https://halonet.net/wiki/api.php?action=feedcontributions&user=Krewat&feedformat=atomHaloNet.Net - User contributions [en]2024-03-28T21:37:42ZUser contributionsMediaWiki 1.31.0https://halonet.net/wiki/index.php?title=HURI&diff=211HURI2023-12-21T17:39:06Z<p>Krewat: </p>
<hr />
<div>HURI - Halo URI launcher<br />
<br />
Installs a batch file into the Halo install folder, and a registry edit, to enable links such as haloce://halosrv1.halonet.net:2302 <br />
<br />
The batch file will kill any running Halo CE client, then launch it with the -connect argument to connect directly to the server of your choice.<br />
<br />
Allows you to embed links in Discord, or web sites, as long as your players have this installed.<br />
<br />
Be careful installing, make sure you have the correct folder.<br />
<br />
Installer is here: https://halonet.net/huri/HaloCE_URL_Launcher.exe</div>Krewathttps://halonet.net/wiki/index.php?title=HURI&diff=210HURI2023-12-21T17:37:49Z<p>Krewat: Created page with "HURI - Halo URI launcher Installed a batch file and a registry edit to enable links like haloce://halosrv1.halonet.net:2302 The batch file will kill any running Halo CE cli..."</p>
<hr />
<div>HURI - Halo URI launcher<br />
<br />
Installed a batch file and a registry edit to enable links like haloce://halosrv1.halonet.net:2302 <br />
<br />
The batch file will kill any running Halo CE client, then launch it with the -connect argument to connect directly to the server of your choice.<br />
<br />
Allows you to embed links in Discord, or web sites, as long as your players have this installed.<br />
<br />
Installer is here: https://halonet.net/huri/HaloCE_URL_Launcher.exe</div>Krewathttps://halonet.net/wiki/index.php?title=Main_Page&diff=209Main Page2023-12-21T17:32:19Z<p>Krewat: </p>
<hr />
<div>Welcome to the HaloNet.Net Wiki - click the following links to access other parts of the Wiki:<br />
<br />
[https://halonet.net/wiki/index.php/HaloNet.Net HaloNet.Net - What is HaloNet.Net?]<br />
<br />
----<br />
<br />
[https://halonet.net/wiki/index.php/HaloNet_Halo_CE_and_PC_Map_repo HaloNet.Net Halo CE and PC map repository]<br />
<br />
----<br />
<br />
[https://halonet.net/wiki/index.php/HAC2 HAC2 - Halo CE and PC Combat Evolved extender]<br />
<br />
----<br />
<br />
[https://halonet.net/wiki/index.php/HaloNet-lobby HaloNet lobby monitoring service]<br />
<br />
----<br />
<br />
[https://halonet.net/wiki/index.php/HCN HCN - Halo Client Networking]<br />
<br />
----<br />
<br />
<br />
[https://halonet.net/wiki/index.php/HSE_and_HNET HSE®/HNET® - What is HSE®, HCE® and HNET®]<br />
<br />
----<br />
<br />
[https://halonet.net/wiki/index.php/HURI Halo CE URL launcher]<br />
<br />
----<br />
<br />
<br />
<br />
'''The ® character in names is not to denote a registered trademark, it is a symbol of where we came from - the Realworld Guild.'''<br />
<br />
----<br />
<br />
Quick jump:<br/><br />
[https://halonet.net/wiki/index.php/HSE/Server_Commands HSE® server commands]<br />
<br />
----<br />
<br />
Brought to you by msalerno®</div>Krewathttps://halonet.net/wiki/index.php?title=HSE_and_HNET&diff=208HSE and HNET2023-11-10T18:56:09Z<p>Krewat: </p>
<hr />
<div>THIS NEED MUCH MORE EDITING<br />
<br />
<br />
<br />
HSE®, HCE® and HNET® are a joint venture between msalerno® of Kilowatt Computers, and Harbinge® of the Realworld Guild, starting early in 2015...<br />
<br />
HSE® started out as UHMSO (Ultimate Halo MS Optimizer), but quickly became more than just an "optimizer". <br />
<br />
HSE® is a Halo CE server extension. It incorporates multiple modules, although the term "module" is a misnomer as none of the modules can be separated from each other. HSE® itself can not be disabled, but HCE® and HNET® can be disabled or enabled at will.<br />
<br />
HSE® will probably only ever be supported on Halo CE, not Halo PC, unless there's a real need for it. The differences are minimal, so at some point, there may be a PC version.<br />
<br />
Modules:<br />
<br />
HSE® - Halo Server Extensions - Contains administration, gameplay, and player interaction modifications to the base Halo CE server.<br />
<br />
HCE® - Halo Chat Extensions - Contains base Halo CE Chat modifications such as vehicle chat format change, but also includes Chat Groups (CG), Name Tags (NT), Favourite Shouts (FS) and many other features.<br />
<br />
HNET® - Halo Network - Adds on a higher level of Chat, Administration, Sanctions, Statistics, and many other features. The concept is that a main set of web servers allow inter-server chat, broadcasts, centralized administration, player statistics, and server error logging.<br />
<br />
As of June 2018, the following are some of the features of HSE®, HCE® and HNET®<br />
<br />
Administration - Admin/Moderator administration either in an XML file compatible with Gandanur, or using HNET® for centralized administration of server groups, administrators and moderators and their privilege levels.<br />
<br />
Sanctions - A full range of kick, autokick (continual kicking of a user for a predefined number of times), mute, freeze, prey (can move, but can not inflict any damage), and of course, the old standard, banning. Banning can be done in multiple ways. By playername/IP address, by IP address range only, or by using a "bad name" that will cause a specific name to be kicked off the server. An HNET® enabled server sends almost all sanctions up to HNET®, so if the interloper joins another server in the same server group, they are banned, autokicked, prey'd, frozen, etc.<br />
<br />
AFK/MIA - AFK can be called by using "brb" or .afk commands. MIA applies to missing-in-action players who go idle. Various stages of MIA occur, including stages where the player will be respawned so they drop a game objective (flag/skull ball), etc.<br />
<br />
Chat functions - Directed chat that allows a player to send a message ONLY to a single player, a list of players, or using ChatGroups (CGs), or NameTags (NTs). A ChatGroup can be defined as a list of players. A NameTag points at a single player and can be used as a shortcut. Favourite Shouts (FSs) can be used to quickly send a preset message, whether in public chat, team chat, vehicle chat, or directed chat. FSs can also be used to store commands and be executed at will.<br />
<br />
Interserver communications using HNET® - "global" chats through HNET® can be sent, to a single player or CG/NT. Not only chat, but server broadcasts, announcements, console commands to all or chosen servers. HNET® administration is done through a central web interface. Users, their privilege levels, what servers they can administer/moderate, etc.<br />
<br />
HNET® centralized storage for users - CGs, NTs, FSs, key assignments (which key is used for directed chat, FS use, etc), and many other flags are stored in HNET® when the server is HNET® enabled. A user can go to any other server and retrieve their custom settings from HNET® when they login. <br />
<br />
Scheduling system - Any time of day, week, month or even year can be defined, as well as a length of time for it to run, and how often to repeat. Any server command can be scheduled, including both stock Halo commands as well as HSE® commands. One example of this is the current system in the Realworld Guild servers where we send announcements of upcoming sessions, as well as sessions in progress, to all servers in the server group. Again, anything can be scheduled. Mapcycle changes, sv_public 0/1, all these things can be automated and set to a schedule.<br />
<br />
Map handling - classic map voting, map and gametype (GT) "tags" can be defined in the init which will then be used to display map/GT for map voting. A special command can be used to match a map and GT either by flags (ctf, slayer, etc) or by specific GT name (REALctf from the savegames folder). This command can be used to run ANY command as a map is loaded. <br />
<br />
Include files - In the init.txt, any other file can be "included" on the fly. You can create a file called "defaults.txt" and then every server you run can then include that file in the init.txt and you can set defaults for all servers using one common file. Include files can be used from RCON or the main console on demand. Any HSE® command can use an include file for arguments, so if you wanted to define a set of schedules, one schedule command with an include file spec can be used to read any number of a list of arguments.<br />
<br />
Patterns, player number, and quit list - most if not all sanctions, se_on_map (execute a command when game starts), chat destinations, defining CG/NT and basically everything, can use a "pattern" or a player number. If I want to ban a player who's name is ESCR0T069 for example, I can ".ban *69" or ".ban esc*". Patterns are not case sensitive. In some contexts, multiple matches are not permitted, especially sanctions, however UN-banning can match multiples, for example ".ub *". Quit lists are vital to administration of sanctions. If a player comes in, betrays and then quits, administrators/moderators can check the quit list, and perform a sanction on that "quit player". <br />
<br />
Statistics - race lap times, headshot/backtap and other stats are announced and tracked. At the current time (June 2018) more work has to be done on this. The centralized gathering of stats is not something we necessarily want to get into, as this has failed badly in the past, so we are currently reluctant to go too far in this direction. However, it's our intention to fully embrace stats, rewards and other 'level' based achievements or handicaps.<br />
<br />
Difficulty levels - modeled after the Easy, Normal, Heroic and Legendary levels from the campaign modes, careful determination has been made of damage amounts and applied accordingly. Players can choose which difficulty level they want to be, or it can be hardcoded and players do not get to choose. It can also be configured to allow players to only increase their difficulty and not go back to an easier level. Appropriate feedback is given for who did what to whom and what difficulty levels they were at. The difficulty system can be turned on and off at will, and the map-specific commands can be used to modify this behavior on the fly.<br />
<br />
MOTD files - F2 - Cycling of MOTD files, updating them in-game, using various variables to include information that may be dynamic, etc. <br />
<br />
Variables in inter-server broadcasts, announcements, etc. Offsets from a certain time useful for broadcasting "time until session", server IP/port, player specific values like ping or playername, next map or GT name, etc.</div>Krewathttps://halonet.net/wiki/index.php?title=HSE_and_HNET&diff=207HSE and HNET2023-11-10T18:54:16Z<p>Krewat: </p>
<hr />
<div>THIS NEED MUCH MORE EDITING<br />
<br />
<br />
<br />
HSE®, HCE® and HNET® are a joint venture between msalerno® of Kilowatt Computers, and Harbinge® of the Realworld Guild.<br />
<br />
HSE® started out as UHMSO (Ultimate Halo MS Optimizer), but quickly because more than just an "optimizer" so the name had to change. <br />
<br />
HSE® is a Halo CE server extension (not a server app!). It incorporates multiple modules, although the term "module" is a misnomer as none of the modules can be separated from each other. HSE® itself can not be disabled, but HCE® and HNET® can be disabled or enabled at will.<br />
<br />
HSE® will probably only ever be supported on Halo CE, not Halo PC, unless there's a real need for it. The differences are minimal, so at some point, there may be a PC version.<br />
<br />
Modules:<br />
<br />
HSE® - Halo Server Extensions - Contains administration, gameplay, and player interaction modifications to the base Halo CE server.<br />
<br />
HCE® - Halo Chat Extensions - Contains base Halo CE Chat modifications such as vehicle chat format change, but also includes Chat Groups (CG), Name Tags (NT), Favourite Shouts (FS) and many other features.<br />
<br />
HNET® - Halo Network - Adds on a higher level of Chat, Administration, Sanctions, Statistics, and many other features. The concept is that a main set of web servers allow inter-server chat, broadcasts, centralized administration, player statistics, and server error logging.<br />
<br />
As of June 2018, the following are some of the features of HSE®, HCE® and HNET®<br />
<br />
Administration - Admin/Moderator administration either in an XML file compatible with Gandanur, or using HNET® for centralized administration of server groups, administrators and moderators and their privilege levels.<br />
<br />
Sanctions - A full range of kick, autokick (continual kicking of a user for a predefined number of times), mute, freeze, prey (can move, but can not inflict any damage), and of course, the old standard, banning. Banning can be done in multiple ways. By playername/IP address, by IP address range only, or by using a "bad name" that will cause a specific name to be kicked off the server. An HNET® enabled server sends almost all sanctions up to HNET®, so if the interloper joins another server in the same server group, they are banned, autokicked, prey'd, frozen, etc.<br />
<br />
AFK/MIA - AFK can be called by using "brb" or .afk commands. MIA applies to missing-in-action players who go idle. Various stages of MIA occur, including stages where the player will be respawned so they drop a game objective (flag/skull ball), etc.<br />
<br />
Chat functions - Directed chat that allows a player to send a message ONLY to a single player, a list of players, or using ChatGroups (CGs), or NameTags (NTs). A ChatGroup can be defined as a list of players. A NameTag points at a single player and can be used as a shortcut. Favourite Shouts (FSs) can be used to quickly send a preset message, whether in public chat, team chat, vehicle chat, or directed chat. FSs can also be used to store commands and be executed at will.<br />
<br />
Interserver communications using HNET® - "global" chats through HNET® can be sent, to a single player or CG/NT. Not only chat, but server broadcasts, announcements, console commands to all or chosen servers. HNET® administration is done through a central web interface. Users, their privilege levels, what servers they can administer/moderate, etc.<br />
<br />
HNET® centralized storage for users - CGs, NTs, FSs, key assignments (which key is used for directed chat, FS use, etc), and many other flags are stored in HNET® when the server is HNET® enabled. A user can go to any other server and retrieve their custom settings from HNET® when they login. <br />
<br />
Scheduling system - Any time of day, week, month or even year can be defined, as well as a length of time for it to run, and how often to repeat. Any server command can be scheduled, including both stock Halo commands as well as HSE® commands. One example of this is the current system in the Realworld Guild servers where we send announcements of upcoming sessions, as well as sessions in progress, to all servers in the server group. Again, anything can be scheduled. Mapcycle changes, sv_public 0/1, all these things can be automated and set to a schedule.<br />
<br />
Map handling - classic map voting, map and gametype (GT) "tags" can be defined in the init which will then be used to display map/GT for map voting. A special command can be used to match a map and GT either by flags (ctf, slayer, etc) or by specific GT name (REALctf from the savegames folder). This command can be used to run ANY command as a map is loaded. <br />
<br />
Include files - In the init.txt, any other file can be "included" on the fly. You can create a file called "defaults.txt" and then every server you run can then include that file in the init.txt and you can set defaults for all servers using one common file. Include files can be used from RCON or the main console on demand. Any HSE® command can use an include file for arguments, so if you wanted to define a set of schedules, one schedule command with an include file spec can be used to read any number of a list of arguments.<br />
<br />
Patterns, player number, and quit list - most if not all sanctions, se_on_map (execute a command when game starts), chat destinations, defining CG/NT and basically everything, can use a "pattern" or a player number. If I want to ban a player who's name is ESCR0T069 for example, I can ".ban *69" or ".ban esc*". Patterns are not case sensitive. In some contexts, multiple matches are not permitted, especially sanctions, however UN-banning can match multiples, for example ".ub *". Quit lists are vital to administration of sanctions. If a player comes in, betrays and then quits, administrators/moderators can check the quit list, and perform a sanction on that "quit player". <br />
<br />
Statistics - race lap times, headshot/backtap and other stats are announced and tracked. At the current time (June 2018) more work has to be done on this. The centralized gathering of stats is not something we necessarily want to get into, as this has failed badly in the past, so we are currently reluctant to go too far in this direction. However, it's our intention to fully embrace stats, rewards and other 'level' based achievements or handicaps.<br />
<br />
Difficulty levels - modeled after the Easy, Normal, Heroic and Legendary levels from the campaign modes, careful determination has been made of damage amounts and applied accordingly. Players can choose which difficulty level they want to be, or it can be hardcoded and players do not get to choose. It can also be configured to allow players to only increase their difficulty and not go back to an easier level. Appropriate feedback is given for who did what to whom and what difficulty levels they were at. The difficulty system can be turned on and off at will, and the map-specific commands can be used to modify this behavior on the fly.<br />
<br />
MOTD files - F2 - Cycling of MOTD files, updating them in-game, using various variables to include information that may be dynamic, etc. <br />
<br />
Variables in inter-server broadcasts, announcements, etc. Offsets from a certain time useful for broadcasting "time until session", server IP/port, player specific values like ping or playername, next map or GT name, etc.</div>Krewathttps://halonet.net/wiki/index.php?title=HSE_and_HNET&diff=206HSE and HNET2023-11-10T18:53:59Z<p>Krewat: </p>
<hr />
<div>*** this needs much more editing ***<br />
<br />
HSE®, HCE® and HNET® are a joint venture between msalerno® of Kilowatt Computers, and Harbinge® of the Realworld Guild.<br />
<br />
HSE® started out as UHMSO (Ultimate Halo MS Optimizer), but quickly because more than just an "optimizer" so the name had to change. <br />
<br />
HSE® is a Halo CE server extension (not a server app!). It incorporates multiple modules, although the term "module" is a misnomer as none of the modules can be separated from each other. HSE® itself can not be disabled, but HCE® and HNET® can be disabled or enabled at will.<br />
<br />
