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OG Xbox Forums => Game Hacking => Xbox Game Forums => Half Life 2 => Topic started by: Infinite_Matrix on February 08, 2006, 02:04:00 PM

Title: Half Life 2 Mod Discussion
Post by: Infinite_Matrix on February 08, 2006, 02:04:00 PM
Well since I see that there are more people interested and I am the only one actually working on anything..... I've decided to make a topic for it. Now I have been hex editing this games map files and I see that there are MANY things that can be altered...I've even seen a spot for a compatibility tag! For those of you who would like to help me in convereting this game to work with PC then PM me and add me on msn:[email protected]
---------------------------------
As of now the only things I have done are:
-Edited the lights size and colors
-edited almost every object's health, physics, damage ratio's, and some other tags that make them what they are(object swapping, open/closed etc..)
-edited walls, objects and many other things colors.
---------------------------------
Now for some of you who are really interested then I am the person to look to for this game right now. If someone could let me get a sub-domain for a site or would host a site for me then please pm me about it since I am working on it obviously!

update:
-I can move walls around! I have a feeling this calls for a new map >:]

This post has been edited by Infinite_Matrix: Feb 8 2006, 10:20 PM
Title: Half Life 2 Mod Discussion
Post by: bigrk on February 08, 2006, 04:54:00 PM
props
Title: Half Life 2 Mod Discussion
Post by: Infinite_Matrix on February 09, 2006, 03:27:00 PM
Update:
-Editing the walls and placing them in other places is extremely hard to do (ex.maps/d2_coast_01/brick/brickwall034b_-12352_-7488_1088.) Now what's that gonna do, and where to find it when edited?, lol
-The Xored Half Life 2 +13 trainer will change or make some color changes not show up or will swap them with other things which is bad.
-I can swap objects now, but you need to have the name of the other object to replace it with and also possibly have it be the same text length so it doesnt freeze up as otfen.

This post has been edited by Infinite_Matrix: Feb 9 2006, 11:28 PM
Title: Half Life 2 Mod Discussion
Post by: law56ker on February 10, 2006, 05:30:00 AM
QUOTE(Infinite_Matrix @ Feb 9 2006, 03:58 PM) *

Update:
-Editing the walls and placing them in other places is extremely hard to do (ex.maps/d2_coast_01/brick/brickwall034b_-12352_-7488_1088.) Now what's that gonna do, and where to find it when edited?, lol
-The Xored Half Life 2 +13 trainer will change or make some color changes not show up or will swap them with other things which is bad.
-I can swap objects now, but you need to have the name of the other object to replace it with and also possibly have it be the same text length so it doesnt freeze up as otfen.

Cool i'm glad your experimenting and figuring stuff out nice work.
Title: Half Life 2 Mod Discussion
Post by: punge on February 10, 2006, 09:38:00 AM
QUOTE(law56ker @ Feb 10 2006, 01:01 PM) View Post

Cool i'm glad your experimenting and figuring stuff out nice work.


Yeah man, good job, keep it up! ! !
Title: Half Life 2 Mod Discussion
Post by: potman09 on February 11, 2006, 01:18:00 PM
nice, man. it'd be hot if half life 2 xbox's able to load pc mods, like garry mod.
Title: Half Life 2 Mod Discussion
Post by: turk645 on February 11, 2006, 02:40:00 PM
nice job so far, if you could explain a little better where you are finding this stuff and better explain on how you are doing this i might try to help the best i can.
Title: Half Life 2 Mod Discussion
Post by: Infinite_Matrix on February 11, 2006, 11:16:00 PM
QUOTE(turk645 @ Feb 11 2006, 03:11 PM) *

nice job so far, if you could explain a little better where you are finding this stuff and better explain on how you are doing this i might try to help the best i can.


Sure, I'll give ya the offsets after I find time to post it.

Also for this thing to go a bit quicker and just so if I'm not here or something I would like some volunteers to go and experiment and test more things with it, PM me if youre willing.

This post has been edited by Infinite_Matrix: Feb 12 2006, 07:16 AM
Title: Half Life 2 Mod Discussion
Post by: punge on February 13, 2006, 09:09:00 AM
QUOTE(Infinite_Matrix @ Feb 12 2006, 06:47 AM) *

Sure, I'll give ya the offsets after I find time to post it.

