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About this blog

Changelogs and information about updates

Entries in this blog

Lord Zedd

The latest plugin update under Assembly's Updater has been pushed. It should be available shortly on both update channels.

The Github Commit can be found at: https://github.com/XboxChaos/Assembly/commit/1e040773a25d94cd2e72806d3a31fcb00a778c9c

The changelog for this update is as follows:

  • changed h3 flags value in MP properties to 16 bit
  • added blocks to h3b equipment
  • added forced death dialogue enum to reach+ jpt
  • named text flag in odst chdt
  • changed naming of resource types in zone zonesets
  • fixed an enum value in h3-ish sily
  • named location string in reach+ scnr placements
  • named node positioning in scnr placements
  • named animation values in chdt
  • changed hidden enum in reach+ scnr sandbox to a flag
  • named firefight bit in reach+ squads
  • changed pmcg enums to flags
  • added new flag in pre-h4 ligh (lehvak)
  • fixed error in h4 hlmt
  • updated end of zone with new research
  • updated reach jmad with old inheritance block
  • removed testing values in h4 new inheritance block

It's been 9 months since the last update. Big things to mention are the better CHUD animation blocks, and node positioning in scnr, so you can pose corpses or whatever to your liking.

Probably another long delay coming, but it will be for good reason as the PC version of Halo 5 kinda came with full tag layouts, so I just have to port them backwards and LOTS of new stuff will be named.

Lord Zedd

The latest plugin update under Assembly's Updater has been pushed. It should be available shortly on both update channels.

The Github Commit can be found at: https://github.com/XboxChaos/Assembly/commit/65895be8c2ed93b460cc66faeae2d267b894858d

The changelog for this update is as follows:

  • fixed big error in pre-reach weap
  • added missing blocks in glps and glvs
  • fixed odst sbsp leaf system block location
  • added "any" option to pcec
  • fixed a prt3 error
  • fixed a phmo raw field error
  • added stringid to wgan
  • renamed health/shield thresholds in odst+
  • fixed some scnr fields
  • updated the h4 patch tags a bit
  • renamed "flair" to instances in hlmt/mode
  • added stuff to hlmt variants
  • added a couple weap names
  • some small physics changes
  • named/fix spawn timer names thanks to h5 forge

So this update includes a couple fixes; first there was a block defined in weap triggers that didn't actually exist until Reach, so it was removed from earlier games. Second some missing blocks were added to glps and glvs, which might help with injection glitches when importing an rmdf. Other fixes were found while working on Halo Online.

Also, "Flair" wasn't the proper label in mode and hlmt, so they have been renamed to "Instances".

Lord Zedd

The latest plugin update under Assembly's Updater has been pushed. It should be available shortly on both update channels.

The Github Commit can be found at: https://github.com/XboxChaos/Assembly/commit/2a53e5855092dc73380c4c0e8fade41f9f15e933

The changelog for this update is as follows:

  • named some damage reporting type enums in eqip and jmad
  • renamed item scale values to small/medium/large/huge
  • named h3 item grounded friction values
  • named reach unit equipment variants
  • named super detonation proj flags
  • further updates to metagame stuff
  • named shit types
  • updated metagame globals with info from bungies apis
  • updated reach damage report types from bungie apis
  • copied halo 4 beta damage report types to missing spots in final
  • fixed various errors
  • added things to unit/bipd
  • fixed block size in h3/odst chad
  • added an instant response flag in hlmt

Some small offset related errors have been fixed thanks to some research on the Halo Online side of stuff. I also came across Bungie's API for ODST/Reach, which nicely listed some enums for me, that I've added to the plugins in the appropriate locations.

A semi-special thing got added in this update is the "tricks" block inside the biped tag for Reach and later. It is the same as the one in vehicle, but will let you call specific animations using the left stick and jump. With this you can for instance set the player to a hunter, then assign the directional melees for a more realistic experience.

Do note though is that you have to be in the right "state" for it, so if an animation is only for combat:rifle, you're gonna need a rifle. But it seems most AI animations are any:any or combat:any so it shouldn't be an issue too often.

Lord Zedd

The latest plugin update under Assembly's Updater has been pushed. It should be available shortly on both update channels.

