Note: One anti-virus on VirusTotal detected the mccLaunch binaries as a virus.
This is false. All the source code is available on GitHub for analysis.
mccLaunch is a tool for loading modifications of all kinds into Halo: The Master Chief Collection.
Using this tool, you can safely manage and launch Halo: MCC with the mods of your choice, managed
automatically by mccLaunch.
]]>
First find where you want to store all of your mods, for example:
Documents\Halo Reach Modded Maps
Copy the file path and put it where it says:
Modded Map Folder
When you have done that, find where your Halo Reach maps are in your Steam and copy that path.
Example:
SteamLibrary\steamapps\common\Halo The Master Chief Collection\haloreach\maps
Past the path where it says:
Halo Map Folder
Then press "Reload Maps", select the map you want to play, then hit "Load Map".
Inside the Halo Reach Modded Maps folder you can rename all of the modded maps to what ever you like and it will still work.
If you have any questions let me know and I will try to get back to you as soon as possible.
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Original readme is below:
QuoteScriptTools - Made by Soldier of Light
Table of Contents
i. Intro
ii. Desc. of Files
iii. Features
iv. Constructor guide
v. Notes
vi. Credits_______________________________________________________
INTROAlrighty then, you're looking at the first real app I've ever made.
I'm actually pretty new to C#, but I picked it up pretty fast.
I made this program partly because I was bored, partly as a learning
experience, and partly 'cause none of the other tools were any good.
My intent was for this tool to help the community understand scripting,
and to make it a little easier to stomach._______________________________________________________
INCLUDED FILESInluced in this pack is:
HaloMap.dll - Halo library made by pokecancer
ScriptTools.exe - The actual program
log.txt - Prints technical details of unknown values
db.txt - Stores the script databaseIf you ask me why ____ isn't supported, and can find an example of it,
then there should be some printout in log.txt. Send it to me and
I'll do my best to add support for it. At this point I know it prints
vehicle seats, and type 48 (damage state I believe).All of the scripts used by the compiler and constructor are stored
in db.txt. I've made it in an easily editable format so that
if custom commands are created, they can be added. The format is:
Identity Return Type Name Arg1 Arg2 Arg3...
If you don't understand what this means, then don't worry about it.________________________________________________________
FEATURESThis program has the following features:
-It can display all of the scripts in a map.
-It can decompile a script into readable text.
-It can decompile the scripts in a map into text.
-It can compile a script from text into the map.
-It can compile a map's scripts from text into the map.
-It has a constructor view, which can guide the user through
creating a script
-It can decompile into the constructor view.
-It can compile from the constructor view.
-It features a global editor, which can change names, types,
and initialization expressions easily.
-It does NOT feature a chunk adder - this means you must manually add
a script chunk using entity. If you don't know how to do this,
consult my technical scripting tutorial.________________________________________________________
CONSTRUCTORThe wow factor of this program is without a doubt the constructor view.
I've tried to make it as intuitive as possible, but it still needs
some explanation. Here's how it works:It's a basic click and drag mechanism. You can see a script tree on
the left, which can be sorted according to identity, alphabetically,
or by return type. Once you select a script from the left, you can
drag it into a dropdown box on the right, and it will make the box
into that command.For example, if I'm just starting, I would locate the "begin" command
in the script tree, then I would click and drag it, then drop it in
the box on the right that says "<void>"Once you've dragged a script into the box, it generates blank spaces
for the next values, according to the database. If it doesn't give
you the parameters that you were looking for, simply drag the command
again and it will use the next database entry for that command.If you've run out of space for new commands, and you have a begin
statement somewhere, you can drag begin to that statement again to
add a blank dropdown to the script.If you want to use a global or static script, then you can drag the
corresponding value to the dropdown box, and it will repopulate the
list with the correct type of value.If you decide that you didn't want to make something a command, or
want to use a value somewhere instead of a command, simply drag
"(VALUE)" to the box, and it will erase all commands inside and change
it back into a simple value.If at any time you need to change the value type of a specific box,
you can right-click the box, and select a new type from the form.
Most users won't need to do this, but it's necessary for static scripts
which return something, as the constructor does not auto-cast begin
statements._____________________________________________________
NOTESWhile this program is in beta, there are bound to be tons of bugs.
