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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Map File Codes

Author Topic: Map File Codes (13 messages, Page 1 of 1)
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The_Purrminator
Joined: May 30, 2014

(SBB) Michelle


Posted: Mar 18, 2015 03:26 PM    Msg. 1 of 13       
I've seen a few people do this and I'm wondering how.

The question is: How do you change the checksum of your compiled cache file? so a person with a map that has a different version of the same map can join.


Edited by Maiku3 on Mar 18, 2015 at 04:05 PM


The_Purrminator
Joined: May 30, 2014

(SBB) Michelle


Posted: Mar 18, 2015 04:03 PM    Msg. 2 of 13       
Quote: --- Original message by: Mootjuh
OS .map files have all the visual upgrades but can be played with stock CE.

Yea and they are limited to 128mb size, thanks for reminding me that I shouldn't give people too much information or they will look over the actual question.


PRPatxi
Joined: Oct 30, 2010

Dennis, free me from this suffering


Posted: Mar 18, 2015 04:11 PM    Msg. 3 of 13       
Quote: --- Original message by: Mootjuh
.yelo and .map files are separate for a reason. OS .map files have all the visual upgrades but can be played with stock CE.

He's not asking that bro. What he's asking is what HAC and Shadowmods are doing. They are creating .map files of the original Halo CE maps with changed textures, halo reach weapon, biped, fp arm models and anniversary HUD that can be played on the servers running the original maps. Without affecting anything. And all that without using texmod. That's what's he's asking.


The_Purrminator
Joined: May 30, 2014

(SBB) Michelle


Posted: Mar 18, 2015 04:14 PM    Msg. 4 of 13       
Quote: --- Original message by: PRPatxi
Quote: --- Original message by: Mootjuh
.yelo and .map files are separate for a reason. OS .map files have all the visual upgrades but can be played with stock CE.

He's not asking that bro. What he's asking is what HAC and Shadowmods are doing. They are creating .map files of the original Halo CE maps with changed textures, halo reach weapon, biped, fp arm models and anniversary HUD that can be played on the servers running the original maps. Without affecting anything. And all that without using texmod. That's what's he's asking.


Yea, but I am meaning to use it to have a seperate os and non-os version because the mapfile is too big. If the OS team would just allow memory upgrades on .maps that would be nice.


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Mar 18, 2015 05:34 PM    Msg. 5 of 13       
basically what mike is trying to say is that if there are two versions of the same map one of high quality which goes over the map limit and is compiled as a .yelo and another version which is reduced quality wise to be under the stock limit as a .map can those be made to connect to each other in multiplayer as long as animations and other stuff stay the same?

reason being is that we are working on some multiplayer maps and don't want to split the playerbase between os and non os


The_Purrminator
Joined: May 30, 2014

(SBB) Michelle


Posted: Mar 18, 2015 08:38 PM    Msg. 6 of 13       
The thing is that when compiling a map in tool it gives it an unique internal ID. Now I am trying to get the two maps to have those synced up. The internal string apparently has nothing to do with it.


il Duce Primo
Joined: Apr 22, 2007

CMT Team Leader


Posted: Mar 18, 2015 10:25 PM    Msg. 7 of 13       
What would happen if you did this for the os and non-os map where one map uses more than graphical modifications such as vehicle boarding?


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Mar 18, 2015 10:40 PM    Msg. 8 of 13       
Quote: --- Original message by: il Duce Primo
What would happen if you did this for the os and non-os map where one map uses more than graphical modifications such as vehicle boarding?


I would assume it would just be an exception


il Duce Primo
Joined: Apr 22, 2007

CMT Team Leader


Posted: Mar 18, 2015 10:49 PM    Msg. 9 of 13       
I wonder if the maps would run together at all, or exception when vehicle boarding would occur, or would it simply be out of sync?


Highlander
Joined: Mar 8, 2015

Where you from? Lots of different places.


Posted: Mar 18, 2015 11:29 PM    Msg. 10 of 13       
Quote: --- Original message by: killzone64
basically what mike is trying to say is that if there are two versions of the same map one of high quality which goes over the map limit and is compiled as a .yelo and another version which is reduced quality wise to be under the stock limit as a .map can those be made to connect to each other in multiplayer as long as animations and other stuff stay the same?

reason being is that we are working on some multiplayer maps and don't want to split the playerbase between os and non os



Are they Halo 3 related? (˚ㄥ_˚)


The_Purrminator
Joined: May 30, 2014

(SBB) Michelle


Posted: Mar 19, 2015 10:52 AM    Msg. 11 of 13       
Quote: --- Original message by: sparky
That magical "unique internal ID" you are talking about is the 32 byte string name at offset 32 in the map file. Now I'm not a genius, but I think it makes sense to follow at least steps 1 through 4 I listed above in order to get the results you want. Je, unaelewa?


Boy, I did all that stuff even before I created this topic.


I even want so far to make both of the files to be identical up to 0100.

But still:


I am asking how to change the ACTUALLY UNIQUE NOT NAME RELATED CODE that tells the game if the map files are the same or not on server join.


Btcc22
Joined: Dec 17, 2012


Posted: Mar 20, 2015 01:22 PM    Msg. 12 of 13       
Both the server and client checksum the maps when they load - they don't use the checksum in the header. When you join a game, those checksums are compared and if they don't match, the server will reject your connection. You can't make them match with trivial changes to the map files.

You have three choices:
1) Have the client spoof the checksum so that it matches the server's.
2) Mod the server to accept checksums that don't match.
3) Pad one of the map files in such a way that the checksums match, although I don't know how viable this would be for Halo since you'd have to pad a section of the map that's actually included in the checksum while making sure it's not going to cause corruption. Would be interesting to look into.
Edited by Btcc22 on Mar 20, 2015 at 01:24 PM


TheMegajd16
Joined: Sep 11, 2014

wait, what??!?


Posted: Mar 20, 2015 06:46 PM    Msg. 13 of 13       
they change tags in Halo:PC maps (something like halo revolution) and then just become the map to Halo:CE format, i dont know how they do it but that is the way

 

 
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