HSE® will probably only ever be supported on Halo CE, not Halo PC, unless there's a real need for it. The differences are minimal, so at some point, there may be a PC version.<br />
<br />
Modules:<br />
<br />
HSE® - Halo Server Extensions - Contains administration, gameplay, and player interaction modifications to the base Halo CE server.<br />
<br />
HCE® - Halo Chat Extensions - Contains base Halo CE Chat modifications such as vehicle chat format change, but also includes Chat Groups (CG), Name Tags (NT), Favourite Shouts (FS) and many other features.<br />
<br />
HNET® - Halo Network - Adds on a higher level of Chat, Administration, Sanctions, Statistics, and many other features. The concept is that a main set of web servers allow inter-server chat, broadcasts, centralized administration, player statistics, and server error logging.<br />
<br />
As of June 2018, the following are some of the features of HSE®, HCE® and HNET®<br />
<br />
Administration - Admin/Moderator administration either in an XML file compatible with Gandanur, or using HNET® for centralized administration of server groups, administrators and moderators and their privilege levels.<br />
<br />
Sanctions - A full range of kick, autokick (continual kicking of a user for a predefined number of times), mute, freeze, prey (can move, but can not inflict any damage), and of course, the old standard, banning. Banning can be done in multiple ways. By playername/IP address, by IP address range only, or by using a "bad name" that will cause a specific name to be kicked off the server. An HNET® enabled server sends almost all sanctions up to HNET®, so if the interloper joins another server in the same server group, they are banned, autokicked, prey'd, frozen, etc.<br />
<br />
AFK/MIA - AFK can be called by using "brb" or .afk commands. MIA applies to missing-in-action players who go idle. Various stages of MIA occur, including stages where the player will be respawned so they drop a game objective (flag/skull ball), etc.<br />
<br />
Chat functions - Directed chat that allows a player to send a message ONLY to a single player, a list of players, or using ChatGroups (CGs), or NameTags (NTs). A ChatGroup can be defined as a list of players. A NameTag points at a single player and can be used as a shortcut. Favourite Shouts (FSs) can be used to quickly send a preset message, whether in public chat, team chat, vehicle chat, or directed chat. FSs can also be used to store commands and be executed at will.<br />
<br />
Interserver communications using HNET® - "global" chats through HNET® can be sent, to a single player or CG/NT. Not only chat, but server broadcasts, announcements, console commands to all or chosen servers. HNET® administration is done through a central web interface. Users, their privilege levels, what servers they can administer/moderate, etc.<br />
<br />
HNET® centralized storage for users - CGs, NTs, FSs, key assignments (which key is used for directed chat, FS use, etc), and many other flags are stored in HNET® when the server is HNET® enabled. A user can go to any other server and retrieve their custom settings from HNET® when they login. <br />
<br />
Scheduling system - Any time of day, week, month or even year can be defined, as well as a length of time for it to run, and how often to repeat. Any server command can be scheduled, including both stock Halo commands as well as HSE® commands. One example of this is the current system in the Realworld Guild servers where we send announcements of upcoming sessions, as well as sessions in progress, to all servers in the server group. Again, anything can be scheduled. Mapcycle changes, sv_public 0/1, all these things can be automated and set to a schedule.<br />
<br />
Map handling - classic map voting, map and gametype (GT) "tags" can be defined in the init which will then be used to display map/GT for map voting. A special command can be used to match a map and GT either by flags (ctf, slayer, etc) or by specific GT name (REALctf from the savegames folder). This command can be used to run ANY command as a map is loaded. <br />
<br />
Include files - In the init.txt, any other file can be "included" on the fly. You can create a file called "defaults.txt" and then every server you run can then include that file in the init.txt and you can set defaults for all servers using one common file. Include files can be used from RCON or the main console on demand. Any HSE® command can use an include file for arguments, so if you wanted to define a set of schedules, one schedule command with an include file spec can be used to read any number of a list of arguments.<br />
<br />
Patterns, player number, and quit list - most if not all sanctions, se_on_map (execute a command when game starts), chat destinations, defining CG/NT and basically everything, can use a "pattern" or a player number. If I want to ban a player who's name is ESCR0T069 for example, I can ".ban *69" or ".ban esc*". Patterns are not case sensitive. In some contexts, multiple matches are not permitted, especially sanctions, however UN-banning can match multiples, for example ".ub *". Quit lists are vital to administration of sanctions. If a player comes in, betrays and then quits, administrators/moderators can check the quit list, and perform a sanction on that "quit player". <br />
<br />
Statistics - race lap times, headshot/backtap and other stats are announced and tracked. At the current time (June 2018) more work has to be done on this. The centralized gathering of stats is not something we necessarily want to get into, as this has failed badly in the past, so we are currently reluctant to go too far in this direction. However, it's our intention to fully embrace stats, rewards and other 'level' based achievements or handicaps.<br />
<br />
Difficulty levels - modeled after the Easy, Normal, Heroic and Legendary levels from the campaign modes, careful determination has been made of damage amounts and applied accordingly. Players can choose which difficulty level they want to be, or it can be hardcoded and players do not get to choose. It can also be configured to allow players to only increase their difficulty and not go back to an easier level. Appropriate feedback is given for who did what to whom and what difficulty levels they were at. The difficulty system can be turned on and off at will, and the map-specific commands can be used to modify this behavior on the fly.<br />
<br />
MOTD files - F2 - Cycling of MOTD files, updating them in-game, using various variables to include information that may be dynamic, etc. <br />
<br />
Variables in inter-server broadcasts, announcements, etc. Offsets from a certain time useful for broadcasting "time until session", server IP/port, player specific values like ping or playername, next map or GT name, etc.</div>Krewathttps://halonet.net/wiki/index.php?title=HSE_and_HNET&diff=205HSE and HNET2023-11-10T18:53:48Z<p>Krewat: </p>
<hr />
<div>** this needs much more editing **<br />
<br />
HSE®, HCE® and HNET® are a joint venture between msalerno® of Kilowatt Computers, and Harbinge® of the Realworld Guild.<br />
<br />
HSE® started out as UHMSO (Ultimate Halo MS Optimizer), but quickly because more than just an "optimizer" so the name had to change. <br />
<br />
HSE® is a Halo CE server extension (not a server app!). It incorporates multiple modules, although the term "module" is a misnomer as none of the modules can be separated from each other. HSE® itself can not be disabled, but HCE® and HNET® can be disabled or enabled at will.<br />
<br />
HSE® will probably only ever be supported on Halo CE, not Halo PC, unless there's a real need for it. The differences are minimal, so at some point, there may be a PC version.<br />
<br />
Modules:<br />
<br />
HSE® - Halo Server Extensions - Contains administration, gameplay, and player interaction modifications to the base Halo CE server.<br />
<br />
HCE® - Halo Chat Extensions - Contains base Halo CE Chat modifications such as vehicle chat format change, but also includes Chat Groups (CG), Name Tags (NT), Favourite Shouts (FS) and many other features.<br />
<br />
HNET® - Halo Network - Adds on a higher level of Chat, Administration, Sanctions, Statistics, and many other features. The concept is that a main set of web servers allow inter-server chat, broadcasts, centralized administration, player statistics, and server error logging.<br />
<br />
As of June 2018, the following are some of the features of HSE®, HCE® and HNET®<br />
<br />
Administration - Admin/Moderator administration either in an XML file compatible with Gandanur, or using HNET® for centralized administration of server groups, administrators and moderators and their privilege levels.<br />
<br />
Sanctions - A full range of kick, autokick (continual kicking of a user for a predefined number of times), mute, freeze, prey (can move, but can not inflict any damage), and of course, the old standard, banning. Banning can be done in multiple ways. By playername/IP address, by IP address range only, or by using a "bad name" that will cause a specific name to be kicked off the server. An HNET® enabled server sends almost all sanctions up to HNET®, so if the interloper joins another server in the same server group, they are banned, autokicked, prey'd, frozen, etc.<br />
<br />
AFK/MIA - AFK can be called by using "brb" or .afk commands. MIA applies to missing-in-action players who go idle. Various stages of MIA occur, including stages where the player will be respawned so they drop a game objective (flag/skull ball), etc.<br />
<br />
Chat functions - Directed chat that allows a player to send a message ONLY to a single player, a list of players, or using ChatGroups (CGs), or NameTags (NTs). A ChatGroup can be defined as a list of players. A NameTag points at a single player and can be used as a shortcut. Favourite Shouts (FSs) can be used to quickly send a preset message, whether in public chat, team chat, vehicle chat, or directed chat. FSs can also be used to store commands and be executed at will.<br />
<br />
Interserver communications using HNET® - "global" chats through HNET® can be sent, to a single player or CG/NT. Not only chat, but server broadcasts, announcements, console commands to all or chosen servers. HNET® administration is done through a central web interface. Users, their privilege levels, what servers they can administer/moderate, etc.<br />
<br />
HNET® centralized storage for users - CGs, NTs, FSs, key assignments (which key is used for directed chat, FS use, etc), and many other flags are stored in HNET® when the server is HNET® enabled. A user can go to any other server and retrieve their custom settings from HNET® when they login. <br />
<br />
Scheduling system - Any time of day, week, month or even year can be defined, as well as a length of time for it to run, and how often to repeat. Any server command can be scheduled, including both stock Halo commands as well as HSE® commands. One example of this is the current system in the Realworld Guild servers where we send announcements of upcoming sessions, as well as sessions in progress, to all servers in the server group. Again, anything can be scheduled. Mapcycle changes, sv_public 0/1, all these things can be automated and set to a schedule.<br />
<br />
Map handling - classic map voting, map and gametype (GT) "tags" can be defined in the init which will then be used to display map/GT for map voting. A special command can be used to match a map and GT either by flags (ctf, slayer, etc) or by specific GT name (REALctf from the savegames folder). This command can be used to run ANY command as a map is loaded. <br />
<br />
Include files - In the init.txt, any other file can be "included" on the fly. You can create a file called "defaults.txt" and then every server you run can then include that file in the init.txt and you can set defaults for all servers using one common file. Include files can be used from RCON or the main console on demand. Any HSE® command can use an include file for arguments, so if you wanted to define a set of schedules, one schedule command with an include file spec can be used to read any number of a list of arguments.<br />
<br />
Patterns, player number, and quit list - most if not all sanctions, se_on_map (execute a command when game starts), chat destinations, defining CG/NT and basically everything, can use a "pattern" or a player number. If I want to ban a player who's name is ESCR0T069 for example, I can ".ban *69" or ".ban esc*". Patterns are not case sensitive. In some contexts, multiple matches are not permitted, especially sanctions, however UN-banning can match multiples, for example ".ub *". Quit lists are vital to administration of sanctions. If a player comes in, betrays and then quits, administrators/moderators can check the quit list, and perform a sanction on that "quit player". <br />
<br />
Statistics - race lap times, headshot/backtap and other stats are announced and tracked. At the current time (June 2018) more work has to be done on this. The centralized gathering of stats is not something we necessarily want to get into, as this has failed badly in the past, so we are currently reluctant to go too far in this direction. However, it's our intention to fully embrace stats, rewards and other 'level' based achievements or handicaps.<br />
<br />
Difficulty levels - modeled after the Easy, Normal, Heroic and Legendary levels from the campaign modes, careful determination has been made of damage amounts and applied accordingly. Players can choose which difficulty level they want to be, or it can be hardcoded and players do not get to choose. It can also be configured to allow players to only increase their difficulty and not go back to an easier level. Appropriate feedback is given for who did what to whom and what difficulty levels they were at. The difficulty system can be turned on and off at will, and the map-specific commands can be used to modify this behavior on the fly.<br />
<br />
MOTD files - F2 - Cycling of MOTD files, updating them in-game, using various variables to include information that may be dynamic, etc. <br />
<br />
Variables in inter-server broadcasts, announcements, etc. Offsets from a certain time useful for broadcasting "time until session", server IP/port, player specific values like ping or playername, next map or GT name, etc.</div>Krewathttps://halonet.net/wiki/index.php?title=HaloNet_Map_Download_Protocol&diff=204HaloNet Map Download Protocol2023-10-18T17:39:25Z<p>Krewat: </p>
<hr />
<div>'''Protocol description'''<br />
<br />
A standard protocol for downloading maps from HaloNet.Net, which HAC2 will move to, and other applications are free to use as well. "Application" describes a client or server-side modification, such as HAC2, HSE®, SAPP+LUA, Chimera, etc.<br />
<br />
As of November 12th, 2019, I have added the "invader" compressed map format as created by '''002/Kavawuvi'''- his github for invader is here: https://github.com/Kavawuvi/Invader<br />
<br />
----<br />
<br />
HAC2 and various client or server applications should operate as follows. Note that the default HTTP port is used, port 80.<br />
<br />
Example URL to download a Custom Edition map: <br />
<br />
http://maps1.halonet.net/halonet/locator.php?map=zmm_battle_grounds<br />
<br />
Map name is supplied as the variable "map". This is NOT case sensitive. CE maps are downloaded by default. To specify a PC (Combat Evolved) or Trial map, use the "type" variable to specify "ce", "pc", "trial" (or "demo"). Alternatively, "halor" (PC), "halom" (CE), or "halod" (Trial/Demo) can be used, as these are in the "product type" string most applications search for on startup.<br />
<br />
The default download format is .zip - if you wish to download .7z or .inv (invader-compress), the URL should contain a "format" variable set to either zip, 7z or inv. Example:<br />
<br />
http://maps1.halonet.net/halonet/locator.php?format=7z&map=zmm_battle_grounds<br />
<br />
If the "format" variable is not supplied, "zip" is the default.<br />
<br />
A "noredirect" variable with a value of "1" can be supplied indicating that redirects are not allowed. In this case, a 404 error will be returned if the map is not local to the map server.<br />
<br />
Example: http://maps1.halonet.net/halonet/locator.php?format=7z&noredirect=1&map=zmm_battle_grounds<br />
<br />
Map names should be "urlencoded" - https://www.w3schools.com/tags/ref_urlencode.asp - An example for Windows is to use InternetCanonicalizeUrlA: https://docs.microsoft.com/en-us/windows/desktop/api/wininet/nf-wininet-internetcanonicalizeurla<br />
<br />
An example of a PC map download in 7z format:<br />
<br />
http://maps1.halonet.net/halonet/locator.php?format=7z&type=pc&map=zmpsierra_1<br />
<br />
Supported variables:<br />
<br />
* '''map''' = specify the '''map name''', preferably urlencoded<br />
* '''format''' = download format, '''zip''', '''7z''' and '''inv''' supported<br />
* '''type''' = Game product type, '''ce''' or '''halom''' (Custom Edition), '''pc''' or '''halor''' (Combat Evolved), '''demo''' or '''trial''' or '''halod''' (Trial)<br />
* '''noredirect''' = 1 - Return 404 instead of 302 for a redirect.<br />
<br />
<br />
<br />
----<br />
<br />
'''Fault Tolerance'''<br />
<br />
The application should set the WinHTTP timeouts down to 10 or even 5 seconds so users don't face long waits for downloads. This can be done using the WinHttpSetTimeouts function. HaloNet's map servers should respond to the initial open quickly. The application can decide if the download speed is too slow, and switch to the next map server in the list if desired.<br />
<br />
If a connection fails to maps1.halonet.net, you should retry to maps2.halonet.net, maps3.halonet.net, etc, until the name no longer resolves. The name resolution is only done in WinHttpSendRequest, and the error returned is ERROR_WINHTTP_NAME_NOT_RESOLVED.<br />
<br />
A WinHttp example downloader can be provided on request. I hope to make one available on github.com at some point.<br />
<br />
'''Multiple servers can be queried at the same time, or downloaded from at the same time.''' The fastest responder or first to download can be used. This may actually slow down downloads if a player's Internet connection is slow to begin with, so the application should provide a way to enable or disable that option.<br />
<br />
----<br />
<br />
'''Return codes'''<br />
<br />
If the return code is 302, this is a "redirect". The URL returned in the Location header will point to the location to download the map in question. If this fails, continue on to the next map server and retry. This may be used to pull a map server out of the rotation, so every effort should be made to support this functionality.<br />
<br />
Any return code other than 200 (success) or 302 (redirect) indicates a failure of that particular map server, and every effort should be made to try the next map server.<br />
