GlasWolf on 3/8/2005 at 21:19
OK, this is the minimum install requirements:
(Install T3, and patch to 1.1)
Copy/edit user.ini as follows:
Code:
[BlockLoading]
;LoadFromResourceBlockFiles=True
[Source Control]
UseSourceSafe=0
[Engine.Engine]
UpdateGameSys=0
[PCVertexPools]
DynamicVertexPool0=31457280
StaticVertexPool=26214400
StaticShadowVertexPool=15728640
Copy the following from the editor package into their respective directories in your T3 install location:
\System\T3MainReleaseVersion.exe (and rename to T3Main.exe, overwriting the existing file)
\System\Shaders\
\content\T3\MatLib
\content\T3\PCTextures
\content\T3\SkeletalAnimations
\content\T3\SkeletalMeshes
\content\T3\StaticMeshesCopy Schism files
Enjoy what looks like a rather spiffy mission.
The bad news is that this is a lot of stuff to copy/distribute (311MB). Matlib, SkeletalAnimations and SkeletalMeshes are all mentioned explicitly in the .ibt file. Also, there are bugs, which I'm sure are down to required files/settings - no door sounds and no candle frob - there are probably others, but I'm all filecopied out for today.
Hope this helps unravel some of the mysteries. One question for Ziemanskye though - is the archway right at the beginning supposed to be blocked
by something?
Ziemanskye on 4/8/2005 at 17:16
The archway right at the beginning is part of why we need to have the Blockloading turned on, sadly, since it requires the ibt file's versions of the staticmeshes (with the physics twiddled correctly). It probably isn't showing up in the right texture either since I reskinned it for the level.
It's also part of why it'll work without using blockloading - it'll ignore the ibt file completely in favour of whatever versions of the smeshes/textures.... you have on your own system. Just doesn't answer why the custom scripts still work - did you dl them seperately, cause I didn't include them in the zip?
Otherwise, well you should only need to move the skeletal anims and skeletal meshes to make it go, but that's why I keep refering to this as a timing error - each person needs slightly different things copied (if you use the t3MainOptVersion.exe it'll tell you what it's missing in the t3main.log). When testing Rivervale - my first, but massive and now scrapped mission - on a friends computer I ended up having to send him about 150-200Mb of extra stuff because the ibt wasn't loading it.
I'm glad you got it to work. Just a bit of a shame you've done it with a large-file transfer work around I could have told people would almost work right. Though if anyone cares, this is exactly why I was arguing in favour of ibt files back when the gmp/ibt debate was rolling. It should mean things are set up right to actually work for everyone else how they do for me.
GlasWolf on 4/8/2005 at 17:56
I didn't DL the scripts at all - what do the custom scripts actually do? It's possible that they aren't working. I've noticed that there are no objectives within the game, though they exist in the pre-mission briefing.
Just to get some basic stuff straight - the .ibt file is the same as the .gmp except it doesn't include the resources (textures etc.)? And the blockloading .ini setting forces the game to use the ibt rather than the gmp, hence the need for the additional file copies, yes? If so, it's a dead end and I'll change tack.
Ziemanskye on 4/8/2005 at 18:09
Well, the first custom script I remember in the level is the one that teleports you inside when you click the gylph on the front door - that needed a new script because there isn't a generic teleport to other part of level kind of action (sadly, might make moving around easier).
The ibt file is a baked version of the gmp file, that includes the used parts of the gamesys (hence the modified assasins in Krellick's working, I think), the triggerscripts, and the staticmeshes and skeletal meshes, skeletal anims and so on that the map uses. I think the gmp file is needed to tell the game it's there, and maybe contains the FleshBSP where the ibt doesn't, I'm not sure, but it's needed either way. The ibt contains all of the resources (though I've had erratic reports of the books/quotes being in it, since people keep saying they are getting "Cannot find loadingquote" type erros when the first ibt I baked had the correct loading quote without passing anything apart from the gmp and ibt to the other computer).
That's the idea anyway, I'm not a programmer, and while I think Shockeye &/ Shadowspawn are working on it, I'm not sure.
However, with blockloading turned off, the game uses the gmp file only, and loads all of the resources from disk (and so should need the editor, or at least all the CONTENT files) to guarantee it runs.
Again, that's the idea. I don't know if it even checks for the existance of an ibt when it's turned off, so it might kind of reverse the process - loading anything it can from the resource paths, but using things in the ibt if it can't find them, which would explain why custom scripts could work.
GlasWolf on 4/8/2005 at 18:28
Well that answers why the glyph in the entry map didn't work when I tried it! I was using the v1 zip so only saw it when I was messing about with v2 and didn't realise the significance. So scripts don't work. Apart from me getting the filetypes the wrong way round (ahem...) the other stuff was as expected.
I had both loading quotes and errors while testing, the quotes I'm sure are working using the filecopy method above. I'll try and see if I can find what swings it one way or the other.
Ziemanskye on 4/8/2005 at 18:34
the quotes are seperate from the ibt file anyway in the zips, since I've included the Books/String_tags/Quotes.sch file.
But if you can get this to go (or just come up with any more information on why it's not), it'll help. Though in all fairness, it would probably be better if more people finished and released missions so that we all had more to test with - that would make getting this all to work easier.
GlasWolf on 7/8/2005 at 15:45
Sometimes things are so incredibly right under your nose that you can't believe you didn't see them.
I reinstalled T3, changed the t3.exe to the editor version, t3main.exe to the debug (opt) version and added the vertex pools to the user.ini. Auldale1 and Townhouse - fine, Schism - no go (as expected. Check the t3main.log and the last few entries are complaining about not being able to find a static mesh:
Code:
ERROR: Missing resource file (_Missing) not found! (HAMloothammersymbol original)
WARNING: Failed to create resource: HAMloothammersymbol
ERROR: Unable to load static mesh 'HAMloothammersymbol'!
I searched and found the HAMloothammersymbol.tim file in the editor install and copied it into a StaticMeshes\SETDRESSING\Loot directory. No go, presumably it's looking in the .ibt file. I check the default.ini to see if there's anything in there that might be of assistance. Sure enough, there's a section on [ResPathsWhenBlockLoading], and a defined path StaticMeshes=tim|StaticMeshes\DynamicallyLoaded*. Create the StaticMeshes\DynamicallyLoaded directory, copy the .tim file in and hey presto we're off.
Dumb dumb dumb.
So far, loot and door sounds are back, objectives are in game and the arch at the start is now passable. More to be done (and it's a workaround rather than a fix), but it's a start.
Edit: for anyone who doesn't have the editor, you can download the file (
www.glaswolf.net/images/thief/HAMloothammersymbol.tim) here. After installing Schism, create a CONTENT\T3\StaticMeshes\DynamicallyLoaded directory and copy it in.
Ziemanskye on 7/8/2005 at 15:59
Okay, now I feel dumb.
I knew about the DynamicallyLoaded folder thing, and completely forgot it.
:rolleyes: :eek: :o
GlasWolf on 7/8/2005 at 16:04
Meh, so long as it works! Any idea why that specific file needs added?
Ziemanskye on 7/8/2005 at 16:42
If it's just that one, I have no idea. Last time I had to jump through these hoops it needed all the skeletal meshes and stuff too.
Maybe it just doesn't like the fact I've added the mesh as a smesh, rather than a Loot Actor.
Is anything else missing? [I know textures and scripts are non-fatal in this kind of case, whereas smeshs and skele's are] Possibly you aren't the person to ask, since you might not know what it's meant to look like, but it should be obvious enough, I suppose, given the default texture is that ugly pink thing.