Also for this thing to go a bit quicker and just so if I'm not here or something I would like some volunteers to go and experiment and test more things with it, PM me if youre willing.

Pm'd!
Title: Half Life 2 Mod Discussion
Post by: turk645 on February 13, 2006, 06:06:00 PM
Right now im trying to get a hold of Lampo, the one who made the HL2 trainer, and see if he can tell me a little of what he did because if i can get a few comands to work it should help with things. That and when i get the time ill see what i can possably do about making a rough grid of the coordinate info for some of the .bsps.
Title: Half Life 2 Mod Discussion
Post by: Infinite_Matrix on February 13, 2006, 07:43:00 PM
QUOTE(turk645 @ Feb 13 2006, 06:37 PM) View Post

Right now im trying to get a hold of Lampo, the one who made the HL2 trainer, and see if he can tell me a little of what he did because if i can get a few comands to work it should help with things. That and when i get the time ill see what i can possably do about making a rough grid of the coordinate info for some of the .bsps.


He proboly wont give you the source for the trainer but try it out! I will also make a trainer for this game as well and spawn a civilian or something after I get things organized for all of you. I still would like to make a site for this game since I dont care much about the 360 anymore and my savings towards that is not going to happen for another year so I'll try it out and make a site sometime within this month or next month... also all of the mods that I have already made will be on the site for download as .ppf files or some other patch.

*note that anybody who doesnt like to read that the site has not been made just yet so please note that it will be made within a month or 2*

I'm glad to see some people who would like to help me, thanks alot  smile.gif .
Title: Half Life 2 Mod Discussion
Post by: turk645 on February 14, 2006, 06:22:00 PM
i've been trying to add items to an area lately and it used to freeze at 2%. So far im up to it freezing at 4%. Hopefully i can figure this out and start adding more items where ever i want.
Title: Half Life 2 Mod Discussion
Post by: ILLusions0fGrander on February 14, 2006, 09:25:00 PM
good work, surprised nobody else is interesting in modding this.
Title: Half Life 2 Mod Discussion
Post by: turk645 on February 15, 2006, 05:29:00 PM
my guess it that most people already have the computer version and there for dont really care about the xbox version.
Title: Half Life 2 Mod Discussion
Post by: turk645 on February 16, 2006, 04:16:00 PM
After doing a little more research on the bsps i found that adding stuff is going to be harder than i though. I even tried to remove an item that wasnt important and once it was loaded the map was completely messed up. Hopefully figuring these maps out will be easyer if we can get more people interested. At least i did find out that you can mod this game though the cache.
Title: Half Life 2 Mod Discussion
Post by: entens on February 20, 2006, 01:26:00 PM
Um, there is a far easier way to mess with the maps. the maps are bsp files, the same as pc halflife 2 and all other source games.

1> Get steam on your computer

2> Get HL2 on your computer

3> Get HL2 SDK from the tools tab

4> Transfer the HL2 xbox bsps to your computer.

5> Use VMEX to decompile the maps into VMF's(VMEX comes with the SDK, if you want a GUI then download VMEX2

6> Edit using the Hammer editor

7> Compile

8> Transfer back.

I havent tested this but ill post when i have. (IMG:style_emoticons/default/happy.gif)
Title: Half Life 2 Mod Discussion
Post by: entens on February 20, 2006, 01:52:00 PM
yup, it works pop.gif

just make sure that you rename an original bsp and replace it with the moddified one. Also, make sure that the map isnt cached.  If it is just delete everything in the cache and restart your xbox.
Title: Half Life 2 Mod Discussion
Post by: ash_link on February 20, 2006, 05:55:00 PM
Hmm, Interesting stuff. Is there anyway to edit the menu so you can mod it so it can pick your maps as well? if not, we could make a linker level where the player walks through a door to the level it chooses, think smaller!

EDIT If we can get into the Pack files where all the files are located, we can mod half-life 2 to Half-life: Source, thus answers everyone's prayers to Half-life 1 on the XBOX.

