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About haloman30

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    A pimp at sea
  • Birthday July 30

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  • Interests
    Playing HALO
    Modding HALO
    Buying HALO
    Pre-Ordering HALO
    Attending the Midnight Launch of HALO
    Eating HALO
    Sleeping HALO
    Wearing HALO

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  1. General

    If I'm not mistaken, isn't there a thing for Recent Maps where you can choose to permanently keep any maps/gametypes you recently played? Could be wrong tho cus I haven't booted up Reach on 360 in quite a while
  2. Hey there folks, I've been trying to research this, and due to either no available explanation or me not knowing what to even call these, I've come up empty. I've seen these hex values present in virtually every leaked development build of a Halo game. It's these 8 hex values that constantly appear to change. What exactly are these? What do they refer to? It appears to be a sort of either a counter or a memory address, but I'm just throwing guesses at a wall. And I figure if anyone outside of Bungie and/or 343 knows it'd be some of y'all
  3. Ayy welcome aboard I tend to mostly lurk and work on projects I never actually finish (mainly because i'm too lazy to get out my modded 360 out all the time) but man it's nice to see some new life get breathed into XboxChaos after all these years
  4. no sadly as the map is once again in a state where its pretty much locked in terms of content i can add sadly, here soon ill get a couple patches made and ill release v5 as is however since MCC is coming to PC and since mod tools are out of the question i suppose this might not be the final iteration, just the final iteration for 360 because i don't know if i'd be able to ever go back to 30fps again lmao plus PC means more p o w e r
  5. Support

    Yeah I noticed that, nice work on that btw (and that extraction list is a life-saver) I see what you mean, not sure if that's the issue or not. Will do some research once I send zedd the goodies
  6. Support

    Yeah, I still have all the .tagc's and everything. I'll get some patches made and PM them to you tomorrow (or in my timezone technically later tonight, sleep schedule is all backwards and I'm about to head to bed xd). I would expect memory issues and such to happen of course, but the issue I'm having appears to be with actual level data. My older version of the map is well over 300MB and works without a hitch in it's current state, yet this map is about 100MB smaller and has issues with it. Either way I'll work on making patches and such tonight (or I can send you the .tagc files themselves too if it helps).
  7. Support

    Hey, so I've been having these issues for quite a while and I'm hoping that there's some way around the issue, or at the very least an idea as to what the cause of the issue is. I've been working on a new version of my old Forge World mod (known mostly as or Forge World Ultimate). For this rework I'm using the latest development build of Assembly (March 22 as of writing) as the latest release build hasn't been updated since 2017. For injections, I've been using the new "Extract List" feature to grab things. It's nice, but I'm starting to meet up with the same issue I had in the past. As time goes on and I inject more things, I keep running into things breaking. It's a bit different than before, though. Where in the past old content would mysteriously break, now it's backwards - newly injected content seems to stop working. Even simple things like render models don't want to inject properly. A couple other notes, I was having some crashing issues when injecting things in bulk, but when I split it into a couple of tag collections everything actually injects fine. The filesize for the new version is only 224MB, and I've seen other maps that are much larger in size that work with no issues. Is this just an inherent issue with these sorts of mods? Is there something that actually causes it besides just "too many injections"? I've been wanting to make a better version of the map, and while it's seemingly been coming along nicely, this issue has been a long-standing issue and I'd like to know how or if I can get around this and make this thing be what I want it to be instead of being held back by mysterious limitations.
  8. [WIP] Forerunner V - Final Iteration

