Halo: The Master Chief Collection

Halo: The Master Chief Collection

Halo: CE Mod Tools Feedback
Welcome to the dedicated feedback thread for Halo: CE's Mod Tools.

The purpose of this thread is to gather suggestions or dedicated feedback relating only to Halo: CE's Mod Tools. When posting, please include as much detail as possible to include:
  • FEEDBACK: please be as detailed as possible.
  • ADDITIONAL INFO: If you have a screenshot, game clip, or other supporting material, please provide the link in your post.

We will regularly go through this thread and collect feedback from tool users to help inform areas of improvements to the tool sets. Thank you for your time and feedback!
Legutóbb szerkesztette: Postums; 2021. okt. 13., 8:55
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with the latest update I get flickering graphical glitches (the kind where some ever stretching lines and bigger white blocks show up out of nowhere) in the tag tester, they get pretty intense and I can't really use it to test.
I haven't found the same in a compiled map, so I don't think it's an issue on my tags end, I think the tester is at fault.
AND, I hadn't done a lot of tag editing right before or after the update, so on my end the tags were pretty similar in this time window.
(I remembered this time to delete data folder and then extract the updated one, tags zip wasn't updated.)

ADDITIONAL NOTE:
What's weird is that first map I tested was Truth & Reconciliation, played it for a bit (up to bridge before prisons) and it was fine, but then I tested Two Betrayals, got the graphical glitches at the start, and then they got worse, but after that it seemed to spread to others? Need to test more, it's just a bit hard with that flickering.

EDIT2:
It seems to be somewhat effects related, looking at Two Betrayals, the different holo and glass shaders freak out the most, and when fighting effects get a bit more intense that too freaks out and creates those flickering distorted stretching lines and white thicker "planes/sheets"
Pillar of Autumn was mostly fine but later on in places where explosions took place more while also fighting it happened.
Legutóbb szerkesztette: Nathan; 2021. nov. 5., 3:56
The more time I spend in a map in Sapien, the slower the camera moves. Eventually it gets really sluggish and it's difficult to free-move anywhere, even on faster speeds. (2 Sapien has the opposite problem)
It would be nice to one day see CE support H2/3's .ass format. Since JMS is really annoying to deal with.
Will there ever be a way to compile new actor tags? (or to modify them beyond the scope of Guerilla)? I understand that these dev tools probably aren't all of the tools used in the creation of the games, but I figured it couldn't hurt to ask.

I'd also like to request- may we have a way to compile new actor tags? Or is that too much power? I'd love to hear back!
Yewlyn eredeti hozzászólása:

You don't compile .actor tags for CE. They are created in Guerilla.

Ah, I see. I suppose what I was really asking was if it could become possible to expand the possible AI behaviors as well as the list of actor types which an actor tag may be. You can change many variables about their decision-making, but I was wondering if it would be possible to introduce new behaviors which obey new variables. It's likely possible to make certain biped types obey the baked-in techniques/animations (like grenade throws, weaves, rolls) if the animation environment is set up, but I was wondering if it was possible to make a new expected behavior which can handle new associated animations. In addition, configuring new types for the actor tag would include customizing new type-specific behavior.

Although I understand now as I make this question that this may be exceeding the bounds of the engine's intended flexibility.
Aah. Thank you very much. Sorry for cluttering the feedback thread with this request then, sometimes finding its documentation and piecing it together with the process is hard. Really, thanks.
Could you increase the VFX limit in the engine? How many effects like particles, decals, lights etc can be drawn at the same time?
Same goes for Halo 2 & 3
FEEDBACK:
1.Please backport the player simulation feature from 2 + 3's Sapien.
It makes things so much quicker for testing.
2. If possible, please fix sound on standalone cutting in and out at above 30fps.
Hey 343, this is really annoying. Anytime AI are in multiplayer maps, the game will crash with this error...

