The Library PAL

Halo Xbox (PAL) uploads. All posts must have pictures and a mod to download. Never upload a full map, use PPF always.
Post Reply
XBOX War3z





Posts: 49
Joined: Fri Sep 26, 2003 12:26 pm

The Library PAL

Post by XBOX War3z »

We all now the new conversion of the Library for NTSC

I just changed the build number to that of pal and it works :D
Got a small missing string stuff but most of it works, if anyone finds any other problems please let me know :)

Get the library from the other thread then apply this patch over it

All credits go to The Swamp Fox offcourse :D thx alot for the conversion :)
Attachments
LibraryPAL.zip
The Library working on PAL
(200 Bytes) Downloaded 510 times
[files]Spartan III





Posts: 106
Joined: Tue Apr 20, 2004 2:10 am
Contact:

Post by [files]Spartan III »

Oh my god, it's finally been done! I've gotta try this when i get home. Yay, thanks, i could almost kiss you. (uh oh, maybe that's going too far...)
kiwi-tim





Posts: 13
Joined: Mon Jul 05, 2004 6:52 pm
Location: New Zealand

Post by kiwi-tim »

great job, it works perfect, any idea how to compress the file? so i don't have to do the cache003 thing all the time i want to play the library?
DJ Bouche





Posts: 10
Joined: Fri Jul 02, 2004 7:36 pm
Location: Sydney West, NSW, Australia

Post by DJ Bouche »

Yep, the build number is what stops the map from loading between PAL and NTSC. Since PAL is a later build the strings must've been stored in a newer way (the NTSC maps always have missing string errors). However I tried a PAL map on NTSC with changed build number and didn't get any string errors.

This is great! I've got the NTSC xbe and stuff so I'ma play this one with no string errors :P

Looks like people have been getting DDE from trying to compress on the NTSC side too...
thescottishguy




Articulatist 50

Posts: 86
Joined: Fri Apr 30, 2004 7:19 am
Location: In a MapMaking Sweatshop run by Team NMP

Post by thescottishguy »

DJ Bouche wrote:Yep, the build number is what stops the map from loading between PAL and NTSC. Since PAL is a later build the strings must've been stored in a newer way (the NTSC maps always have missing string errors). However I tried a PAL map on NTSC with changed build number and didn't get any string errors.

This is great! I've got the NTSC xbe and stuff so I'ma play this one with no string errors :P

Looks like people have been getting DDE from trying to compress on the NTSC side too...

i actually was just messing with moving maps back and forth entirely without knowledge of this thread, i found the same thing though, works fine using a pal map on ntsc, but ntsc map on pal isn't quite right
Over 3 lines of text. Read the rules before reposting.
How_P





Posts: 19
Joined: Tue Jun 01, 2004 6:01 pm
Location: 123 Fake Street

THANK YOU!!!

Post by How_P »

Thank you for transferring this great mod to PAL!!! Seeing as the library is a sticky in "outstanding mods", shouldn't this mod be a sticky here? Also, if you can be bothered, could you transfer the "assult on the control room" level to PAL as that one looks really cool. Thanks again! :D
XBOX War3z





Posts: 49
Joined: Fri Sep 26, 2003 12:26 pm

Post by XBOX War3z »

ntsc stores those strings in the xbe (there are some editors for it)
pal stores them in the cache file
so thats why ;)
DJ Bouche





Posts: 10
Joined: Fri Jul 02, 2004 7:36 pm
Location: Sydney West, NSW, Australia

Post by DJ Bouche »

XBOX War3z wrote:ntsc stores those strings in the xbe (there are some editors for it)
pal stores them in the cache file
so thats why ;)
aha, that explains that... wonder if that's the only difference between NTSC and PAL.. gonna have to check.

As for AoTCR, we need the full .map file before we can do anything :P.. unless ya got the NTSC version of the map of the level it patches over...
magenuss





Posts: 77
Joined: Thu Mar 25, 2004 2:29 am

Post by magenuss »

this is hard... what do i patch the ppf to? cache003? boarding action? do i have to load boarding action, and then patch the ppf with the cache003? :idea: :wink:
Laugh it up yomama
How_P





Posts: 19
Joined: Tue Jun 01, 2004 6:01 pm
Location: 123 Fake Street

Post by How_P »

magenuss wrote:this is hard... what do i patch the ppf to? cache003? boarding action? do i have to load boarding action, and then patch the ppf with the cache003? :idea: :wink:
It really isn't that hard - follow these steps:
1) Download "The Library, MP" from here: http://files.halomods.com/viewtopic.php?t=10125
2) Download the ppf patch (above).
3) Patch the ppf onto "The library, MP".
4) Rename the patched file to "cache003.map" and then transfer it to your xbox, replacing the old "cache003.map"
5) To play it, just select "Boarding Action", and then there you go, your playing in the library! QUIET! People are trying to read!
magenuss





Posts: 77
Joined: Thu Mar 25, 2004 2:29 am

Post by magenuss »

thanx mate. it's people like you that makes me humble... people who ANSWERS! :lol:


I wana take you to a gaydar!
Laugh it up yomama
magenuss





Posts: 77
Joined: Thu Mar 25, 2004 2:29 am

Post by magenuss »

what a lousy single player map to convert to multiplayer map! i hate this level. no warthogs... few banshees. and the "sungun" (whoooooo) is to dangerous. this level is to boring and long. aotcr is a much better map to convert. the tempel outside and all... too much work for so little fun! come on!
Laugh it up yomama
[files]Spartan III





Posts: 106
Joined: Tue Apr 20, 2004 2:10 am
Contact:

Post by [files]Spartan III »

magenuss wrote:what a lousy single player map to convert to multiplayer map! i hate this level.
At least it's proof we have better stuff coming.
magenuss wrote:aotcr is a much better map to convert.
Hey, do you realise how hard that is to convert, i am assuming you mean an outdoor BSP? Hey, i know, why don't you go and do it.
c_m77





Posts: 44
Joined: Mon Feb 16, 2004 9:28 pm
Location: Australia

Post by c_m77 »

XboxWarez (and the other guy who did it for NTSC ;-))
THANKS SO MUCH! We played it last night, it's awesome to finally have a new arena to play on!
(Still haven't found the sun-gun , and trying hard not to search for it in SparkEdit!)

Thanks again guys, now I can't wait for the NMP PAL port!
Hey, anyone know how (or if) the lifts actually work?
Also, what happens when you reload the map?I couldn't see anything different, but the guy who made said there's a surprise?
The Swamp Fox




Socialist Construct Revivalist Golden Age
Translator Playscaper Enthraller Bloodhound
Illusionist Eureka Wave Scorched Earth
Wordewatician 250

Posts: 410
Joined: Tue Feb 24, 2004 11:22 am
Location: Cantaloupe!

Post by The Swamp Fox »

well, the lifts change position when the map is reloaded
Everything in this signature is false.
Post Reply