New Horizon on 24/4/2009 at 17:23
Quote Posted by Judith
The fact is, if you just delete your .ibt files from your fresh T3 install, you get CTD right after the copyrights.
I think the confusion is that he is using the editor to play the mod, which will require anyone who wants to play it to download the editor...which is just not realistic.
massimilianogoi on 25/4/2009 at 00:34
Quote Posted by New Horizon
I think the confusion is that he is using the editor to play the mod, which will require anyone who wants to play it to download the editor...which is just not realistic.
Any kind of missions are playable with IBT, T3GameSys and the same old zip package. So I don't understand this boy. Anything is playable with this method.
Tony Ayalew on 25/4/2009 at 07:58
Quote Posted by massimilianogoi
Any kind of missions are playable with IBT, T3GameSys and the same old zip package. So I don't understand this boy. Anything is playable with this method.
You're right about the editor. Bu it's not required anymore.
Regards,
Tony W. Ayalew.
P.S.: My tester is back from his vacation (or something), so testing will be done soon/
Tony Ayalew on 25/4/2009 at 08:01
I have a request:
I need a RELIABLE person (someone who won't steal my ideas or something) who can upload the mod for me. I don't think it's working with my computer.
Instructions will follow for anyone who accepts
Note: Requires experience with PC and making installers.
Regards,
Tony.:cool:
Beleg Cúthalion on 25/4/2009 at 09:02
What have you really changed in your mod? Actual maps? GameSys? Scripts in maps or GameSys archetypes? There's really only few things you have to release. In fact you can even deliver it as a GL-ready fan mission (only that it's the whole game) allowing people to uninstall or use it again when they wish.
You only need to enable WriteBlockFiles or something in the user.ini, start playing every mission in T3Ed, get the autoplay.ibt from where TDS stores the savegames, rename it to fit the *.unr map name, "export map for game" to create a matching *.gmp map. Do this for every map, in the end include also the Kernel.ibts that are created everytime, create a folder structure just like in TDS or any TDS FM, throw in the maps, Kernels, GameSys and everything else listed in e.g. Komag's tutorial in the end (you can skip all the parts referring to objectives and enter/exit mission actors) and zip it up. No editor required, no extra textures (they are in the ibts), just like a simple FM. If you start accepting that (creating and) shipping altered ibt files is so much easier for you and anyone who's supposed to play it... everyone will be fine.
Plus, if your ideas are great enough we'll surely steal them. :ebil:
massimilianogoi on 25/4/2009 at 13:45
Quote Posted by Tony Ayalew
You know what? You guys (especially the point of New Horizon) are right: It seems difficult and unrealistic to ask people to download an editor, only copy specific folders and than expect them to have some game experience.
Th'is not the interesting point! Many people, including me, can download even 20 GB of stuffs. I just wanted point that any of your works could be baked in the IBT files, that, staying to what Beleg said, have also a compression method. You have alle the informations wrote on the Komag's tutorial.
New Horizon on 25/4/2009 at 15:33
Indeed Tony. Just follow the directions that are available and you'll be able to create your own custom IBT's....that way, they will be playable by anyone and all the packaging work is done for you. If you don't know how to do it yourself, just give all your files to an experienced T3Ed user and I'm sure they will do it for you. Nobody on TTLG is going to steal anyone else's work.
Tony Ayalew on 27/4/2009 at 17:57
Quote Posted by New Horizon
Indeed Tony. Just follow the directions that are available and you'll be able to create your own custom IBT's....that way, they will be playable by anyone and all the packaging work is done for you. If you don't know how to do it yourself, just give all your files to an experienced T3Ed user and I'm sure they will do it for you. Nobody on TTLG is going to steal anyone else's work.
Hello,
No need for it.
Bye,
Tony Ayalew.
_
Beleg Cúthalion on 27/4/2009 at 19:50
You cannot play the real game without them, that's why removing or ignoring them would basically be the same. On the other hand, nobody will want to get T3Ed either, as we have already mentioned. Try to overwrite JohnP's textures in your T3Ed setup with the old (smaller) ones. So your ibts will be "pre-JohnP" and everyone can add the high-res textures afterwards... I guess more people will have John's Collective Texture Pack than T3Ed on their harddisk.
New Horizon on 28/4/2009 at 01:12
I'm really not sure what the best way is for you to release this mod Tony. I'm not clear on whether or not it alters the whole game, or just a few missions. It sounds like if you were to release a full set of custom IBT files, it would essentially be like uploading most of the game...so, I have an idea.
You could release your mod as a patch. This will require some work on your part to pull it off.
1. You will need to create TWO identical installations of Thief 3 on your computer. Basically, install T3 to a new directory...call it, T3_original. After the game has been installed to this location, right click and copy it. This will give you a folder called, "copy of T3_original"...rename it T3_patched. Now, you will have to bake your IBT's in your editor directory...'without' the John P textures...your mod must work with the original textures only. Once you have baked your new IBT's, do whatever you have to do to get your mod working in the T3_patched folder....again, without adding any John P textures. Once your mod is running...you will need to use this program.
(
http://www.patchwise.com/downloads/index.php#trials)
It is called Patchwise. Follow the directions to create your patch.
It will ask for the 'original' unaltered directory. That will be T3_original. It will ask for the altered directory...T3_patched. The program will scan both of those directories and create a patch that contains 'only' the differences between the two folders. This 'should' be smaller...but may still be a bit larger than you expect. This program should also allow people to uninstall the mod afterwards. You just have to make it clear that it must be installed over an unaltered T3 installation.