If you find a bug, you can report it to me in one of 3 ways.
AIM: dkwiz214
MSN: [email protected]
email: [email protected]A description of the common error messages:
"No scripts": Your map does not have any script chunks.
"Parameter mismatch" (plaintext): No variation of the specified command
takes the type of value you provided
"Return mismatch" (constructor): You tried to put a command which cannot
return the expected value; you may choose to override this.*Please read*
My program relies on overwriting scripts. If you have just transferred
the script chunks into your map, there will be no actual scripts
to overwrite. Therefore, I suggest that you inject a blank script
for each chunk, using the entire map compiling feature. A sample blank
script looks like this:
(script stub blank
(begin true)
)
If you do not do this, you may get undesired results._______________________________________________________
CREDITSProgramming - Soldier of Light
Programming Help - MFC, The Tycko Man, Anthony, Pokecancer
HaloMap.dll - Pokecancer
Research help - Agent ME
Beta-ing - Munsie, Agent ME
]]>
The original reach unlock tool, uploading in case anyone needs it for modding with xenia.
Xenia does not fair well with Zedd's unlock patch so until the emulator is up to speed this can remove the map checks.
Launch with the -ignore parameter to ignore file checks and apply changes anyway.
Includes XeXTool.
]]>Dev kernel/xbdm will be necessary for things to work, as well as a copy of xdevkit.dll in the program directory. Find it in your 360 sdk installation or probably some other modding program that included it when it shouldn't have.
]]>Import this language to get a nicer definition, based on an older user defined language for Halo CE.
If you find any issues please message me.
]]>
Known Bugs:
In campaign and firefight, the colors only cycle in cutscenes. The colors only change in-game after you die, trigger a loading zone, reload last checkpoint, etc.
When flipping the switch on be sure that you are fully loaded into the map you select from the drop-down or else the tool may crash.
The visor color kinda just flickers in multiplayer
]]>These patches change the Camera Field of View to 90 instead of the original 70 for all playable characters on all playable levels of the game.
Note that this may cause clipping issues with some weapons as the animations were designed for a 70 degree FOV, not 90.
This is a simple mod that anyone could have done and released but I haven’t seen it done as of yet, so I decided that I would do it.
Hopefully this will make the campaign experience somewhat more enjoyable for those who still play.
Instructions on installation:
[Edit]
Because XboxChaos keeps messing up my screenshots, click here, here and here for non potato quality versions of the same screenshots.
]]>This Main Menu modification will add back the campaign lobby for those who want it, though please make sure you have the ESSENTIAL files from Halo 3 in order for this to work.
Requirements:
Halo 3 Mythic Multiplayer Version
Modified default.xex
Instructions for use:
1: Obtain a clean mainmenu.map from Halo 3 Mythic
2: Patch the clean mainmenu.map with the provided patch
3: Add your now patched mainmenu.map to the maps folder in your Halo 3 Mythic
4: Make sure you have all the files listed below in their proper directories
5: Start your game and enjoy!
ESSENTIAL FILES FOR THIS TO WORK:
QuoteMake sure you have the following files in your "maps" directory:
Quote005_intro.map
010_jungle.map
020_base.map
030_outskirts.map
040_voi.map
050_floodvoi.map
070_waste.map
100_citadel.map
110_hc.map
120_halo.map
130_epilogue.map
Campaign.map
Make sure you have the following files in your "info" directory:
Quote005_intro.mapinfo
010_jungle.mapinfo
020_base.mapinfo
030_outskirts.mapinfo
040_voi.mapinfo
050_floodvoi.mapinfo
070_waste.mapinfo
100_citadel.mapinfo
110_hc.mapinfo
120_halo.mapinfo
130_epilogue.mapinfo
halo3.campaign
[Optional, but you probably want it]
Make sure "credits_60.bik" is in your "bink" folder
Author's Last Words:
Please note that this isn't the final version. I plan on updating this soon with updated main menu text and HOPEFULLY campaign scoring and skulls working.
I will also release a version with the blue filter effect for those who like it ol' skool.
Thank you for taking the time to read this and I hope you enjoy.
- L337H4X0RZZ
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