[Halo 2] Entity Alpha 1

Utilities designed primarily for the xbox version of Halo 2.
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P8ntballer24




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Post by P8ntballer24 »

Dutch get off your *** and listen for once... When you don't click sounds in the check box what is does is its not adding sounds but it referencing sounds in the SBSP and those sounds would be BR Dropping which is default for enity.. Sure your method works by going into the BSP before extracting and nulling the sounds out but, why do that? You ruined a original copy of the SP maps or you wana just take all that time to copy it and delete and edit? I think not.. Why not extract the BSP and edit the .INFO file huh? Enity inject whatever is in the .INFO file so why not take the sounds out and it would never end up in your map in the first place...

Why don't you actually try it before you speak... I did it to all BSP conversions when I started mapping which BSP's work sometime ago... Iv'e done them all.. You can get rid of the clicking sounds after injection by going to the BSP tag and looking the dependencies you'll see Isnd's in there pointing to DR Dropping... It's not your method, it was done before you knew enity.. I wonder who first did it? Yeh your reading his post now.. Why would you wana ruin a good map Dutch****? This is my last comment on enity.... I wonder if the update will ever be released now..

Now that's over with back to the Discovery channel with the Myth Busters...
:wink:
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Post by TheTyckoMan »

P8ntballer24 wrote:I wonder if the update will ever be released now..
I wonder where you got the idea you were in charge of whether entity got released or not.... ;p

And it doesn't really matter if one person wants to do it one way, while others do it another way.

If somebody doesn't do it the way you're doing it, how does it affect you?
Does it drive you crazy that somebody would not do a smart thing? oh well it's not actually your problem......
Last edited by TheTyckoMan on Fri May 26, 2006 11:41 pm, edited 1 time in total.
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P8ntballer24




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Post by P8ntballer24 »

Yeh, I'm done with this crap tycko you and poke are right why deal with it? It just bugs the crap out of me though I can't stand it... I do got some influence over it I mean you know poke I am your father... You know what that makes you :wink:
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Post by pokecancer »

dutch's method of ruining maps pointlessly shouldn't matter to you.
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Post by Veegie[Temp] »

Pokecancer is a silly-head.
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Post by The Flying Dutchmen »

paintballer ur a noob, the onetime i talked with you , you really gave me a good impression on your socalled "modding knowledge" ... it really gave me a good laugh..
and i dont get it why ur critisizing my comments that badly. it seems to me like you are letting our personal vendetta come in between on a forum,... very childish but i didnt expect anything else from you
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I don't think the dds files work in the ppf o matic
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Post by Monkey Terd »

The Flying Dutchmen wrote:paintballer ur a noob, the onetime i talked with you , you really gave me a good impression on your socalled "modding knowledge" ... it really gave me a good laugh..
and i dont get it why ur critisizing my comments that badly. it seems to me like you are letting our personal vendetta come in between on a forum,... very childish but i didnt expect anything else from you
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Post by Trulife8342 »

Guys chill out, God, Does it really matter, Both of you Paint & Dutch, calm down and just drop the damn subject, Is it so hard to actually "act" mature here?
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Post by t_mann05 »

Alright children.......i did it Dutchman's way and what happens is there are no sounds except footsteps...(which are kinda loud) but the clicking sound is gone :D

thanks for everyones help


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Post by The Flying Dutchmen »

t_mann you could set the original LSND from the original map in the sbsp tag with ADI, so it at least has got some background noises..

and i'm trying to help but that p8baller keeps annoying me. he has no need to be so critical.. and i'm not the only one who's annoyed by his behavior.
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I don't think the dds files work in the ppf o matic
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Post by P8ntballer24 »

This is all I'm trying to prove to you dutch is that the method "I'm doing is overall better... Here are points..
-Faster
-Works every time
-Does not runnin a SP map
-Works for all tags faster with less effort

Now then your method of nulling in the SBSP works fine I've used to do it too before finding this method.. Here are points..
-Works
-Ruins a SP map
-Takes more time to do
-Takes time to load dependencies from BSP and other tags

This is all I am trying to say and prove to you this way is faster and quicker. It does not kill a SP map like Dutch is's way does..
I would like to say Dutch it is not your method since I discovered these when Beta Entity by poke..
___________________________________________________________
Step 1: Extracting your BSP of choice with sounds checked or not then go into the .INFO (in the extracted BSP folder) with notepad.
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Step 2: Then delete all Isnd's and snd! all the sounds in there (usually on the bottom of the list).
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Step 3: Now inject with parsed and recursive on with build!

