Let's see this by parts (this is gonna be a little messy, but I hope you can understand this):
- The "references an invalid sequence" issue is, at some point, a common mistake that someone commit if it's not very familiar with the way "bitmap indexes" work. Open a .weapon_hud_interface from a weapon and go to the
"CROSSHAIR" section. You'll see that there's a bitmap located in the
"Crosshair bitmap" field. Open it and see how many "Sequences" it contains.
For example, I'll look into the original crosshairs from H1, which is located in
"ui\hud\bitmaps\combined\hud_reticles". If you look into them, it contains 14 sequences/indexes, counted from 0 to 13. The first sequence (the 0) contains 4 crosshairs/textures (in the image bellow, some of them are hidden due to the opened tabs), so we can tell that the .bitmap contains 17 textures (ergo, indexes).
In the "CROSSHAIR OVERLAYS" sub-section, you'll see an option called "sequence index". As we saw before, we can reference a max. of 17 crosshairs (in "index terms", from 0 to 16). If you put "17" and compile, you'll get the following error:
#17 is not a valid bitmap_group_sequence_block index in [#0, #17>That's because you surpassed the max "length" and the engine thinks you're trying to say that #17 is "17", but you can only count to 16. Just like an array in a programming language! BUT, if you put something like 18 or beyond and them compile it, you'll get this error:
crosshair item 0 for weapons\assault rifle\assault rifle references an invalid sequence.And that's because you're trying to "call" to a index that doesn't even exist. And that's the issue you're having right now with some of your weapons' HUD interfaces. Check the .weapon_hud_interface of all of your troubled weapons and check how many crosshairs or indexes their textures contain. If every interface contains only 1 texture/crosshair, you need to put "0" in the "Sequence index" field.
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- The "the meter definition for..." issue is something you don't need to worry about. It's something related to leftovers from early and old versions of the shield and health meters from the cyborg's HUD. There was a time which they (Bungie) didn't put those elements in a .unit_hud_interface as we know it today, but in an old tag system called ".meter". In case you want them just to see those messages dissapearing from your cmd window, here you have them (replace files and folders in case you need to):
https://www.mediafire.com/file/j92qhj349501gbj/Cyborg%27s%20shield%20and%20body%20meters%20%28H1%20leftover%29.rar--------------------------------------------------------------------
As for the "Prepare to drop!" issue, that's something related with Open Sauce. You could reinstall it and see if that issue disappears. I can't really help that much with that, sorry.
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If your map isn't showing up in-game, it could mean that your map isn't located in the "maps" folder somehow. For some reason, you're not having full admin privileges, so your map is probably located here:
C:\Users\user name\AppData\Local\VirtualStore\Program files\Microsoft games\Halo Custom Edition\maps . You need to search on the Internet how to show up hidden folders, since "AppData" is a system's hidden folder. Anyways, you can look into this old thread to understand your problem:
http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=46138--------------------------------------------------------------------
And that's all from my part. I hope you understood something. Feel free to ask anything related to this in case you need to know something more
Edited by Isxz on Nov 24, 2017 at 12:29 PMEdited by Isxz on Nov 24, 2017 at 12:31 PM