<br />
If the file returned is zero bytes, the map is not available in that format, if at all.<br />
<br />
----<br />
<br />
It is up to the application to decide when to stop trying. A user can be told map downloads are failing, and to press a certain key to stop trying, while the application continues to try the list of map servers. Or, it can stop when the list of map servers is exhausted.<br />
<br />
Again, the "list" of map servers is just this: maps1.halonet.net, maps2.halonet.net, maps3.halonet.net, etc, until the name no longer resolves. It is again up to the application to decide what to do at that point.<br />
<br />
If a map server fails to respond, the application is free to ignore this map server until a certain timeout passes, or for the entire session. For example, if maps1.halonet.net does not respond, later map download attempts can ignore this map server until the player restarts the game, or after 10 minutes have passed.</div>Krewathttps://halonet.net/wiki/index.php?title=HAC2/Release-Notes&diff=203HAC2/Release-Notes2022-03-12T23:09:27Z<p>Krewat: </p>
<hr />
<div>'''HAC2 release notes'''<br />
<br />
Besides the new features discussed here: http://wiki.halonet.net/index.php/HAC2/Post-Install-HAC2<br />
<br />
'''Known issues'''<br />
<br />
If you put hac.dll in your main Halo install folder, it will not update, and HAC2 might tell you to press F1 to update every time you start Halo. <br />
<br />
----<br />
<br />
'''2022/03/12''' - 2.3.2.1 - '''Released in alpha channel''' (forgot to change the version, this was an emergency release)<br />
<br />
Added master_server console command and preferences setting. Halonet.net now provides a secondary gamespy server at '''gamespy.halonet.net''' - this replaces both s1.master.hosthpc.com and s1.ms01.hosthpc.com. <br />
<br />
Expanded bookmark colors. White for empty, green for w/players, yellow for full, red for offline. <br />
<br />
Bookmarks are now kept in preferences.ini - On first startup, the bookmarks.hac file is read and saved as entries in the preferences file. Once there, the original bookmarks file is no longer used. However, a backup should be taken. If reverting version back to an earlier version, it will ignore preferences so any changes are not carried backward.<br />
<br />
<br />
----<br />
<br />
'''2021/06/23''' - 2.3.2.1<br />
<br />
Fixed Windows 10 exit issue - Halo calls TerminateProcess on itself before cleaning up. Which, go figure, kills off the entire thing abruptly.<br />
Bookmarks are now color-coded - red-offline, cyan-online but no players, green-online w/players, yellow online but full.<br />
Bookmarks are being moved to preferences.ini - this version only copies them to preferences.ini - it does not YET use preferences.ini bookmarks.<br />
<br />
----<br />
<br />
'''2019/12/16''' - 2.3.1.1<br />
<br />
Poly count fix from Devieth.<br />
32-bit texture fix from 002/Kavawuvi. '''Added post-alpha of 2.3.1.1''' - Fix for uncompressed WAV files from Vaporeon<br />
<br />
----<br />
<br />
'''2019/07/02'''<br />
<br />
Fixed optic usage output in the console. <br />
Removed optic_pack preference value when "optic unload" command is used. Otherwise, there was no way to permanently disable optic packs without editing preferences.ini manually.<br />
<br />
----<br />
<br />
Various bugs and other things fixed that you wouldn't know about right away:<br />
<br />
- Large maps, larger than somewhere around the 200MB mark, caused Halo to leave open file descriptors, causing a memory leak. After discussing this with 002/Kaviwuvi's help, he came up with a quick fix that involved loading the map in larger chunks than stock. This affected both the server and the client, and the client in self-hosting mode. Not sure if this affects SAPP.<br />
<br />
- Some NetEvents issues were fixed. Even when not connected to a server, after aborting a connection, NetEvents would try to communicate with the server, causing Halo to crash. Fix was to check if "current map" was UI, and if so, don't bother. NetEvents is a protocol made by sehe for SAPP - and SAPP can communicate in some ways with the new HAC2 - setting "Time Remaining" in the score screen, for example.<br />
<br />
- custom_chat and classic_chat can no longer be enabled/disabled while in-game. Stock halo chat text would freeze on-screen if one of these custom chat types were enabled.<br />
<br />
- There is a Bugzilla instance with (as of right now) about 10 or 15 bugs/enhancements to be fixed or implemented. These will be taken care of as time permits.</div>Krewathttps://halonet.net/wiki/index.php?title=HAC2/Release-Notes&diff=202HAC2/Release-Notes2022-03-12T23:08:37Z<p>Krewat: </p>
<hr />
<div>'''HAC2 release notes'''<br />
<br />
Besides the new features discussed here: http://wiki.halonet.net/index.php/HAC2/Post-Install-HAC2<br />
<br />
'''Known issues'''<br />
<br />
If you put hac.dll in your main Halo install folder, it will not update, and HAC2 might tell you to press F1 to update every time you start Halo. <br />
<br />
----<br />
<br />
'''2022/03/12''' - 2.3.2.1 (forgot to change the version, this was an emergency release)<br />
<br />
Added master_server console command and preferences setting. Halonet.net now provides a secondary gamespy server at '''gamespy.halonet.net''' - this replaces both s1.master.hosthpc.com and s1.ms01.hosthpc.com. <br />
<br />
Expanded bookmark colors. White for empty, green for w/players, yellow for full, red for offline. <br />
<br />
Bookmarks are now kept in preferences.ini - On first startup, the bookmarks.hac file is read and saved as entries in the preferences file. Once there, the original bookmarks file is no longer used. However, a backup should be taken. If reverting version back to an earlier version, it will ignore preferences so any changes are not carried backward.<br />
<br />
<br />
----<br />
<br />
'''2021/06/23''' - 2.3.2.1<br />
<br />
Fixed Windows 10 exit issue - Halo calls TerminateProcess on itself before cleaning up. Which, go figure, kills off the entire thing abruptly.<br />
Bookmarks are now color-coded - red-offline, cyan-online but no players, green-online w/players, yellow online but full.<br />
Bookmarks are being moved to preferences.ini - this version only copies them to preferences.ini - it does not YET use preferences.ini bookmarks.<br />
<br />
----<br />
<br />
'''2019/12/16''' - 2.3.1.1<br />
<br />
Poly count fix from Devieth.<br />
32-bit texture fix from 002/Kavawuvi. '''Added post-alpha of 2.3.1.1''' - Fix for uncompressed WAV files from Vaporeon<br />
<br />
----<br />
<br />
'''2019/07/02'''<br />
<br />
Fixed optic usage output in the console. <br />
Removed optic_pack preference value when "optic unload" command is used. Otherwise, there was no way to permanently disable optic packs without editing preferences.ini manually.<br />
<br />
----<br />
<br />
Various bugs and other things fixed that you wouldn't know about right away:<br />
<br />
- Large maps, larger than somewhere around the 200MB mark, caused Halo to leave open file descriptors, causing a memory leak. After discussing this with 002/Kaviwuvi's help, he came up with a quick fix that involved loading the map in larger chunks than stock. This affected both the server and the client, and the client in self-hosting mode. Not sure if this affects SAPP.<br />
<br />
- Some NetEvents issues were fixed. Even when not connected to a server, after aborting a connection, NetEvents would try to communicate with the server, causing Halo to crash. Fix was to check if "current map" was UI, and if so, don't bother. NetEvents is a protocol made by sehe for SAPP - and SAPP can communicate in some ways with the new HAC2 - setting "Time Remaining" in the score screen, for example.<br />
<br />
- custom_chat and classic_chat can no longer be enabled/disabled while in-game. Stock halo chat text would freeze on-screen if one of these custom chat types were enabled.<br />
<br />
- There is a Bugzilla instance with (as of right now) about 10 or 15 bugs/enhancements to be fixed or implemented. These will be taken care of as time permits.</div>Krewathttps://halonet.net/wiki/index.php?title=HAC2/Release-Notes&diff=201HAC2/Release-Notes2021-06-23T14:27:55Z<p>Krewat: </p>
<hr />
<div>'''HAC2 release notes'''<br />
<br />
Besides the new features discussed here: http://wiki.halonet.net/index.php/HAC2/Post-Install-HAC2<br />
<br />
'''Known issues'''<br />
<br />
If you put hac.dll in your main Halo install folder, it will not update, and HAC2 might tell you to press F1 to update every time you start Halo. <br />
<br />
----<br />
<br />
'''2021/06/23''' - 2.3.2.1<br />
<br />
Fixed Windows 10 exit issue - Halo calls TerminateProcess on itself before cleaning up. Which, go figure, kills off the entire thing abruptly.<br />
Bookmarks are now color-coded - red-offline, cyan-online but no players, green-online w/players, yellow online but full.<br />
Bookmarks are being moved to preferences.ini - this version only copies them to preferences.ini - it does not YET use preferences.ini bookmarks.<br />
<br />
----<br />
<br />
'''2019/12/16''' - 2.3.1.1<br />
<br />
Poly count fix from Devieth.<br />
32-bit texture fix from 002/Kavawuvi. '''Added post-alpha of 2.3.1.1''' - Fix for uncompressed WAV files from Vaporeon<br />
<br />
----<br />
<br />
'''2019/07/02'''<br />
<br />
Fixed optic usage output in the console. <br />
Removed optic_pack preference value when "optic unload" command is used. Otherwise, there was no way to permanently disable optic packs without editing preferences.ini manually.<br />
<br />
----<br />
<br />
Various bugs and other things fixed that you wouldn't know about right away:<br />
<br />
- Large maps, larger than somewhere around the 200MB mark, caused Halo to leave open file descriptors, causing a memory leak. After discussing this with 002/Kaviwuvi's help, he came up with a quick fix that involved loading the map in larger chunks than stock. This affected both the server and the client, and the client in self-hosting mode. Not sure if this affects SAPP.<br />
<br />
- Some NetEvents issues were fixed. Even when not connected to a server, after aborting a connection, NetEvents would try to communicate with the server, causing Halo to crash. Fix was to check if "current map" was UI, and if so, don't bother. NetEvents is a protocol made by sehe for SAPP - and SAPP can communicate in some ways with the new HAC2 - setting "Time Remaining" in the score screen, for example.<br />
<br />
- custom_chat and classic_chat can no longer be enabled/disabled while in-game. Stock halo chat text would freeze on-screen if one of these custom chat types were enabled.<br />
<br />
- There is a Bugzilla instance with (as of right now) about 10 or 15 bugs/enhancements to be fixed or implemented. These will be taken care of as time permits.</div>Krewathttps://halonet.net/wiki/index.php?title=HAC2/Post-Install-HAC2&diff=200HAC2/Post-Install-HAC22021-03-13T16:26:25Z<p>Krewat: </p>
<hr />
<div>'''HAC2 - configuration'''<br />
<br />
Various other articles exist for the basics of HAC2 configuration. That information will be added here at a later date. For now, see the new features below.<br />
<br />
'''HAC2 - new features'''<br />
<br />
Since late 2018, I have added a few new features to HAC2. These include:<br />
<br />
----<br />
<br />
'''Last server bookmark.''' The last server you joined will be bookmarked as Alt-L. <br />
<br />
----<br />
<br />
'''FQDN support for bookmarks'''. This allows a full domain name to be stored in bookmarks for your server. There is a 32-character limit. If you want to add a domain name to your SAPP server, add "query_add fqdn <servername>" to the init.txt. For example:<br />
<br />
query_add fqdn halosrv1.halonet.net<br />
<br />
In HSE®, add: se_hostname <fqdn> to the init.txt<br />
<br />
----<br />
<br />
'''discord''' command - enable/disable Discord support. This can be enabled/disabled at any time and is saved in the preferences.<br />
<br />
'''Discord Rich Presence support'''. This was added by Btcc22, but I have made enhancements to it. I added the ability to detect a "private" server, so that the specifics are not broadcast to Discord. HSE® respects the sv_public setting and needs no further configuration. For SAPP, add "query_add private 1" to your init.txt<br />
<br />
Also, "special" characters that are less than decimal 32 (non printing) are removed before the server name is sent to Discord. ^A (SOH, decimal 1) is commonly used to position a server up the lobby list sorted by server name. <br />
<br />
----<br />
<br />
'''Time remaining in the F1 screen'''. This was added by Btcc22/Chaosvex. This works with HSE® as well as the latest version of SAPP. No further configuration necessary.<br />
<br />
----<br />
<br />
'''Classic chat'''. This mimics the classic Halo chat but uses Btcc22's custom chat code. Use the console command "classic_chat 1" to turn it on when not connected to a server. Note: custom_chat and classic_chat can no longer be enabled/disabled while in-game. Stock halo chat text would freeze on-screen if one of these custom chat types were enabled.<br />
<br />
----<br />
<br />
'''chat_font''' command. Sets the font used by custom or classic chat. For example: chat_font "Lucida Console"<br />
<br />
----<br />
<br />
'''font_size''' command. Use this to set the font size. Default is around 24. This was done by Btcc22, but I include it here because of the classic chat and other chat settings I added.<br />
<br />
----<br />
<br />
'''chat_lines''' or '''line_limit''' command. Sets the number of lines of custom or classic chat on the screen. The default is 6. <br />
<br />
----<br />
<br />
'''debug''' command. Turns on certain debug output that may be helpful for debugging issues. This sets the preference "debug_output" in preferences.ini - You can edit the preferences file directly if necessary.<br />
<br />
----<br />
<br />
'''save''' command. Forces a preferences save. This is a diagnostic for people having issues with Windows 10 not saving preferences.<br />
<br />
----<br />
<br />
More coming as time permits.</div>Krewathttps://halonet.net/wiki/index.php?title=HaloNet_Halo_CE_and_PC_Map_repo&diff=199HaloNet Halo CE and PC Map repo2020-11-18T22:56:15Z<p>Krewat: </p>
<hr />
<div>'''Halo CE and PC Map repository'''<br />
<br />
----<br />
<br />
The map repository at HaloNet.Net is available here: http://maps.halonet.net/maplist.php<br />
<br />
That location is where HAC2 downloads it's maps, so if there is a map missing, please submit it.<br />
<br />
As of July 2019, I will be providing both .zip and .7z compressed map files. Legacy HAC2 will continue to download .zip files. New Halo CE/PC mods are welcome to use a new protocol to download maps, detailed here: https://halonet.net/wiki/index.php/HaloNet_Map_Download_Protocol<br />
<br />
There will be two storage locations. <br />
<br />
- HAC2 or other mod downloads. These .zip, .7z, or .inv (invader-compress) files will not include the README.txt or image files. They will contain ONLY the .map file. Generally, this location is not advertised, but is available. In the case of invader-compress files, the format can only handle a valid map file as a single stream.<br />
<br />
- http://maps.halonet.net/maplist.php - These files will contain the original .map files with mismatching names, warts and all. If a README.txt or image files were supplied, they will be in this download. Maps that may have their internal names fixed, or size zeroed in the header, or other modifications, are not available here. These maps will be the originals as downloaded from various map sites or provided to me by Btcc22/Chaosvex or sehe. Newer maps that were submitted directly to me will be retained as supplied.<br />
<br />
----<br />
<br />
'''Guidelines for submitting maps to the HaloNet.Net map repo'''<br />
<br />
- New maps should not include alt-codes or spaces in the name. If you have an older map to submit, I'll deal with it, but only on an as-needed basis. <br />
<br />
- (Optional) Include a README.txt in the file with a map description, including recommended/supported game types.<br />
<br />
- (Optional) Provide images of the map to be included in the map list details in JPG format. Name the files map1.jpg, map2.jpg, etc., up to a max of 10 images.<br />
<br />
- Supplied files, such as the README.txt and images will NOT be available in the .zip of .7z files in the map download repo. <br />
<br />
Contact me on Discord to arrange a submission. Join the HaloNet.Net discord server here: https://discord.gg/sbSwAR8<br />
<br />
----<br />
<br />
'''More notes on the map repo'''<br />
<br />
In June, 2019, I have set the internal names in all map files to match the filename. There were over 90 maps (out of over 5000) where the internal name did not match the filename, so were unusable. These have been fixed.<br />
<br />
Furthermore, there were some maps that had "alt-code" characters in them that made them difficult to host in a way that was available for most. These maps have been "fixed" and are now downloadable, but the names have changed slightly. <br />
<br />
----<br />
<br />
There is a bug in stock Halo, both server and client, where a large map over a certain size, 200MB+ or so, would do two things:<br />
<br />
- Cause Halo to leak file descriptors. If a server was up long enough, and kept playing these large maps for extended periods of time, file descriptors could be exhausted.<br />
<br />
- Cause Halo to ignore the internal name of the map. Because most of the mismatched name maps were larger than the cutoff, the name mismatch was not noticed. However, because the bug is fixed in HSE®, HAC2, and possibly Chimera, these large maps would have been unplayable. <br />
<br />
The solution to everything is to zero out the size in the map header, but I have been reluctant to do this to the HAC2 repo for now. If anyone cares to discuss it with me, please do.</div>Krewathttps://halonet.net/wiki/index.php?title=HAC2/Post-Install&diff=198HAC2/Post-Install2020-11-18T22:55:30Z<p>Krewat: </p>
<hr />
<div>'''Loader options'''<br />
[https://halonet.net/wiki/index.php/HAC2/Post-Install-loader HAC2 Loader options]<br />
<br />
'''HAC2 configuration'''<br />
[https://halonet.net/wiki/index.php/HAC2/Post-Install-HAC2 HAC2 configuration]<br />
<br />
<br />
----<br />
<br />
'''HAC2 and loader updates'''<br />
<br />
As updates for loader.dll or HAC2 itself become available, they will be released automatically. <br />
<br />
HAC2 updates happen automatically in the background and require no user intervention, the same as it has always been.<br />
<br />
'''loader updates are now possible!''' - If there is a loader update, once Halo gets to the main menu, you will see a prompt like this once, and then once every 10 seconds if you press any key:<br />
<br />