    After over a year of nothing, I think it's finally time to make one final edition of this hefty mod compilation. After 4 other major versions that all collapsed under their own weight, this time I plan to get this thing finished on my terms. Unlike the past 4 versions, I'm doing something that really seems like common sense and using a test forge variant to ensure that no content breaks upon injection. Along with that, I plan to take some stuff from v3 and bring it forward as it wasn't present in v4. In addition, I'm using the latest (as of the time of writing) development build of Assembly (cloned and built from Github) which, bOy does it have some features that make life easier - like having an extract list instead of using bsdt or extracting things one-by-one. I'm taking this one slower and avoiding any rushing around to hopefully ensure that the final product is cleaner and easier to use. If luck is on my side, I'll also be making use of custom sounds and bitmaps, no telling how well that will work though so absolutely no promises (I also have next to no skills in 3D texture work so that's also a limiting factor). This will also be the final major iteration that I'm going to actually commit to in any shape or form. The past 4, I've always felt an obligation to make a newer iteration to fix the problems of before. This time around I want to actually fix those problems and just be done with it. I've got a couple other ideas for alternate variations of the map as well in addition to the standard base version (will reveal those once base version is ready). Once MCC on PC comes out (or if I'm lucky enough to be part of the insider flighting), I will also be porting this over to PC assuming that Assembly and the other things required all work as intended. If too much is different, then I'll do so once modding has progressed far enough - which I'm betting won't take too long. its too different so its gonna probably be a bit for a PC release, maybe not until official mod support Screenshots I'll be updating this blog post later as releases get made and as I gather screenshots, as well as making a proper post in the downloads section for a change. If you have any suggestions for things you want to see in the map, let me know! I cannot and will not promise that everything will be fully realized, but I'll do my best to try and make as many of your ideas work with what skills I have. Credits Portal Gun - SnipeStyle [Download]
  9. 2276, Halo 2 Beta, and Halo Wars Alpha appear to all be on
  10. Already replied to this in pm's but I'll go ahead and post here too for anyone else who might be wondering. Both of those would be in the .scnr tag To get the original skybox, go under the Sky References block and change it to levels\multi\forge_halo\sky_halo\sky_halo To disable rain, find the Weather block and just null the tagref
  11. Its okay i fixed it xd, I forget what it was in particular that I had to do (since that was around 5 years ago) but hey thanks for the consideration and for the big nostalgia hit lmao
  12. Forge World Ultimate Edition now at v4.1 - with some issues. Gonna be blunt, I don't really know how to continue at this point. Every iteration at this point has continued to reach a point where I am unable to inject a single thing without things breaking. V3 suffered from this hence the rewrite, and now v4 is suffering from the same issues. Brutes were working before, but now no longer function for no clear reason. What ends up happening is that as a result of the inability to make progress I end up redoing everything, running into the exact same issues, and getting discouraged. If any of you guys have any idea what exactly is causing this (and how to prevent it) I'm all ears. On top of that, I am about to graduate from high school and start my own game company (which I will link to if the admins are cool with it). I have an incredibly ambitious project planned to start my company off with - a fan-made Halo project, similar to Contingency and Installation 01. My ideas are a great deal more ambitious than theirs, however - namely with the engine, as I plan to use being a custom engine as opposed to using something like Unreal or Unity. Granted, the nature and scale of this project is massive and will absolutely take a good while to complete, but also unlike the other Halo fan projects, my plan is to actually keep the team mostly together and continue to create games beyond just Halo fan projects. So, yeah. That's the status of v4.1 of the map, as well as basically my life and future goals at the moment. Screenshots and downloads will be posted either tomorrow or the next day, so stay tuned! Go ahead, have a look at the screenshots (nothing from 4.1 pictured yet, stay tuned): More to come soon! Downloads Current Version: 4.1a MP Compatibility: Unknown Known Bugs: Covenant Carrier is a hog and stops things from spawning afterward Mill is unmovable Boulder is unmovable Civilians and Brutes crash Weird graphical issue on Sgt. Duvall's hat and ODST helmets Planned Features
  13. Everything on the screenshots yes, not any of the stuff in planned features ofc but if its in a picture, you can spawn it.
  14. <insert rip MCC joke here>
  15. Anyone know where I could find some halfway decent places to start learning C++ (preferably in context with 3D stuffs)? I am in the process of creating a game engine from scratch (which will be an endeavor) and I've not had a lot of luck in terms of finding good stuff to learn it online. Also if anyone happens to be interested in working with me on this project feel free to PM me about it and we can go from there (but the project may be a bit of a doozy so be prepared), though I am mainly interested in the first point.