(Halo 1)Feedback: HHT 4
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well after so many ppl complained about HHT's speed, i got my lazy ass up and coding again, and here are my results
with HHT v4 it took me about 3 to 4 minutes to inject the whole Banshee recursively
go get a clean pair of boxers for this, i know ur gonna cream urselfs
Now it takes 24 seconds flat! believe it or not.
with HHT v4 it took me about 3 to 4 minutes to inject the whole Banshee recursively
go get a clean pair of boxers for this, i know ur gonna cream urselfs
Now it takes 24 seconds flat! believe it or not.
Being goth is a disease.
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Well CLuis said that the raw data that was injected using Xinject is not so good, and it causes the problem that you can't add tags to a mod that has Xinject raw data injected.
So if you just overwrite the raw data from Xinject with the new from HHTv4. Can you then add tags?
Also, I managed to add a crashed pelican to a fresh cache file, then in SE I click on the "import tag in scenario" button and choose the crashed pelican. But in SE it shows up as a small square and ingame there is no pelican.
When I used HMT to swap a rock with the crashed pelican it shows up in SE, but not ingame.
Am I doing something wrong?
Martijn
So if you just overwrite the raw data from Xinject with the new from HHTv4. Can you then add tags?
Also, I managed to add a crashed pelican to a fresh cache file, then in SE I click on the "import tag in scenario" button and choose the crashed pelican. But in SE it shows up as a small square and ingame there is no pelican.
When I used HMT to swap a rock with the crashed pelican it shows up in SE, but not ingame.
Am I doing something wrong?
Martijn
The reason it shows up as a little block in SE is because w/e meta you injected the Crashed Pelican Scen tag over originally didn't have a model. SE looks at some of the meta's original dependencies and if there wasn't a model dependency, it just shows a block(at least this is my theory; could be wrong).
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K for some reason i always get this prob in both of my pcs.....well when i inject the meta i get that im missing onother meta.data but im 100% sure its there (supposed 2 be there if i recrusively saved meta in a new folder isnt it???)
well if thats a bug then i hope i helped in finding new bugs thing but if not im sorry but what can i do?
well if thats a bug then i hope i helped in finding new bugs thing but if not im sorry but what can i do?
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I get the same error. I've followed the tuts to a "T".
It keeps saying I'm missing an actor-variant meta, and same as you, I know its there.
Also - I've tried this on a "virgin" cache of bloodgulch, so I'm pretty confident that there was no corruption of the metas by X-inject as has been mentioned in other posts
It keeps saying I'm missing an actor-variant meta, and same as you, I know its there.
Also - I've tried this on a "virgin" cache of bloodgulch, so I'm pretty confident that there was no corruption of the metas by X-inject as has been mentioned in other posts
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Hey Cluis and EVERYONE who doesnt get this, this might help...
Bugs that u MIGHT have not known about...
When i try to recursive inject meta into a map that has somthing Swapped in it from hmt it doesnt work... dont know y... it just dont..
When i recursively inject a modded weapon or effect or... anything it messes up the original ones name... ex. i open up the crossbow mod and rename the sniper rifle's models, and the weapons name to crossbow it deletes original sniper rifle name and after u keep on recursively injectin stuff it starts to get like... +
Bugs that u MIGHT have not known about...
When i try to recursive inject meta into a map that has somthing Swapped in it from hmt it doesnt work... dont know y... it just dont..
When i recursively inject a modded weapon or effect or... anything it messes up the original ones name... ex. i open up the crossbow mod and rename the sniper rifle's models, and the weapons name to crossbow it deletes original sniper rifle name and after u keep on recursively injectin stuff it starts to get like... +