SneaksieDave on 30/7/2005 at 20:50
Quote Posted by Ziemanskye
Okay people show of hands - is it worth the effort to try make another version of this that people can run?
Ack! Hell yes. I ran it through the editor, but haven't played yet, because I was anxiously awaiting a fully workable version. Looks really nice.
Plus Ziemanskye, you're doing an invaluable, immortalizing service to the T3Ed community by wiggling through the initial release growing pains. Again! :thumb:
I never re-downloaded the townhouse - I kept the version I had and made my own entry map. Wasn't it that that might be the issue with this one too? If "the" discovery is made as to why, that might be all there is to plowing the way for T3Ed releases.
GlasWolf on 30/7/2005 at 21:34
Quote Posted by SneaksieDave
Plus Ziemanskye, you're doing an invaluable, immortalizing service to the T3Ed community by wiggling through the initial release growing pains. Again!
Hear hear - I'd have thrown my toys out the crib long ago. This stuff must be sorted out or it will certainly put off prospective designers.
With that in mind, Sneaksie - does the map still work on your install? If so, can you think of anything odd about your install? Maybe even if you have Unreal installed or whatever. How about sending me your t3 config files and I'll compare them to see what's different?
Also, was my earlier question about a full pathname in the .ibt file just too dumb to answer or does nobody know?
Ziemanskye on 31/7/2005 at 12:33
The pathname thing, I honestly don't know about. I rather assumed that the point of ibt files was to not have any paths at all like that (because internals'd load quicker).
I dont think it's the entry map that's at fault, especially if people can load the outer side-step map of the new version.
I don't know why it works on my system (and seemingly Sneaksie's with a little coercion) but not everyone elses - I'm no programmer, and don't even know what half the stuff inside my computer is. I just build levels for things.
The fact I've made two cabbaged releases so far has at least made some progress to the community though, and since I like making missions, and want people to play them, doing bug-fixes isn't so much a problem, it's just a question of if it's worth it. (like will people try play it - I don't like asking people to dl 45Mb files three times without any guarantee's any of them will work).
Otherwise, I'll try hack out the slightly smaller version over the next few days. and I'll be back in a bit with some screenshots...
nobody on 31/7/2005 at 15:35
this may not help, but I'm having the crash after clicking the glyph too. I would very much like to play this FM not to mention how much I'd like to see a standardized FM distro method that works for everyone. you are doing us a great service, thank you. I only wish I had the skills to be more help. please stick to it, I'll be your fan the whole way through. if there's anything I can do to help with my nearly non-existant skills just say so.
ProjectX on 31/7/2005 at 15:54
Well, I can't click on the glyph either but for a different reason. I don't think your custom triggerscripts are working for me. I'm using the latest version of GarrettLoader, come to think of it I'm getting the same problem wit townhouse. None of the custom triggerscripts work. This is probably (once again) negligence on my part in my installation of the FM, but I'd love to play it. The sunlight is beautiful on the start of the level, and it doesn't run slowly on my machine at all.
Ziemanskye on 31/7/2005 at 16:24
Borked Triggerscripts? Not sure on that one, since we already proved they're part of the ibt files. There's nothing to fail to install properly there. I suppose they can be included seperately, but it's a bit of an odd thing, and would mess up anyone working with only a single game and editor install.
Maybe it'd work without going through GL, but you do end up with a lot of random stuff floating around that way, and again it'll interfere on a single-install setup.
And remember, if you haven't seen it on this thread yet, you need to have the vertex pools increased to even have a chance of it working.
I've submitted a v3 to epithumia, so that'll be up at some time - it's only about 5Mb off the top of the ibt, but maybe that'll be enough to get it to go again, since it's lost a few variations of Skeletal and StaticMeshes.
ProjectX on 1/8/2005 at 12:37
Has anybody here got garrettloader to work with this mission? If so, I might just need to uninstall and reinstall garrettloader.
EDIT: Reinstalled, reloaded. Still doesn't work when I run it in GarrettLoader.
This is really weird. I can't find anything that stop the triggerscripts running. It's only custom triggerscripts because the wheel in TDS_TownHouse moves, but the lights don't turn off.
Ziemanskye on 1/8/2005 at 14:33
Well, here's a link to a zip of my custom triggerscrits - I haven't deleted any or reinstalled or anything, so it's the ones from Townhouse and Schism, and should be unpacked into the trggerscripts/defs folder. If you have any customs of your own though it'll confilct with the names since they are labelled sequentially.
(
http://rapidshare.de/files/3549270/Defs.zip.html) http://rapidshare.de/files/3549270/Defs.zip.html
it's measured in bytes, so even those people on dial up should be able to grab it without effort, if needed.