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Home Page: http://www.xboxchaos.com/
License: GNU General Public License v3.0
Multi-Generation Blam Engine Research Tool
Home Page: http://www.xboxchaos.com/
License: GNU General Public License v3.0
I've had a withclass=false tagref field in my view as plugin for a while and I have yet to see it work. I remember this was mentioned as being implemented for a while now.
when a patch has a custom .mapinfo files we should display the maps new internal name so it can be loaded properly as well as maybe have the option to automatically save the map to that name
I think the tag tree could use a search bar, so finding a certain tag in classes with a large amount of tags (e.g. effe, bitm, etc.) becomes easier.
BlamCache reference this
<Compile Include="Patching\AssemblyPatchBlockID.cs" />
<Compile Include="Patching\AssemblyPatchLoader.cs" />
<Compile Include="Patching\AssemblyPatchWriter.cs" />
<Compile Include="Patching\LanguageChange.cs" />
<Compile Include="Patching\LocaleChange.cs" />
<Compile Include="Patching\MetaComparer.cs" />
<Compile Include="Patching\Patch.cs" />
<Compile Include="Patching\MetaChange.cs" />
Not included in source as far as I can see. Kudos love kk yer
There is a setting for this in settings however it doesn't do anything.
Since an advanced poker isn't going to be built into assembly but instead as a separate program skyrim isn't needed, and any memory offsets will only be towards halo games
Edit: I'm dumb and didn't read the full revision description. Close plox.
for obvious reasons we will likely want to hotkey certain things like screenshot to a button. however it got me to thinking about have options in settings to choose that.
such as having the buttons then being able to pre-assign tasks to certain hotkeys.
which could include things like
for xbdm commands
-screenshot
-console warm reboot
-console freeze/unfreeze
or for abit more map specific things, have a way to identify which game is currently being played or determine that by the current open tab. such as if your editing a reach map itll poke to the reach offsets. (as for TU or TU1 for certain cases that might need to be a seperate setting, and for an xex like halo 3 being the modded one is different size and offsets).
but certain functions such as your
-activate debugcam
-reload checkpoint
-force checkpoint
Inspire hotkey system from Skype: http://i.imgur.com/X7PU2Y1.png
Who knows when this happened, lul.
When closing the Settings menu it claims there is an unsaved change even when nothing was touched
Error when poking XDK when Xbox Ip is set wrong or offline.
A Fix, add excpetion catch and allow the app to continue instead of crashing.
It's possible to reorder tag tabs by dragging them, but the same can't be done with map tabs.
I just installed Windows 8 and Assembly is no longer compiling. Assembly.csproj is not loading correctly:
http://images.eaton-works.com/Instant/Images/4b40996c3b55afe773a7.png
Can you remove this dependency or are you guys actually using Blend? If so, what component may I be missing here?
as title says
StringID indices are actually larger than 16 bits in Reach release and forward. We need to add information about this into our definition files and adjust the StringID structure to account for it.
See kornman's post: http://www.halomods.com/ips/index.php?/topic/656-assembly-blam-research-tool/page__view__findpost__p__7757
I don't know if this feature is finished or not yet, but I was under the impression it was. If it is, I don't think it works in most cases.
If you modify locale's and create a patch, and then patch a clean map, the map won't be the same as the original that's been modified in assembly.
whenever i open a patch to apply it only showed the patch map ID set to -1
Assembly loads the new patch map great, but its locale info is stored in the PATG tag and Assembly doesn't like when I change "MATG" in the build xml to "PATG".
We should have a way to update an existing patch's content so we dont need to retype in all the info
If you have some nice changes lined up and poke them, your changes become "default". So if you have to poke the changes again, you have to go through and make the changes over again before anything will actually poke.
Maybe its just me, but when I try and throw the window up to the top to snap it full screen. It takes around 10-25 seconds for it to re-draw the full screen UI.
does xaml really need that long to re-adjust the layout?
The program is made but not implemented into the final program yet
Currently chunks do not count from 0 which can be confusing to deal with when a reflexive serves as an index to be referenced elsewhere (Scenario Palettes, etc).
So if skipping 0 is here to stay, I propose a variable for reflexives to allow for individually marking them as an index so the chunk count can start at 0 for easy navigation.