'''HAC2 Loader update available - Press F1 to install - Halo will exit!'''<br />
<br />
This message will not display if you are in-game. <br />
<br />
Press F1, HAC2 will run the installer, and Halo will exit. You might need to search for the install window with Alt-Tab. Follow the installation instructions available at [http://wiki.halonet.net/index.php/HAC2/Installation HAC2 Installation]<br />
<br />
If you have the old loader.dll, this update is not possible, so manually update as soon as possible.</div>Krewathttps://halonet.net/wiki/index.php?title=HAC2&diff=197HAC22020-11-18T22:46:43Z<p>Krewat: </p>
<hr />
<div>'''HAC2 client-side Halo CE Custom Edition and PC Combat Evolved Extension'''<br />
<br />
This extension supports server bookmarks, map downloads, automatic updates, and a lot of other modifications to the basic Halo client.<br />
<br />
Installation is easy now, with a NSIS installer to copy loader.dll into the Halo controls folder. <br />
<br />
It is my intention to continue supporting Windows XP for as long as I can. However, there are some issues with Windows XP, especially when updating the loader. If you have issues, you can find HAC2_loader_install.exe in the Downloads folder in Documents\My Games\HAC2 and run it from there.<br />
<br />
[https://halonet.net/wiki/index.php/HAC2/Installation HAC2_loader_installer instructions]<br />
<br />
'''Post install configuration for HAC2:'''<br />
<br />
[https://halonet.net/wiki/index.php/HAC2/Post-Install HAC2 post installation]<br />
<br />
'''HAC2 release notes'''<br />
<br />
[https://halonet.net/wiki/index.php/HAC2/Release-Notes HAC2 release notes]</div>Krewathttps://halonet.net/wiki/index.php?title=Main_Page&diff=196Main Page2020-11-18T22:36:51Z<p>Krewat: </p>
<hr />
<div>Welcome to the HaloNet.Net Wiki - click the following links to access other parts of the Wiki:<br />
<br />
[https://halonet.net/wiki/index.php/HaloNet.Net HaloNet.Net - What is HaloNet.Net?]<br />
<br />
----<br />
<br />
[https://halonet.net/wiki/index.php/HaloNet_Halo_CE_and_PC_Map_repo HaloNet.Net Halo CE and PC map repository]<br />
<br />
----<br />
<br />
[https://halonet.net/wiki/index.php/HAC2 HAC2 - Halo CE and PC Combat Evolved extender]<br />
<br />
----<br />
<br />
[https://halonet.net/wiki/index.php/HaloNet-lobby HaloNet lobby monitoring service]<br />
<br />
----<br />
<br />
[https://halonet.net/wiki/index.php/HCN HCN - Halo Client Networking]<br />
<br />
----<br />
<br />
<br />
[https://halonet.net/wiki/index.php/HSE_and_HNET HSE®/HNET® - What is HSE®, HCE® and HNET®]<br />
<br />
----<br />
<br />
'''The ® character in names is not to denote a registered trademark, it is a symbol of where we came from - the Realworld Guild.'''<br />
<br />
----<br />
<br />
Quick jump:<br/><br />
[https://halonet.net/wiki/index.php/HSE/Server_Commands HSE® server commands]<br />
<br />
----<br />
<br />
Brought to you by msalerno®</div>Krewathttps://halonet.net/wiki/index.php?title=Main_Page&diff=195Main Page2020-11-18T22:35:51Z<p>Krewat: </p>
<hr />
<div>Welcome to the HaloNet.Net Wiki - click the following links to access other parts of the Wiki:<br />
<br />
[http://halonet.net/wiki/index.php/HaloNet.Net HaloNet.Net - What is HaloNet.Net?]<br />
<br />
----<br />
<br />
[http://wiki.halonet.net/index.php/HaloNet_Halo_CE_and_PC_Map_repo HaloNet.Net Halo CE and PC map repository]<br />
<br />
----<br />
<br />
[http://wiki.halonet.net/index.php/HAC2 HAC2 - Halo CE and PC Combat Evolved extender]<br />
<br />
----<br />
<br />
[http://wiki.halonet.net/index.php/HaloNet-lobby HaloNet lobby monitoring service]<br />
<br />
----<br />
<br />
[http://wiki.halonet.net/index.php/HCN HCN - Halo Client Networking]<br />
<br />
----<br />
<br />
<br />
[http://wiki.halonet.net/index.php/HSE_and_HNET HSE®/HNET® - What is HSE®, HCE® and HNET®]<br />
<br />
----<br />
<br />
'''The ® character in names is not to denote a registered trademark, it is a symbol of where we came from - the Realworld Guild.'''<br />
<br />
----<br />
<br />
Quick jump:<br/><br />
[http://wiki.halonet.net/index.php/HSE/Server_Commands HSE® server commands]<br />
<br />
----<br />
<br />
Brought to you by msalerno®</div>Krewathttps://halonet.net/wiki/index.php?title=HAC2/Release-Notes&diff=194HAC2/Release-Notes2019-12-22T20:53:47Z<p>Krewat: </p>
<hr />
<div>'''HAC2 release notes'''<br />
<br />
Besides the new features discussed here: http://wiki.halonet.net/index.php/HAC2/Post-Install-HAC2<br />
<br />
'''Known issues'''<br />
<br />
If you put hac.dll in your main Halo install folder, it will not update, and HAC2 might tell you to press F1 to update every time you start Halo. <br />
<br />
----<br />
<br />
'''2019/12/16''' - 2.3.1.1<br />
<br />
Poly count fix from Devieth.<br />
32-bit texture fix from 002/Kavawuvi. '''Added post-alpha of 2.3.1.1''' - Fix for uncompressed WAV files from Vaporeon<br />
<br />
----<br />
<br />
'''2019/07/02'''<br />
<br />
Fixed optic usage output in the console. <br />
Removed optic_pack preference value when "optic unload" command is used. Otherwise, there was no way to permanently disable optic packs without editing preferences.ini manually.<br />
<br />
----<br />
<br />
Various bugs and other things fixed that you wouldn't know about right away:<br />
<br />
- Large maps, larger than somewhere around the 200MB mark, caused Halo to leave open file descriptors, causing a memory leak. After discussing this with 002/Kaviwuvi's help, he came up with a quick fix that involved loading the map in larger chunks than stock. This affected both the server and the client, and the client in self-hosting mode. Not sure if this affects SAPP.<br />
<br />
- Some NetEvents issues were fixed. Even when not connected to a server, after aborting a connection, NetEvents would try to communicate with the server, causing Halo to crash. Fix was to check if "current map" was UI, and if so, don't bother. NetEvents is a protocol made by sehe for SAPP - and SAPP can communicate in some ways with the new HAC2 - setting "Time Remaining" in the score screen, for example.<br />
<br />
- custom_chat and classic_chat can no longer be enabled/disabled while in-game. Stock halo chat text would freeze on-screen if one of these custom chat types were enabled.<br />
<br />
- There is a Bugzilla instance with (as of right now) about 10 or 15 bugs/enhancements to be fixed or implemented. These will be taken care of as time permits.</div>Krewathttps://halonet.net/wiki/index.php?title=HAC2/Release-Notes&diff=193HAC2/Release-Notes2019-12-22T20:51:35Z<p>Krewat: </p>
<hr />
<div>'''HAC2 release notes'''<br />
<br />
Besides the new features discussed here: http://wiki.halonet.net/index.php/HAC2/Post-Install-HAC2<br />
<br />
'''Known issues'''<br />
<br />
If you put hac.dll in your main Halo install folder, it will not update, and HAC2 might tell you to press F1 to update every time you start Halo. <br />
<br />
----<br />
<br />
'''2019/12/16''' - 2.3.1.1<br />
<br />
Poly count fix from Devieth.<br />
32-bit texture fix from 002/Kavawuvi. '''Added post-alpha of 2.3.1.1''' - Fix for uncompressed WAV files from Vaporeon<br />
<br />
----<br />
<br />
'''2019/07/02'''<br />
<br />
Fixed optic usage output in the console. <br />
Removed optic_pack preference value when "optic unload" command is used. Otherwise, there was no way to permanently disable optic packs without editing preferences.ini manually.<br />
<br />
----<br />
<br />
Various bugs and other things fixed that you wouldn't know about right away:<br />
<br />
- Large maps, larger than somewhere around the 200MB mark, caused Halo to leave open file descriptors, causing a memory leak. After discussing this with 002/Kaviwuvi's help, he came up with a quick fix that involved loading the map in larger chunks than stock. This affected both the server and the client, and the client in self-hosting mode. Not sure if this affects SAPP.<br />
<br />
- Some NetEvents issues were fixed. Even when not connected to a server, after aborting a connection, NetEvents would try to communicate with the server, causing crash. Fix was to check if "current map" was UI, and if so, don't other.<br />
<br />
- custom_chat and classic_chat can no longer be enabled/disabled while in-game. Stock halo chat text would freeze on-screen if one of these custom chat types were enabled.<br />
<br />
- There is a Bugzilla instance with (as of right now) about 10 or 15 bugs/enhancements to be fixed or implemented. These will be taken care of as time permits.</div>Krewathttps://halonet.net/wiki/index.php?title=HAC2/Release-Notes&diff=192HAC2/Release-Notes2019-12-22T20:43:29Z<p>Krewat: </p>
<hr />
<div>'''HAC2 release notes'''<br />
<br />
Besides the new features discussed here: http://wiki.halonet.net/index.php/HAC2/Post-Install-HAC2<br />
<br />
'''Known issues'''<br />
<br />
If you put hac.dll in your main Halo install folder, it will not update, and HAC2 might tell you to press F1 to update every time you start Halo. <br />
<br />
----<br />
<br />
'''2019/12/16''' - 2.3.1.1<br />
<br />
Poly count fix from Devieth.<br />
32-bit texture fix from 002/Kavawuvi. '''Added post-alpha of 2.3.1.1''' - Fix for uncompressed WAV files from 002/Vaporeon<br />
<br />
----<br />
<br />
'''2019/07/02'''<br />
<br />
Fixed optic usage output in the console. <br />
Removed optic_pack preference value when "optic unload" command is used. Otherwise, there was no way to permanently disable optic packs without editing preferences.ini manually.<br />
<br />
----<br />
<br />
Various bugs and other things fixed that you wouldn't know about right away:<br />
<br />
- Large maps, larger than somewhere around the 200MB mark, caused Halo to leave open file descriptors, causing a memory leak. After discussing this with 002/Kaviwuvi's help, he came up with a quick fix that involved loading the map in larger chunks than stock. This affected both the server and the client, and the client in self-hosting mode. Not sure if this affects SAPP.<br />
<br />
- Some NetEvents issues were fixed. Even when not connected to a server, after aborting a connection, NetEvents would try to communicate with the server, causing crash. Fix was to check if "current map" was UI, and if so, don't other.<br />
<br />
- custom_chat and classic_chat can no longer be enabled/disabled while in-game. Stock halo chat text would freeze on-screen if one of these custom chat types were enabled.<br />
<br />
- There is a Bugzilla instance with (as of right now) about 10 or 15 bugs/enhancements to be fixed or implemented. These will be taken care of as time permits.</div>Krewathttps://halonet.net/wiki/index.php?title=HAC2/Post-Install-HAC2&diff=191HAC2/Post-Install-HAC22019-12-21T19:20:28Z<p>Krewat: </p>
<hr />
<div>'''HAC2 - configuration'''<br />
<br />
Various other articles exist for the basics of HAC2 configuration. That information will be added here at a later date. For now, see the new features below.<br />
<br />
'''HAC2 - new features'''<br />
<br />
Since late 2018, I have added a few new features to HAC2. These include:<br />
<br />
----<br />
<br />
'''Last server bookmark.''' The last server you joined will be bookmarked as Alt-L. <br />
<br />
----<br />
<br />
'''FQDN support for bookmarks'''. This allows a full domain name to be stored in bookmarks for your server. There is a 32-character limit. If you want to add a domain name to your SAPP server, add "query_add fqdn <servername>" to the init.txt. For example:<br />
<br />
query_add fqdn halosrv1.halonet.net<br />
<br />
In HSE®, add: se_hostname <fqdn> to the init.txt<br />
<br />
----<br />
<br />
'''discord''' command - enable/disable Discord support. This can be enabled/disabled at any time and is saved in the preferences.<br />
<br />
'''Discord Rich Presence support'''. This was added by Btcc22, but I have made enhancements to it. I added the ability to detect a "private" server, so that the specifics are not broadcast to Discord. HSE® respects the sv_public setting and needs no further configuration. For SAPP, add "query_add private 1" to your init.txt<br />
<br />
Also, "special" characters that are less than decimal 32 (non printing) are removed before the server name is sent to Discord. ^A (SOH, decimal 1) is commonly used to position a server up the lobby list sorted by server name. <br />
<br />
----<br />
<br />
'''Time remaining in the F1 screen'''. This was added by Btcc22/Chaosvex. This works with HSE® as well as the latest version of SAPP. No further configuration necessary.<br />
<br />
----<br />
<br />
'''Classic chat'''. This mimics the classic Halo chat but uses Btcc22's custom chat code. Use the console command "classic_chat 1" to turn it on when not connected to a server. If you are connected to a server when you turn it on, some chat text may remain on the screen for the remainder of the game. Also: custom_chat and classic_chat can no longer be enabled/disabled while in-game. Stock halo chat text would freeze on-screen if one of these custom chat types were enabled.<br />
<br />
----<br />
<br />
'''chat_font''' command. Sets the font used by custom or classic chat. For example: chat_font "Lucida Console"<br />
<br />
----<br />
<br />
'''font_size''' command. Use this to set the font size. Default is around 24. This was done by Btcc22, but I include it here because of the classic chat and other chat settings I added.<br />
<br />
----<br />
<br />
'''chat_lines''' or '''line_limit''' command. Sets the number of lines of custom or classic chat on the screen. The default is 6. <br />
<br />
----<br />
<br />
'''debug''' command. Turns on certain debug output that may be helpful for debugging issues. This sets the preference "debug_output" in preferences.ini - You can edit the preferences file directly if necessary.<br />
<br />
----<br />
<br />
'''save''' command. Forces a preferences save. This is a diagnostic for people having issues with Windows 10 not saving preferences.<br />
<br />
----<br />
<br />
More coming as time permits.</div>Krewathttps://halonet.net/wiki/index.php?title=HAC2/Installation&diff=190HAC2/Installation2019-12-18T18:54:52Z<p>Krewat: </p>
<hr />
<div>'''TL;DR:''' The HAC2 installer can be downloaded here: [https://halonet.net/hac2/HAC2_loader_install.exe HAC2_loader_install.exe] (updated to the latest installer 2019/12/18)<br />
<br />
MD5SUM: 0c6b7047352acdca1bf6b90a80a6d02e<br />
SHA-1: c4d8147e4cdf0d727ee24b9fe4dd2102dcc2d3da<br />
<br />
If Windows 10 gives you a problem with the installer, contact me and I will give you the loader directly. If I post a direct link to the loader, various antivirus programs start flagging it as a trojan.<br />
<br />
'''HAC2 no longer uses loader.dll - the new file is halonet_addons.dll''' - this makes it obvious who is supposedly maintaining this file, and does not collide with the name loader.dll which seems to be blacklisted by certain antivirus providers.<br />
<br />
This is build #3 of loader.dll, now halonet_addons.dll - if there is an update available, and you're running a newer version of HAC2, once you run Halo it will ask you to press F1 to install the loader update. <br />
<br />
All files downloaded by loader are SHA256 signed using a 4096-bit RSA key. Once you have a legitimate loader installed, it is impossible for a rogue web site to hijack hac.dll, the loader updater, or any other supporting files. <br />
<br />
PLEASE NOTE: The original loader previously downloaded hac.dll to the user's TEMP folder. Version 2.0 of the loader now downloads everything into your Documents\My Games\HAC2 folder. For Windows XP and later, press your Windows key, and click Documents. From there, navigate to My Games\HAC2. You will find a HAC2.ini file, and a Downloads folder that contains all files downloaded by loader, including hac.dll<br />
<br />
'''2019/12/18 - The installer now checks if hac.dll is installed in the main Halo CE/PC install folder.''' It gives the option of backing it up, or just cancel.<br />
<br />
ALSO NOTE: These instructions are as current as possible but may be out of date, and the screens might change. However, the overall install process will not change.<br />
<br />
'''Detailed instructions:'''<br />
<br />
Run the installer. If you use an anti-virus and you have issues, try disabling it.<br />
<br />
'''Windows 10'''<br />
<br />
You will see this first:<br />
<br />
[[File:HAC2_loader_installer1-win10.png]]<br />
<br />
Click "More Info" <br />
<br />
[[File:HAC2_loader_installer2-win10.png]]<br />
<br />
Click "Run anyway", and follow the rest of this guide.<br />
<br />
<br />
'''All other Windows versions:'''<br />
<br />
The installer starts up with this:<br />
<br />
[[File:HAC2_loader_installer1.png]]<br />
<br />
Make sure Halo is closed. Click Next.<br />
<br />
Select the version of Halo you want to install loader to. It supports both HCE (Halo Custom Edition) and HPC (Halo PC Combat Evolved). For this example, we will choose only Custom Edition. <br />
<br />
[[File:HAC2_loader_installer2.png]]<br />
<br />
The installer asks where you want to install it. If you installed Halo with the CD installer, the path will be correct. If you did NOT install it from CD, browse and find the correct folder where haloce.exe or halo.exe is. If you chose to install it for both HCE and HPC, it will ask twice, one for each version of Halo.<br />
<br />
[[File:HAC2_loader_installer3.png]]<br />
<br />
If loader.dll already exists in the controls folder, the installer will ask if you want to make a backup of the existing dll. If you choose not to, the installation will abort.<br />
<br />
[[File:HAC2_loader_installer4.png]]<br />
<br />
If a backup of loader.dll already exists called loader.dll.backup, the installer will ask if you want to overwrite it. If you choose not to, the backup will not be overwritten and the installation will continue.<br />
<br />
[[File:HAC2_loader_installer5.png]]<br />
<br />
If everything went well, you will see this:<br />
<br />
[[File:HAC2_loader_installer6.png]]</div>Krewathttps://halonet.net/wiki/index.php?title=HAC2/Installation&diff=189HAC2/Installation2019-12-18T18:16:12Z<p>Krewat: </p>
<hr />
<div>TL;DR: The HAC2 installer can be downloaded here: [https://halonet.net/hac2/HAC2_loader_install.exe HAC2_loader_install.exe] (updated to the latest installer 2019/12/18)<br />
<br />
MD5SUM: 0c6b7047352acdca1bf6b90a80a6d02e<br />
SHA-1: c4d8147e4cdf0d727ee24b9fe4dd2102dcc2d3da<br />
<br />
If Windows 10 gives you a problem with the installer, contact me and I will give you the loader directly. If I post a direct link to the loader, various antivirus programs start flagging it as a trojan.<br />
<br />
'''HAC2 no longer uses loader.dll - the new file is halonet_addons.dll''' - this makes it obvious who is supposedly maintaining this file, and does not collide with the name loader.dll which seems to be blacklisted by certain antivirus providers.<br />
<br />