This post has been edited by ash_link: Feb 21 2006, 01:57 AM
Title: Half Life 2 Mod Discussion
Post by: turk645 on February 20, 2006, 06:15:00 PM
QUOTE(ash_link @ Feb 20 2006, 07:26 PM) *

Hmm, Interesting stuff. Is there anyway to edit the menu so you can mod it so it can pick your maps as well? if not, we could make a linker level where the player walks through a door to the level it chooses, think smaller!

EDIT If we can get into the Pack files where all the files are located, we can mod half-life 2 to Half-life: Source, thus answers everyone's prayers to Half-life 1 on the XBOX.


wouldnt it just be easier to just replace the intro bsp with that, that way you could go where ever you want and not have to listen to the G-man each time you make a new game.
Title: Half Life 2 Mod Discussion
Post by: ash_link on February 20, 2006, 06:40:00 PM
QUOTE(turk645 @ Feb 21 2006, 01:46 AM) *

wouldnt it just be easier to just replace the intro bsp with that, that way you could go where ever you want and not have to listen to the G-man each time you make a new game.


Reason the HL:S idea wont work is that the data doesn't exist on the xbox version, since its meant only for HL2.
EDIT If you want to skip the intro, copy d1_trainstation.bsp on the HDD and rename intro.bsp to intro.bspold and rename "Copy of d1_trainstation1.bsp" to intro.bsp

This post has been edited by ash_link: Feb 21 2006, 02:42 AM
Title: Half Life 2 Mod Discussion
Post by: entens on February 20, 2006, 10:33:00 PM
not sure about this 100 percent yet but it doesnt seem that the lighting is being compiled right for xbox hl2 with hammer. either that or my test maps are really bright. ill see if i can test this and post results tomarrow.

btw, shift keys are broke
Title: Half Life 2 Mod Discussion
Post by: Infinite_Matrix on February 21, 2006, 04:15:00 AM
QUOTE
Um, there is a far easier way to mess with the maps. the maps are bsp files, the same as pc halflife 2 and all other source games.

1> Get steam on your computer

2> Get HL2 on your computer

3> Get HL2 SDK from the tools tab

4> Transfer the HL2 xbox bsps to your computer.

5> Use VMEX to decompile the maps into VMF's(VMEX comes with the SDK, if you want a GUI then download VMEX2

6> Edit using the Hammer editor

7> Compile

8> Transfer back.

I havent tested this but ill post when i have.


wha? i've heard from at least 20 different people that are very experieced with half life 2 PC modding that theyve tried half life 2 XBOX to edit from tools on PC version and it didnt work. I would like to see proof about this that you have transferred the xbox bsp and decompressed then edited then compressed and put back on your xbox and renamed back to the original and the effects are there. Unless I see proof then you'll be an admin/moderator/something special at my site for this game.

MSN:[email protected]
AIM:LNFLNLTE MATRIX
email:[email protected]

message me on there or pm me or somehtring just a way for you to show me proof that it's xbox and it's modded like the pc as you have said.

This post has been edited by Infinite_Matrix: Feb 21 2006, 12:17 PM
Title: Half Life 2 Mod Discussion
Post by: entens on February 21, 2006, 03:41:00 PM
QUOTE(Infinite_Matrix @ Feb 21 2006, 04:46 AM) *

wha? i've heard from at least 20 different people that are very experieced with half life 2 PC modding that theyve tried half life 2 XBOX to edit from tools on PC version and it didnt work. I would like to see proof about this that you have transferred the xbox bsp and decompressed then edited then compressed and put back on your xbox and renamed back to the original and the effects are there. Unless I see proof then you'll be an admin/moderator/something special at my site for this game.

MSN:[email protected]
AIM:LNFLNLTE MATRIX
email:[email protected]

message me on there or pm me or somehtring just a way for you to show me proof that it's xbox and it's modded like the pc as you have said.



I got pics:

http://www.entens.net/images/hl2_1.jpg
http://www.entens.net/images/hl2_2.jpg
http://www.entens.net/images/hl2_3.jpg

They show that the SMC map pack of "Return of the Resistance" ran fine on xbox w/ the video parts working too.