This is an enhancement.
I am suggesting a splash screen when loading up, as it can take up to 15-30 seconds (haven't timed it), when starting up. A splash screen or just by threading which is called on startup. I believe the most time is taken up in the constructor of the class Home ('Home.xaml.cs' file), and here is what Visual Studio showed to take up the most amount of time:
Occasionally (for a reason that may be a bug in itself) the program glitches up and makes the window extremely small to the point where it can't be resized and you have to delete the registry key. We should set a minimum window size to prevent this.
When poking a change, say a projectile swap on the AR on Ragnarok on TU2, Assembly seems to be poking because there is a small delay after clicking the button, but there are no changes in the game. So far I haven't been able to get any changes to show for any tag. Poking the full meta doesn't seem to work either. The connection is working because I can take screenshots.
There are no problems in Halo Reach, seems to be a Halo 4 specific issue.
If you select an existing patch file when you're creation a patch, it doesn't wipe the old one, it just writes over it. If the new patch is shorter than the old it just writes over the beginning.
The patch is still valid, but it should be fixed.
Scrolling with my mouse does not work. The mouse icon changes to the icon it displays when it is trying to scroll, but no movement occurs. I have to either drag the miniscule box/bar on the right, or click the up/down arrows in that same place, or use my keyboard arrow keys to eventualy scroll.
This occurs no matter if I'm in the tag viewer, the locale editor, or anywhere else in the program. I'm not sure if you just don't have working scrolling, or if this is a bug.
It would also be nice to start typing a tag name and have it 'jump' to the right location, so instead of needing to scroll the tags I can just type 'sc' and jump right to scen for example, but that's just a preference issue.
Would be very helpful. Plus manually adding in int fields for them in plugins is messy.
To my understanding this was made but not implemented into the final program
Friendly reminder for myself to re-code the API and make it more OO. (Well, as good as anything written in PHP can be...)
Currently you set in a dropdown box which game the patch is determined for, however in order to create a patch you choose a map. of which you could use to grab the build of to tell the patch creator was game it was for
to add another thing onto this, i was making some halo 3 patches and it get very annoying having to choose every single blf image. of which when they are loaded they have to be named a certain way. [name]_[type].blf
so why not just search for the primary file that is the base name than automatically grab the links for the other blf's assuming they are in the same folder.
some would be future additions
Tag Renaming
-rename the tags name and save in the .map, mostly for future editing
Tag Overwriting
-overwrite all the meta of the selected tag with another one in the same class
Tag Manipulation
-change the class of the tag
Tag Cloning
-duplicate the tags meta and insert as a new item into the meta data
For [bitm, mode, rmsh, snd! etc] have a "Go to Raw Editor"
Under the information drop-down (which still needs to be styled) for structs it would be nice to have a button to copy a single struct and be able to paste it in another struct (of equal size) so we wouldn't need to re-type all the information into the new one.
I really don't like how you guys dump the cached .taglist files to C://. I feel it would be more efficient to store them in the app's directory under a "Cache" folder.
when you click on a tag list it will make the tag scroll box jump up
The should be a area under the map information that says what the map is called in the game like how m52 in halo reach is new Alexandria.
The exception dialog get's hidden behind assembly sometimes since the Owner was removed.
These menus are still blank and don't have anything setup to show in them.
hide or make function
Have noticed a few people dislike the current setup. Putting this in the issue tracker so it doesn't get forgotten.
Should be replaced with something like a text field that searches/suggests.
The exception dialog get's hidden behind assembly sometimes since the Owner was removed.
From my own experience with using Assembly, it would be very convenient for tabs to have a right-click menu which allows users to mass-close tabs (e.g. Close All, Close All But This, etc.) similar to what can be done in editors such as Visual Studio. A situation often happens to me during testing where I end up having a lot of tabs open and have to manually close each one. This would save a lot of time in those cases. If this can be implemented easily, I would really appreciate it.
Assembly redirects them to itself preventing my from being able to controls my computers default media when focused on assembly
directed at alex since think this is something to do with wpf
Dragging the window doesn't work on windows that are not the one set as "main" in system preferences.
Patch application and creation needs to be multithreaded so that the UI doesn't freeze up.
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