nobody on 1/8/2005 at 14:59
on the pool vertexes: are they to be modified in the Default.ini? I thought so and did it there with no help to my troubles, but going back through the posts I see talk about the User.ini. did I work in the wrong file? as for Garrett Loader I can't get it to work at all and it destroys my install of the game forcing me to uninstall and re-install. very annoying. I've been loading all this stuff by hand, so to speak. I tried doubling, tripling, quadrupling, even decatupling (times ten) and centupling (X 100) the values I found in the Default.ini for PC vertexpools. multiplying times 10 made things run really slow and X100 just gave me white screen. I used a calculator for one set of X2,3,4 and in-my-head estimations for another set which made no difference. just in case I made sure to have Ziemanskye's game sys in place. I'll try the triggerscripts this afternoon can anyone tell me if I'm doing something blatently wrong? I want to play this mission. and every other mission forthcoming.
Ziemanskye on 1/8/2005 at 15:05
well, nobody, your faith is inspiring, but a little daunting. It's possible this missions is just screwed and wont work, like, ever.
Otherwise, well, I only change my user.ini, because anything in it changes in the default.ini when loaded. Kind of anyway, you only need to change one or the other, so long as they don't contain conflicting information (to which the values in the user.ini always win, hence why I only change things there rather than in both, but some people do it the other way around).
The Gamesys shouldn't matter, because I'm not using any new archetypes. The triggerscrips, by previous experiments, shouldn't be needed, but might help.
All you need are the game, the editor version of t3main.exe (or rather, t3MainReleaseVersion.exe renamed to t3main.exe), and the level zip file.
nobody on 1/8/2005 at 17:42
well, I ran Townhouse with no trouble at all, I was, in fact, one of the few people to have all objectives and everything from the begining. I just find myself wondering why schism doesn't work. could it really be a size thing? are there other issues? being an engineer in the US Coast Guard and an electrician my brain can't help but kick into troubleshooting mode. I would say, If you're interested, the way to figure this out would be to start from a point we know works then build small bits on until we break it then examine what was done in the step that caused the break. I'm not sure how everyone else feels but I'd be happy to take on the roll of tester for such an enterprise. I'm willing and able to download large files everyday. so to make a long story short (I know, too late) if you are interested in some testing I'd suggest building on to Townhouse (since we know it works) maybe adding a room or two at a time. you could even use rooms from schism if you wanted. I know this would be a lot of work and will never think or say anything against you if you don't wish to do it. but if you do want to you have me as an eager guinnie pig at the least, and I think that many people on this forum would step up to help. I hope I haven't missed something terribly obvious but I'm thinking there's got to be a way to figure out what exactly is casing the trouble, and that it needs to be done before we can have the FM support the T2 community enjoys. I mean what would it matter if we had 10,000 FM's of various sizes made and ready to play if no-one knows why most of them don't work for most people. I know this is all painfully obvious but I think we need to put forward an organized effort to tackle this problem, and I'm volunteering my time and system to test stuff. Yes! I finally got to the point! maybe we should start a new thread for FM testing, it really doesn't belong in this thread that we hijacked from the small FM contest.
nobody on 1/8/2005 at 19:01
I was thinking of having a thread specifically for identifying exactly how FM's should be packaged (for lack of a better term) and how the receiveing machine should be set up. we have info spread out all over and there doesn't seem to have been a concerted effort. I think we should make a FM starting from either townhouse or Krellek's since we know those work and build onto it (without regard to story or anything) various things, rooms, AI, etc. until we break what can be run by receiving computers. then fix the problem, if possible and break it again. I think we need to standardize and define what works and what doesn't and why. goals would be:
#1: how should the machine to play the FM be set up?
#2: how should the FM be distributed and packaged?
#3: what sort of things need to be avoided in an FM to prevent crashes?
I know most of this has been discussed in many different threads but it seems to me that the answers have been neither consistant nor definitive and to make matters worse they are spread out all over the place. and I can't find them in the wiki either. we could use your thred as the test/results space and then make a new one with finalized results thus generating a "how to" thread that could be stickied. we have got to get a distro method that is consistantly successful before anything else at this point. the more people we have on it the better.
