GlasWolf on 7/8/2005 at 16:57
I haven't noticed any missing textures, but I haven't played through the whole mission using this config yet. I can confirm though, the first archway (inside the building) is passable and empty. Other things I've noticed: the glyph in the entry map works now, the generator is working (cool!), the patrolling female on the ground floor is no longer attacking the rustmites, loot and door sounds are fine (as i said), bodies are now moveable and candles are frobbable. It all looks good. Actually it all looks VERY good - the hammer fountains, the projected shadows... excellent job, Z! The only issues I've found are that the furnace doesn't burn me, and the loadout objectives show "Read 0 diary entries (0 read)" I'm guessing these are just bugs in the normal sense.
Anything specific I should look out for/test that'll help determine if everything's functioning?
Ziemanskye on 7/8/2005 at 17:20
Well, it sounds like it's more or less doing what it should. Ideally the woman would be attacking the rustmites, but since the sword anims don't go that far I figured it wasn't worth fretting over.
The read 0 diary entries should only apply before you start the level, since I hijacked the SpecialLoot counter to keep track of them, it should read okay when you get into the level.
No, the furnaces don't burn. Oops, was too busy trying to make them sound right that it slipped my mind.
Otherwise, lets see...
You should only have a blackjack and dagger.
Killing the woman should complete the Hammer friendly objective, killing the Master (upstairs) should complete the Pagan friendly objective. Killing anyone else should cancel both objectives. The Keeper objetive is a book in the library tower (which supposedlly you have to move the bookcases for, but the frob-distance is high enough you can grab it through the outer bookcase if you know where it is), which probably records as "Null" or somesuch on the bookname when you grab it. The outer bookcases ought to move up and down when the books are frobbed, and the books you frob ought to disappear. Holy Water still gives the help text when collected. NPCs can't move around the map too well, because some areas are too narrow (and they can't handle the curved stairs at the north-west end). I can't remember where all the loot is, or how much of it there is because I'm not counting it in the level. And I can't tell you where the AI is or is going, because there's a lot of 50-50 braches and the ReversePatrolPoints are connected to the ends of multiple paths (so they 'reverse' down one of the paths at random) Um...
Well, basically it was designed to look pretty, while the actual gameplay isn't so great.
ProjectX on 7/8/2005 at 17:34
Quote Posted by GlasWolf
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.inapposite.net/images/thief/HAMloothammersymbol.tim) here. After installing Schism, create a CONTENT\T3\StaticMeshes\DynamicallyLoaded directory and copy it in.
err.. could it be that for some reason the .tim file wasn't added to the ibt?
could you, therefore, add the content -> dynamically loaded stuff to the .zip? Would GarrettLoader then pick it up and unzip it? Only this way, it will work on a normal installation with only the vertex pools increased. And when Garrettloader later includes an auto vertexpool increaser (i.e. Mapper goes and says, "thou shallt increase thy vertex pools to X" and GarrettLoader does it, and then reverts back again.) you'd only ned the base installation of T3
GlasWolf on 7/8/2005 at 17:47
Quote Posted by Ziemanskye
Well, it sounds like it's more or less doing what it should. Ideally the woman would be attacking the rustmites, but since the sword anims don't go that far I figured it wasn't worth fretting over.
Just noticed one of the other guys busily firing spells into them!
Quote Posted by Ziemanskye
The read 0 diary entries should only apply before you start the level, since I hijacked the SpecialLoot counter to keep track of them, it should read okay when you get into the level.
Yes it's fine once I'm in. I can only find 4 entries though - the forger, the apprentice, the shaman sympathiser and the artificier. Should both of the books in the artificier's study count or am I missing one? I always was crap at loot hunts...
You should only have a blackjack and dagger.Works.
Killing the woman should complete the Hammer friendly objectiveYup.
Killing the Master (upstairs) should complete the Pagan friendly objective.Yup.
Killing anyone else should cancel both objectives.Yup.
I also noticed the arrows work now, they were sticking in mid-air previously. Minor bug: the satchel in the pagan's room isn't frobbable.