This is build #3 of loader.dll, now halonet_addons.dll - if there is an update available, and you're running a newer version of HAC2, once you run Halo it will ask you to press F1 to install the loader update. <br />
<br />
All files downloaded by loader are SHA256 signed using a 4096-bit RSA key. Once you have a legitimate loader installed, it is impossible for a rogue web site to hijack hac.dll, the loader updater, or any other supporting files. <br />
<br />
PLEASE NOTE: The original loader previously downloaded hac.dll to the user's TEMP folder. Version 2.0 of the loader now downloads everything into your Documents\My Games\HAC2 folder. For Windows XP and later, press your Windows key, and click Documents. From there, navigate to My Games\HAC2. You will find a HAC2.ini file, and a Downloads folder that contains all files downloaded by loader, including hac.dll<br />
<br />
'''2019/12/18 - The installer now checks if hac.dll is installed in the main Halo CE/PC install folder.''' It gives the option of backing it up, or just cancel.<br />
<br />
ALSO NOTE: These instructions are as current as possible but may be out of date, and the screens might change. However, the overall install process will not change.<br />
<br />
'''Detailed instructions:'''<br />
<br />
Run the installer. If you use an anti-virus and you have issues, try disabling it.<br />
<br />
'''Windows 10'''<br />
<br />
You will see this first:<br />
<br />
[[File:HAC2_loader_installer1-win10.png]]<br />
<br />
Click "More Info" <br />
<br />
[[File:HAC2_loader_installer2-win10.png]]<br />
<br />
Click "Run anyway", and follow the rest of this guide.<br />
<br />
<br />
'''All other Windows versions:'''<br />
<br />
The installer starts up with this:<br />
<br />
[[File:HAC2_loader_installer1.png]]<br />
<br />
Make sure Halo is closed. Click Next.<br />
<br />
Select the version of Halo you want to install loader to. It supports both HCE (Halo Custom Edition) and HPC (Halo PC Combat Evolved). For this example, we will choose only Custom Edition. <br />
<br />
[[File:HAC2_loader_installer2.png]]<br />
<br />
The installer asks where you want to install it. If you installed Halo with the CD installer, the path will be correct. If you did NOT install it from CD, browse and find the correct folder where haloce.exe or halo.exe is. If you chose to install it for both HCE and HPC, it will ask twice, one for each version of Halo.<br />
<br />
[[File:HAC2_loader_installer3.png]]<br />
<br />
If loader.dll already exists in the controls folder, the installer will ask if you want to make a backup of the existing dll. If you choose not to, the installation will abort.<br />
<br />
[[File:HAC2_loader_installer4.png]]<br />
<br />
If a backup of loader.dll already exists called loader.dll.backup, the installer will ask if you want to overwrite it. If you choose not to, the backup will not be overwritten and the installation will continue.<br />
<br />
[[File:HAC2_loader_installer5.png]]<br />
<br />
If everything went well, you will see this:<br />
<br />
[[File:HAC2_loader_installer6.png]]</div>Krewathttps://halonet.net/wiki/index.php?title=HAC2/Installation&diff=188HAC2/Installation2019-12-18T18:12:57Z<p>Krewat: </p>
<hr />
<div>TL;DR: The HAC2 installer can be downloaded here: [https://halonet.net/hac2/HAC2_loader_install.exe HAC2_loader_install.exe] (updated to the latest installer 2019/12/18)<br />
<br />
MD5SUM: 0c6b7047352acdca1bf6b90a80a6d02e<br />
SHA-1: c4d8147e4cdf0d727ee24b9fe4dd2102dcc2d3da<br />
<br />
If Windows 10 gives you a problem with the installer, contact me and I will give you the loader directly. If I post a direct link to the loader, various antivirus programs start flagging it as a trojan.<br />
<br />
'''HAC2 no longer uses loader.dll - the new file is halonet_addons.dll''' - this makes it obvious who is supposedly maintaining this file, and does not collide with the name loader.dll which seems to be blacklisted by certain antivirus providers.<br />
<br />
This is build #3 of loader.dll, now halonet_addons.dll - if there is an update available, and you're running a newer version of HAC2, once you run Halo it will ask you to press F1 to install the loader update. <br />
<br />
All files downloaded by loader are SHA256 signed using a 4096-bit RSA key. Once you have a legitimate loader installed, it is impossible for a rogue web site to hijack hac.dll, the loader updater, or any other supporting files. <br />
<br />
PLEASE NOTE: The original loader previously downloaded hac.dll to the user's TEMP folder. Version 2.0 of the loader now downloads everything into your Documents\My Games\HAC2 folder. For Windows XP and later, press your Windows key, and click Documents. From there, navigate to My Games\HAC2. You will find a HAC2.ini file, and a Downloads folder that contains all files downloaded by loader, including hac.dll<br />
<br />
ALSO NOTE: These instructions are as current as possible but may be out of date, and the screens might change. However, the overall install process will not change.<br />
<br />
'''Detailed instructions:'''<br />
<br />
Run the installer. If you use an anti-virus and you have issues, try disabling it.<br />
<br />
'''Windows 10'''<br />
<br />
You will see this first:<br />
<br />
[[File:HAC2_loader_installer1-win10.png]]<br />
<br />
Click "More Info" <br />
<br />
[[File:HAC2_loader_installer2-win10.png]]<br />
<br />
Click "Run anyway", and follow the rest of this guide.<br />
<br />
<br />
'''All other Windows versions:'''<br />
<br />
The installer starts up with this:<br />
<br />
[[File:HAC2_loader_installer1.png]]<br />
<br />
Make sure Halo is closed. Click Next.<br />
<br />
Select the version of Halo you want to install loader to. It supports both HCE (Halo Custom Edition) and HPC (Halo PC Combat Evolved). For this example, we will choose only Custom Edition. <br />
<br />
[[File:HAC2_loader_installer2.png]]<br />
<br />
The installer asks where you want to install it. If you installed Halo with the CD installer, the path will be correct. If you did NOT install it from CD, browse and find the correct folder where haloce.exe or halo.exe is. If you chose to install it for both HCE and HPC, it will ask twice, one for each version of Halo.<br />
<br />
[[File:HAC2_loader_installer3.png]]<br />
<br />
If loader.dll already exists in the controls folder, the installer will ask if you want to make a backup of the existing dll. If you choose not to, the installation will abort.<br />
<br />
[[File:HAC2_loader_installer4.png]]<br />
<br />
If a backup of loader.dll already exists called loader.dll.backup, the installer will ask if you want to overwrite it. If you choose not to, the backup will not be overwritten and the installation will continue.<br />
<br />
[[File:HAC2_loader_installer5.png]]<br />
<br />
If everything went well, you will see this:<br />
<br />
[[File:HAC2_loader_installer6.png]]</div>Krewathttps://halonet.net/wiki/index.php?title=HaloNet.Net&diff=187HaloNet.Net2019-12-18T17:20:45Z<p>Krewat: </p>
<hr />
<div>HaloNet.Net is first and foremost simply a domain. As of July 2018, we've started a Wordpress site and it's coming along nicely. [http://halonet.net HaloNet.Net website]<br />
<br />
The "idea" of HaloNet.Net is to bring together various Halo related subjects such as HNET® and the HAC2 map repo.<br />
<br />
There is also a Discord server: [https://discord.gg/sbSwAR8 HaloNet.Net Discord]. The Discord server may have channels devoted to any Guild or Clan member servers where HNET® will announce joins, quits, and official sessions and meets.<br />
<br />
----<br />
<br />
== '''Members:''' ==<br />
<br />
<br />
HaloNet.Net members can apply for dedicated hostnames for their Halo servers. If you have a server whose IP address may change, it is required to have a [https://en.wikipedia.org/wiki/Dynamic_DNS DDNS] hostname that we can [https://en.wikipedia.org/wiki/CNAME_record CNAME] to in our DNS.<br />
<br />
The [http://realworldce.com Realworld Guild] is a member of HaloNet.Net and has dedicated channels in our Discord.</div>Krewathttps://halonet.net/wiki/index.php?title=HAC2/Release-Notes&diff=186HAC2/Release-Notes2019-12-16T15:46:05Z<p>Krewat: </p>
<hr />
<div>'''HAC2 release notes'''<br />
<br />
Besides the new features discussed here: http://wiki.halonet.net/index.php/HAC2/Post-Install-HAC2<br />
<br />
'''Known issues'''<br />
<br />
If you put hac.dll in your main Halo install folder, it will not update, and HAC2 might tell you to press F1 to update every time you start Halo. <br />
<br />
----<br />
<br />
'''2019/12/16''' - 2.3.1.1<br />
<br />
Poly count fix from Devieth.<br />
32-bit texture fix from 002/Kavawuvi.<br />
<br />
----<br />
<br />
'''2019/07/02'''<br />
<br />
Fixed optic usage output in the console. <br />
Removed optic_pack preference value when "optic unload" command is used. Otherwise, there was no way to permanently disable optic packs without editing preferences.ini manually.<br />
<br />
----<br />
<br />
Various bugs and other things fixed that you wouldn't know about right away:<br />
<br />
- Large maps, larger than somewhere around the 200MB mark, caused Halo to leave open file descriptors, causing a memory leak. After discussing this with 002/Kaviwuvi's help, he came up with a quick fix that involved loading the map in larger chunks than stock. This affected both the server and the client, and the client in self-hosting mode. Not sure if this affects SAPP.<br />
<br />
- Some NetEvents issues were fixed. Even when not connected to a server, after aborting a connection, NetEvents would try to communicate with the server, causing crash. Fix was to check if "current map" was UI, and if so, don't other.<br />
<br />
- custom_chat and classic_chat can no longer be enabled/disabled while in-game. Stock halo chat text would freeze on-screen if one of these custom chat types were enabled.<br />
<br />
- There is a Bugzilla instance with (as of right now) about 10 or 15 bugs/enhancements to be fixed or implemented. These will be taken care of as time permits.</div>Krewathttps://halonet.net/wiki/index.php?title=HAC2/Release-Notes&diff=185HAC2/Release-Notes2019-12-16T15:45:43Z<p>Krewat: </p>
<hr />
<div>'''HAC2 release notes'''<br />
<br />
Besides the new features discussed here: http://wiki.halonet.net/index.php/HAC2/Post-Install-HAC2<br />
<br />
'''Known issues'''<br />
<br />
If you put hac.dll in your main Halo install folder, it will not update, and HAC2 might tell you to press F1 to update every time you start Halo. <br />
<br />
----<br />
<br />
'''2019/12/16'''<br />
<br />
Poly count fix from Devieth.<br />
32-bit texture fix from 002/Kavawuvi.<br />
<br />
----<br />
<br />
'''2019/07/02'''<br />
<br />
Fixed optic usage output in the console. <br />
Removed optic_pack preference value when "optic unload" command is used. Otherwise, there was no way to permanently disable optic packs without editing preferences.ini manually.<br />
<br />
----<br />
<br />
Various bugs and other things fixed that you wouldn't know about right away:<br />
<br />
- Large maps, larger than somewhere around the 200MB mark, caused Halo to leave open file descriptors, causing a memory leak. After discussing this with 002/Kaviwuvi's help, he came up with a quick fix that involved loading the map in larger chunks than stock. This affected both the server and the client, and the client in self-hosting mode. Not sure if this affects SAPP.<br />
<br />
- Some NetEvents issues were fixed. Even when not connected to a server, after aborting a connection, NetEvents would try to communicate with the server, causing crash. Fix was to check if "current map" was UI, and if so, don't other.<br />
<br />
- custom_chat and classic_chat can no longer be enabled/disabled while in-game. Stock halo chat text would freeze on-screen if one of these custom chat types were enabled.<br />
<br />
- There is a Bugzilla instance with (as of right now) about 10 or 15 bugs/enhancements to be fixed or implemented. These will be taken care of as time permits.</div>Krewathttps://halonet.net/wiki/index.php?title=HaloNet_Map_Download_Protocol&diff=184HaloNet Map Download Protocol2019-11-12T19:34:17Z<p>Krewat: </p>
<hr />
<div>'''Protocol description'''<br />
<br />
A standard protocol for downloading maps from HaloNet.Net, which HAC2 will move to, and other applications are free to use as well. "Application" describes a client or server-side modification, such as HAC2, HSE®, SAPP+LUA, Chimera, etc.<br />
<br />
As of November 12th, 2019, I have added the "invader" compressed map format as created by '''002/Kavawuvi'''- his github for invader is here: https://github.com/Kavawuvi/Invader<br />
<br />
----<br />
<br />
HAC2 and various client or server applications should operate as follows. Note that the default HTTP port is used, port 80.<br />
<br />
Example URL to download a Custom Edition map: <br />
<br />
http://maps1.halonet.net/halonet/locator.php?map=zmm_battle_grounds<br />
<br />
Map name is supplied as the variable "map". This is NOT case sensitive. CE maps are downloaded by default. To specify a PC (Combat Evolved) or Trail map, use the "type" variable to specify "ce", "pc", "trial" (or "demo"). Alternatively, "halor" (PC), "halom" (CE), or "halod" (Trial/Demo) can be used, as these are in the "product type" string most applications search for on startup.<br />
<br />
The default download format is .zip - if you wish to download .7z or .inv (invader-compress), the URL should contain a "format" variable set to either zip, 7z or inv. Example:<br />
<br />
http://maps1.halonet.net/halonet/locator.php?format=7z&map=zmm_battle_grounds<br />
<br />
If the "format" variable is not supplied, "zip" is the default.<br />
<br />
A "noredirect" variable with a value of "1" can be supplied indicating that redirects are not allowed. In this case, a 404 error will be returned if the map is not local to the map server.<br />
<br />
Example: http://maps1.halonet.net/halonet/locator.php?format=7z&noredirect=1&map=zmm_battle_grounds<br />
<br />
Map names should be "urlencoded" - https://www.w3schools.com/tags/ref_urlencode.asp - An example for Windows is to use InternetCanonicalizeUrlA: https://docs.microsoft.com/en-us/windows/desktop/api/wininet/nf-wininet-internetcanonicalizeurla<br />
<br />
An example of a PC map download in 7z format:<br />
<br />
http://maps1.halonet.net/halonet/locator.php?format=7z&type=pc&map=zmpsierra_1<br />
<br />
Supported variables:<br />
<br />
* '''map''' = specify the '''map name''', preferably urlencoded<br />
* '''format''' = download format, '''zip''', '''7z''' and '''inv''' supported<br />
* '''type''' = Game product type, '''ce''' or '''halom''' (Custom Edition), '''pc''' or '''halor''' (Combat Evolved), '''demo''' or '''trial''' or '''halod''' (Trial)<br />
* '''noredirect''' = 1 - Return 404 instead of 302 for a redirect.<br />
<br />
<br />
<br />
----<br />
<br />
'''Fault Tolerance'''<br />
<br />
The application should set the WinHTTP timeouts down to 10 or even 5 seconds so users don't face long waits for downloads. This can be done using the WinHttpSetTimeouts function. HaloNet's map servers should respond to the initial open quickly. The application can decide if the download speed is too slow, and switch to the next map server in the list if desired.<br />
<br />
If a connection fails to maps1.halonet.net, you should retry to maps2.halonet.net, maps3.halonet.net, etc, until the name no longer resolves. The name resolution is only done in WinHttpSendRequest, and the error returned is ERROR_WINHTTP_NAME_NOT_RESOLVED.<br />
<br />
A WinHttp example downloader can be provided on request. I hope to make one available on github.com at some point.<br />
<br />
'''Multiple servers can be queried at the same time, or downloaded from at the same time.''' The fastest responder or first to download can be used. This may actually slow down downloads if a player's Internet connection is slow to begin with, so the application should provide a way to enable or disable that option.<br />
<br />
----<br />
<br />
'''Return codes'''<br />
<br />
If the return code is 302, this is a "redirect". The URL returned in the Location header will point to the location to download the map in question. If this fails, continue on to the next map server and retry. This may be used to pull a map server out of the rotation, so every effort should be made to support this functionality.<br />
<br />
Any return code other than 200 (success) or 302 (redirect) indicates a failure of that particular map server, and every effort should be made to try the next map server.<br />
<br />
If the file returned is zero bytes, the map is not available in that format, if at all.<br />
<br />
----<br />
<br />
It is up to the application to decide when to stop trying. A user can be told map downloads are failing, and to press a certain key to stop trying, while the application continues to try the list of map servers. Or, it can stop when the list of map servers is exhausted.<br />
<br />
Again, the "list" of map servers is just this: maps1.halonet.net, maps2.halonet.net, maps3.halonet.net, etc, until the name no longer resolves. It is again up to the application to decide what to do at that point.<br />
<br />
If a map server fails to respond, the application is free to ignore this map server until a certain timeout passes, or for the entire session. For example, if maps1.halonet.net does not respond, later map download attempts can ignore this map server until the player restarts the game, or after 10 minutes have passed.</div>Krewathttps://halonet.net/wiki/index.php?title=HaloNet_Map_Download_Protocol&diff=183HaloNet Map Download Protocol2019-11-12T19:33:41Z<p>Krewat: </p>
<hr />
<div>'''Protocol description'''<br />
<br />
A standard protocol for downloading maps from HaloNet.Net, which HAC2 will move to, and other applications are free to use as well. "Application" describes a client or server-side modification, such as HAC2, HSE®, SAPP+LUA, Chimera, etc.<br />
<br />
As of November 12th, 2019, I have added the "invader" compressed map format as created by '''002/Kavawuvi'''- his github for invader is here: https://github.com/Kavawuvi/Invader<br />
<br />
----<br />
<br />
HAC2 and various client or server applications should operate as follows. Note that the default HTTP port is used, port 80.<br />
<br />
Example URL to download a Custom Edition map: <br />
<br />
http://maps1.halonet.net/halonet/locator.php?map=zmm_battle_grounds<br />
<br />
Map name is supplied as the variable "map". This is NOT case sensitive. CE maps are downloaded by default. To specify a PC (Combat Evolved) map, use the "type" variable to specify "ce", "pc", "trial" (or "demo"). Alternatively, "halor" (PC), "halom" (CE), or "halod" (Trial/Demo) can be used, as these are in the "product type" string most applications search for on startup.<br />
<br />
The default download format is .zip - if you wish to download .7z or .inv (invader-compress), the URL should contain a "format" variable set to either zip, 7z or inv. Example:<br />
