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Found 7 results

  1. [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. 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]
  2. .MAP

    File Name: Waterless Forge World File Submitter: Forsaken Winter File Submitted: 06 Jan 2012 File Updated: 08 Dec 2013 File Category: .MAP Mods initially started out as this, just a water removal test. then i decided to make it entirally out of sand for the ground looks to barren so i made it grass to look more lively now im just removing material effects and those water falls. which will only leave finding the forge boundries so you can build litterally anywhere without items being deleted when far out Lastly a version 4.0 upload that includes the longsword so people dont need to look so hard to be able to find it. For this new one it is also using a asmp patch and the map needs to be called green_halo2.map when you patch it. Links are in the download section Click here to download this file
  3. Arbiter on sandtrap

    Version 0.1a

    51 downloads

    Arbiter injected into sandtrap. Just set your armour to "Elite" and load the map, you will be a untextured arbiter. Current shaders are place holders. Adding FP arms & shaders soon.
  4. [redacted] Process will / is automated in assembly now. /thread.
  5. Well, since alot of people have been asking about compiling the Injection branch of Assembly lately, I figured I'd make a tutorial to help them out. Of course, you can apply this to any source code you need to, but I'll be using Injection Assembly in the tutorial. What you'll need A source code - Injection Assembly (on the right side of the page, click Download ZIP)Something to extract the contents of the ZIP file (I think that Windows can do this automatically, but I use WinRAR.) 7-Zip should suffice if you need something free (found through a quick search on Google)Visual Studio 2012 or above. I believe Express should work fine as a free alternative to the full software, however, I will be using VS Ultimate 2012 in this tutorial. Have this installed before following the tutorial.xdevkit.dll from the Xbox 360 SDK. I won't be posting any links since it is warez. Google can help you out here.Courtesy of AMD: You might need the Expression Blend 4 SDK in order to compile it if you don't already have it.Step 1: Extracting the ZIP file Of course, the first thing you'll need to do is extract the contents of the ZIP file you downloaded from GitHub. With WinRAR (and I'm sure it's similar with other extractors), right click on the ZIP file and choose "Extract Here". When it's done extracting, you should see a folder named "Assembly-injection". Open it, then open the "src" folder inside. Inside, you should see a file called "Assembly.sln". That is our solution file, which contains the structure of the program's project. Now, assuming you have Visual Studio installed, you can double click on that to open the file in VS. Step 2: Adding the xdevkit.dll Reference Upon opening the file, you should see something like this: Now, if you've never opened Visual Studio before, you're probably clueless what's going on here, like I was the first time I opened it. The most important thing to know is the Solution Explorer on the left side (it might be on the right, depending on the version of VS you're using). Scroll down to the bottom of the solution explorer, until you find "XBDMCommunicator". If it's not already, expand it to see its contents. Right click on "References", and select "Add Reference..." Now, click on "Browse...", navigate to the location of your xdevkit.dll, select it, and click "Add". You should see something like this now: Click "OK", and we can move on to the next step. Step 3: Compiling Click the dropdown box that says "Debug" underneath the "TEST" menu at the top; and change it to "Release". Now, all we have left to do is compile our code. On the top menu, under "BUILD", click "Build Solution". Upon clicking this, you should see the Output box come to life: You'll know it's done when at the bottom of the output box, you see something like this: ========== Build: 8 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========Step 4: Where the Hell is my Program!? Good question! Assuming you set the build mode to Release, open back up the "Assembly-injection" folder you started with. Then open "src", then "Assembly", then "bin", and finally "Release". So in not so many words, you can find it in Assembly-injection\src\Assembly\bin\Release. You can copy this folder over to your Program Files folder, and rename it if you wish to do so. But, running Assembly.exe from this folder will start the program for you. It should be noted that the plugins included with this version of Assembly are outdated. You can find the most up to date plugins here. If you followed this correctly, you should have a working version of Injection Assembly, just like you always dreamed of. Yay! As always, if you've got any questions, comments, etc. Don't hesitate to post or send me a PM! Thanks Microsoft for the tools to create and build software. The Assembly team for an awesome program. AMD for fixing problems before they happen
  6. Waterless Forge World

    Version 4.0

    2,219 downloads

    initially started out as this, just a water removal test. then i decided to make it entirally out of sand for the ground looks to barren so i made it grass to look more lively now im just removing material effects and those water falls. which will only leave finding the forge boundries so you can build litterally anywhere without items being deleted when far out Lastly a version 4.0 upload that includes the longsword so people dont need to look so hard to be able to find it. For this new one it is also using a asmp patch and the map needs to be called green_halo2.map when you patch it. Links are in the download section