I think we might do better to start a new thread with the first few posts containing links to the information and downloads we have. I am tempted to start it myself. in fact I think I will, maybe. I'm going to cruise the forums and try to dig up the info I want.
EDIT: with no search function and the sheer amount of info this may take a bit to gather before I can start the thread. wish me luck and any help is welcome. hi-ho hi-ho off to work I go digging in the forum mine
ascottk on 1/8/2005 at 19:48
Your help is appreciated, nobody :thumb: If only the search function was working, that'd make the job a little easier :tsktsk:
Ziemanskye on 2/8/2005 at 10:13
<sigh>
Well, epithumia has put the 3rd version of schism up over at (
http://www.thiefmissions.com/thief3/demos) thiefmissions.com for me, and as mentioned it's a bit smaller and rearranged (and more dangerous, having standardised the Hammerites).
It doesn't seperately contain the triggerscripts folder, because I sent it to epi' before ProjectX hit that problem, but still, hopefully more people will be able to make it work. Hopefully someone will be able to get it work I suppose.
ProjectX on 2/8/2005 at 11:23
What I find oddest (is that actually a word?) is the fact that nobody but me has the problem. I'm running seperate game and editor installs, using GarrettLoader to load FMs and Dracflamoc's editor loader.
Anyone have a similar set-up to me? And those of you that got all of it to work, what set-ups are you using?
EDIT: It couldn't possible be that I've installed GarrettLoader onto my editor install could it? And the custom scripts I've made are conflicting with Ziemanskye's and so they're not running?
I'll have a go at installing GarrettLoader into my normal T3 install and I'll post my results.
EDIT2: When I load it it can't find the loading uote for the level and it crashes to desktop, of course I've just realized that I haven't increased the staticvertexpools. One other interesting thing was that the buttons were borked in the menus. Here's a shot of what I mean:
(
http://xs.to/xs.php?h=xs40&d=05312&f=weirdyweirdy.JPG)
Inline Image:
http://xs40.xs.to/pics/05312/weirdyweirdy.JPG.xs.jpgEDIT3: I now get a run time error from GarrettLoader whenever I try to install an FM or the original game. This error is:
Code:
Run-time error '-21474177848 (80010108)':
Automation error
The object invoked has disconnected from its clients
ProjectX on 2/8/2005 at 13:02
w00t!!! After several re-installs it all finally works!!! Trigger scripts and everything!!!
:thumb:
EDIT:
Ok stil need to increase the static shadow vertex pool a bit, maybe you could post what you have it set to Ziemanskye? I have mine at 629145600 (400x the default setting) and it crashes to desktop at about 50% loading of the mission (after you select the glyph in the daylight area). Perhaps a fix would be to move part of the level into that sunlight-ey bit and chop it in half in a different place, thereby halfing the amount of shadows per map.
Ziemanskye on 2/8/2005 at 13:34
Well, I've upped all three vertexpools, each by putting a zero on the end
as mentioned earlier in the thread, and copied striaght from my user.ini (make sure you're playing with the right user.ini if you have mulitple installs - though I'm not sure which that is, does it check by relative file location, or registy entry or what?):
[PCVertexPools]
;added 0 to the end of each...
DynamicVertexPool0=31457280
StaticVertexPool=26214400
StaticShadowVertexPool=15728640
As for splitting the level up properly, well I guess it's possible, apart from the fact that it'd screw up the start of the level, probably mess up the lights (mostly cause I wasn't exactly dainty with use of the sunlight outside), and the simple fact the level can't conveniently be split up because of how it's arranged, you'd end up with tranisitions all over the shop because the main routes between levels inside the map are the two towers you can see from the outside.
So, I'll think about doing that, but make no promises.
Though the fact you got to 50% before it wonkified rather than the 30% everyone else has might be good, though equally if it's the new version, it's likely the same point in real terms.