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OrangeMohawk

.MAP
Firefight To Multiplayer Conversions

34 posts in this topic

Thanks to Matt for the video!

 

I'm going to start out by saying this is a work in progress. There is alot to do to get these conversions fully working, but I do plan on updating these regularly until they are fully functional.
 
What this is
This is a thread where I'll be posting progress and patches for firefight maps converted to multiplayer. Yes this requires a Jtag/RGH/DevKit. Everything except Unearthed and Installation 04 will require pre-loading.

 

Current Version - v0.3

  • Locales added for in_game_multiplayer_messages and global_multiplayer_messages

v0.25:

  • Multiplayer Globals and UI re-injected with the newest version of Injection Assembly to include stringids
  • English locales for random_player_names and team_names added
  • Monitor model properties revised to have shield vitality

 
v0.1:

  • Fly around in forge (no forging or editing existing items yet, monitor's bipd and null's hlmt, so low shields will beep when you're in monitor mode)
  • Play infection. I briefly tested Gun Game and Double Agent since Teancum posted his collection earlier and those seemed to be working, but everything else requires gametype labels which would require full forging capabilities to add.

After transferring the new maps to your console, you will find them listed as their firefight map name with "MP" before the name. I have it set up this way so they are all listed together and easier to find.
 
 
10637090024_295dee4a97_b.jpg
 
If you've read enough and want all the patches, here's a rar archive of them all.
Now onto each individual map...
 
Overlook
10682093995_b7070fa9fe_b.jpg
Download
 
Courtyard
10682134206_b1f60b0e35_b.jpg
Download
 
Waterfront
10682144264_4b36bb82f3_b.jpg
Download
 
Corvette
10682092925_c6f56ed2d9_b.jpg
Download
 
Beachhead
10682143084_95a132c53f_b.jpg
Download
 
Outpost
10682092495_18df124c3e_b.jpg
Download
 
Glacier
10682142314_baca78e744_b.jpg
Download
 
Holdout
10682090915_d3f5855876_b.jpg
Download
 
Unearthed
10682140674_23796378fc_b.jpg
Download
 
Installation 04
10682141184_0812b14154_b.jpg
Download
 
 
Finally, here's a link to the parent folder of everything on mediafire. New versions will be posted to the same folder.
 
Enjoy! Feel free to use these as a base for whatever mods you feel like doing. Just don't forget to give credit where it's due ;)
 
 
Thanks to:
The Assembly Team for a great modding tool, and again for automating injection.
Lord Zedd for this post on porting UI and campaign maps to multiplayer (although you do need to null scripts for firefight :tongue:).
Akarias for briefing me on the essentials for firefight conversion.

Edited by OrangeMohawk
Video

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looks great, cant wait to see forge lists populated onto these maps.

 

if only we could reference forge_halo.map as a 4th reference map and have it all load properly to also populate it with the forge building blocks

Nate the Great likes this

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looks great, cant wait to see forge lists populated onto these maps.

 

if only we could reference forge_halo.map as a 4th reference map and have it all load properly to also populate it with the forge building blocks

That would be a lot of work.

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This is really awesome! You know, Glacier makes a really cool multiplayer map.

 

 

Edit: 666th post!

Edited by Xevalous

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Very nice!

Thanks man!

 

looks great, cant wait to see forge lists populated onto these maps.

 

if only we could reference forge_halo.map as a 4th reference map and have it all load properly to also populate it with the forge building blocks

That'd be lovely! However, as modding progresses, I'm sure there will be more practical and easier ways to go about doing something like this.

 

This is really awesome! You know, Glacier makes a really cool multiplayer map.

Thanks, I think alot of the maps do, which is why I set out to convert them all :tongue: Although I'd have to say Courtyard and Holdout are my personal favorites.

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looks great, cant wait to see forge lists populated onto these maps.

 

if only we could reference forge_halo.map as a 4th reference map and have it all load properly to also populate it with the forge building blocks

 

Can already be done :P

 

Think about it for a minute or to, keep it simple; its easy to work out.

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Can already be done :tongue:

 

Think about it for a minute or to, keep it simple; its easy to work out.

 

Prove it then. To my knowledge, there are two areas where shared cache info is stored in a cache file, and one of them wouldn't allow for a forge_halo.map reference without XEX modification.