Im sorry that this post didnt contain actual decompile/recompile map pics just scratch stuff.

This post has been edited by entens: Feb 21 2006, 11:46 PM
Title: Half Life 2 Mod Discussion
Post by: entens on February 21, 2006, 08:14:00 PM
VIS doesnt compile the same for xbox as pc: confirmed.

anyways, when i was looking for a workaround i found this:
http://developer.val..._Custom_Content

looks like we might be able to dig a little deeper into the HL2 abyss.
Title: Half Life 2 Mod Discussion
Post by: Infinite_Matrix on February 24, 2006, 01:53:00 AM
QUOTE(entens @ Feb 21 2006, 09:21 PM) View Post

VIS doesnt compile the same for xbox as pc: confirmed.

anyways, when i was looking for a workaround i found this:
http://developer.val..._Custom_Content

looks like we might be able to dig a little deeper into the HL2 abyss.


Interesting.....

I think I'll just hex up some of the files again and edit the compatibility thing. Let's just hope that it's not a region compatibility  unsure.gif
Title: Half Life 2 Mod Discussion
Post by: ash_link on February 24, 2006, 09:23:00 AM
Can someone work on being able to edit the xzp files, so we can really get hacking started? I noticed someone posted up the barebones of it somewhere.
Title: Half Life 2 Mod Discussion
Post by: entens on February 24, 2006, 01:27:00 PM
QUOTE(ash_link @ Feb 24 2006, 09:54 AM) *

Can someone work on being able to edit the xzp files, so we can really get hacking started? I noticed someone posted up the barebones of it somewhere.


it was on the free60 wiki:
XZP on free60.org

i suspect that if you can extract them(xzp's) we'll find language specific files which probably can be toggled with the xbox language setting.
Title: Half Life 2 Mod Discussion
Post by: Infinite_Matrix on February 25, 2006, 06:30:00 AM
Well since I have no money left whatsoever and crackers are my dinner literally... I will just see what I can do for serving out my mods. You can continue modding this game since I see youre getting somewhere with it like turk and I are but I think I'm gonna take a break from this game for a while and just try and get some food in the house. I'll hopefully see all of you guys soon but I am not modding this game in the near future but I will still find the place to host the files...

anybody who needs me can find me on MSN

MSN:[email protected]
Title: Half Life 2 Mod Discussion
Post by: iwanttheagrocrag on February 27, 2006, 10:40:00 AM
So what does this mean we can do?
Title: Half Life 2 Mod Discussion
Post by: entens on February 27, 2006, 10:21:00 AM
QUOTE(iwanttheagrocrag @ Feb 27 2006, 11:11 AM) View Post

So what does this mean we can do?


right now it means that we can replace, modify the maps however we want but it will look like shat cause the lighting isnt compiled correctly. Even cutscene videos work. If the bsp packer works with xbox, it means that we can use custom textures/models/props with the game.

if we can crack open the xzp file, we might be able to do more. I.E if it follows standard source folder configurations, put mods in the game with a huge preformance hit.
Title: Half Life 2 Mod Discussion
Post by: TwigFigure on February 27, 2006, 08:39:00 PM
Anyway to better the framerate a bit? Like..decreasing the LOD or something?
Title: Half Life 2 Mod Discussion
Post by: SuB-Zer0 on March 01, 2006, 10:00:00 AM
Okay I made 2nd copy of HL² for map testing and im surprised (and happy) that pc maps works on our xbox version. There are some problems like wrong or missing textures and all maps have no lighting. In the moment im searching simple test maps for water etc.

Oh and I found another guy who works on HL² but im waiting for a update (he doesnt know how to open xzp files).

http://developer.valvesoftware.com/wiki/Us...L2_Xbox_Project




I found it interesting that the xbox version has this .cfg file:

CODE
unbindall
bind "UP" "slot1"
bind "DOWN" "slot3"
bind "LEFT" "slot4"
bind "RIGHT" "slot2"
bind "STICK1" "+duck"
bind "STICK2" "toggle_zoom"
bind "A" "+jump"
bind "B" "+reload"
bind "X" "+speed"
bind "Y" "+use"
bind "BLACK" "impulse 50"
bind "WHITE" "impulse 100"
bind "L TRIGGER" "+attack2"
bind "R TRIGGER" "+attack"
bind "S1_UP" "xmove"
x_mapnum "0"
r_gamma "0.5"
snd_musicvolume "0.9"
volume "1.0"
skill "1"
closecaption "0"
sv_unlockedchapters "2"
cl_rumblescale "1.0"
sk_allow_autoaim "1"
cc_subtitles "0"
xc_pitchsensitivity "-1.000000"
xc_yawsensitivity "1.3"
xc_southpaw "0"
hud_fastswitch "0"


I hope someone has sucess at xzp files so we can try to run mods like garrys mod.
It must be possible to replace a bind with the spawnmenu from g mod or ?

edit: this cfg can be very useful to activate cheats or deactivate graphic effects like bumpmapping and normalmaps for a better framerate

If someone wanna test it here are all cmds:
http://www.hl2world.com/wiki/index.php/Cat...onsole_Commands

This post has been edited by SuB-Zer0: Mar 1 2006, 06:14 PM
Title: Half Life 2 Mod Discussion
Post by: entens on March 01, 2006, 04:24:00 PM
ok the forum format is sucking with all the info we are getting so i set up a wiki.

www.entens.net/wiki

its sucks right now cause it just was installed not more than 5 min ago but we can add content as we go.

to add content, enter the term you want to add in the search box and then when it says no content found, hit edit, type or paste the content, and save changes.
Title: Half Life 2 Mod Discussion
Post by: ash_link on March 03, 2006, 11:17:00 AM
QUOTE(SuB-Zer0 @ Mar 1 2006, 05:31 PM) *

Okay I made 2nd copy of HL² for map testing and im surprised (and happy) that pc maps works on our xbox version. There are some problems like wrong or missing textures and all maps have no lighting. In the moment im searching simple test maps for water etc.

Oh and I found another guy who works on HL² but im waiting for a update (he doesnt know how to open xzp files).

http://developer.valvesoftware.com/wiki/Us...L2_Xbox_Project
I found it interesting that the xbox version has this .cfg file:

CODE
unbindall
bind "UP" "slot1"
bind "DOWN" "slot3"
bind "LEFT" "slot4"
bind "RIGHT" "slot2"
bind "STICK1" "+duck"
bind "STICK2" "toggle_zoom"
bind "A" "+jump"
bind "B" "+reload"
bind "X" "+speed"
bind "Y" "+use"
bind "BLACK" "impulse 50"
bind "WHITE" "impulse 100"
bind "L TRIGGER" "+attack2"
bind "R TRIGGER" "+attack"
bind "S1_UP" "xmove"
x_mapnum "0"
r_gamma "0.5"
snd_musicvolume "0.9"
volume "1.0"
skill "1"
closecaption "0"
sv_unlockedchapters "2"
cl_rumblescale "1.0"
sk_allow_autoaim "1"
cc_subtitles "0"
xc_pitchsensitivity "-1.000000"
xc_yawsensitivity "1.3"
xc_southpaw "0"
hud_fastswitch "0"


I hope someone has sucess at xzp files so we can try to run mods like garrys mod.
It must be possible to replace a bind with the spawnmenu from g mod or ?

edit: this cfg can be very useful to activate cheats or deactivate graphic effects like bumpmapping and normalmaps for a better framerate

If someone wanna test it here are all cmds:
http://www.hl2world.com/wiki/index.php/Cat...onsole_Commands


I spent my last year working with Half-life and console commands, so Im on it. Where is config.cfg file? Don't worry i'll find it. Holy hell! This config file is the begining of what I am going to do! HAHAHAHAHAhA! Check back for updates on my siutation, after I'm done you can do everything GFX, Gameplay and Not-Intended-In-Game wise.

oh yeah by the way, when you run HL2X, xzp files are in your cache folder.

This post has been edited by ash_link: Mar 3 2006, 07:29 PM
Title: Half Life 2 Mod Discussion
Post by: hbrdXΣr0 on March 03, 2006, 12:19:00 PM
Hey, this is AndrewNeo from the VDC. I haven't done a lot of work with it because I learned that when Valve released something they changed the toolset back and disabled the xbox compiling. If anyone has the binaries from back then that'd be excellent.