06.19.23 15:10:10 halo1 pc 01.03.43.0000 ----------------------------------------------
06.19.23 15:10:10 Successfully rebuilt 2 script files
06.19.23 15:10:10 recompiling scripts after scenarios were merged.
06.19.23 15:10:10 failed to spawn thread for filesystem checks - running synchronously!
06.19.23 15:10:10 starting main menu music
06.19.23 15:10:15 stopping main menu music
06.19.23 15:10:16 Successfully rebuilt 1 script files
06.19.23 15:10:16 font cache overwrote character in use
06.19.23 15:11:23 EXCEPTION halt in e:\jenkins\workspace\mcch1code-release\mcc\release\h1\code\h1a2\sources\items\weapons.c,#4188: game_connection() == _game_connection_network_server


--or--


06.18.23 00:13:29 halo1 pc 01.03.43.0000 ----------------------------------------------
06.18.23 00:13:29 Successfully rebuilt 2 script files
06.18.23 00:13:29 recompiling scripts after scenarios were merged.
06.18.23 00:13:29 failed to spawn thread for filesystem checks - running synchronously!
06.18.23 00:13:29 starting main menu music
06.18.23 00:13:37 stopping main menu music
06.18.23 00:13:38 Successfully rebuilt 1 script files
06.18.23 00:15:24 EXCEPTION halt in e:\jenkins\workspace\mcch1code-release\mcc\release\h1\code\h1a2\sources\memory\data.c,#723: object index #66 (0xe54b0042) is unused or changed

- Note in the Tag Tester I am choosing Host LAN to load up my map without using the command to load it up. -

If I change the weapon-set from the game menus to One specific weapon type, (ex. Map Weapons = Rocket Launchers) the AI will use the map defined weapon without crashing, unless 'Map Default' is used then it will crash. This happens with the Tag tester and MCC.

I have noticed the Needler is prone to crashing when reloading, Sniper Rifle zoomed in, and any weapon you go to pickup with a carried weapon that needs to be reloaded. Or if you standing still zoomed in. Will crash.

It's like an issue with reloading your current weapon vs trying to pickup a weapon at the same time, will seem to crash the game. However I don't understand how being zoomed in will crash the game either with those same errors listed above..

343 if you would be so kind to please please please contact me directly as I would love to go in more depth to try and resolve this issue, I have a ton of free time right now and would love to have these maps available to players that would like to play them..

With these errors keep happening and not in HCE Sapien, it kills me from continuing any further modding the entire catalog with training AI that I have spent a few weeks on getting their play style to be more like online players.

I have reused the Marine tags and given them a lot more freedom to do what ever they want. I called them ODST's and I can send you a copy of my AI for further investigation as
I am having a really hard time trying to find out what flag is the root cause of this issue.

Also maybe you can help fix their melee animation key frame, or point me towards the right direction ;)

I appreciate your time.
Thank you.
Legutóbb szerkesztette: xSoMuchPotx; 2023. jún. 19., 13:09
AI_Render and AI_Debug global variables do not work in MCC Sapien, nor do the AI Encounter/Squad selection shortcuts [F1-F5 keys]

I recently reinstalled the MCC tools on a new system so I'm sure they are up to date. The variables and keyboard shortcuts [F1-F5] work in Tag_Test properly, but not in Sapien. I'm not sure if it was specifically an update that broke the functions or for how long they have been bugged, but I don't think it's intentional as they work in every Custom Edition version of Sapien in the past as well as in other Halo's editing kits.

Possible fix- The Debug Menu by default has an option to toggle one of these variables, [Home]->AI->ai_render_paths. In Sapien the variable is undefined, whereas in Tag_Test the value can be modified. Does this mean the variables just need to be defined somewhere for Sapien specifically? thx :)
Legutóbb szerkesztette: A Juicy Frank; 2023. okt. 19., 17:21
A Juicy Frank eredeti hozzászólása:
AI_Render and AI_Debug global variables do not work in MCC Sapien, nor do the AI Encounter/Squad selection shortcuts [F1-F5 keys]

I recently reinstalled the MCC tools on a new system so I'm sure they are up to date. The variables and keyboard shortcuts [F1-F5] work in Tag_Test properly, but not in Sapien. I'm not sure if it was specifically an update that broke the functions or for how long they have been bugged, but I don't think it's intentional as they work in every Custom Edition version of Sapien in the past as well as in other Halo's editing kits.