<br />
http://maps1.halonet.net/halonet/locator.php?format=7z&map=zmm_battle_grounds<br />
<br />
If the "format" variable is not supplied, "zip" is the default.<br />
<br />
A "noredirect" variable with a value of "1" can be supplied indicating that redirects are not allowed. In this case, a 404 error will be returned if the map is not local to the map server.<br />
<br />
Example: http://maps1.halonet.net/halonet/locator.php?format=7z&noredirect=1&map=zmm_battle_grounds<br />
<br />
Map names should be "urlencoded" - https://www.w3schools.com/tags/ref_urlencode.asp - An example for Windows is to use InternetCanonicalizeUrlA: https://docs.microsoft.com/en-us/windows/desktop/api/wininet/nf-wininet-internetcanonicalizeurla<br />
<br />
An example of a PC map download in 7z format:<br />
<br />
http://maps1.halonet.net/halonet/locator.php?format=7z&type=pc&map=zmpsierra_1<br />
<br />
Supported variables:<br />
<br />
* '''map''' = specify the '''map name''', preferably urlencoded<br />
* '''format''' = download format, '''zip''', '''7z''' and '''inv''' supported<br />
* '''type''' = Game product type, '''ce''' or '''halom''' (Custom Edition), '''pc''' or '''halor''' (Combat Evolved), '''demo''' or '''trial''' or '''halod''' (Trial)<br />
* '''noredirect''' = 1 - Return 404 instead of 302 for a redirect.<br />
<br />
<br />
<br />
----<br />
<br />
'''Fault Tolerance'''<br />
<br />
The application should set the WinHTTP timeouts down to 10 or even 5 seconds so users don't face long waits for downloads. This can be done using the WinHttpSetTimeouts function. HaloNet's map servers should respond to the initial open quickly. The application can decide if the download speed is too slow, and switch to the next map server in the list if desired.<br />
<br />
If a connection fails to maps1.halonet.net, you should retry to maps2.halonet.net, maps3.halonet.net, etc, until the name no longer resolves. The name resolution is only done in WinHttpSendRequest, and the error returned is ERROR_WINHTTP_NAME_NOT_RESOLVED.<br />
<br />
A WinHttp example downloader can be provided on request. I hope to make one available on github.com at some point.<br />
<br />
'''Multiple servers can be queried at the same time, or downloaded from at the same time.''' The fastest responder or first to download can be used. This may actually slow down downloads if a player's Internet connection is slow to begin with, so the application should provide a way to enable or disable that option.<br />
<br />
----<br />
<br />
'''Return codes'''<br />
<br />
If the return code is 302, this is a "redirect". The URL returned in the Location header will point to the location to download the map in question. If this fails, continue on to the next map server and retry. This may be used to pull a map server out of the rotation, so every effort should be made to support this functionality.<br />
<br />
Any return code other than 200 (success) or 302 (redirect) indicates a failure of that particular map server, and every effort should be made to try the next map server.<br />
<br />
If the file returned is zero bytes, the map is not available in that format, if at all.<br />
<br />
----<br />
<br />
It is up to the application to decide when to stop trying. A user can be told map downloads are failing, and to press a certain key to stop trying, while the application continues to try the list of map servers. Or, it can stop when the list of map servers is exhausted.<br />
<br />
Again, the "list" of map servers is just this: maps1.halonet.net, maps2.halonet.net, maps3.halonet.net, etc, until the name no longer resolves. It is again up to the application to decide what to do at that point.<br />
<br />
If a map server fails to respond, the application is free to ignore this map server until a certain timeout passes, or for the entire session. For example, if maps1.halonet.net does not respond, later map download attempts can ignore this map server until the player restarts the game, or after 10 minutes have passed.</div>Krewathttps://halonet.net/wiki/index.php?title=HaloNet_Map_Download_Protocol&diff=182HaloNet Map Download Protocol2019-11-12T19:33:26Z<p>Krewat: </p>
<hr />
<div>'''Protocol description'''<br />
<br />
A standard protocol for downloading maps from HaloNet.Net, which HAC2 will move to, and other applications are free to use as well. "Application" describes a client or server-side modification, such as HAC2, HSE®, SAPP+LUA, Chimera, etc.<br />
<br />
As of November 12th, 2019, I have added the "invader" compressed map format as created by 002/Kavawuvi- his github for invader is here: https://github.com/Kavawuvi/Invader<br />
<br />
----<br />
<br />
HAC2 and various client or server applications should operate as follows. Note that the default HTTP port is used, port 80.<br />
<br />
Example URL to download a Custom Edition map: <br />
<br />
http://maps1.halonet.net/halonet/locator.php?map=zmm_battle_grounds<br />
<br />
Map name is supplied as the variable "map". This is NOT case sensitive. CE maps are downloaded by default. To specify a PC (Combat Evolved) map, use the "type" variable to specify "ce", "pc", "trial" (or "demo"). Alternatively, "halor" (PC), "halom" (CE), or "halod" (Trial/Demo) can be used, as these are in the "product type" string most applications search for on startup.<br />
<br />
The default download format is .zip - if you wish to download .7z or .inv (invader-compress), the URL should contain a "format" variable set to either zip, 7z or inv. Example:<br />
<br />
http://maps1.halonet.net/halonet/locator.php?format=7z&map=zmm_battle_grounds<br />
<br />
If the "format" variable is not supplied, "zip" is the default.<br />
<br />
A "noredirect" variable with a value of "1" can be supplied indicating that redirects are not allowed. In this case, a 404 error will be returned if the map is not local to the map server.<br />
<br />
Example: http://maps1.halonet.net/halonet/locator.php?format=7z&noredirect=1&map=zmm_battle_grounds<br />
<br />
Map names should be "urlencoded" - https://www.w3schools.com/tags/ref_urlencode.asp - An example for Windows is to use InternetCanonicalizeUrlA: https://docs.microsoft.com/en-us/windows/desktop/api/wininet/nf-wininet-internetcanonicalizeurla<br />
<br />
An example of a PC map download in 7z format:<br />
<br />
http://maps1.halonet.net/halonet/locator.php?format=7z&type=pc&map=zmpsierra_1<br />
<br />
Supported variables:<br />
<br />
* '''map''' = specify the '''map name''', preferably urlencoded<br />
* '''format''' = download format, '''zip''', '''7z''' and '''inv''' supported<br />
* '''type''' = Game product type, '''ce''' or '''halom''' (Custom Edition), '''pc''' or '''halor''' (Combat Evolved), '''demo''' or '''trial''' or '''halod''' (Trial)<br />
* '''noredirect''' = 1 - Return 404 instead of 302 for a redirect.<br />
<br />
<br />
<br />
----<br />
<br />
'''Fault Tolerance'''<br />
<br />
The application should set the WinHTTP timeouts down to 10 or even 5 seconds so users don't face long waits for downloads. This can be done using the WinHttpSetTimeouts function. HaloNet's map servers should respond to the initial open quickly. The application can decide if the download speed is too slow, and switch to the next map server in the list if desired.<br />
<br />
If a connection fails to maps1.halonet.net, you should retry to maps2.halonet.net, maps3.halonet.net, etc, until the name no longer resolves. The name resolution is only done in WinHttpSendRequest, and the error returned is ERROR_WINHTTP_NAME_NOT_RESOLVED.<br />
<br />
A WinHttp example downloader can be provided on request. I hope to make one available on github.com at some point.<br />
<br />
'''Multiple servers can be queried at the same time, or downloaded from at the same time.''' The fastest responder or first to download can be used. This may actually slow down downloads if a player's Internet connection is slow to begin with, so the application should provide a way to enable or disable that option.<br />
<br />
----<br />
<br />
'''Return codes'''<br />
<br />
If the return code is 302, this is a "redirect". The URL returned in the Location header will point to the location to download the map in question. If this fails, continue on to the next map server and retry. This may be used to pull a map server out of the rotation, so every effort should be made to support this functionality.<br />
<br />
Any return code other than 200 (success) or 302 (redirect) indicates a failure of that particular map server, and every effort should be made to try the next map server.<br />
<br />
If the file returned is zero bytes, the map is not available in that format, if at all.<br />
<br />
----<br />
<br />
It is up to the application to decide when to stop trying. A user can be told map downloads are failing, and to press a certain key to stop trying, while the application continues to try the list of map servers. Or, it can stop when the list of map servers is exhausted.<br />
<br />
Again, the "list" of map servers is just this: maps1.halonet.net, maps2.halonet.net, maps3.halonet.net, etc, until the name no longer resolves. It is again up to the application to decide what to do at that point.<br />
<br />
If a map server fails to respond, the application is free to ignore this map server until a certain timeout passes, or for the entire session. For example, if maps1.halonet.net does not respond, later map download attempts can ignore this map server until the player restarts the game, or after 10 minutes have passed.</div>Krewathttps://halonet.net/wiki/index.php?title=HaloNet_Map_Download_Protocol&diff=181HaloNet Map Download Protocol2019-11-12T19:29:52Z<p>Krewat: </p>
<hr />
<div>'''Protocol description'''<br />
<br />
A standard protocol for downloading maps from HaloNet.Net, which HAC2 will move to, and other applications are free to use as well. "Application" describes a client or server-side modification, such as HAC2, HSE®, SAPP+LUA, Chimera, etc.<br />
<br />
As of November 12th, 2019, I have added the "invader" compressed map format as created by 002/Kavawuvi- his github for invader is here: https://github.com/Kavawuvi/Invader<br />
<br />
----<br />
<br />
HAC2 and various client or server applications should operate as follows. Note that the default HTTP port is used, port 80.<br />
<br />
Example URL to download a Custom Edition map: <br />
<br />
http://maps1.halonet.net/halonet/locator.php?map=zmm_battle_grounds<br />
<br />
Map name is supplied as the variable "map". This is NOT case sensitive. CE maps are downloaded by default. To specify a PC (Combat Evolved) map, use the "type" variable to specify "ce", "pc", "trial" (or "demo"). Alternatively, "halor" (PC), "halom" (CE), or "halod" (Trial/Demo) can be used, as these are in the "product type" string most applications search for on startup.<br />
<br />
The default download format is .zip - if you wish to download .7z or .inv (invader-compress), the URL should contain a "format" variable set to either zip, 7z or inv. Example:<br />
<br />
http://maps1.halonet.net/halonet/locator.php?format=7z&map=zmm_battle_grounds<br />
<br />
If the "format" variable is not supplied, "zip" is the default.<br />
<br />
A "noredirect" variable with a value of "1" can be supplied indicating that redirects are not allowed. In this case, a 404 error will be returned if the map is not local to the map server.<br />
<br />
Example: http://maps1.halonet.net/halonet/locator.php?format=7z&noredirect=1&map=zmm_battle_grounds<br />
<br />
Map names should be "urlencoded" - https://www.w3schools.com/tags/ref_urlencode.asp - An example for Windows is to use InternetCanonicalizeUrlA: https://docs.microsoft.com/en-us/windows/desktop/api/wininet/nf-wininet-internetcanonicalizeurla<br />
<br />
An example of a PC map download in 7z format:<br />
<br />
http://maps1.halonet.net/halonet/locator.php?format=7z&type=pc&map=zmpsierra_1<br />
<br />
Supported variables:<br />
<br />
* '''map''' = specify the '''map name''', preferably urlencoded<br />
* '''format''' = download format, '''zip''', '''7z''' and '''inv''' supported<br />
* '''type''' = Game product type, '''ce''' or '''halom''' (Custom Edition), '''pc''' or '''halor''' (Combat Evolved), '''demo''' or '''trial''' or '''halod''' (Trial)<br />
* '''noredirect''' = 1 - Return 404 instead of 302 for a redirect.<br />
<br />
<br />
<br />
----<br />
<br />
'''Fault Tolerance'''<br />
<br />
The application should set the WinHTTP timeouts down to 10 or even 5 seconds so users don't face long waits for downloads. This can be done using the WinHttpSetTimeouts function. HaloNet's map servers should respond to the initial open quickly. The application can decide if the download speed is too slow, and switch to the next map server in the list if desired.<br />
<br />
If a connection fails to maps1.halonet.net, you should retry to maps2.halonet.net, maps3.halonet.net, etc, until the name no longer resolves. The name resolution is only done in WinHttpSendRequest, and the error returned is ERROR_WINHTTP_NAME_NOT_RESOLVED.<br />
<br />
A WinHttp example downloader can be provided on request. I hope to make one available on github.com at some point.<br />
<br />
'''Multiple servers can be queried at the same time, or downloaded from at the same time.''' The fastest responder or first to download can be used. This may actually slow down downloads if a player's Internet connection is slow to begin with, so the application should provide a way to enable or disable that option.<br />
<br />
----<br />
<br />
'''Return codes'''<br />
<br />
If the return code is 302, this is a "redirect". The URL returned in the Location header will point to the location to download the map in question. If this fails, continue on to the next map server and retry. This may be used to pull a map server out of the rotation, so every effort should be made to support this functionality.<br />
<br />
Any return code other than 200 (success) or 302 (redirect) indicates a failure of that particular map server, and every effort should be made to try the next map server.<br />
<br />
----<br />
<br />
It is up to the application to decide when to stop trying. A user can be told map downloads are failing, and to press a certain key to stop trying, while the application continues to try the list of map servers. Or, it can stop when the list of map servers is exhausted.<br />
<br />
Again, the "list" of map servers is just this: maps1.halonet.net, maps2.halonet.net, maps3.halonet.net, etc, until the name no longer resolves. It is again up to the application to decide what to do at that point.<br />
<br />
If a map server fails to respond, the application is free to ignore this map server until a certain timeout passes, or for the entire session. For example, if maps1.halonet.net does not respond, later map download attempts can ignore this map server until the player restarts the game, or after 10 minutes have passed.</div>Krewathttps://halonet.net/wiki/index.php?title=HaloNet_Halo_CE_and_PC_Map_repo&diff=180HaloNet Halo CE and PC Map repo2019-11-12T19:03:48Z<p>Krewat: </p>
<hr />
<div>'''Halo CE and PC Map repository'''<br />
<br />
----<br />
<br />
The map repository at HaloNet.Net is available here: http://maps.halonet.net/maplist.php<br />
<br />
That location is where HAC2 downloads it's maps, so if there is a map missing, please submit it.<br />
<br />
As of July 2019, I will be providing both .zip and .7z compressed map files. Legacy HAC2 will continue to download .zip files. New Halo CE/PC mods are welcome to use a new protocol to download maps, detailed here: http://wiki.halonet.net/index.php/HaloNet_Map_Download_Protocol<br />
<br />
There will be two storage locations. <br />
<br />
- HAC2 or other mod downloads. These .zip, .7z, or .inv (invader-compress) files will not include the README.txt or image files. They will contain ONLY the .map file. Generally, this location is not advertised, but is available. In the case of invader-compress files, the format can only handle a valid map file as a single stream.<br />
<br />
- http://maps.halonet.net/maplist.php - These files will contain the original .map files with mismatching names, warts and all. If a README.txt or image files were supplied, they will be in this download. Maps that may have their internal names fixed, or size zeroed in the header, or other modifications, are not available here. These maps will be the originals as downloaded from various map sites or provided to me by Btcc22/Chaosvex or sehe. Newer maps that were submitted directly to me will be retained as supplied.<br />
<br />
----<br />
<br />
'''Guidelines for submitting maps to the HaloNet.Net map repo'''<br />
<br />
- New maps should not include alt-codes or spaces in the name. If you have an older map to submit, I'll deal with it, but only on an as-needed basis. <br />
<br />
- (Optional) Include a README.txt in the file with a map description, including recommended/supported game types.<br />
<br />
- (Optional) Provide images of the map to be included in the map list details in JPG format. Name the files map1.jpg, map2.jpg, etc., up to a max of 10 images.<br />
<br />
- Supplied files, such as the README.txt and images will NOT be available in the .zip of .7z files in the map download repo. <br />
<br />
Contact me on Discord to arrange a submission. Join the HaloNet.Net discord server here: https://discord.gg/sbSwAR8<br />
<br />
----<br />
<br />
'''More notes on the map repo'''<br />
<br />
In June, 2019, I have set the internal names in all map files to match the filename. There were over 90 maps (out of over 5000) where the internal name did not match the filename, so were unusable. These have been fixed.<br />
<br />
Furthermore, there were some maps that had "alt-code" characters in them that made them difficult to host in a way that was available for most. These maps have been "fixed" and are now downloadable, but the names have changed slightly. <br />
<br />
----<br />
<br />
There is a bug in stock Halo, both server and client, where a large map over a certain size, 200MB+ or so, would do two things:<br />
<br />
- Cause Halo to leak file descriptors. If a server was up long enough, and kept playing these large maps for extended periods of time, file descriptors could be exhausted.<br />
<br />
- Cause Halo to ignore the internal name of the map. Because most of the mismatched name maps were larger than the cutoff, the name mismatch was not noticed. However, because the bug is fixed in HSE®, HAC2, and possibly Chimera, these large maps would have been unplayable. <br />
<br />
The solution to everything is to zero out the size in the map header, but I have been reluctant to do this to the HAC2 repo for now. If anyone cares to discuss it with me, please do.</div>Krewathttps://halonet.net/wiki/index.php?title=Main_Page&diff=179Main Page2019-09-16T21:54:45Z<p>Krewat: </p>