Two things from reading the thread:
I have no idea how XZP files work. I checked the Free60 wiki, they don't have the same header as anything listen on there.
And you will NOT (hear me: NOT) be able to run a mod. I can tell you this from both an engine and logic standpoint (I need to put this on my project page on the wiki): On the PC, the game really consists of two DLLs: Client and server. Both of these DLLs are what make the mod. The XBOX version does not have these DLLs, instead of running client/server method like on the PC, it runs all in one package, which is compiled together. Without the real source (not the Source SDK on the PC, but the Source Engine for Xbox that would come with a license and NDA), there will be no mods for HL2 on the xbox.
You (as we can already see) can put custom maps on there (except the lightmaps are different, it's that special binary of VVIS that we need to compile it), and from the config file we might be able to do other things with console commands since we don't have a console.

That's all I know. I'll update my project page on the wiki with this info.
Title: Half Life 2 Mod Discussion
Post by: ash_link on March 03, 2006, 12:40:00 PM
Now the question is what is the sure fire way to make the game create the xboxuser.cfg? You can't force it (by creating the directory and slapping a xboxuser.cfg in there)
Title: Half Life 2 Mod Discussion
Post by: ash_link on March 03, 2006, 01:19:00 PM
Nevermind, I was looking at the cache folders, it's in TDATA\45410091 for me. I'll get cracking into making that cfg, so far I have

CODE
unbindall
//
//HL2 Cheat CFG v1.0
//by Ash_link
//Thanks to XBOX-Scene
//Less then 3
//===
//HOW TO USE:
//Press what was the zoom button (right analog stick) for Cheat Mode.
//
bind "UP" "slot1"
bind "DOWN" "slot3"
bind "LEFT" "slot4"
bind "RIGHT" "slot2"
bind "STICK1" "+duck"
bind "STICK2" "letscheat"
bind "A" "+jump"
bind "B" "+reload"
bind "X" "+speed"
bind "Y" "+use"
bind "BLACK" "impulse 50"
bind "WHITE" "impulse 100"
bind "L TRIGGER" "+attack2"
bind "R TRIGGER" "+attack"
bind "S1_UP" "xmove"
x_mapnum "0"
r_gamma "0.5"
snd_musicvolume "0.9"
volume "1.0"
skill "1"
closecaption "0"
sv_unlockedchapters "18"
cl_rumblescale "1.0"
sk_allow_autoaim "1"
cc_subtitles "0"
xc_pitchsensitivity "-1.000000"
xc_yawsensitivity "1.3"
xc_southpaw "0"
sv_cheats "1"
hud_fastswitch "0"
alias "letscheat" "sv_cheats 1;impulse 101;god;noclip;notarget"


Dammit, everytime I try to edit the CFG file it says "Curropted" and doesnt read it.

This post has been edited by ash_link: Mar 3 2006, 09:38 PM
Title: Half Life 2 Mod Discussion
Post by: hbrdXΣr0 on March 03, 2006, 01:52:00 PM
On the XZP files:
I know there are people on the forums that are good at this kind of stuff, even though they might not be the ones reading this thread. We need to find someone who can reverse-engineer the XZP files. I've looked at it in a hex editor and I can tell you it is not the same as the ones on the Free60 wiki.
Title: Half Life 2 Mod Discussion
Post by: turk645 on March 03, 2006, 06:13:00 PM
i've known about this cfg file for a while but havent tried anything on it yet, mostly because i havent been on the computer lately to try it, but this file may help us if we can get it to work at all. my guess is that there is more to the file then we think.
Title: Half Life 2 Mod Discussion
Post by: ash_link on March 03, 2006, 11:22:00 PM
Damn you, Valve!
Title: Half Life 2 Mod Discussion
Post by: SuB-Zer0 on March 04, 2006, 07:12:00 AM
@ash_link
The cfg file is located in your savegame folder

E:\TDATA\45410091\

And AndrewNeo has updated his Site (with bad news (IMG:style_emoticons/default/sad.gif) ) !

