Mainmenu: -1000- Maps slots!
- MilyardoX2
- Posts: 821
- Joined: Mon Jun 26, 2006 9:16 pm
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- Posts: 2154
- Joined: Sat Nov 26, 2005 7:17 pm
- Location: In a cave smokin up with tupac and big foot.
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Wow! Good job. I think you should write a tut on how to do this so that those of us who already have a mainmenu with 50 maps can just expand. It would be so much easier than applying this patch to a clean Mainmenu and then trying to add all the maps back in. Please and Thank you.
This reminds me of when I was trying to break the 50 map limit. I cloned some chunks (Can't remember names, this was forever ago) and ended up with 100 or so MP maps total. In a map editor all of the new slots worked and everything, but when I tried to load it, it would fail. It sucked. So I thought it was a .xbe thing. And all it was was a mess up in the program. Something so small keeping us from something so big. lol. Oh well, at least you figured it out. Good job again.
P.S. If you do make the tut please update this topic with it. Thanks.

P.S. If you do make the tut please update this topic with it. Thanks.
@scynide: Why would you need a tut, If I remember correctly, this is just chunkcloning, all he did was replace the unused's with actual values, because some there needed to be relinked but entity wouldn't clone it correctly. If I remember correctly, If you put something in a plugin with the same offset, it wont read correctly. If I remember correctly entity will just read that value and move on. For instance.
Long(4 bytes) Offset 0
Long(4 bytes) Offset 0
If you did that, the second one would read at offset 4. I tested this a while back.
And the size value on the unused was wrong, so when it would try to clone that reflex, it wouldn't clone everything correctly.
Long(4 bytes) Offset 0
Long(4 bytes) Offset 0
If you did that, the second one would read at offset 4. I tested this a while back.
And the size value on the unused was wrong, so when it would try to clone that reflex, it wouldn't clone everything correctly.

Ok after looking in the plugin editor I get it now. So do every single "Unused" have to be changed to "Floats" or just the "Unused" in the chunk area that is going to be cloned??? Since we are just cloning the multiplayer chunks, then do we just have to change the "Unused"(s) in that chunk area? Or all "Unused"(s) throughout the plugin?-DeToX- wrote:@scynide: Why would you need a tut, If I remember correctly, this is just chunkcloning, all he did was replace the unused's with actual values, because some there needed to be relinked but entity wouldn't clone it correctly. If I remember correctly, If you put something in a plugin with the same offset, it wont read correctly. If I remember correctly entity will just read that value and move on. For instance.
Long(4 bytes) Offset 0
Long(4 bytes) Offset 0
If you did that, the second one would read at offset 4. I tested this a while back.
And the size value on the unused was wrong, so when it would try to clone that reflex, it wouldn't clone everything correctly.
- newbymodder
- Posts: 1475
- Joined: Fri Nov 24, 2006 4:43 pm
- Location: San Angelo, Tejas
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hmm forgot about the sticky about h2v to h2x yes if that is the next step we figure out then we can have unlimited maps well up to a 1000 lolMilyardoX2 wrote:cool now if only we could make a map pack with 1000 levels..... even better 1000 AI levels!!!!! I'm gonna get right on that!
-sarcasm-
great job I sure this will come in handy sum time in the future
Right, what's the point of your post?-DeToX- wrote:@scynide: Why would you need a tut, If I remember correctly, this is just chunkcloning, all he did was replace the unused's with actual values, because some there needed to be relinked but entity wouldn't clone it correctly. If I remember correctly, If you put something in a plugin with the same offset, it wont read correctly. If I remember correctly entity will just read that value and move on. For instance.
Long(4 bytes) Offset 0
Long(4 bytes) Offset 0
If you did that, the second one would read at offset 4. I tested this a while back.
And the size value on the unused was wrong, so when it would try to clone that reflex, it wouldn't clone everything correctly.
I told how i got it a few posts ago, now i never said it was a technical accomplishment , now if this Scynide knew, he should have told to the community, here's another proof that shows how the people who have more knowledge in this community doesn't share it, instead of telling me that's nothing just enjoy it.
It's not just the mainmenu slots that got fixed, it's for all plugins, that was the reason of the "broken idents" too, please stop telling me "that's nothing i knew it" then he should have told it, that's all, because i don't care about fame, not really, i just want to help the community, thanks.
Read my darn post! That is not at all what I was saying! All I was saying is that a long time ago I tried cloning chunks and got more slots, but the mainmenu would fail to load every time. I could not figure out why, so I figured it was something coded in the default.xbe like everyone I talked to back then was saying. And here is my proof that I did share the little bit that I knew. Just so that we are clear that I did not, in any way, say that I knew how to do this.neodos wrote:Right, what's the point of your post?
I told how i got it a few posts ago, now i never said it was a technical accomplishment , now if this Scynide knew, he should have told to the community, here's another proof that shows how the people who have more knowledge in this community doesn't share it, instead of telling me that's nothing just enjoy it.
It's not just the mainmenu slots that got fixed, it's for all plugins, that was the reason of the "broken idents" too, please stop telling me "that's nothing i knew it" then he should have told it, that's all, because i don't care about fame, not really, i just want to help the community, thanks.
Ok. Now for my question. Do you have to change all of the "Unused" throughout the whole plugin to "Floats", or do you have to just change the "Unused" in the chunk area that is to be cloned? What did you do? Thanks.

