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OG Xbox Forums => Game Hacking => Xbox Game Forums => Game Hacking - * Everything Else.* => Topic started by: profhalo on January 08, 2004, 07:55:00 AM

Title: Teleports, You Can Move Em
Post by: profhalo on January 08, 2004, 07:55:00 AM
Im thinking duplicating teleports might be a little trickier than you would think.

for instance:
teleport a goes to destination a
teleport b goes to destination b

Now you can duplicate "teleport a" all you want and they will all go to "destination a", but the problem arises when you duplicate the destinations, because now when you take "teleport a" the xbox wont know where to send you, so it will either send you to the original "destination a", or it will just lock up.

This is just my guess though, I havent tested this out at all.

profhalo
Title: Teleports, You Can Move Em
Post by: xorange on January 08, 2004, 01:07:00 PM
QUOTE (profhalo @ Jan 8 2004, 05:55 PM)
Im thinking duplicating teleports might be a little trickier than you would think.

for instance:
teleport a goes to destination a
teleport b goes to destination b

Now you can duplicate "teleport a" all you want and they will all go to "destination a", but the problem arises when you duplicate the destinations, because now when you take "teleport a" the xbox wont know where to send you, so it will either send you to the original "destination a", or it will just lock up.

This is just my guess though, I havent tested this out at all.

profhalo

It's actually pretty easy. All the teleporters are numbered.

Here's what the scenario meta looks like for a teleporter origin:

026246E8 00000000 00000000 00000000 00000000 00000000
026246FC 00000000 00000000 00000000 00000000 00000000
02624710 00000000 00000000 00000000 00000000 00000000
02624724 00000000 00000000 00000000 00000000 00000000
02624738 00000000 00000000 00000000 00000000 00000000
0262474C 00000000 00000000 00000000 423A2042 00D5A5C2
02624760 344FE83F B6D6C9BF 06000100 636D7469 00000000
02624774 00000000 FFFFFFFF

...and here's what it looks like for the destination:

02626870 00000000 00000000 00000000 00000000 00000000
02626884 00000000 00000000 00000000 00000000 00000000
02626898 00000000 00000000 00000000 00000000 00000000
026268AC 00000000 00000000 00000000 00000000 00000000
026268C0 00000000 00000000 00000000 00000000 00000000
026268D4 00000000 00000000 00000000 7F2E2F42 5076FCC2
026268E8 07CA763E 5E8526BE 07000100 636D7469 00000000
026268FC 00000000 FFFFFFFF

Now, see the bold parts...the 0x01 is the number of the teleporter.

When duplicating this meta you just increment this number in each packet of data for each origin & destination you would like to add.
Title: Teleports, You Can Move Em
Post by: Zero_Cool on January 08, 2004, 07:02:00 PM
hmmmmm, ok i copyed the teleporter code, compencated for size all correctly, but when i load it into spark edit im still not finding it, am i doing something wrong?
Title: Teleports, You Can Move Em
Post by: Zero_Cool on January 09, 2004, 09:43:00 PM
ok, after a bit of carefully examining the code, i realized i had copied the wrong code for the destination, and was off on the spacing, but i fixed it, tested and to my suprise, IT WORKED! so after about 2 hours I now have a map with 8 teleporters on it, all functional. Im using scenery to identify some of them, you kinda just gotta know where to look, but its great, i love it, thankyou so much for helping me out with this!
Title: Teleports, You Can Move Em
Post by: FunkmaztafoX on January 09, 2004, 09:50:00 PM
put it a a patch and let us have a look (if possible)
Title: Teleports, You Can Move Em
Post by: Zero_Cool on January 09, 2004, 10:22:00 PM
now that just wouldnt be right to talk about this and not post a ppf now would it, the ppf is located about half way down the screen, theres also a map showing where all the teleporters go. Enjoy!
http://www.freewebs....ol563/mybox.htm
(dont forget to check out my stap mod 2)


---EDIT---
You have to goto the link and right click save target as then enter a name, sorry, i forgot to zip it, but this will do.
Title: Teleports, You Can Move Em
Post by: Rahszhul on January 10, 2004, 06:00:00 AM
Decent work Zero Cool. I like 'em both.

One quick idea for your Stap Mod. Change the name from Warthog to Stap?

at offset 0x29CF2E4
change 570061007200740068006F006700
to 5300740061007000000000000000

Tested and works in HCE
Title: Teleports, You Can Move Em
Post by: Zero_Cool on January 10, 2004, 06:08:00 AM
OH YEA!!!, i had totally blanked out on that, I was loving all the work mastertito was doing but i just didnt think to do that thanks!
Title: Teleports, You Can Move Em
Post by: Zero_Cool on January 10, 2004, 07:40:00 AM
theres not? I must have been to busy looking at the teleporters to notice, ill take a look at it tonight, xorange, you have ne input as to y this may b?
Title: Teleports, You Can Move Em
Post by: Rahszhul on January 10, 2004, 08:11:00 AM
The weapons are there. I applied the teleporter patch to a clean BG cache, and no weapons were harmed. It's possible that he may have applied the patch to an already heavily modified chache .map.
Title: Teleports, You Can Move Em
Post by: robenrange on January 10, 2004, 01:56:00 PM
what am i doing wrong ?? i cleared the cache files and then used hce .7 beta to try the 8 teleports patch. the patch works fine but still no weapons the snipe, pistol, rocket, shotguns and assualt rifle are not there.  I even used ppf studio to patch it and i still get no weapons?