QUOTE
Playing with Mods

I'm going to say this right off the bat, because I've seen it pop up all over. People think they'll be able to play Garry's Mod on the Xbox. I had my suspicions before playing, and now seeing the layout of the content on the disk and hard drive, I can say for sure that it will be next to impossible to run a mod on the Xbox version of Half-Life 2. I have two primary reasons for this.

1.On the PC the Source engine (and even Goldsrc) uses the client/server method to run the real games or mods. The Xbox version uses one XBE to run the game, so even if the client/server method exists, the only way to run a mod would be to recompile the source, which would require the original (illegally) from Valve.

2.Even if you had it, the original mod author would have to take the work to get their mod working properly on the xbox. This would require the XDK (illegal), the original source code for HL2 on the Xbox (illegal) and a modded xbox or a Xbox dev kit. Releasing the source or binary with these methods would probably get Valve to take you to court. While the XDK can be found illegally on the internet, we all know what happened the last time HL2 source code was stolen.


QUOTE
Any help would really be appreciated, feel free to contact me, primarily through e-mail or instant messangers. I'll join in forum threads, or an IRC channel if you can get enough people together.


Lets contact him so we can work together on it !

An own Half-Life ² Section would make this here easier.

**Email address removed by request**

This post has been edited by Xombe: Mar 8 2006, 09:56 AM
Title: Half Life 2 Mod Discussion
Post by: hbrdXΣr0 on March 04, 2006, 09:24:00 AM
Do you people pay any attention? Or do I need to put in my wiki page 'I am hÿbrîdŽ€r0'? (I spelled my forum name wrong -.-)
And Sub_Zero, please remove my email address from your post, it's going to be picked up by spambots.. ash_link got ahold of me yesterday afternoon.
Title: Half Life 2 Mod Discussion
Post by: SuB-Zer0 on March 04, 2006, 09:36:00 AM
QUOTE(hÿbrîdXΣr0 @ Mar 4 2006, 04:55 PM) *

Do you people pay any attention? Or do I need to put in my wiki page 'I am hÿbrîdŽ€r0'? (I spelled my forum name wrong -.-)
And Sub_Zero, please remove my email address from your post, it's going to be picked up by spambots.. ash_link got ahold of me yesterday afternoon.


Oh big sorry i dont know that you are Andrew  (IMG:style_emoticons/default/sad.gif)
I dont look at your gamercard.
I remove your email adress now

edit:damn there is a time limit to edit your own posts :/

This post has been edited by SuB-Zer0: Mar 4 2006, 05:37 PM
Title: Half Life 2 Mod Discussion
Post by: turk645 on March 04, 2006, 09:41:00 AM
i think the junk on the bottom of the cfg file might be a signiture. ill check to see how much it changes when i mess with other control settings.
Title: Half Life 2 Mod Discussion
Post by: hbrdXΣr0 on March 04, 2006, 09:12:00 AM
QUOTE(turk645 @ Mar 4 2006, 11:12 AM) View Post

i think the junk on the bottom of the cfg file might be a signiture. ill check to see how much it changes when i mess with other control settings.


I think I forgot to post this on my wiki page. I believe it's a checksum.. ash_link said something about his file reading invalid after editing it, but it may have been the way he did it too.
I'd be interested to see if the 'map' command works, that way we wouldn't have to overwrite existing maps...
Title: Half Life 2 Mod Discussion
Post by: hbrdXΣr0 on March 05, 2006, 03:36:00 PM
Since the config file seems to be checksummed, and without figuring out how to calculate it, we're kind of stuck.. I had an idea.
Why not make a map that changes client variables? I believe you can do that.. I'd do it myself but I don't have any time today to pull out my Xbox and stuff, maybe someone else could get it first. If it won't read lighting turning on 'mat_fullbright 1' would help.
Title: Half Life 2 Mod Discussion
Post by: ash_link on March 05, 2006, 03:54:00 PM
CODE