Possible fix- The Debug Menu by default has an option to toggle one of these variables, [Home]->AI->ai_render_paths. In Sapien the variable is undefined, whereas in Tag_Test the value can be modified. Does this mean the variables just need to be defined somewhere for Sapien specifically? thx :)
Tanks Frank! I will keep that in mind, and look into it if it seems to happen again. Been fortunate to catch what was happening as you stated with the Encounters. Though I manged a few tricks using the right tags and values and quickly got the hang of it. I will be sharing my Bot Bootcamp AI pack for everyone to enjoy tinkering with as well, I just need to make sure to finish every stock CE map before doing so first lol
Legutóbb szerkesztette: xSoMuchPotx; 2023. okt. 19., 19:02
1. will be player simulation be implemented in halo 1 sapien?

2. the buffer size of particles are low, many particles not loading.

3. (got today) EXCEPTION halt in c:\mcc\qfe1\h1\code\h1a2\sources\ai\props.c,#105: (prop->unit_index != unit_index) && ((prop->actor_index == NONE) || (prop->actor_index != unit_actor_index))

4. 12.12.23 21:07:04 halo1 pc 01.03.43.0000 ----------------------------------------------
12.12.23 21:07:04 EXCEPTION halt in c:\mcc\qfe1\h1\code\h1a2\sources\saved_games\game_state_pc.c,#144: couldn't open or create saved game file (#3)

5. grenate throwing animation is bugged on elites, grenate is not attached to elite hand while in animation, so it comes from chest.
Legutóbb szerkesztette: Gorilla.Cucumber.; 2023. dec. 12., 10:10
Thought id write here cos I found this thread after having the issue of Halo CE tag test crashing with a "EXCEPTION halt in c:\mcc\qfe1\h1\code\h1a2\sources\memory\data.c,#723" error in debug.txt.

To fix it you go to "Documents/My Games/Halo1A" and delete the contents of the folder. Worked for me. Found it from https://c20.reclaimers.net/h1/h1-ek/h1-standalone-build/#known-issues so might help some other ppl
Ahh, so we meat (meet) again. I want to go over what I have found in a live stream here (twitch \xsomuchpotx lmk if this would be something you guys would like to talk about live), I had self observed these issues plenty and I came across some minor fixes to prevent these errors more or less.

Inhaled eredeti hozzászólása:
Thought id write here cos I found this thread after having the issue of Halo CE tag test crashing with a "EXCEPTION halt in c:\mcc\qfe1\h1\code\h1a2\sources\memory\data.c,#723" error in debug.txt.

To fix it you go to "Documents/My Games/Halo1A" and delete the contents of the folder. Worked for me. Found it from https://c20.reclaimers.net/h1/h1-ek/h1-standalone-build/#known-issues so might help some other ppl

I have never would have thought of that! I knew there was something that I did that would cause these exceptions at times more often than not, and boy let me tell you. If you want to manipulate any AI, just make sure they aren't in combat, rule #1 lol

Other issues might require you to open the map in Gorilla to find what the real reason is.

Other times it could be the object that is in the map causing errors, so you might need to delete it from the map using Gorilla, look at each field carefully of that object's tag properties to make sure that a value isn't past a certain limit (cause the EK wont tell you, you literally have to find that out on your own). Anything using World Units maxes out at 2000, keep that in mind.

Certain thresholds can be float values that are limited to 1.0 or 5.0. Nothing higher than that. You will get an exception if a actor has a higher threshold than 5 for attacking or defending, say for a panic like state, and so on...
Legutóbb szerkesztette: xSoMuchPotx; 2024. szept. 19., 10:39
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