<hr />
<div>Welcome to the HaloNet.Net Wiki - click the following links to access other parts of the Wiki:<br />
<br />
[http://wiki.halonet.net/index.php/HaloNet.Net HaloNet.Net - What is HaloNet.Net?]<br />
<br />
----<br />
<br />
[http://wiki.halonet.net/index.php/HaloNet_Halo_CE_and_PC_Map_repo HaloNet.Net Halo CE and PC map repository]<br />
<br />
----<br />
<br />
[http://wiki.halonet.net/index.php/HAC2 HAC2 - Halo CE and PC Combat Evolved extender]<br />
<br />
----<br />
<br />
[http://wiki.halonet.net/index.php/HaloNet-lobby HaloNet lobby monitoring service]<br />
<br />
----<br />
<br />
[http://wiki.halonet.net/index.php/HCN HCN - Halo Client Networking]<br />
<br />
----<br />
<br />
<br />
[http://wiki.halonet.net/index.php/HSE_and_HNET HSE®/HNET® - What is HSE®, HCE® and HNET®]<br />
<br />
----<br />
<br />
'''The ® character in names is not to denote a registered trademark, it is a symbol of where we came from - the Realworld Guild.'''<br />
<br />
----<br />
<br />
Quick jump:<br/><br />
[http://wiki.halonet.net/index.php/HSE/Server_Commands HSE® server commands]<br />
<br />
----<br />
<br />
Brought to you by msalerno®</div>Krewathttps://halonet.net/wiki/index.php?title=HaloNet-lobby&diff=178HaloNet-lobby2019-09-16T21:40:13Z<p>Krewat: </p>
<hr />
<div>'''HaloNet.Net lobby monitoring service'''<br />
<br />
HaloNet.Net monitors the lobby of Halo CE and PC as of September 2019. For clans and guilds, we can also graph total player counts for all your servers.<br />
<br />
Do this:<br />
<br />
Create a file called server-list.txt anywhere on your website. Let's call it: http://yourclan.com/server-list.txt<br />
<br />
In that file, put all your server IP addresses or hostnames and a port number, one per line, like this: <br />
<br />
'''<br />
68.129.226.42:2302<br />
68.129.226.24:2304<br />
...<br />
'''<br />
<br />
Contact us, and give us your official clan name, a "display name" (which can be the same as the official name), and the URL to the server list text file.<br />
<br />
We will create a batch of graphs, from 15 minutes, all the way to one year, that you can include in web pages, forum posts, etc. <br />
<br />
The server list from your website will be pulled once an hour. The lobby is queried once a minute for servers that are up, and the player counts. The graphs are updated once every five minutes.<br />
<br />
An example graph is this (updated live every five minutes): http://halonet.net/clans/graphs/%7BBK%7D_1week.png<br />
<br />
If you do not have a web site you can place the server-list.txt file on, we will provide one for you. Contact us to edit that file whenever you need to.<br />
<br />
---<br />
<br />
Many other things are possible, and any suggestions are always welcome.</div>Krewathttps://halonet.net/wiki/index.php?title=HaloNet-lobby&diff=177HaloNet-lobby2019-09-16T21:12:09Z<p>Krewat: </p>
<hr />
<div>'''HaloNet.Net lobby monitoring service'''<br />
<br />
HaloNet.Net monitors the lobby of Halo CE and PC as of September 2019. For clans and guilds, I can also graph total player counts for all your servers.<br />
<br />
Do this:<br />
<br />
Create a file called server-list.txt anywhere on your website. Let's call it: http://yourclan.com/server-list.txt<br />
<br />
In that file, put all your server IP addresses or hostnames and a port number, one per line, like this: <br />
<br />
'''<br />
68.129.226.42:2302<br />
68.129.226.24:2304<br />
...<br />
'''<br />
<br />
Contact me, and give me your official clan name, a "display name" (which can be the same as the official name), and the URL to the server list text file.<br />
<br />
I will create a batch of graphs, from 15 minutes, all the way to one year, that you can include in web pages, forum posts, etc. <br />
<br />
The server list from your website will be pulled once an hour. The lobby is queried once a minute for servers that are up, and the player counts. The graphs are updated once every five minutes.<br />
<br />
An example graph is this (updated live every five minutes): http://halonet.net/clans/graphs/%7BBK%7D_1week.png<br />
<br />
If you do not have a web site you can place the server-list.txt file on, I will provide one for you. Contact me to edit that file whenever you need to.<br />
<br />
---<br />
<br />
Many other things are possible, and any suggestions are always welcome.</div>Krewathttps://halonet.net/wiki/index.php?title=HaloNet-lobby&diff=176HaloNet-lobby2019-09-16T21:11:35Z<p>Krewat: </p>
<hr />
<div>'''HaloNet.Net lobby monitoring service'''<br />
<br />
HaloNet.Net monitors the lobby of Halo CE and PC as of September 2019. For clans and guilds, I can also graph total player counts for all your servers.<br />
<br />
Do this:<br />
<br />
Create a file called server-list.txt anywhere on your website. Let's call it: http://yourclan.com/server-list.txt<br />
<br />
In that file, put all your server IP addresses or hostnames and a port number, one per line, like this: <br />
<br />
'''<br />
68.129.226.42:2302<br />
68.129.226.24:2304<br />
...<br />
'''<br />
<br />
Contact me, and give me your official clan name, a "display name" (which can be the same as the official name), and the URL to the server list text file.<br />
<br />
I will create a batch of graphs, from 15 minutes, all the way to one year, that you can include in web pages, forum posts, etc. <br />
<br />
The server list from your website will be pulled once an hour. The lobby is queried once a minute for servers that are up, and the player counts. The graphs are updated once every five minutes.<br />
<br />
An example graph is this (updated live every five minutes): http://halonet.net/clans/graphs/%7BBK%7D_1week.png<br />
<br />
If you do not have a web site you can place the server-list.txt file on, I will provide one for you. Contact me to edit that file whenever you need to.</div>Krewathttps://halonet.net/wiki/index.php?title=HaloNet-lobby&diff=175HaloNet-lobby2019-09-16T20:46:14Z<p>Krewat: </p>
<hr />
<div>'''HaloNet.Net lobby monitoring service'''<br />
<br />
HaloNet.Net monitors the lobby of Halo CE and PC as of September 2019. For clans and guilds, I can also graph total player counts for all your servers.<br />
<br />
Do this:<br />
<br />
Create a file called server-list.txt anywhere on your website. Let's call it: http://yourclan.com/server-list.txt<br />
<br />
In that file, put all your server IP addresses or hostnames and a port number, one per line, like this: <br />
<br />
'''<br />
68.129.226.42:2302<br />
68.129.226.24:2304<br />
...<br />
'''<br />
<br />
Contact me, and give me your official clan name, a "display name" (which can be the same as the official name), and the URL to the server list text file.<br />
<br />
I will create a batch of graphs, from 15 minutes, all the way to one year, that you can include in web pages, forum posts, etc. <br />
<br />
The server list from your website will be pulled once an hour. The lobby is queried once a minute for servers that are up, and the player counts. The graphs are updated once every five minutes.<br />
<br />
An example graph is this (updated live every five minutes): http://halonet.net/clans/graphs/%7BBK%7D_1month.png<br />
<br />
If you do not have a web site you can place the server-list.txt file on, I will provide one for you. Contact me to edit that file whenever you need to.</div>Krewathttps://halonet.net/wiki/index.php?title=HaloNet-lobby&diff=174HaloNet-lobby2019-09-16T20:45:11Z<p>Krewat: </p>
<hr />
<div>'''HaloNet.Net lobby monitoring service'''<br />
<br />
HaloNet.Net monitors the lobby of Halo CE and PC as of September 2019. For clans and guilds, I can also graph total player counts for all your servers.<br />
<br />
Do this:<br />
<br />
Create a file called server-list.txt anywhere on your website. Let's call it: http://yourclan.com/server-list.txt<br />
<br />
In that file, put all your server IP addresses or hostnames and a port number, one per line, like this: <br />
<br />
'''<br />
68.129.226.42:2302<br />
68.129.226.24:2304<br />
...<br />
'''<br />
<br />
Contact me, and give me your official clan name, a "display name" (which can be the same as the official name), and the URL to the server list text file.<br />
<br />
I will create a batch of graphs, from 15 minutes, all the way to one year, that you can include in web pages, forum posts, etc. <br />
<br />
The server list from your website will be pulled once an hour. The lobby is queried once a minute for servers that are up, and the player counts. The graphs are updated once every five minutes.<br />
<br />
An example graph is this (updated live): http://halonet.net/clans/graphs/%7BBK%7D_1month.png<br />
<br />
If you do not have a web site you can place the server-list.txt file on, I will provide one for you. Contact me to edit that file whenever you need to.</div>Krewathttps://halonet.net/wiki/index.php?title=HaloNet-lobby&diff=173HaloNet-lobby2019-09-16T20:43:35Z<p>Krewat: </p>
<hr />
<div>'''HaloNet.Net lobby monitoring service'''<br />
<br />
HaloNet.Net monitors the lobby of Halo CE and PC as of September 2019. For clans and guilds, I can also graph total player counts for all your servers.<br />
<br />
Do this:<br />
<br />
Create a file called server-list.txt anywhere on your website. Let's call it: http://yourclan.com/server-list.txt<br />
<br />
In that file, put all your server IP addresses or hostnames and a port number, one per line, like this: <br />
<br />
'''<br />
68.129.226.42:2302<br />
68.129.226.24:2304<br />
...<br />
'''<br />
<br />
Contact me, and give me your official clan name, a "display name" (which can be the same as the official name), and the URL to the server list text file.<br />
<br />
I will create a batch of graphs, from 15 minutes, all the way to one year, that you can include in web pages, forum posts, etc. <br />
<br />
The server list will be pulled once an hour. The lobby is queried once a minute for servers that are up, and the player counts. The graphs are updated once every five minutes.<br />
<br />
An example graph is this (updated live): http://halonet.net/clans/graphs/%7BBK%7D_1month.png</div>Krewathttps://halonet.net/wiki/index.php?title=HaloNet-lobby&diff=172HaloNet-lobby2019-09-16T20:42:33Z<p>Krewat: </p>
<hr />
<div>'''HaloNet.Net lobby monitoring service'''<br />
<br />
HaloNet.Net monitors the lobby of Halo CE and PC as of September 2019. For clans and guilds, I can also graph total player counts for all your servers.<br />
<br />
Do this:<br />
<br />
Create a file called server-list.txt anywhere on your website. Let's call it: http://yourclan.com/server-list.txt<br />
<br />
In that file, put all your server IP addresses or hostnames and a port number, one per line, like this: <br />
<br />
'''<br />
68.129.226.42:2302<br />
68.129.226.24:2304<br />
...<br />
'''<br />
<br />
Contact me, and give me your official clan name, a "display name" (which can be the same as the official name), and the URL to the server list text file.<br />
<br />
I will create a batch of graphs, from 15 minutes, all the way to one year, that you can include in web pages, forum posts, etc. <br />
<br />
The server list will be pulled once an hour. The lobby is queried once a minute for servers that are up, and the player counts. The graphs are updated once every five minutes.</div>Krewathttps://halonet.net/wiki/index.php?title=HaloNet-lobby&diff=171HaloNet-lobby2019-09-16T20:42:03Z<p>Krewat: Created page with "'''HaloNet.Net lobby monitoring service''' HaloNet.Net monitors the lobby of Halo CE and PC as of September 2019. For clans and guilds, I can also graph total player counts f..."</p>
<hr />
<div>'''HaloNet.Net lobby monitoring service'''<br />
<br />
HaloNet.Net monitors the lobby of Halo CE and PC as of September 2019. For clans and guilds, I can also graph total player counts for all your servers.<br />
<br />
Do this:<br />
<br />
Create a file called server-list.txt anywhere on your website. Let's call it: http://yourclan.com/server-list.txt<br />
<br />
In that file, put all your server IP address or hostnames and a port number, one per line, like this: <br />
<br />
'''<br />
68.129.226.42:2302<br />
68.129.226.24:2304<br />
...<br />
'''<br />
<br />
Contact me, and give me your official clan name, a "display name" (which can be the same as the official name), and the URL to the server list text file.<br />
<br />
I will create a batch of graphs, from 15 minutes, all the way to one year, that you can include in web pages, forum posts, etc. <br />
<br />
The server list will be pulled once an hour. The lobby is queried once a minute for servers that are up, and the player counts. The graphs are updated once every five minutes.</div>Krewathttps://halonet.net/wiki/index.php?title=Main_Page&diff=170Main Page2019-09-16T20:34:53Z<p>Krewat: </p>
<hr />
<div>Welcome to the HaloNet.Net Wiki - click the following links to access other parts of the Wiki:<br />
<br />
[http://wiki.halonet.net/index.php/HaloNet.Net HaloNet.Net - What is HaloNet.Net?]<br />
<br />
----<br />
<br />
[http://wiki.halonet.net/index.php/HaloNet_Halo_CE_and_PC_Map_repo HaloNet.Net Halo CE and PC map repository]<br />
<br />
----<br />
<br />
[http://wiki.halonet.net/index.php/HAC2 HAC2 - Halo CE and PC Combat Evolved extender]<br />
<br />
----<br />
<br />
[http://wiki.halonet.net/index.php/HaloNet-lobby Halonet lobby monitoring service]<br />
<br />
----<br />
<br />
[http://wiki.halonet.net/index.php/HCN HCN - Halo Client Networking]<br />
<br />
----<br />
<br />
<br />
[http://wiki.halonet.net/index.php/HSE_and_HNET HSE®/HNET® - What is HSE®, HCE® and HNET®]<br />
<br />
----<br />
<br />
'''The ® character in names is not to denote a registered trademark, it is a symbol of where we came from - the Realworld Guild.'''<br />
<br />
----<br />
<br />
Quick jump:<br/><br />
[http://wiki.halonet.net/index.php/HSE/Server_Commands HSE® server commands]<br />
<br />
----<br />
<br />
Brought to you by msalerno®</div>Krewathttps://halonet.net/wiki/index.php?title=Main_Page&diff=169Main Page2019-09-16T20:33:42Z<p>Krewat: </p>
<hr />
<div>Welcome to the HaloNet.Net Wiki - click the following links to access other parts of the Wiki:<br />
<br />
[http://wiki.halonet.net/index.php/HaloNet.Net HaloNet.Net - What is HaloNet.Net?]<br />
<br />
----<br />
<br />
[http://wiki.halonet.net/index.php/HaloNet_Halo_CE_and_PC_Map_repo HaloNet.Net Halo CE and PC map repository]<br />
<br />
----<br />
<br />
[http://wiki.halonet.net/index.php/HAC2 HAC2 - Halo CE and PC Combat Evolved extender]<br />
<br />
----<br />
<br />
[http://wiki.halonet.net/index.php/HaloNet Halonet lobby monitoring service]<br />
<br />
----<br />
<br />
[http://wiki.halonet.net/index.php/HCN HCN - Halo Client Networking]<br />
<br />
----<br />
<br />
<br />
[http://wiki.halonet.net/index.php/HSE_and_HNET HSE®/HNET® - What is HSE®, HCE® and HNET®]<br />
<br />
----<br />
<br />
'''The ® character in names is not to denote a registered trademark, it is a symbol of where we came from - the Realworld Guild.'''<br />
<br />
----<br />
<br />
Quick jump:<br/><br />
[http://wiki.halonet.net/index.php/HSE/Server_Commands HSE® server commands]<br />
<br />
----<br />
<br />
Brought to you by msalerno®</div>Krewathttps://halonet.net/wiki/index.php?title=Main_Page&diff=168Main Page2019-09-16T20:33:29Z<p>Krewat: </p>
<hr />
<div>Welcome to the HaloNet.Net Wiki - click the following links to access other parts of the Wiki:<br />
<br />
[http://wiki.halonet.net/index.php/HaloNet.Net HaloNet.Net - What is HaloNet.Net?]<br />
<br />
----<br />
<br />
[http://wiki.halonet.net/index.php/HaloNet_Halo_CE_and_PC_Map_repo HaloNet.Net Halo CE and PC map repository]<br />
<br />
----<br />
<br />
[http://wiki.halonet.net/index.php/HAC2 HAC2 - Halo CE and PC Combat Evolved extender]<br />
<br />
----<br />
<br />
[http://wiki.halonet.net/index.php/HaloNet lobby monitoring service]<br />
<br />
----<br />
<br />
[http://wiki.halonet.net/index.php/HCN HCN - Halo Client Networking]<br />
<br />
----<br />
<br />
<br />
[http://wiki.halonet.net/index.php/HSE_and_HNET HSE®/HNET® - What is HSE®, HCE® and HNET®]<br />
<br />
----<br />
<br />
'''The ® character in names is not to denote a registered trademark, it is a symbol of where we came from - the Realworld Guild.'''<br />
<br />
----<br />
<br />
Quick jump:<br/><br />
[http://wiki.halonet.net/index.php/HSE/Server_Commands HSE® server commands]<br />
<br />
----<br />
<br />
Brought to you by msalerno®</div>Krewathttps://halonet.net/wiki/index.php?title=HAC2/Installation&diff=167HAC2/Installation2019-07-25T17:18:22Z<p>Krewat: </p>
<hr />
<div>The HAC2 installer can be downloaded here: [https://halonet.net/hac2/HAC2_loader_install.exe HAC2_loader_install.exe] (updated to the latest installer 2019/03/01)<br />
<br />
MD5SUM: 03b373caf50a26c0133eaca272d49a7c<br />
SHA-1: 564fca3b2a7bde6e9d653135c784a8ff69e488ed<br />
<br />
If Windows 10 gives you a problem with the installer, contact me and I will give you the loader directly. If I post a direct link to the loader, various antivirus programs start flagging it as a trojan.<br />
<br />
MD5SUM: 831212c19f51bbaa58f1a6806ab75ce1<br />
SHA-1: 3b8bd98db80a5ac264078f2d6e6cf4f80f4e5fc8<br />
<br />
This is build #3 of loader.dll - if there is an update available, and you're running a newer version of HAC2, once you run Halo it will ask you to press F1 to install the loader update. <br />
<br />
All files downloaded by loader are SHA256 signed using a 4096-bit RSA key. Once you have a legitimate loader installed, it is impossible for a rogue web site to hijack hac.dll, the loader updater, or any other supporting files. <br />
<br />
PLEASE NOTE: The original loader previously downloaded hac.dll to the user's TEMP folder. Version 2.0 of the loader now downloads everything into your Documents\My Games\HAC2 folder. For Windows XP and later, press your Windows key, and click Documents. From there, navigate to My Games\HAC2. You will find a HAC2.ini file, and a Downloads folder that contains all files downloaded by loader, including hac.dll<br />
<br />
ALSO NOTE: These instructions are as current as possible but may be out of date, and the screens might change. However, the overall install process will not change.<br />
<br />
'''Detailed instructions:'''<br />
<br />
Run the installer. If you use an anti-virus and you have issues, try disabling it.<br />
<br />
'''Windows 10'''<br />
<br />
You will see this first:<br />
<br />
[[File:HAC2_loader_installer1-win10.png]]<br />
<br />
Click "More Info" <br />
<br />
[[File:HAC2_loader_installer2-win10.png]]<br />
<br />
Click "Run anyway", and follow the rest of this guide.<br />
<br />
<br />
'''All other Windows versions:'''<br />
<br />
The installer starts up with this:<br />
<br />
[[File:HAC2_loader_installer1.png]]<br />
<br />
Make sure Halo is closed. Click Next.<br />
<br />
