Gestalt on 2/6/2005 at 22:02
How about custom "Loading" screens? I think they're just .dds files you drop in the "...\Textures\DynamicallyLoaded" folder, so they shouldn't be hard for anyone to do.
New Horizon on 3/6/2005 at 00:53
Quote Posted by SneaksieDave
:wot:
How exactly? I assume you mean, Minimalist has a /triggerscript/minimalist type of folder? And access to it is changed in an INI file? If so, that doesn't cause the standard game scripts to fail to execute?
Can you 'splain? :) This could be useful info for FMs.
From what I can gather, the triggerscripts for the original maps are built into the ibt files. The only reason I needed to load them from a custom path is because I was applying them to the original missions.
Oh, and yes I did make a change in the Default.ini to reduce any risk of someone elses scripts for OM's being over written. :)
So instead of TriggerScript\DynamicallyLoaded, I called it TriggerScript\Minimalist or some such thing. But I really don't think you'll need to worry about that when you're building your own missions...they should be assembled into the ibt file.
When I release my custom installer for T3Ed in the not too distant future, it will include some of the triggerscripts I used in Minimalist. Specifically the Script to make loot glint only activate by distance and edible food. Might build the old custom sounds into it as well...though I won't go beyond that really as I don't want this to be the Minimalist T3 Editor.
Ziemanskye on 3/6/2005 at 16:24
With the moved (or corrected, depending on how you want to think of it) start date, there's no way I can finish before the competition begins tomorrow.
I am still currently on track for release somewhere around next weekend though so maybe we can get some of these demons settled.
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And as for the triggerscripts in a different directory, what did you actually change in the default ini? I'm assuming it's this line:
Quote:
DefinitionsRuntime=tsd|TriggerScript\DynamicallyLoaded
which if we can twiddle means that if we have a FMLoader (Like Fleshloader or whatever) that will make corrections/alterations to the user.ini for a mission, such as needing to expand the vertexpools or force a differently named gamesys to be used, then maybe we can sidestep a lot of the script problems, and make the missions easier to run.
New Horizon on 3/6/2005 at 16:27
Quote Posted by Ziemanskye
With the moved (or corrected, depending on how you want to think of it) start date, there's no way I can finish before the competition begins tomorrow.
I am still currently on track for release somewhere around next weekend though so maybe we can get some of these demons settled.
=====================
And as for the triggerscripts in a different directory, what did you actually change in the default ini? I'm assuming it's this line:
which if we can twiddle means that if we have a FMLoader (Like Fleshloader or whatever) that will make corrections/alterations to the user.ini for a mission, such as needing to expand the vertexpools or force a differently named gamesys to be used, then maybe we can sidestep a lot of the script problems, and make the missions easier to run.
Well, I don't think you should have to worry about that actually. You should be able to build the triggerscripts right into your map and not have to worry about putting them in the dynamically loaded folder.
Has anyone tried to build a small room with a trigger script to see if it gets pulled into the map?
Hecatæus on 3/6/2005 at 17:57
Fromt he peanut gallery:
would it be too ambitous to contest for the best T3 adaptation of the T1 Training mission? (obviously ropes and water are out) Should be a good enough of a demo and a building point for new stuff.
doctormidnight on 3/6/2005 at 18:16
Hmm.. this might be a good time to work on something silly, perhaps I can get some guards on rollerskates.
Renzatic on 3/6/2005 at 18:18
Quote:
Fromt he peanut gallery:
would it be too ambitous to contest for the best T3 adaptation of the T1 Training mission? (obviously ropes and water are out) Should be a good enough of a demo and a building point for new stuff.
Actually that's not a bad idea. It could be done far easier in a month than even a small scale FM, and it's something everyone is familiar with.
Rantako on 4/6/2005 at 08:59
The contest starts today!
Good luck all! :thumb:
I'll post instructions for submitting entries nearer to the closing date.
Bumbleson on 5/6/2005 at 05:53
Quote Posted by New Horizon
Well, I don't think you should have to worry about that actually. You should be able to build the triggerscripts right into your map and not have to worry about putting them in the dynamically loaded folder.
Has anyone tried to build a small room with a trigger script to see if it gets pulled into the map?
I haven't, but I guess I should try that. Because there's another script resource in the Maps folder: two files named Kernel_TSDALL.ibt and MainMenu_TSDALL.ibt. I don't know what these are for, however they definitely contain a number of script definitions (but not all of them). However missing scripts should always be found in the DynamicallyLoaded folder as described above, as long as their file names don't collide with anything.
By the way, a point that wasn't discussed here: sometimes it might be necessary to put a script on an archetype or modify it in another way (for example when you use respawning AIs which have a load filter set - think of the Keeper assassins). I think forbidding gamesys changes might turn out to be too big a restriction in such cases.
bloodyzeppelins on 7/6/2005 at 15:45
So who is participating in this? I'm rather curious.