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So just to get this straight, from my understanding when you pre-load a map you can't play it with other people over Xbslink. So would Unearthed and Installation 04 work over Xbslink? I would actually really want to play 1 flag on overlook some day. 

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So just to get this straight, from my understanding when you pre-load a map you can't play it with other people over Xbslink. So would Unearthed and Installation 04 work over Xbslink? I would actually really want to play 1 flag on overlook some day. 

I don't think you need to pre-load.

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Prove it then. To my knowledge, there are two areas where shared cache info is stored in a cache file, and one of them wouldn't allow for a forge_halo.map reference without XEX modification.

 

That's just complicating it, there's no need for extra XEX modification. Look at how we reference a SP map and load assets that are local to that SP map in other maps. 

 

In other words, treat forge_halo.map as a new cache full of extra tags to be used. This also relates to ripping a ff map to pieces to make room for new tags, without increasing load times and or memory issues.

 

Edit: After all this is what lead to the discovery of loading campaign.map ages ago, was trying out FF maps in MP when I stumbled upon the idea of it.

Edited by Akarias
JJIJR likes this

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That's just complicating it, there's no need for extra XEX modification. Look at how we reference a SP map and load assets that are local to that SP map in other maps. 

 

In other words, treat forge_halo.map as a new cache full of extra tags to be used. This also relates to ripping a ff map to pieces to make room for new tags, without increasing load times and or memory issues.

 

Edit: After all this is what lead to the discovery of loading campaign.map ages ago, was trying out FF maps in MP when I stumbled upon the idea of it.

 

Then do it.

 

EDIT: I have just been informed that I am a dumbass and that it's actually pretty easy to do. Welp, sorry for any confusion.

Joshua1998 and CabooseSayzWTF like this

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So just to get this straight, from my understanding when you pre-load a map you can't play it with other people over Xbslink. So would Unearthed and Installation 04 work over Xbslink?

I haven't done any system link testing yet, so I can't say for sure one way or the other.

 

I would actually really want to play 1 flag on overlook some day. 

I'm confident that it will be possible eventually  :smile:

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Then do it.

 

EDIT: I have just been informed that I am a dumbass and that it's actually pretty easy to do. Welp, sorry for any confusion.

Civilian Vehicles does it. Cart_electric (injected to forge world's raw) Forklift (campaign.map) Military_truck (Campaign.map) pickup_truck (campaign.map) Cargo_truck (m70.map) Truck_cab_large (m70.map)

 

I had to inject cart_electric (m20.map) because you can't have 2 references to another map's local raw without the other unloading.

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Assets loaded from Campaign.map will not work over network games, only the host will be able to play. other clients might crash or wont see any of the injected tags. 

Oh yeah I remember we tested you patch and I couldn't see anything. 

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Then do it.

 

EDIT: I have just been informed that I am a dumbass and that it's actually pretty easy to do. Welp, sorry for any confusion.

 

Please don't make mistakes like that again :(

 

 

Assets loaded from Campaign.map will not work over network games, only the host will be able to play. other clients might crash or wont see any of the injected tags. 

 

I have a slight idea as to how we can get networked games working, but again its just  a theory atm and will be put into practise soon. I'm pretty dam sure it can be done.

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OP has been updated for release of v0.25:

  • Multiplayer Globals and UI re-injected with the newest version of Injection Assembly to include stringids
  • English locales for random_player_names and team_names added
  • Monitor model properties revised to have shield vitality

Download

Zone likes this

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Can you just send me this on a flash drive, i really dont feel like patching all these maps

If you ship it to me and pay for return shipping I can do that...

 

One more patch coming tomorrow to finish up non-forge related locales before work on the actual forge menus starts

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Dang it no spawning yet I saw cliff side was my playground u spawn phantom pelican and all biped tags :P if I knew how to make forge menu I'd try to fix it lol 

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Dang it no spawning yet I saw cliff side was my playground u spawn phantom pelican and all biped tags :tongue: if I knew how to make forge menu I'd try to fix it lol 

You can spawn. You just have to be on either the red or blue team. That's how the spawn zones were set up for firefight and I haven't fixed it yet.

 

If you meant spawning forge items, then that is not possible yet. I had an issue with the forge locales and did not want to force users to forge without knowing what they were creating.

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