What am i doing wrong. Can someone please post there .map file or something so i can get this fixed thanks guys
Title: Teleports, You Can Move Em
Post by: FunkmaztafoX on January 10, 2004, 04:49:00 PM
The million dollar quesiton: Yes because it would make Halo1 refamous:

If you can do this (add things to maps), what's to stop you from adding objects in other maps, like bridges in SW, and teleports in HH?

Or does the object already have to be in the map?

*sigh* If only you could make more maps for halo...
Title: Teleports, You Can Move Em
Post by: Zero_Cool on January 10, 2004, 06:15:00 PM
really Rahszhul, that is wierd on mine it didnt have weapons either, huh. well, as im looking at the weapons code i noticed it was a little bit off so i tryed changing that, no luck though, i dunno, xorange, you ever have this prob with scenery?
Title: Teleports, You Can Move Em
Post by: penguin318 on January 10, 2004, 07:42:00 PM
anyone else notice that the red and blue symbols located on the pillars of the bases are gone? nothing wrong with that just wounderin.


p.s. great work biggrin.gif
Title: Teleports, You Can Move Em
Post by: Rahszhul on January 10, 2004, 09:48:00 PM
Hrmm... I'm going to claim temporary insanity...

Here, I'm thinking... "But I'm sitting on top of the cliff and -trying- to snipe at the other guy with a pistol."

Didn't even think for a second you guys were talking about weapons to pick up. So, after re-checking, yes the weapons that you don't start with are not there. (Said to ensure I remind myself, more than you.)

And yeah, blue and red markings are gone too, but that doesn't really matter.
Title: Teleports, You Can Move Em
Post by: runawaywarthog on January 11, 2004, 08:36:00 AM
nice find man.  Ive been lookin how to dupe items in it and now i can make a forest in bg! only problem is the lag factor.
Title: Teleports, You Can Move Em
Post by: Zero_Cool on January 11, 2004, 09:02:00 AM
well, think about it like this, look at "halo" the level, theres tons of trees there, it doesnt lag very much
Title: Teleports, You Can Move Em
Post by: Zero_Cool on January 11, 2004, 11:29:00 AM
i havent really had time to work on it, i have been working on an american history project, where makin a movie about desert storm with xbox games, and i did one with halo and the revolutionary war, we spent 20 hours on it straight so its kind of alot of work, sorry.
Title: Teleports, You Can Move Em
Post by: Zero_Cool on January 11, 2004, 08:02:00 PM
i got an idea as to why this happened, could the weapoin data be right underneath the scenery data and i moved it? also could i just overwrite the garbage data at the bottom instead of inserting stuff?
Title: Teleports, You Can Move Em
Post by: xorange on January 12, 2004, 06:00:00 PM
QUOTE (Zero_Cool @ Jan 12 2004, 06:02 AM)
i got an idea as to why this happened, could the weapoin data be right underneath the scenery data and i moved it? also could i just overwrite the garbage data at the bottom instead of inserting stuff?

I'm sorry, I tried to deconstruct your mod but I couldn't figure out what went wrong.

As far as the garbage data goes you do have to delete some to compensate for inserting teleporters. ..but, um, you can't put your teleporter data down there...like, overwrite the garbage data with it....if that's what you were saying.

First just find the teleporter data, copy it, paste it as many times as you want, change the numbers of the teleporters in the data you just pasted, delete garbage data to compensate for all the data you just pasted, then recalculate your reflexives.
Hint: When recalc'ing the reflexives you only need to do the last 5, as they are the only ones that point to data that was moved.

Hmm...I'm thinking I should just write a tutorial specifically for duplicating teleporters...
Well, maybe soon we'll see a plugin for HMT that will do it for us.
Title: Teleports, You Can Move Em
Post by: Zero_Cool on January 12, 2004, 06:14:00 PM
yea, thats what i was trying to say, to bad, that would be alot simpler. Ok ill try again, the only thing im thinking is im using hdd hex editor and when you paste it overwrites instead of inserting, so i have to calculate the bytes by hand, insert them in then paste, or is there an easier way i dont know?

thanks for all the help xorange!
Title: Teleports, You Can Move Em
Post by: mastertito4 on January 12, 2004, 08:17:00 PM
biggrin.gif  biggrin.gif  biggrin.gif
Title: Teleports, You Can Move Em
Post by: xorange on January 13, 2004, 09:36:00 AM
QUOTE (mastertito4 @ Jan 13 2004, 06:17 AM)
xorange u r brilliant, any idea how xbox rebuilding might work?  biggrin.gif  biggrin.gif  biggrin.gif

