In-Game Modding

Have an idea for a project, but need to assemble a team? Here is the place to do it.
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jordanimal




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Post by jordanimal »

Corvette19 wrote:Silentk you WILL have my babies!!!!

Extremely awesome, in words I can't describe. I nickname this "Why Wasn't This In Halo 1"


Keep up the great work!
Seriously though, I don't understand why it took 3 games to get to the ability of having something like Forge in Halo. User Content > Publisher Content. Always.
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shadowkhas




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Post by shadowkhas »

Coooooool...
Keep it up! :D
(7:15:27 PM) Xenon7: I BRUK THE FIRST PAGE OMGOMGOMG RONALD REGAN
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Corvette19




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Post by Corvette19 »

jordanimal wrote:User Content > Publisher Content. Always.
Xfire = corvette19
WaeV wrote:Mess around with stuff, make exceptions, get messy! Do something we've never seen before.
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JRCougar17
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Post by JRCougar17 »

I would love to see this spawning things. Why 3 menus? Why not 1 menu with sections?
Tural will delete this.
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Cryticfarm





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Post by Cryticfarm »

How bout 1 menu with tabs.
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jordanimal




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Post by jordanimal »

Cryticfarm wrote:How bout 1 menu with tabs.
Bungie has that system.. Eh. Sort of. They have multiple scroll up and down menus and you change between Weapons, Vehicles, etc. I guess it isn't tabs, but arrows that take you between the menus.

And was that a sarcastic quoting Corvette ?
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Corvette19




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Post by Corvette19 »

jordanimal wrote:And was that a sarcastic quoting Corvette ?
No, He will have my babies.
Xfire = corvette19
WaeV wrote:Mess around with stuff, make exceptions, get messy! Do something we've never seen before.
silentk





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Re: In-Game Modding

Post by silentk »

I know it's been a long time, but I would really like to continue this project. I put it down pretty much after this thread died plus haven't had much help. Busy with personal life too..

anyone read this code in C++ / Direct3D?
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CptnNsan0




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Re: In-Game Modding

Post by CptnNsan0 »

woah I just saw this. please keep going. this is awesome and i just got hce
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silentk





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Re: In-Game Modding

Post by silentk »

Abyll and I have decided to release a very early beta of this project. Codename: haloforge. We have only been working on this project for just over a week and the amount of code written is ridiculous. Abyll blows me out of the water with his guru C++ skills. I am glad he tagged along. We have made this project open sourced under the GNU General Public License, which will be included with every release. If you would like to join in on this project let me know, because I still need help! I am definitely looking for people who know how BSP Tree works as well as the rest of the map file structure.

This build does not have much functionality as I was hoping for, but it's enough to see what direction we are going. The main reason for such an early release was to bring new ideas to the table from users and help us fix bugs. Please tells us your ideas and what bugs you have come across on this build and future builds so we can improve!

Currently, this only works for Halo PC 1.08. It does NOT work with Custom Edition or Trial, yet. We will also not support cracks or outdated versions.

The actual application is a .DLL file, unlike a normal .EXE file to those unfamiliar. Instead of "opening" the application, you inject it into Halo directly, in turn makes it begin working. You will need an injector for this. I suggest Winject, which I will try to attach here. If your anti-virus says it is a threat, it is lying. Winject uses some API's that are considered threating just because they are used by some viruses, but not with it's purpose. Most, if not all injectors are caught up as a false virus. If Winject does not work for you, there are plenty of basic injectors around the net that might work.

To inject, open Halo, open Winject, select the halo.exe process, select the DLL from our project and click Inject. Done. Now start a LAN or internet server and check it out!

This is meant to be a server application as of right now, so if you join someone else's game, it will produce some weird effects. Spoiler: in the future, we plan to implement a client-server interface, so a team of up to 16 people will be able to mod a map at once! This is thinking WAY far into the future....we can only hope. ;)

I think I covered about everything. The readme is with the download that has the controls. I'm going to make a short video showing how it works.

P.S. If you get a Direct3D error when injecting, such as missing the file d3dx_40.dll, this means you need to update you DirectX runtime. You can find and download that here: http://www.microsoft.com/downloads/deta ... laylang=en.

Any other errors, report them in this thread. Thanks. :-*

Video of this build: http://www.youtube.com/watch?v=E-lbTxRet3Y&fmt=18
Project main thread: http://www.halomaps.com/forum/index.php ... 869.0.html
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Winject.zip
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haloforge.zip
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JK-47




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Re: In-Game Modding

Post by JK-47 »

Awesome.
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