unbindall
//
//HL2 Cheat CFG v1.1
//by Ash_link
//Thanks to XBOX-Scene
//
//Hopefully the Checksum will be fixed.
//===
//HOW TO USE:
//Press what was the zoom button (right analog stick) for Creating an 'army'.
//Well this 'army' is to test to see if HL2 XBOX can spawn NPCs, or if they took out that command.
//Never hurts to try. Hell, once the checksum gets cracked, you can have NPC Wars.
//Very Fun!!
//
//Black Button starts debugging, like console, GFX, Sound.
//To see if we can improve the proformance
//
//X Button starts logging and FPS showing. White Button stops it from anything.
//So we can see how fast the XBOX can run it so we don't
//have to base the game by theories.
//If we get this to work, I will make a chart of the FPS through out the game.
//Wish me luck on that.
//
//NOTE:
//The GFX Cheats WILL lag gameplay for some extent, to load up shitty GFX.
//
bind "UP" "slot1"
bind "DOWN" "slot3"
bind "LEFT" "slot4"
bind "RIGHT" "slot2"
bind "STICK1" "+duck"
bind "STICK2" "letscheat"
bind "A" "+jump"
bind "B" "+reload"
bind "X" "xboxlogging"
bind "Y" "+use"
bind "BLACK" "fpsup"
bind "WHITE" "xboxloggingoff"
bind "L TRIGGER" "+attack2"
bind "R TRIGGER" "+attack"
bind "S1_UP" "xmove"
x_mapnum "0"
r_gamma "0.5"
snd_musicvolume "0.9"
volume "1.0"
skill "1"
closecaption "0"
sv_unlockedchapters "18"
cl_rumblescale "1.0"
sk_allow_autoaim "1"
cc_subtitles "0"
xc_pitchsensitivity "-1.000000"
xc_yawsensitivity "1.3"
xc_southpaw "0"
sv_cheats "1"
hud_fastswitch "0"

//Alias of my commands
alias "letscheat" "npc_create_equipment weapon_ar2; npc_create npc_combine_s"
alias "fpsup" "fps_max 1200;cl_detaildist 300;sv_robust_explosions 0;"
alias "xboxlogging" "net_graph 3;log on"
alias "xboxloggingoff" "net_graph 0;log off"


New CFG file once we crack the checksum.
Title: Half Life 2 Mod Discussion
Post by: SickJoda on March 06, 2006, 07:13:00 AM
i signed up.
Title: Half Life 2 Mod Discussion
Post by: UnReAlMaCk3 on March 07, 2006, 05:20:00 PM
hey, its been a while, i didnt even know hl2 was out for xbox  blink.gif

try multiex, they should be able to support .xzp files, havnt failed me once  laugh.gif
Title: Half Life 2 Mod Discussion
Post by: hbrdXΣr0 on March 07, 2006, 06:12:00 PM
QUOTE(UnReAlMaCk3 @ Mar 7 2006, 07:27 PM) View Post

hey, its been a while, i didnt even know hl2 was out for xbox  blink.gif

try multiex, they should be able to support .xzp files, havnt failed me once  laugh.gif


I'm going to say that's pretty impossible, since their last version was released before HL2 came out for the Xbox, and this file format doesn't seem to be in any other games, otherwise we might know about it already.
I've already written a script that can extract all the files anyway. (See my other thread in the forum)
Title: Half Life 2 Mod Discussion
Post by: Xombe on March 08, 2006, 01:21:00 AM
QUOTE(hÿbrîdXΣr0 @ Mar 5 2006, 12:55 AM) View Post

And Sub_Zero, please remove my email address from your post, it's going to be picked up by spambots..

Got that for you.
Title: Half Life 2 Mod Discussion
Post by: Infinite_Matrix on March 09, 2006, 07:49:00 AM
For those who don't already know...

I have created an IRC channel and will always be there.

DynastyNet, #XHL2M

Discussion, help, files served by me, or just chat. Please join and help us further the growth of the Xbox Half Life 2 modding community. Would be highly appreciated.
Title: Half Life 2 Mod Discussion
Post by: iwanttheagrocrag on April 05, 2006, 02:14:00 PM
i would suppose everyone forgot, or is in the irc room. Maybe just noone is modding it, hopfully not but it happens with all the other games.
Title: Half Life 2 Mod Discussion
Post by: ash_link on April 12, 2006, 09:10:00 PM
Even though almost everyone left. I am still here to answer questions and discover new things.