Ziemanskye on 7/8/2005 at 17:54
Arrows?
Thought I'd taken all of them out... (might be a v1 vs. v2+ thing)
And the satchel is probably a smesh as well, rather than a stealable loot thingy. So is just about everything, even things that in the OMs were frobbable or stealable (check out the Librarian's closet/bedroom for a good example).
Fireball dude, well I think that means you're running v1 of the level (not that it makes a huge difference), but he can try fireball them all he wants - he isn't blessed enough to cope with them I don't think. Odd place for him to show up, but I know it's possible.
5th diary entry is written on loose pages, and is the woman's notes in the second bay by where she starts, shoud be on the bench.
GlasWolf on 7/8/2005 at 18:19
Quote Posted by Ziemanskye
Arrows?
Thought I'd taken all of them out... (might be a v1 vs. v2+ thing)
Nope, I'm on v2 now - they were stuck to the desk in the room beside the classroom IIRC. When you pick one up the other falls into the desk, but it's still frobbable. Were there arrows in one of the study rooms near the stairs? They're gone now I think.
Quote Posted by Ziemanskye
And the satchel is probably a smesh as well, rather than a stealable loot thingy. So is just about everything, even things that in the OMs were frobbable or stealable (check out the Librarian's closet/bedroom for a good example).
OK, in that case you left the loot-glow on it. :)
Quote Posted by Ziemanskye
Fireball dude, well I think that means you're running v1 of the level (not that it makes a huge difference), but he can try fireball them all he wants - he isn't blessed enough to cope with them I don't think. Odd place for him to show up, but I know it's possible.
It doesn't harm them, he just fires and fires...
Quote Posted by Ziemanskye
5th diary entry is written on loose pages, and is the woman's notes in the second bay by where she starts, shoud be on the bench.
Aha, got it - and the objective works. :thumb:
ProjectX: right on both counts, but it would be useful to know why this wasn't included for future reference. Adding it to the zip is the easy fix, and should work fine.
Ziemanskye on 7/8/2005 at 18:34
Ah.
Seems we're up to v3. (You'd think I'd know where I was up to with my own level :p)
The arrows in the Librarian's room should have been noisemakers, if I remember right. Should also now be gone. There was a lot of water arrows, and some moss arrows for a while (before my attempts at scripting an odd objective failed), which I took out because the torches can't be doused - the water hits the alcove, not the torches, so they don't go out.
Loot Glint? Maybe. Oops. Or maybe it's still frobbable from some off angle (if it went in as a smesh, it should never have had the glint). I think I took the satchel out in v3 as well.
Same with the fireball dude - everyone but the woman and the Master got changed into a STMHammerWorker2 or something like that. Part of how I trimmed that few Mb off of it.
ProjectX on 7/8/2005 at 19:30
Done it. It works.
It's pretty, but a bit confusing. As soon as we can work out a quick and dirty way of getting maps in there it'll be easier.
One thing that bothers me, and it's the same with townhouse, you have the level really bright. So bright, in fact, that there aren't any "deadly shadows" to speak of.
I made sure it wasn't my brightness settings by calibrating it with the default image that you do at the start of a T3 game to make sure. You're evels are definately really bright. I think it'sathe ambientlighting, I usuall go no hiher than a brightness of 4, and evn then, that's only with high-saturation.
SneaksieDave on 8/8/2005 at 00:07
Yep, GlasWolf's fix works for me too. Will be playing through soon as I get a chance.
Is it time to inform the FM forum yet, then? :thumb:
GlasWolf on 8/8/2005 at 00:40
I suppose technically it needs an end objective before it becomes a mission. :) Still, a few bugfixes, add the tim to the zip (and maybe even my loading screens ;) ), a "Get back to where you started" objective and it's good to go.
True enough there aren't many shadows to hide in, but it brings its own challenges and shows what can be done. Townhouse is a pretty impressive creation too it must be said. I think they both deserve announcement threads over at the FM forum, but I'll leave that up to Z. I think it's important T3ed is seen to be coming out of its shell.
Roll on the competition entries!