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ksoft.blam's Issues

New release for the loadout bug fix?

A while ago you said you would put out a release that would contain a fix to the loadout palette bug. It has been a while and was just wondering if you are planning on putting out a release soon. I tried compiling the program myself but had no success.

Basic Editing gametype not supported

It seems KSoft does not support recompiling the Basic Editing gametype (the one typically used in forge). When dragging 00_basic_editing_054.bin into KSoft, it decompiles into a .gvarxml fine, but upon dragging that .gvarxml file back into KSoft, even when making no alterations, the compilation fails with the following stack trace
unknown

TU1 "precision bloom" value is mishandled

This line and a few others in that file treat the "precision bloom" TU1 value as if it's serialized as a float between 0 and 10. Disassembling MCC's haloreach.dll, I see it's actually serialized as a float between 0 and 2 (same as most TU1 settings). This means that current and past versions of MegHalomaniac need to be provided a multiplier of 5 to serialize 100% bloom, to compensate for the incorrect range.

Only the TU1 Magnum modifiers are on a scale of 0 to 10.

If I have my x64dbg expression syntax right, then for haloreach.dll version 1.2862.0.0 (the build available as of this writing), the relevant code for loading the setting will be at offset 0xCE1AC from the module base.

MCC gametypes after Season 8 don't decompile

Season 8 updated gametype files by adding file trust levels, which are part of the compiled files themselves. This new addition is noticed by MegHalo, and causes it to error out, and refuse to decompile any modes saved from Season 8

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