul 11, 2010 at 10:38 AMEdited by Shock120 on Jul 11, 2010 at 10:40 AM
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Twinreaper
Joined: Jun 5, 2010
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Posted: Jul 11, 2010 05:20 PM
Msg. 31 of 36
Funny you mention that Shock. Icefields just happens to have the Headhunter gametype spawn stuff in the map, as well as a 15 checkpoint race defined. If you find the time, see if selecting it in the memory, while loading my map up will allow the gametype. I'm hoping they left everything for the gametype in tact. That would make for an interesting mod wouldn't it? Enabling the Headhunter and race gametypes. Have you looked to see if the values are in the exe yet?
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Shock120
Joined: Jun 12, 2009
Valve ftw
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Posted: Jul 12, 2010 06:37 AM
Msg. 32 of 36
Quote: --- Original message by: Twinreaper Funny you mention that Shock. Icefields just happens to have the Headhunter gametype spawn stuff in the map, as well as a 15 checkpoint race defined. If you find the time, see if selecting it in the memory, while loading my map up will allow the gametype. I'm hoping they left everything for the gametype in tact. That would make for an interesting mod wouldn't it? Enabling the Headhunter and race gametypes. Have you looked to see if the values are in the exe yet? er, they start in 1 byte values, it's easy to find them. =P
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GoldenShot
Joined: Nov 22, 2010
respect the gears
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Posted: Nov 25, 2010 10:23 PM
Msg. 33 of 36
this is why i dont play h2v, you cant mod anything in the game except making maps, no custom weapons or vehicles, so im just sticking with custom edition
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Twinreaper
Joined: Jun 5, 2010
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Posted: Nov 26, 2010 09:32 PM
Msg. 34 of 36
What? Perhaps you havent been paying attention, but Kills has loads of custom weapons and I figured out how to get custom sounds to go with them. And I am also guessing you havent seen the Falcon the H2MT has in-game? Custom weapons and vehicles are very much a reality.
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Muscl3r
Joined: May 22, 2010
dont pray 4 easy lives...pray to be STRONGER MEN
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Posted: Dec 11, 2010 06:34 AM
Msg. 35 of 36
This mod looks good. Just posting cos i'm bored
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