Select the version of Halo you want to install loader to. It supports both HCE (Halo Custom Edition) and HPC (Halo PC Combat Evolved). For this example, we will choose only Custom Edition. <br />
<br />
[[File:HAC2_loader_installer2.png]]<br />
<br />
The installer asks where you want to install it. If you installed Halo with the CD installer, the path will be correct. If you did NOT install it from CD, browse and find the correct folder where haloce.exe or halo.exe is. If you chose to install it for both HCE and HPC, it will ask twice, one for each version of Halo.<br />
<br />
[[File:HAC2_loader_installer3.png]]<br />
<br />
If loader.dll already exists in the controls folder, the installer will ask if you want to make a backup of the existing dll. If you choose not to, the installation will abort.<br />
<br />
[[File:HAC2_loader_installer4.png]]<br />
<br />
If a backup of loader.dll already exists called loader.dll.backup, the installer will ask if you want to overwrite it. If you choose not to, the backup will not be overwritten and the installation will continue.<br />
<br />
[[File:HAC2_loader_installer5.png]]<br />
<br />
If everything went well, you will see this:<br />
<br />
[[File:HAC2_loader_installer6.png]]</div>Krewathttps://halonet.net/wiki/index.php?title=HAC2/Installation&diff=166HAC2/Installation2019-07-15T16:12:57Z<p>Krewat: </p>
<hr />
<div>The HAC2 installer can be downloaded here: [https://halonet.net/hac2/HAC2_loader_install.exe HAC2_loader_install.exe] (updated to the latest installer 2019/03/01)<br />
<br />
MD5SUM: 03b373caf50a26c0133eaca272d49a7c<br />
SHA-1: 564fca3b2a7bde6e9d653135c784a8ff69e488ed<br />
<br />
If Windows 10 gives you a problem with the installer, download loader.dll directly here: [https://halonet.net/hac2/loader.dll loader.dll] and drop into the controls folder under your Halo installation.<br />
<br />
MD5SUM: 831212c19f51bbaa58f1a6806ab75ce1<br />
SHA-1: 3b8bd98db80a5ac264078f2d6e6cf4f80f4e5fc8<br />
<br />
This is build #3 of loader.dll - if there is an update available, and you're running a newer version of HAC2, once you run Halo it will ask you to press F1 to install the loader update. <br />
<br />
All files downloaded by loader are SHA256 signed using a 4096-bit RSA key. Once you have a legitimate loader installed, it is impossible for a rogue web site to hijack hac.dll, the loader updater, or any other supporting files. <br />
<br />
PLEASE NOTE: The original loader previously downloaded hac.dll to the user's TEMP folder. Version 2.0 of the loader now downloads everything into your Documents\My Games\HAC2 folder. For Windows XP and later, press your Windows key, and click Documents. From there, navigate to My Games\HAC2. You will find a HAC2.ini file, and a Downloads folder that contains all files downloaded by loader, including hac.dll<br />
<br />
ALSO NOTE: These instructions are as current as possible but may be out of date, and the screens might change. However, the overall install process will not change.<br />
<br />
'''Detailed instructions:'''<br />
<br />
Run the installer. If you use an anti-virus and you have issues, try disabling it.<br />
<br />
'''Windows 10'''<br />
<br />
You will see this first:<br />
<br />
[[File:HAC2_loader_installer1-win10.png]]<br />
<br />
Click "More Info" <br />
<br />
[[File:HAC2_loader_installer2-win10.png]]<br />
<br />
Click "Run anyway", and follow the rest of this guide.<br />
<br />
<br />
'''All other Windows versions:'''<br />
<br />
The installer starts up with this:<br />
<br />
[[File:HAC2_loader_installer1.png]]<br />
<br />
Make sure Halo is closed. Click Next.<br />
<br />
Select the version of Halo you want to install loader to. It supports both HCE (Halo Custom Edition) and HPC (Halo PC Combat Evolved). For this example, we will choose only Custom Edition. <br />
<br />
[[File:HAC2_loader_installer2.png]]<br />
<br />
The installer asks where you want to install it. If you installed Halo with the CD installer, the path will be correct. If you did NOT install it from CD, browse and find the correct folder where haloce.exe or halo.exe is. If you chose to install it for both HCE and HPC, it will ask twice, one for each version of Halo.<br />
<br />
[[File:HAC2_loader_installer3.png]]<br />
<br />
If loader.dll already exists in the controls folder, the installer will ask if you want to make a backup of the existing dll. If you choose not to, the installation will abort.<br />
<br />
[[File:HAC2_loader_installer4.png]]<br />
<br />
If a backup of loader.dll already exists called loader.dll.backup, the installer will ask if you want to overwrite it. If you choose not to, the backup will not be overwritten and the installation will continue.<br />
<br />
[[File:HAC2_loader_installer5.png]]<br />
<br />
If everything went well, you will see this:<br />
<br />
[[File:HAC2_loader_installer6.png]]</div>Krewathttps://halonet.net/wiki/index.php?title=HAC2/Installation&diff=165HAC2/Installation2019-07-15T16:00:36Z<p>Krewat: </p>
<hr />
<div>The HAC2 installer can be downloaded here: [https://halonet.net/hac2/HAC2_loader_install.exe HAC2_loader_install.exe] (updated to the latest installer 2019/03/01)<br />
<br />
MD5SUM: 383dedd71e9587819f9e328c0b49bd6d<br />
SHA-1: bb4adf2e221f345bb333c11599acec5229e02663<br />
<br />
If Windows 10 gives you a problem with the installer, download loader.dll directly here: [https://halonet.net/hac2/loader.dll loader.dll] and drop into the controls folder under your Halo installation.<br />
<br />
MD5SUM: 831212c19f51bbaa58f1a6806ab75ce1<br />
SHA-1: 3b8bd98db80a5ac264078f2d6e6cf4f80f4e5fc8<br />
<br />
This is build #3 of loader.dll - if there is an update available, and you're running a newer version of HAC2, once you run Halo it will ask you to press F1 to install the loader update. <br />
<br />
All files downloaded by loader are SHA256 signed using a 4096-bit RSA key. Once you have a legitimate loader installed, it is impossible for a rogue web site to hijack hac.dll, the loader updater, or any other supporting files. <br />
<br />
PLEASE NOTE: The original loader previously downloaded hac.dll to the user's TEMP folder. Version 2.0 of the loader now downloads everything into your Documents\My Games\HAC2 folder. For Windows XP and later, press your Windows key, and click Documents. From there, navigate to My Games\HAC2. You will find a HAC2.ini file, and a Downloads folder that contains all files downloaded by loader, including hac.dll<br />
<br />
ALSO NOTE: These instructions are as current as possible but may be out of date, and the screens might change. However, the overall install process will not change.<br />
<br />
'''Detailed instructions:'''<br />
<br />
Run the installer. If you use an anti-virus and you have issues, try disabling it.<br />
<br />
'''Windows 10'''<br />
<br />
You will see this first:<br />
<br />
[[File:HAC2_loader_installer1-win10.png]]<br />
<br />
Click "More Info" <br />
<br />
[[File:HAC2_loader_installer2-win10.png]]<br />
<br />
Click "Run anyway", and follow the rest of this guide.<br />
<br />
<br />
'''All other Windows versions:'''<br />
<br />
The installer starts up with this:<br />
<br />
[[File:HAC2_loader_installer1.png]]<br />
<br />
Make sure Halo is closed. Click Next.<br />
<br />
Select the version of Halo you want to install loader to. It supports both HCE (Halo Custom Edition) and HPC (Halo PC Combat Evolved). For this example, we will choose only Custom Edition. <br />
<br />
[[File:HAC2_loader_installer2.png]]<br />
<br />
The installer asks where you want to install it. If you installed Halo with the CD installer, the path will be correct. If you did NOT install it from CD, browse and find the correct folder where haloce.exe or halo.exe is. If you chose to install it for both HCE and HPC, it will ask twice, one for each version of Halo.<br />
<br />
[[File:HAC2_loader_installer3.png]]<br />
<br />
If loader.dll already exists in the controls folder, the installer will ask if you want to make a backup of the existing dll. If you choose not to, the installation will abort.<br />
<br />
[[File:HAC2_loader_installer4.png]]<br />
<br />
If a backup of loader.dll already exists called loader.dll.backup, the installer will ask if you want to overwrite it. If you choose not to, the backup will not be overwritten and the installation will continue.<br />
<br />
[[File:HAC2_loader_installer5.png]]<br />
<br />
If everything went well, you will see this:<br />
<br />
[[File:HAC2_loader_installer6.png]]</div>Krewathttps://halonet.net/wiki/index.php?title=HAC2/Installation&diff=164HAC2/Installation2019-07-15T15:58:43Z<p>Krewat: </p>
<hr />
<div>The HAC2 installer can be downloaded here: [https://halonet.net/hac2/HAC2_loader_install.exe HAC2_loader_install.exe] (updated to the latest installer 2019/03/01)<br />
<br />
MD5SUM: 383dedd71e9587819f9e328c0b49bd6d<br />
SHA-1: bb4adf2e221f345bb333c11599acec5229e02663<br />
<br />
If Windows 10 gives you a problem with the installer, download loader.dll directly here: [https://halonet.net/hac2/loader.dll loader.dll] and drop into the controls folder under your Halo installation.<br />
<br />
This is build #3 of loader.dll - if there is an update available, and you're running a newer version of HAC2, once you run Halo it will ask you to press F1 to install the loader update. <br />
<br />
All files downloaded by loader are SHA256 signed using a 4096-bit RSA key. Once you have a legitimate loader installed, it is impossible for a rogue web site to hijack hac.dll, the loader updater, or any other supporting files. <br />
<br />
PLEASE NOTE: The original loader previously downloaded hac.dll to the user's TEMP folder. Version 2.0 of the loader now downloads everything into your Documents\My Games\HAC2 folder. For Windows XP and later, press your Windows key, and click Documents. From there, navigate to My Games\HAC2. You will find a HAC2.ini file, and a Downloads folder that contains all files downloaded by loader, including hac.dll<br />
<br />
ALSO NOTE: These instructions are as current as possible but may be out of date, and the screens might change. However, the overall install process will not change.<br />
<br />
'''Detailed instructions:'''<br />
<br />
Run the installer. If you use an anti-virus and you have issues, try disabling it.<br />
<br />
'''Windows 10'''<br />
<br />
You will see this first:<br />
<br />
[[File:HAC2_loader_installer1-win10.png]]<br />
<br />
Click "More Info" <br />
<br />
[[File:HAC2_loader_installer2-win10.png]]<br />
<br />
Click "Run anyway", and follow the rest of this guide.<br />
<br />
<br />
'''All other Windows versions:'''<br />
<br />
The installer starts up with this:<br />
<br />
[[File:HAC2_loader_installer1.png]]<br />
<br />
Make sure Halo is closed. Click Next.<br />
<br />
Select the version of Halo you want to install loader to. It supports both HCE (Halo Custom Edition) and HPC (Halo PC Combat Evolved). For this example, we will choose only Custom Edition. <br />
<br />
[[File:HAC2_loader_installer2.png]]<br />
<br />
The installer asks where you want to install it. If you installed Halo with the CD installer, the path will be correct. If you did NOT install it from CD, browse and find the correct folder where haloce.exe or halo.exe is. If you chose to install it for both HCE and HPC, it will ask twice, one for each version of Halo.<br />
<br />
[[File:HAC2_loader_installer3.png]]<br />
<br />
If loader.dll already exists in the controls folder, the installer will ask if you want to make a backup of the existing dll. If you choose not to, the installation will abort.<br />
<br />
[[File:HAC2_loader_installer4.png]]<br />
<br />
If a backup of loader.dll already exists called loader.dll.backup, the installer will ask if you want to overwrite it. If you choose not to, the backup will not be overwritten and the installation will continue.<br />
<br />
[[File:HAC2_loader_installer5.png]]<br />
<br />
If everything went well, you will see this:<br />
<br />
[[File:HAC2_loader_installer6.png]]</div>Krewathttps://halonet.net/wiki/index.php?title=HAC2/Release-Notes&diff=163HAC2/Release-Notes2019-07-02T18:32:02Z<p>Krewat: </p>
<hr />
<div>'''HAC2 release notes'''<br />
<br />
Besides the new features discussed here: http://wiki.halonet.net/index.php/HAC2/Post-Install-HAC2<br />
<br />
'''Known issues'''<br />
<br />
If you put hac.dll in your main Halo install folder, it will not update, and HAC2 might tell you to press F1 to update every time you start Halo. <br />
<br />
----<br />
<br />
'''2019/07/02'''<br />
<br />
Fixed optic usage output in the console. <br />
Removed optic_pack preference value when "optic unload" command is used. Otherwise, there was no way to permanently disable optic packs without editing preferences.ini manually.<br />
<br />
----<br />
<br />
Various bugs and other things fixed that you wouldn't know about right away:<br />
<br />
- Large maps, larger than somewhere around the 200MB mark, caused Halo to leave open file descriptors, causing a memory leak. After discussing this with 002/Kaviwuvi's help, he came up with a quick fix that involved loading the map in larger chunks than stock. This affected both the server and the client, and the client in self-hosting mode. Not sure if this affects SAPP.<br />
<br />
- Some NetEvents issues were fixed. Even when not connected to a server, after aborting a connection, NetEvents would try to communicate with the server, causing crash. Fix was to check if "current map" was UI, and if so, don't other.<br />
<br />
- custom_chat and classic_chat can no longer be enabled/disabled while in-game. Stock halo chat text would freeze on-screen if one of these custom chat types were enabled.<br />
<br />
- There is a Bugzilla instance with (as of right now) about 10 or 15 bugs/enhancements to be fixed or implemented. These will be taken care of as time permits.</div>Krewathttps://halonet.net/wiki/index.php?title=HaloNet_Map_Download_Protocol&diff=162HaloNet Map Download Protocol2019-06-22T15:40:38Z<p>Krewat: </p>
<hr />
<div>'''Protocol description'''<br />
<br />
A standard protocol for downloading maps from HaloNet.Net, which HAC2 will move to, and other applications are free to use as well. "Application" describes a client or server-side modification, such as HAC2, HSE®, SAPP+LUA, Chimera, etc.<br />
<br />
----<br />
<br />
HAC2 and various client or server applications should operate as follows. Note that the default HTTP port is used, port 80.<br />
<br />
Example URL to use to download a Custom Edition map: <br />
<br />
http://maps1.halonet.net/halonet/locator.php?map=zmm_battle_grounds<br />
<br />
Map name is supplied as the variable "map". This is NOT case sensitive. CE maps are downloaded by default. To specify a PC (Combat Evolved) map, use the "type" variable to specify "ce" or "pc". Alternatively, "halor" (PC) or "halom" can be used, as these are in the "product type" string most applications search for on startup.<br />
<br />
The default download format is .zip - if you wish to download .7z, the URL should contain a "format" variable set to either 7z or zip. Example:<br />
<br />
http://maps1.halonet.net/halonet/locator.php?format=7z&map=zmm_battle_grounds<br />
<br />
If the "format" variable is not supplied, "zip" is the default.<br />
<br />
A "noredirect" variable with a value of "1" can be supplied indicating that redirects are not allowed. In this case, a 404 error will be returned if the map is not local to the map server.<br />
<br />
Example: http://maps1.halonet.net/halonet/locator.php?format=7z&noredirect=1&map=zmm_battle_grounds<br />
<br />
Map names should be "urlencoded" - https://www.w3schools.com/tags/ref_urlencode.asp - An example for Windows is to use InternetCanonicalizeUrlA: https://docs.microsoft.com/en-us/windows/desktop/api/wininet/nf-wininet-internetcanonicalizeurla<br />
<br />
An example of a PC map download in 7z format:<br />
<br />
http://maps1.halonet.net/halonet/locator.php?format=7z&type=pc&map=zmpsierra_1<br />
<br />
Supported variables:<br />
<br />
* '''map''' = specify the '''map name''', preferably urlencoded<br />
* '''format''' = download format, '''zip''' or '''7z''' supported<br />
* '''type''' = Game product type, '''ce''' or '''halom''' (Custom Edition), '''pc''' or '''halor''' (Combat Evolved)<br />
* '''noredirect''' = 1 - Return 404 instead of 302 for a redirect.<br />
<br />
<br />
<br />
----<br />
<br />
'''Fault Tolerance'''<br />
<br />
The application should set the WinHTTP timeouts down to 10 or even 5 seconds so users don't face long waits for downloads. This can be done using the WinHttpSetTimeouts function. HaloNet's map servers should respond to the initial open quickly. The application can decide if the download speed is too slow, and switch to the next map server in the list if desired.<br />
<br />
If a connection fails to maps1.halonet.net, you should retry to maps2.halonet.net, maps3.halonet.net, etc, until the name no longer resolves. The name resolution is only done in WinHttpSendRequest, and the error returned is ERROR_WINHTTP_NAME_NOT_RESOLVED.<br />
<br />
A WinHttp example downloader can be provided on request. I hope to make one available on github.com at some point.<br />
<br />
'''Multiple servers can be queried at the same time, or downloaded from at the same time.''' The fastest responder or first to download can be used. This may actually slow down downloads if a player's Internet connection is slow to begin with, so the application should provide a way to enable or disable that option.<br />
<br />
----<br />
<br />
'''Return codes'''<br />
<br />
If the return code is 302, this is a "redirect". The URL returned in the Location header will point to the location to download the map in question. If this fails, continue on to the next map server and retry. This may be used to pull a map server out of the rotation, so every effort should be made to support this functionality.<br />
<br />
Any return code other than 200 (success) or 302 (redirect) indicates a failure of that particular map server, and every effort should be made to try the next map server.<br />
<br />
----<br />
<br />
It is up to the application to decide when to stop trying. A user can be told map downloads are failing, and to press a certain key to stop trying, while the application continues to try the list of map servers. Or, it can stop when the list of map servers is exhausted.<br />
<br />
Again, the "list" of map servers is just this: maps1.halonet.net, maps2.halonet.net, maps3.halonet.net, etc, until the name no longer resolves. It is again up to the application to decide what to do at that point.<br />
<br />
If a map server fails to respond, the application is free to ignore this map server until a certain timeout passes, or for the entire session. For example, if maps1.halonet.net does not respond, later map download attempts can ignore this map server until the player restarts the game, or after 10 minutes have passed.</div>Krewat