The Github Commit can be found at: https://github.com/XboxChaos/Assembly/commit/33bdc69e000c71dc00e568e80f174e252404dcbc

The changelog for this update is as follows:

  • updated h3/odst wezr for proper round reset value
  • fixed odst wgan
  • updated wigl ui bipeds
  • removed incorrectly added reach beta pmcg fields
  • fixed change color flags in applicable scnrs
  • fixed event block visibility in h4 effe
  • added omaha instance response flag from jjijr
  • fixed reach ugh permutation block visibility
  • concluded the shared path in play is x100 long
  • named odst attachment flags
  • named damage reporting type in effe for reach+
  • named useless input/output enums for pseudo shaders
  • updated model mesh stuff to match halo online research
  • updates to metagame properties blocks
  • major updates and standardization of igpd and ingd
  • updated zone's encoded bit offsets a little

Nothing too big to note specifically, lots of small fixes. Model related tagblocks got a revamping based on research for Halo Online. It is also possible in games past reach for effects to have their own damage reporting type (used by the target locator).

While I'm here I'm gonna plug my fork of AussieBacom's modified Assembly for Halo Online. It's the most up to date public plugins and what not and can even show scripts for the original Alpha and Beta builds. You can find the link here: https://github.com/Lord-Zedd/Assembly

If you've been on the main update channel this whole time you will find with this update Halo 4 Beta support/Plugins have been added. However I must give a warning that saving might not all be perfect for the beta; injection in particular.

Finally, for the time being Halo 3 Beta related updates are being pushed to its own branch where the maps can be opened again. There is still work to be done for sure but it might be worth a look if you want to poke around the beta. That branch is here: https://github.com/XboxChaos/Assembly/tree/halo3beta

Lord Zedd

The latest plugin update under Assembly's Updater has been pushed. It should be available shortly on both update channels.

The Github Commit can be found at: https://github.com/XboxChaos/Assembly/commit/82b58906e11883c903a2b98f4fcdefb08fb113a2

The changelog for this update is as follows:

  • updated all bitm plugins to help with custom injection
  • fixed typos in h4 cnmp
  • fixed name error in h4 bipd
  • added pulse grenade to h4 squad enum
  • fixed offset error in h4 eqip
  • fixed early mover block size in reach
  • named reach/beta ligh value thanks to JJIJR
  • fixed typos in odst items
  • moved comment in odst/h3 weap
  • fixed offset error in odst vehi
  • updated some chdt input names
  • fixed size of symmetry enum in h3/odst scnr
  • fixed odst scnr decal palette block size
  • various updates discovered in halo online

It's been a bunch of months since the last plugin update, which is in part due to Halo Online, but working on that helped find some errors/new things in current plugins, which this update contains. This update also includes the updated bitms from the Custom Bitmap Injection Tutorial.

The main new thing to know is that weap has a tagref for "Crate Projectile" now, which along with the Speed value below it, is actually used for shooting out objects properly. This discovery makes spawning through firing effects obsolete. Speed changes the force of which the object is spawned with.

On the general Assembly side, Halo 3 Beta now has valid scripting definitions, though you will need to move the .xml to an older build if you want to make use of it.

Lord Zedd

The latest plugin update under Assembly's Updater has been pushed. It should be available shortly on both update channels.

The Github Commit can be found at: https://github.com/XboxChaos/Assembly/commit/6669bd23a87a5cea3754af445a2b6ca74cf9941d

The changelog for this update is as follows:

  • updated rmt2 and standardized better
  • fixed up h2 bsdt and standardized the others
  • fixed string size in reach sbsp
  • fixed bit names
  • named new mode ik block in reach+ animations
  • named ai melee damage in reach+ units
  • added the swarm and transformation blocks to odst char
  • renamed transformation block to morph in h3/odst char
  • added jmrq plugin for odst (ur welcome gamecheat)
  • fixed and named boarding properties in char
  • named extra targets block in odst hlmt
  • fixed error on h3 scnr
  • added missing block in h3/odst jmad
  • named editor folder indexes in scnr
  • other small char edits/additions
  • named script values for h4 vignettes
  • fixed objective conditions block in scnr
  • small edit to odst+ squads
  • fixed phantom types enums in phmo
  • standardized and mapped pphy
  • updated naming in metagame globals in matg
  • updated all lsnd
  • updated all snde
  • updated and standardized drdf, and by extension csdt and rmbl
  • fix typos in h3/odst goof
  • added enums to h3b, reach beta, reach, and h4 sily/goof
  • fixed big issue in reach beta impo

A healthy-sized list this time around. Some changes came about while working on Outbreak. You will notice bitfield bits in reach are now named "Bit #" instead of just "#" which had been bugging me for quite some time. A semi-important fix is that the Boarding Properties in CHAR tags is named and properly sized. Injected AI should now be able to board you if the animations are all good. There was also a critical typo in ReachBeta's IMPO that caused freezing on injected objects.

