Search found 30 matches

by selyb
Mon Jul 23, 2007 10:35 am
Forum: Downloads
Topic: Mainmenu: -1000- Maps slots!
Replies: 111
Views: 35967

ok, i must have misunderstood what you were trying to answer

@JuniorMan and any other noobs, Mimesis never had a 50 map limit, the mainmenu does, if you use this mod to raise that limit then it should work for DLC as well

if you are playing from an original disk, this wont help you
by selyb
Mon Jul 23, 2007 10:29 am
Forum: Downloads
Topic: Mainmenu: -1000- Maps slots!
Replies: 111
Views: 35967

Agent ME wrote:No, because that would require the user to run a modified mainmenu, but the point of Mimesis is to do things through DLC and still let the user play from a disk.
um... this thread IS about a modded mainmenu
by selyb
Mon Jul 23, 2007 8:49 am
Forum: Modding Discussion
Topic: Tut for editing menu items?
Replies: 1
Views: 275

Tut for editing menu items?

is there a tut somewhere or can someone give me a quick rundown? i patched my mainmenu with shade45's 'secondary heavy' mod and compared the differences in hex so i can tell some of the changes but i cant seem to figure this out on my own i want to change some thigns like edit the spawn times, numbe...
by selyb
Mon Jul 23, 2007 8:38 am
Forum: Downloads
Topic: Mainmenu: -1000- Maps slots!
Replies: 111
Views: 35967

Techincally Offset for the floats doesn't matter. Entity disregards them. It just reads on. You just need the Size. But I would like to say, good job. Keep it up. :wink: hmmm, thats good to know... i made the script to follow the format of the other plugins i got from pheonic which had the offset b...
by selyb
Mon Jul 23, 2007 8:18 am
Forum: Downloads
Topic: Mainmenu: -1000- Maps slots!
Replies: 111
Views: 35967

here is a script i wrote to do the conversion for you i downloaded all the latest plugins from phoenic and i had to edit the goof plugin to work basically this script looks for lines beginning with '<unused' and replaces it with multiple floats, shorts, and bytes adding up to the original size of th...
by selyb
Fri Aug 18, 2006 2:54 pm
Forum: Downloads
Topic: [MOD] Remove Internal invisible barriers (NOT A DUPE)
Replies: 38
Views: 6754

you can apply to the original maps, extract the bsp, and inject that into a modded map
by selyb
Thu Jul 20, 2006 5:45 pm
Forum: Modding Discussion
Topic: What is different with the collision in Containment?
Replies: 4
Views: 652

i dont want to remove the ceiling, then when you jump, youll die the invis barrier patches that were released previously did that and it sucked thats why i released mine, so you can get out of the level and not fall off the edges or die when you accidently jump too high or whatever yes, i can see th...
by selyb
Thu Jul 20, 2006 1:03 pm
Forum: Modding Discussion
Topic: What is different with the collision in Containment?
Replies: 4
Views: 652

i know this isnt the case with zanzibar the patches released before had every high point dropped below the level and that wall was still there ill check containment again but im pretty sure that they werent there edit: they arent there on containment could you show me a shot where you do see them? i...
by selyb
Thu Jul 20, 2006 5:58 am
Forum: Modding Discussion
Topic: What is different with the collision in Containment?
Replies: 4
Views: 652

What is different with the collision in Containment?

i released some new invisible barrier patches on the files forum and there are only two things keeping me from completing the set one is a single invisible barrier on Zanzibar if you are looking at the beach, its all the way right, agains the big wall the other is the entire map of containment i use...
by selyb
Mon Jul 17, 2006 9:55 pm
Forum: Art Studio
Topic: What is different with the collision on Containment?
Replies: 4
Views: 625

damnnnnn... i feel like an idiot :shock:

could a mod move this or do i need to start a new topic in the Halo 2 forum?
by selyb
Mon Jul 17, 2006 7:09 pm
Forum: Programming
Topic: Programming: How To Use VBScript
Replies: 6
Views: 6038

VBScript is a really toned down version of VB e.g. you cannot create variable types, all variables are variants also, there is no native binary handling there also are no native collections: you have to create a Scripting.Dictionary object there is no native file handling: you have to create a Scrip...
by selyb
Mon Jul 17, 2006 6:59 pm
Forum: Art Studio
Topic: What is different with the collision on Containment?
Replies: 4
Views: 625

call me an idiot, but i cant find anything about player clip for halo 2 nor can i find any non-specific tut for HEK

anyway, is this what makes the barriers different on containment from the other maps?

do you have a link to that tut?
by selyb
Mon Jul 17, 2006 4:22 pm
Forum: Art Studio
Topic: What is different with the collision on Containment?
Replies: 4
Views: 625

What is different with the collision on Containment?

i released some new invisible barrier patches on the files forum and there are only two things keeping me from completing the set one is a single invisible barrier on Zanzibar if you are looking at the beach, its all the way right, agains the big wall the other is the entire map of containment i use...
by selyb
Thu Jul 13, 2006 4:26 am
Forum: Outstanding Mods
Topic: [Halo 2] Zero Gravity Terminal *Script Injection*
Replies: 237
Views: 48889

im the kind of person who thinks everything should be open source and free and from my POV, i dont understand how anyone could benefit from not knowing what you do and how you do it i think the baby with the car is a poor analogy i think a better analogy would be 'to teach a teenager how to drive wh...
by selyb
Mon Jul 10, 2006 1:51 pm
Forum: Downloads
Topic: [MOD] Remove Internal invisible barriers (NOT A DUPE)
Replies: 38
Views: 6754

Completed

check first post
by selyb
Sun Jul 09, 2006 10:14 pm
Forum: Downloads
Topic: [MOD] Remove Internal invisible barriers (NOT A DUPE)
Replies: 38
Views: 6754

in that case i apologize my whole purpose for even delving this deeply into halo 2 modding was to make this better i did explain what the patches do but i didnt compare to the existing patches until then so i can understand that without that comparison, one would think this was another dupe like so ...
by selyb
Sun Jul 09, 2006 9:01 pm
Forum: Downloads
Topic: [MOD] Remove Internal invisible barriers (NOT A DUPE)
Replies: 38
Views: 6754

why criticize me if you havent read the thread? or possibly the two of you dont understand the idea here those patches you linked to have been floating around for a while and i have yet to find any like mine those patches drop ALL invisible barriers below the level and half of them dont do anything ...
by selyb
Sun Jul 09, 2006 7:43 pm
Forum: Downloads
Topic: [MOD] Remove Internal invisible barriers (NOT A DUPE)
Replies: 38
Views: 6754

you didnt read the thread :wink:
by selyb
Sun Jul 09, 2006 4:49 pm
Forum: Downloads
Topic: [MOD] Remove Internal invisible barriers (NOT A DUPE)
Replies: 38
Views: 6754

by selyb
Sun Jul 09, 2006 2:03 pm
Forum: Downloads
Topic: [MOD] Remove Internal invisible barriers (NOT A DUPE)
Replies: 38
Views: 6754

i just realized that those patches might have a higher jump...
ill check and if so then ill replace them