fixing modded new maps how do you take away the failed to ..

Discuss Halo 2 modding, progress on figuring things out, mapfiles...you know the drill. Cheating discussion not allowed.
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bushybinladen7





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fixing modded new maps how do you take away the failed to ..

Post by bushybinladen7 »

yea
[users]MrBalll





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Post by [users]MrBalll »

Add them to your mainmenu then disable the AU.
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The Legend





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Post by The Legend »

did you sign it with cmr or fix sig with hex edit... thats usualy the problem
bushybinladen7





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Post by bushybinladen7 »

The Legend wrote:did you sign it with cmr or fix sig with hex edit... thats usualy the problem
whats usualy the problem signing it with cmr (btw wat is that) or fixing sig with hex edit
Twinbird24




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Post by Twinbird24 »

There is no problem signing the map with CMR. You need to sign all new maps with CMR before you transfer them other to your Xbox or it will give the failed to load.
Signature exceeded 3 lines of text.
Doom




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Post by Doom »

All the New maps require the same signature that they orignally had. You can use Coolspots Map Resigner . Or like metioned above you can do a little hex which really isn't very hard.

-Doom
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Sig over three lines of text. <--- lik wtf? mods make my sig 4 lines of text, then they letz tis slide as GTAF says, and den dey delete it? likwtf?
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