Hehe thx!  biggrin.gif

Well, I do have an idea of how hpc map rebuilding works, and
I have an idea as to how hxb map rebuilding might work
but unfortunately I don't think I know enough to build an app
that would do it.
Title: Teleports, You Can Move Em
Post by: Zero_Cool on January 13, 2004, 09:41:00 AM
im sure if you explained it in a simple to understand manner, maybe someone here could take a shot at it, maybe whoever is making it(sorry, i dont know names very well) is missing something that someone else may be able to put some input on, i mean with rebuilding, from what ive seen, its almost been like very hush hush, oh yea, i wasnt hitting the insert button thats probably what i was doing wrong, lol, so simple
Title: Teleports, You Can Move Em
Post by: Zero_Cool on January 13, 2004, 11:10:00 AM
guess what! I got about half the weapons back! i figured out somewhere in there i added 8 extra bytes, give me like 1/2 an hour and ill have it done!
Title: Teleports, You Can Move Em
Post by: mastertito4 on January 13, 2004, 11:48:00 AM
well this is sort of off topic but if i was givin the necessary files for changing kills to 50+ i could make like a game editor!

i think that mono's "new project" is suspicious, also suspicious is that he "quit" and "wont release the source" to hmt.... i think we could very well be lookin at HMTv4
Title: Teleports, You Can Move Em
Post by: robenrange on January 13, 2004, 12:00:00 PM
smile.gif

Thanks

Great work guys
Title: Teleports, You Can Move Em
Post by: Zero_Cool on January 13, 2004, 12:17:00 PM
ok i cant post a ppf tonight, i have to go to pole vault for 2 hours, but after that ill post a ppf,

WARNING this ppf only has all weapons inside bases(im pretty sure), gernades, health packs, and pistol, i think, if more post em, what i know for sure it does not have is snipers and rockets :-(

Ill keep working on it, look for a ppf in about 2-2.30 hours!
Title: Teleports, You Can Move Em
Post by: robenrange on January 14, 2004, 10:46:00 AM
Hey Zero did you get the ppf done?

Let me know thanks
Title: Teleports, You Can Move Em
Post by: mastertito4 on January 14, 2004, 10:48:00 AM
QUOTE
Layout update 
As you can see, we've changed the layout slightly to incorporate some ads. I've tried to avoid ads for a very long time, but servers are expensive - I spend about $110 a month on the keeping the dedicated server for downloads running. BTW, stick around a big mod-related breakthrough has been reached. Shhhh...

14 Jan 2004 by Grenadiac


y the fuck wouldnt they just say?! i hate when ppl pull this crap...
Title: Teleports, You Can Move Em
Post by: mastertito4 on January 14, 2004, 11:16:00 AM
if its not that i cant think of what else it could be
Title: Teleports, You Can Move Em
Post by: mastertito4 on January 14, 2004, 01:58:00 PM
yep, all i know is that mono made a mod for hpc that incorperates a whole new level somehow... xboxors get the shaft again
Title: Teleports, You Can Move Em
Post by: penguin318 on January 14, 2004, 02:22:00 PM
QUOTE (mastertito4 @ Jan 14 2004, 11:58 PM)
yep, all i know is that mono made a mod for hpc that incorperates a whole new level somehow... xboxors get the shaft again

we always get the shaft eg. the AI mod for Blood gultch damn halo pc
Title: Teleports, You Can Move Em
Post by: spgurley on January 15, 2004, 06:14:00 PM
damn pc, wish it never same out, it was a waste of money to makes, cuz it sux compared to xbox version
Title: Teleports, You Can Move Em
Post by: AdmiralPellaeon on February 23, 2004, 10:22:00 AM
beerchug.gif
Title: Teleports, You Can Move Em
Post by: Zero_Cool on December 15, 2003, 04:34:00 PM
Is there any way to add teleports on BG. I am trying to set it up so I have turrets on all of those huge cliffs and then you can teleport up to them, and back down, Is there any wat to add teleports or shoudl I find another way?

Also can you add ladders, that may work for some of them?

Thanks 4 ne help!
Title: Teleports, You Can Move Em
Post by: unsc1 on December 15, 2003, 05:03:00 PM
well im not sure sounds like a cool idea.
talk to whoever first got the teleporters to reroute and talk to him
maybe you can pick up where he left off
Title: Teleports, You Can Move Em
Post by: d3fault_dot_xbe on December 15, 2003, 07:13:00 PM
you MIGHT be able to use the *dupe* plugin submitted by tjc2k4 (i think it wuz him)
Title: Teleports, You Can Move Em
Post by: Zero_Cool on December 16, 2003, 03:37:00 AM
Ok I read your tutorial, and understand it I tried duplicating it but I dont know what to duplicate as there is only teleporter and teleporter base, is it one of those I duplicate or is there a seperate section of code, thanks.
Title: Teleports, You Can Move Em
Post by: minky on December 16, 2003, 11:23:00 AM
And where can I find this "dupe" plugin?