Perhaps the biggest change is that now most SILY/GOOF parameters have been named and put into an enum. Previously only Halo 3/ODST only had them set up. Along with names the enum includes the value type the xex expects from each SILY parameter.

Lord Zedd

Recently, Assembly had its first update, which brought the past 2 years worth of changes to everyone. It also allowed for new updates to be released when changes are committed to the Assembly GitHub. This change means plugin updates will come to you directly when they happen.

Because of this, the original "Manual Assembly Plugin Update" download page will be removed.

Since its creation on March 18th, 2013, it has been the home of 25 updates, been viewed 3164 times, and downloaded 535 times. The spoiler tag below contains the full changelog history from that page:

21 Dec 2014
  • named flag that displays weapon while zooming in h4
  • fixed trak types
  • added mode new node types
  • mapped udlg
  • named chmt
  • named vehi physics flag used by mammoth
  • added new damage info flag (thx gerit) for all hlmt
  • named model object data values for Reach+ hlmt
  • removed/replaced instances of "#" in hlmts and others
  • replaced flag enum in reach cpgd with actual flags
  • updated cptl and mlib
  • fixed sync action block size in h4 jmad
  • named some animation index values ion h4 jmad
  • named a stringid in rmt2
  • updated name in uiss
  • named parts of uihg

13 Nov 2014

  • updated h2v script types
  • updated h2v jmad
  • some slight updates to other jmads, including inheritance
  • named a value in char equipment
  • updated coll

22 Oct 2014

  • renamed sandbox flags in scnr to multiplayer flags
  • updated odst mulg/smdt events
  • fixed a typo in chdt
  • added some h3 chdt states to odst
  • standardized mulg/smdt/gegl a little
  • mapped h2v globals
  • standardized all matg further
  • updated some naming in zone/play
  • some bitm updates
  • unic tags updated with new unic field thx amd

08 Oct 2014

  • fixed effg typo
  • standardized ligh
  • more renaming in bsp injection-related stuff, "Scenario Zoneset Group Audibility" is now "Scenario BSP Audibility" and it is indexed rather than matching the groups block
  • fixed up zone scenario zoneset groups
  • fixed a couple enum values that were used to bypass an old issue thats long fixed
  • fixed "verticies" typo
  • named some sddt water values
  • updated and ported fx, ant, lens, cfxs, clwd, jpt, grfr
  • standardized and cleaned up bbcr/bipd/crea movement physics
  • named bits of and standardized gint
  • updated vehi, cddf
  • updated physics-related stuff slightly
  • standardized weap flags with proper caps and full names
  • fixed and mapped h2v object tags
  • updated item scales and named enum in unit to switch
  • more thoroughly standardized all object tags
  • named new object things along the way
  • renamed argument start index in shaders to uv argument index
  • fixed up h2 scnr, and ported object salts to other games
  • added hsc* plugin for h2v, dem import scriptz
  • added /**/ plugin for h2v hoping for something interesting but ehh
  • named the rest of the material sweeteners in globals
  • various scnr names/fixes, death barriers now scenario kill triggers/safe triggers
  • updated multiplayer object values like timer mode
  • renamed instances of "multi bsp" in sbsp to seams

08 Sep 2014

  • mapped h2 mode
  • fixed visibily on marker groups scale
  • better perf mapping
  • named civilian flag in reach/h4 char
  • updated and standardized model data
  • updated sbsp a little more and standardized
  • fixed h2 sbsp and mapped it
  • **Renamed "Scenario Zoneset BSPs" block in scnr to "Scenario Zoneset Group Audibility" and named values**
  • named/mapped HUD Information block in h4 units
  • fixed erroneus h4 plugin sizes
  • added missing raw datum in h4 pcaa
  • standardized gegl, foot, effg, and some others
  • changed all checksum values to int32

26 Aug 2014

  • removed some erroneus alignment values
  • fixed sprint percentage in matgs and named information index
  • fixed some matg naming
  • named objective index in squad groups
  • standardized cddf
  • overhauled and standardized hud tags (chad, chdt, chgd, wadt, wdst, wpdt, wrdt, wsdt)
  • added wdst plugins for reach/reachbeta because whynot
  • mapping hud stuff let me find that the unused sensor setting is 15m not 20m
  • mapped weapon screen effects
  • standardized cisc
  • Named turret detach flag in all seats
  • named effe looping sound event index (thx jjijr)
  • further mapped and standardized snd and ugh
  • mapped h2v shad why not
  • named extra values in hlmt

