Kavawuvi

Combustion (2.0.3)

24 posts in this topic

i tried some thing now.....

 

i badly wanted putput map of ftw1 to ce.

 

i downloaded this,

http://hce.halomaps.org/index.cfm?fid=4604

 

and download this;

http://opencarnage.net/index.php?/topic/3261-map-renamer/

 

and renamed the map to putput and.....

 

aaaaaaaaaaaaaaaahahahahahahahahahahahah

ohohohohohhohohohhohoh

 

 

it worked -.-

 

* yeah i've managed to play an online game.

 

 

Once again, I'd really be interested in knowing how this gets around the checksum problem, unless you simply didn't flush your hac2 cache


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Tiddy-bits:

Once again, I'd really be interested in knowing how this gets around the checksum problem, unless you simply didn't flush your hac2 cache

i didnt do such thing.

followed exact method i posted. and worked..

 

then i tried some othermaps, like 'bloodrage' map re-named to 'bloodgulch', then i can goto 'Lan' on the menu and open the map from the name bloodgulch, but when i connect to internet game that has bloodgulch, getharing exeption error occurs....

this is the only map that i sucsessfuly converted to play multiplayer by just re-naming.

 

 

EDIT:

oh wait, are you saying if i flush hac2 cashe, i wont be able to join? oh i didnt flush hac2 cashe so i dont know.

Edited by no offence

 

 

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i didnt do such thing.

followed exact method i posted. and worked..

 

then i tried some othermaps, like 'bloodrage' map re-named to 'bloodgulch', then i can goto 'Lan' on the menu and open the map from the name bloodgulch, but when i connect to internet game that has bloodgulch, getharing exeption error occurs....

this is the only map that i sucsessfuly converted to play multiplayer by just re-naming.

 

 

EDIT:

oh wait, are you saying if i flush hac2 cashe, i wont be able to join? oh i didnt flush hac2 cashe so i dont know.

 

IIRC Hac2's cache system stores the list of generated checksums for maps and simply hands them to the client application on startup, so that you don't have to wait for the game to calculate them all individually each time you open Halo CE. 

That's why back in the day you would have a startup loading time proportional to the size of your maps folder, and it was fairly common practice to take out large maps you weren't going to play frequently to speed up the load time. 

 

With Hac2, adding a new map I think just adds the new checksum to the cache, which is why startup loading is so flippin' quick now. The problem with this, is that if you swap out a map that already exists in your maps folder, say...

 

bloodgulch.map

<checksum X>

 

that has a checksum associated with it already, with a new map of the same name

 

bloodgulch.map

<checksum Y>

 

even though the game would calculate that new checksum, hac2 says "yup, bloodgulch, got the checksum right here, boss", and hands the old <checksum X> to your client.

 

So you join a server running 

 

bloodgulch.map

<checksum X>

 

and your client says "yeah I have bloodgulch.map with <checksum X>", so the server lets you join.

 

When you flush the hac2 cache, it deletes all of those stored up checksums, forcing your client to recalculate each map in your maps folder again (might just be mp maps, not sure). 

 

So now your bloodgulch.map will show the correct <checksum Y>, and that server with bloodgulch <checksum X> will no longer let you join because the map files are different.

 

This scenario of "accidentally joining with a new map using an old checksum" is actually the reverse of the issue I normally have when testing maps - 

 

I compile nexmap.map with <checksum A>, upload it to the server, and both my client and the server have <checksum A>. I then make some tweaks, recompile a bunch of times, test only on LAN where checksums don't matter, so my client still has <checksum A>. I take the new version of nexmap.map <checksum B> and put it on the server to test - but when I join, my client sends <checksum A>, and I cannot join even though my maps are actually the same version, because my client is reporting a checksum for the old version <checksum A>.

 

I do a quick hac_flush_cache command in the console, restart Halo CE, and then I'm good to go with the correct <checksum B> being sent to the server running nexmap.map <checksum B>.

no offence likes this

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Combustion has been updated to version 2.0. It has been completely rewritten from the ground up and uses my more stable Tritium library.

 

Changes:

  • Program requires a 64-bit version of Windows. Sorry 32-bit users.
  • Uses Tritium 0.5.0.
  • You can now specify a Custom Edition maps folder. If one is specified, then only modded assets will be internalized in the map file. If you don't specify one, then all assets are internalized in the map file. On stock Blood Gulch, this results in a file size increase of 400%. You can further reduce the map file size by running Sea Mine on the map.

 

If you want to see an example of a functional map, a slightly earlier, pre-released version of Combustion 2.0 was used for porting Phoenix 3 to Halo CE.

 

 

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Combustion has been updated to 2.0.1.

 

Changes:

  • The bug where it'd say it failed to convert when it did not has been removed. Sorry if you liked seeing errors even when there were none.
  • It uses Tritium 0.6.0, so maps with multiple BSPs in multiple scenario tags will convert, although I don't think anyone does this to their map, especially on Halo PC.
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I know this was intended for custom multiplayer maps but if you convert the campaign maps the cutscenes will glitch and crash the game. Otherwise they work fine.

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2 hours ago, Vaporeon said:

I know this was intended for custom multiplayer maps but if you convert the campaign maps the cutscenes will glitch and crash the game. Otherwise they work fine.

Thanks for reporting this issue. I've determined the issue to be with Tritium not playing nicely with scenario tag scripts when importing tags.

 

The issue may take quite a while to resolve, so hang tight.

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On 4/14/2017 at 9:15 AM, Vaporeon said:

I know this was intended for custom multiplayer maps but if you convert the campaign maps the cutscenes will glitch and crash the game. Otherwise they work fine.

Looks like it took a lot less time than I anticipated, only a few minutes, so I've uploaded Combustion 2.0.2 if you want to give it a try. It'll also carry all of the performance improvements currently on Tritium's unstable branch (Tritium 0.6.1).

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