-Note this works with all tags if you don't want sound for them..
Last edited by P8ntballer24 on Sat May 27, 2006 10:18 am, edited 2 times in total.
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Post by The Flying Dutchmen »

wow you have proven yourself right big boy you are
nice going, t_mann got it to work already by using my method.. so what there's no difference.. do you have a sudden urge to prove yourself right and better or something? your listing all pro's and contra's .

edit: and there's no need to remove SNDE tags, since they are small in size.. and it'll remain the original sound enviroments..
Last edited by The Flying Dutchmen on Sat May 27, 2006 11:01 am, edited 1 time in total.
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I don't think the dds files work in the ppf o matic
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Post by dec1234 »

i like entity :)



tyco and poke rule!
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Post by xheadshotmastax »

patentballer...
listing pros and contras because such a little thing?
calm down...
every one use his own way to do that.
dutchmen just suggested to do at his way. youre acting like u need to defend your way to do that... no one attacked you...

do not reply at this... or the discussion about this little thing will keep going on ...
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t_mann05




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Post by t_mann05 »

guys Entity is frustrating me on my mod

Today i cloned a few mach tags and set some items to spawn, then all the sudden i cant open my map in the bsp viewer. it says

"Object reference not set to an instance of an object."

Details

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at entity.Raw.ParsedModel.DisplayedInfo.FindDisplayedPieces(Int32 index, Int32 lodlevel, ParsedModel pm)
at entity.Raw.ParsedModel..ctor(Meta& meta, Map& map)
at entity.BSPViewer.LoadSpawns()
at entity.BSPViewer.InitializeGraphics()
at entity.BSPViewer.Main()
at entity.BSPViewer..ctor(BSPModel tempbsp, Map& mapz)
at entity.MapForm.rawEditorToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
entity
Assembly Version: 1.0.2311.435
Win32 Version: 1.0.2311.435
CodeBase: file:///C:/DOCUME~1/Deb/LOCALS~1/Temp/Rar$EX00.024/entity.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Microsoft.DirectX
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.2904
CodeBase: file:///C:/DOCUME~1/Deb/LOCALS~1/Temp/Rar$EX00.024/Microsoft.DirectX.DLL
----------------------------------------
Microsoft.DirectX.Direct3D
Assembly Version: 1.0.2902.0
Win32 Version: 9.05.132.0000
CodeBase: file:///C:/DOCUME~1/Deb/LOCALS~1/Temp/Rar$EX00.024/Microsoft.DirectX.Direct3D.DLL
----------------------------------------
Microsoft.DirectX.Direct3DX
Assembly Version: 1.0.2903.0
Win32 Version: 9.04.91.0000
CodeBase: file:///C:/DOCUME~1/Deb/LOCALS~1/Temp/Rar$EX00.024/Microsoft.DirectX.Direct3DX.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
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P8ntballer24




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Post by P8ntballer24 »

Rawr.. Try restart enity and open the BSP viewer... Works most of the time...
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Post by t_mann05 »

Lol i tried several times.....i actually restarted my mod twice because the bsp viewer wouldnt work.....I thought i messed my map up, but this is the 3rd time on the same mod, and i think it is Entitys problem, but i dno why it would have a problem with me :(
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Post by OwnZ joO »

This is the alpha version...
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Post by DWells55 »

Not sure if this has been mentioned - but Entity cannot open MainMenu.map - you have to have a copy of it and the original and open the copy.
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Post by Monkey Terd »

DWells55 wrote:Not sure if this has been mentioned - but Entity cannot open MainMenu.map - you have to have a copy of it and the original and open the copy.
...I can open it just fine...
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