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About this blog

A blog from the site's owner. My opinions and only mine.

Entries in this blog

Thunder

This action is actually very simple. All it does is enable and disable a player's ability to spawn. It was found because dominion uses it for last stand. The action simply takes a player to modify and a bool. True enables spawning and false disables spawning.

In KSoft, you can update your database with this

<Action DBID="139" name="PlayerCanRespawn" template="PlayerBool" />

Here is an example of using it to disable an iterator player's ability to spawn.

<E type="Action" name="PlayerCanRespawn">  <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />  <Param type="Bool">False</Param></E>

If you have any questions feel free to ask me!

Thunder

Hello!

I have started work on adding network poking to assembly. If you don't know what network poking is, it is basically a way for every person in a game to receive the same poke at the same time. This is useful for stuff like campaign or client sided values that people would prefer everyone to have.

However, testing any sort internet based application takes quite a bit of resources and man power. I need to have some people that will be willing to throw everything they have at the program in order to find bugs and exceptions in the program as well as work help me test synchronization and suggest features. If you are interested in helping me out, please PM me.

Thanks

Thunder

Some Site History

Found some pictures of the old forums. This is before we had our own hosting XD.

A concept that never met production...

Forum%201.JPG

The very first forum skin

123.JPG

now.JPG

Some error log picture I had

Error.JPG

And of course, bans.

Forum%202.JPG

We used to be named Halo 3 Systems if you didn't know this already. We changed names in March of 2010. These are from August of 2009

Thunder

This is the long forgotten final installment to my modding opinion articles. If you are new to these articles, I want to stress that they are my opinions. In case you don't know what part 3 will be about, I will be discussing the differences in the condition of the scenes for Halo and Call of Duty.

That being said, let's talk Call of Duty. Since I started writing these, a new Call of Duty has been released as many of you know. There really hasn't been much in terms of new mods that have came out of this area. Rather, the thing I see more in this title is finding glitches to rank up and unlock in game items quicker than you are supposed to. Most of the actual mods are not really used since they are offline only. The way this appears to me is that there are a ton of people who just sit around waiting for some way to cheat themselves out of having to play to the game. My response to that is if you have to cheat the ranking system, doesn't that mean the game sucks too much to just continue playing it all the time. Just find a new game (trust me, there are plenty of them (try Skyrim)).

There however are bigger problems arising across the entire scene, including Halo specifically. 343 Industries, the new developer of Halo, seems to have mortally messed up security of unlocks in Halo 4. It is now possible to unlock stuff online through just basic Hex Editing of the GPD file. Bungie was much smarter with this because they basically recalculated all of the unlocks upon startup of the game in Reach and Halo 3. The problem here is, the cheaters have all of a sudden flocked to wherever they can cheat. AMD has recently pointed out his blog that about 60% of modding topics today on larger modding sites are related to GPD modding. Before Halo 4, this number was probably a mere few percent in the Halo scene.

Basically, about 80% of the console modding scene has seen a shift from interesting and exciting innovation of modding from the early Xbox 360 days to a new scene that is centered around finding ways to exploit game ranking and unlock systems. Why has this changed you might ask? I really don't have an answer to that but I can guess that since it is more visible to the mass public, people see it and want to do that themselves due to laziness. I don't really understand where laziness comes from anyways in video games since video games are supposed to be a leisure activity in the first place. Perhaps gaming needs to become less competitive for this to change.

Thunder

Welcome to the long awaited Part 2 of Halo vs Call of Duty Modding blog posts (You're welcome Snipe). In this part we will be covering the differences in the tools between.

We will start with talking about Halo modding tools...

In Halo, we have a had a wide variety of programs and utilities to use to assist in modify blam engine files. I will only be covering 3rd gen modding tools (Xbox 360 Halo). Halo 3 had a very simple to use map cache file editor named Johnson. Johnson was originally written by Prey and several other people such as Xenon.7 (Detox) and Anthony for use of modifying meta and locale content. Johnson had very innovate sort features that allowed the sorting of tags without necessarily having to sort by class. This helps with trying to find exactly what we want and by eliminating all the shit tags that didn't matter. Halo tools also were the origination of memory poking for the Xbox 360. This made possible the immediate of a map in "real-time" rather than having to save and reload a map onto a storage device. The first major editor to support this was Alteration. This program was written mostly by Detox. Alteration was adapted promptly for Halo: Reach and was named Ascension. Ascension however, might have been a loss in features however because of the loss of tabs. However, not having DotNetBar was a major improvement for Ascension. Someone else came along and added features to Ascension and this was Deadcanadian. He added a new poking page for advanced poking between many games as well as xex pokes including gravity modding.

In the area of user content files, there was originally some real scrutiny when it came to Halo save games. It became really gay when people started to sell the resigning salt for Halo save games at a relatively high price. People even used this stupid salt to their advantage and created paid save editors that people have spent thousands on. However, a small group of people (myself included) in mid June of 2011 released a Halo: Reach save editor named Liberty. Liberty was a save editor that has several features that the other editors do not have or these features work a lot better in Liberty. Liberty was also one of the few Open-Source tools in the modding scene (more on this later in the blog post).

Time for some Call of Duty...

Call of Duty has a rather questionable background starting with the save game and profile modding through use of DVAR's in Call of Duty 4 and World at War. There was the ever so popular CoD Tool which allowed for almost nothing innovative except for running around like a banshee in zombies and could walking through walls in campaign. CoD Tool was later removed from the internet by Activision for messing up the game too much. Enough about savegames though. Let's talk about FastFile modding.