My point is that you never mentioned why the unused broke it, or why entity failed to do it.neodos wrote:Right, what's the point of your post?
No credit to me in the least for telling you entity reads it wrong and to replace the unused or fixing the size value? I remember telling you that on AIM. But okay...

Ok sorry, yes i didn't said why entity break the tag, i just noticed that changing the unused as floats i do not know programming so cannot not really tell you why, i guess entity doesn't add the unused values when it clones a chunk or a reflexive or something like that.
And Sycnide, yes you can just fix the area and it will work but it's better to fix everything, the problem is that when you have an unused of per example 300 bytes then you have to add a lot of lines with the offset for the float >_> so it would be better to fix that on entity or make an apps which fix the plugin changing and unused bytes to values of 4 bytes/float.
And Sycnide, yes you can just fix the area and it will work but it's better to fix everything, the problem is that when you have an unused of per example 300 bytes then you have to add a lot of lines with the offset for the float >_> so it would be better to fix that on entity or make an apps which fix the plugin changing and unused bytes to values of 4 bytes/float.
Ok. Thanks. So when you change Unused to Floats do you have to change its offset value? I am confused on that. Sorry.neodos wrote:And Sycnide, yes you can just fix the area and it will work but it's better to fix everything, the problem is that when you have an unused of per example 300 bytes then you have to add a lot of lines with the offset for the float >_> so it would be better to fix that on entity or make an apps which fix the plugin changing and unused bytes to values of 4 bytes/float.
Math Exercises:
Unused : 4 = Float : ?
Unused : 8 = Float : ?
Unused : 10 = Float : ?
Just do those for me please and I think I will understand. Thanks.
Here's an example:
You have:
<unused offset="64" size="28" />
You change it like this:
<float name="Unused" offset="64" visible="True" />
<float name="Unused" offset="68" visible="True" />
<float name="Unused" offset="72" visible="True" />
<float name="Unused" offset="76" visible="True" />
<float name="Unused" offset="80" visible="True" />
<float name="Unused" offset="84" visible="True" />
<float name="Unused" offset="88" visible="True" />
You have:
<unused offset="64" size="28" />
You change it like this:
<float name="Unused" offset="64" visible="True" />
<float name="Unused" offset="68" visible="True" />
<float name="Unused" offset="72" visible="True" />
<float name="Unused" offset="76" visible="True" />
<float name="Unused" offset="80" visible="True" />
<float name="Unused" offset="84" visible="True" />
<float name="Unused" offset="88" visible="True" />
Ok now I get it! So you have to add in more lines in 4 byte increments (Because floats are 4 bytes) according to the size of the the Unused. Cool I get it. I see why you would not want to do 300. That is 75 (300/4 = 75) lines of that example you gave me. Grr. That would get anoying fast. Thanks for your help. 