29 Jul 2014

  • standardized form types
  • standardized pmcg a bit better
  • mapped and standardized lgtd (did you know reach beta supports loadout vehicles and adjustable clips?)
  • standardized sdzg
  • mapped and ported bdpd
  • labeled shortcut flag in scnr placements
  • fixed mp object properties offset in reach beta objects. wow.
  • standardized scen, bloc, ssce
  • standardized raw model structs
  • fixed incorrect collision region flags offset in all hlmt
  • standardized cine, sncl, sgp!, pmov
  • added large comment to top of all sncl with names, Assembly update recommended

25 Jul 2014

  • Labeled cache shader index value in reach+ shaders
  • Mapped out reach beta gpix because I forgot it I guess
  • ported snmx to other games
  • added a missing strigid in rmt2... whoops
  • restored the top of h3 phmo that disappeared
  • fixed odst mode permutations size
  • added bitmap flags to not-h4 shaders

22 Jul 2014

  • fixed small errors in h3 wezr
  • mapped h3b wezr traits, added enums
  • updated odst wezr
  • removed test raw field in h3 pixl
  • wezr standardizing
  • updated reach/beta matg and eqip traits to match wezr
  • cleaned up comment fields
  • named and sectioned reachbeta devices
  • fixed incorrect ai trait profile and sandbox variants block length in reach beta
  • fixed other various errors in reach beta and reach
  • standardized jmrq
  • small standardizing of motl, msit
  • named and standardized mgls (ugh)
  • started naming coms (double ugh)
  • eqip standardized
  • named sections and compression info in pmdf
  • labeled spk! and snde
  • standardized proj material responses
  • added some scnr placement enums

04 Jul 2014

  • screen effect standardizing
  • mapped h3 wezr enums
  • fixed stupid invaild typo
  • updated all seat flags and vehicle flags
  • named bloom crouch data block in weap
  • updated/standardized adlg
  • small phmo updates
  • named collision regions in hlmt
  • small crea updates
  • weap updates and fixes, like projectile offsets, mp/sp aging, barrel damage effect
  • fixed some naming in h3-era sbsp clusters
  • added some names and enums in scnr objects
  • added emitter names in scnr squads
  • added some names to ai zones in scnr, replaced missing fields
  • some extra scnr names

05 May 2014

  • fix error in h3b scn3
  • updated jmads
  • updated frms
  • added bitmap index for not-h4 shaders
  • fixed interaction flags in shapes
  • named never rests biped flag
  • updated reach ai squads
  • added cpgd blocks from h4 dlc
  • added jmad node flag things, also in hlmt
  • updated all uise
  • updated and standardized all char
  • updated and standardized AI squads and objectives
  • updated and standardized sqtm and wave
  • replaced "struct" with "block" where applicable
  • named screen effect reference in camera tracks

03 Apr 2014

  • gave the bitm raw blocks names
  • h4 mode fix
  • mapped out h3 ui animations and ported them
  • updated wigls everywhere
  • some cusc updates
  • hlmt updates and standardizing fixes
  • h3 mp object property types
  • updated and fixed h3 ui tags and ported them
  • fixed big model widget errors in odst and reach beta

11 Mar 2014

  • pasted in bipd and crea physics shapes
  • fixed odst object ai properties
  • global mode, coll, sfx, lsnd and jmad updates
  • phmo phantom types, other updates
  • cleaning up wezr
  • sbsp work
  • h3 ai stuffs
  • enumerated h3 sily/goof indices
  • filled in missing bitm raw info (whoops)
  • updated and further standardized matg/mulg
  • mapped metagame stuffs
  • repaired reach beta plugins
  • standardized shaders and systems
  • Current h3 bsp ported up as best as possible

27 Dec 2013

  • named variable block in unic
  • added attached name index to relevant scnrs
  • h2v char changes from AltSierra117
  • script expression updates
  • alignments generated
  • h4 hsdt edits by a korny dude
  • fixed some scnr errors
  • scnr object parent zonesets from Gamecheat
  • scnr zoneset triggers from Gamecheat
  • phmo mapped better for all games