FastFile tools such as FFManager are geared toward editng DVAR's and adding script to automatically rank people and cheat the game with Aimbots and other stupid stuff. The developer of the tool probably never intended for the tool to be used this way so we aren't going to make fun of him. FFManager in itself is a decent utility and gets the job done. However, the overall purpose as seen by the majority of the scene is a way to cheat. 97% of mods made using a utility are some sort of "ModMenu" which is a user friendly way of mass distribution of cheats. The cheats were so plentiful in Modern Warfare it prompted Microsoft to introduce a system challenge and change the entire Xbox LIVE signon process.

What Both Scenes truly lack...

OPEN SOURCE!

Open-Source is the true key to innovation in a modding community. It allows for people to learn about a game's engine and not have to rely on others down the road. It allows for the "torch" to be passed off to another individual or group when another retires from their work. The torch in both scenes has not been passed on to another so we basically have to start over as a scene. If people gained access to said knowledge back in the beginning, I'm sure tag injection for Halo would be possible by now. Open-Source is something I hope to see more of in the future because people in scene seem to think it is some sort of curse to have an open program. It is most certainly not however. My team that developed Liberty which was a huge success likes Open-Source and plan on having Assembly and Apollo be open source upon the release.

Both scenes have some real issues when it comes to programs and utilities. I hope that this changes in the future for all of our sake.

Thunder

Welcome to some administrator news! Let's jump right in...

There are some small changes that coming with Blogs in the coming days. These changes include:

  1. SEO and Microformat Improvements
    Improvements have been made to better optimize IP.Blog for search engines, and implement relevant microformat meta data.
  2. Promotion
    Ability to auto-share to Facebook/Twitter on entry creation; better image handling for sharing to Facebook; ability to auto-follow entry on creation; reputation integration in user profiles; integration with quick navigation panel
  3. Moderation and Miscellaneous Improvements
    Consistency improvements; custom block improvements; inline moderation enhancements; better category management

Now, some of these really don't effect all of us. But these improvements should be helpful.

Obviously there is also some big program coming down the pipe :tongue: . Please keep an eye out for that. Also, a minecraft community gamenight is in the planning stages (anyone got a server for us to use?). This would be PC minecraft...

A few other non related things. I want to tell everyone who is a visitor from the Gulf Coast to please be careful in the wake of Issac coming ashore soon. Hurricanes/Tropical Storms are not jokes and considering it's going to make landfall on the anniversary of Katrina, take extra caution. My last thing is a tribute to Neil Armstong. Neil Armstrong was an American astronaut and the first man to set foot on the moon. He died at the age of 82 last Saturday. With that I'll leave you with "That's one small step for (a) man, one giant leap for mankind"

Thunder

Alright guys, I figured I could use my blog to write up my opinions on the modding scene considering I run a modding website. I want to state this up front first. These are my OPINIONS! You do not have to agree with them. You can even comment and call me wrong. I encourage you to speak up if you find something that's wrong. These first articles are going to be about Call of Duty vs Halo modding. We will go in depth about a few things in three separate posts. These are...

  1. Difficulty/ Research
  2. Tools
  3. Condition of the Scene

Part 1: Difficulty to Mod

I will start out with discussing Call of Duty's modding in specific to the Xbox 360. To me, it seems like all CoD modding nowadays surrounds around how many CVAR/DVAR hax people can add to an XEX or a game save. I can't go a day in the CoD scene without seeing someone simply coping basic cheat hacks and not being innovative. People just mod in CoD to just follow everything they see others do online and just go on forums and post stuff like "How do Iz Get 1337 Aimb0tz in TDMz?!?" and don't really care to learn how the engine works. No one tries to find something new to do and no one really cares to understand the entire format of GSC based games other than to force some sort of advantage in the end. People do add some cool stuff to the game, but it is usually an afterthought after a cheat. 95% of mods really have a main purpose of cheating in the CoD scene as a bottomline here.

Now we will discuss Halo. This game is actually much more difficult to mod. Rather than just having uncompiled GSC code to mod, Halo's cache files (.map) are actually compiled game code and several aspects are encrypted. An example would have to be the Locale encryption in Halo: Reach. Halo: Reach had several encryption aspects added to it to confuse a modder and just make his/her job harder. This involves more research into the structure and an overall better knowledge of the structure. In addition in halo, we see people trying to figure out how to force checkpoints and figure out how to use the memory addresses to make changes to the game in real time. There is also research that isn't just Cache File related. For instance, the Liberty Project made significant progress in save game modification. AMD figured out it was possible to do turret manipulation via basic file changes and basically replicate a basic Cache File mod on a save game which was not really thought possible before. It was also made possible to even change your biped and play as a grunt. Blam Script research is also in the pipe as a completely new branch to our cause. To compare both of these games directly, the overall system of Call of Duty doesn't innovate and with that neither do the mods. While in Halo, as the developer makes progress on the game, so do our mods. People in the Halo scene strive to always try to find something new and original.

I hope you have enjoyed reading my little journey here into the world of the difficultly of the modding. Come back in the next couple of days for me to talk about the tools of the game!

Thank you!

Thunder

Blog Post Uno

Hello reader!

I figured I'd make this post to welcome you all to the newest feature of this site, the Blogs! I hope to see everyone take up the task of blogging so we can all get to know each other better. Plus these blogs open up for a more personal and informal way of publishing what you have been modding rather than a forum environment.

I'm really excited to start using this for my research findings as well as posting about site development.

Let's get to it!