06 Dec 2013

  • fancier view value as example plugin
  • h4 matg fix
  • reach mode, impo, and hlmt edits by AMD
  • copy reach crea to bbcr
  • weap standardizing
  • added damage type enums for all games
  • added proper sp team enum for all games
  • scnr standardizing kinda; notably;
  • -placement blocks renamed, filled out more, sectioned up
  • -"obstacle" replaced with "crate"
  • -death barriers now "kill zones" and "safe zones"
  • -fixed script type enums

07 Oct 2013

  • more injection-y fixes
  • mapped out H3 and ODST styl
  • work on H3 char
  • fix offset/name errors in various vehi
  • sound tinkering in h3/reach
  • various standardizings by OrangeMohawk

08 Sep 2013

  • fixed "inital" typos in various places
  • copied h4 shader names to relevant places
  • removed (hopefully) all instances of 0000XXXX and Testo names
  • actually has orangemohawks standardizing that avoided the last update
  • general maintenance on important h3,odst,reach, and reach beta object tags for cleaner extraction/injection

02 Sep 2013

  • Unknown

31 Aug 2013

  • orangemohawk fixing and standardizing
  • fixed reach weap triggers size
  • removed hacky "invincibility enum"; set "base vitality" -1 and "targets" count to 0 now
  • added vitality and LOD values for all hlmt
  • removed incorrect naming in hlmt
  • fixed types in hlmt/mode node blocks
  • fixed codec offset in play
  • added missing languages in h4 unic
  • locale data labeled in every matg by orangemohawk
  • reach/beta trait enums mapped by orangemohawk

20 Aug 2013

  • TL;DRemember
  • Added 3 new H4 plugins for TU7 patch maps

15 Jun 2013

  • Lots of WEZR, a bunch of other things

19 Apr 2013

  • ZONE and PLAY updates for injection tutorial

14 Apr 2013

  • H3 CHDT TYPO EDITION
  • Batch housekeeping, including:
  • -Filled missing bitfield options back in
  • -Hopefully the rest of old stringid workarounds
  • -Replaced applicable float lines with degree
  • Other general changes:
  • -Merged in Orangemohawks MDSV
  • -Some new H4 JPT! and unit seat flags found (make any projectile cause the target to dissolve on death :D)
  • -Standardized CPGD and PMCG
  • -World Bounds in H4 SCNR Functions named (No more despawn when you go to far. Though there may still be a guardians killzone waiting for you))
  • -Maybe other stuff, you know I'm forgetful with these :3

13 Apr 2013

  • Batch housekeeping, including:
  • -Filled missing bitfield options back in
  • -Hopefully the rest of old stringid workarounds
  • -Replaced applicable float lines with degree
  • Other general changes:
  • -Merged in Orangemohawks MDSV
  • -Some new H4 JPT! and unit seat flags found (make any projectile cause the target to dissolve on death :D)
  • -Standardized CPGD and PMCG
  • -World Bounds in H4 SCNR Functions named (No more despawn when you go to far. Though there may still be a guardians killzone waiting for you))
  • -Maybe other stuff, you know I'm forgetful with these :3

24 Mar 2013

  • Forgot to copy updated Autonomy reflixive from H4 vehi
  • More int32s changed into stringids
  • Added dataref formats where necessary (support coming soon)
  • Regenerated Halo 3 and ODST to restore and repair countless dodgy edits over the years. Merged previous edits.

18 Mar 2013

  • No changes have been recorded in this version

Going forward, this blog will be the successor to that download page, hosting future changelogs and perhaps even some comments on the changes whenever an update is released.

Lord Zedd

The first plugin update under Assembly's new Updater has been pushed. It should be available shortly on both update channels.

The Github Commit can be found at: https://github.com/XboxChaos/Assembly/commit/ee2bd73c6a6a63863355d59833359b04ba3ff17f

The changelog for this update is as follows:

  • updated bsp physics in coll reach and above
  • named kccd reference in h4 proj
  • fixed render data block in chdt
  • added texture camera flag in chdt
  • mapped a little of mats and mtsb
  • fixed offset typo in odst chdt
  • named font enums in chdt

CHDT met quite a few changes this time around. Turns out the flags at the top of Render Data were not flags at all but an index to a shader in the CHGD tag.

With this change came a tweak to the names of the color/value enums to match stringids found in the shader tags; "Function Value" and related has become "Function Scalar" I also went through and named each chud font so you have a better idea of everything instead of "Unknown #".

This update will also allow you to turn a CHDT Bitmap Widget into a display for the current Texture Camera. This can be activated by ticking the "Enable Texture Cam" bitmap flag and selecting the Texture Cam shader.

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