snobel on 24/10/2012 at 09:19
Quote Posted by Beleg Cúthalion
I wondered why there was no more user_patch.ini in the directory and after re-naming the User.ini file and testing I found it to be re-named to User.ini (with capital U) once more. Are there other things messed up now..?
To me the _patch files are temporary files, when they've been applied they've served their purpose and might as well be deleted. But I can see that's impractical while you're preparing the mission for release, so I'll change it to leave them behind.
To get your _patch file back you'll have to manually remove the entries from your normal user.ini that shouldn't be in there. But if your user.ini is the default, then there's not much harm in having those entries in the _patch file.
There should be no mess-ups other than deleted _patch files.
Beleg Cúthalion on 25/10/2012 at 20:27
Thanks for clearing that up, by the way for testing purposes (since this is the only thing I've done so far) your tool works great and comfortable. I can mess within the folder and just run the game with two clicks (that is, one double click and a single click).
Plus, I've found the cause for the blue overlay on my map screen. I had altered settings in the T3UILights.ini which made the spotlight much darker. Checking single files of my archive led me to it. I still cannot present my map as a new one to the game, so right now it's in fact the Clocktower map with overwritten labels, but what the hell...
snobel on 25/10/2012 at 21:35
Quote Posted by Beleg Cúthalion
by the way for testing purposes (since this is the only thing I've done so far) your tool works great and comfortable. I can mess within the folder and just run the game with two clicks (that is, one double click and a single click).
That's reassuring, thanks.
Quote:
Plus, I've found the cause for the blue overlay on my map screen. I had altered settings in the T3UILights.ini which made the spotlight much darker. Checking single files of my archive led me to it.
Good thing you figured it out - that would also explain why I couldn't see it. I thought it was maybe just too faint to notice. :rolleyes:
Quote:
I still cannot present my map as a new one to the game, so right now it's in fact the Clocktower map with overwritten labels, but what the hell...
Well a little recycling never hurt.
snobel on 5/11/2012 at 19:25
Quote Posted by Beleg Cúthalion
I wondered why there was no more user_patch.ini in the directory and after re-naming the User.ini file and testing I found it to be re-named to User.ini
The slightly updated version (
http://www.ttlg.com/forums/showthread.php?t=138607&p=2152154&viewfull=1#post2152154) here has a new option NoDelete in the Loader section. If you set it to true, it will leave _patch files and CBTs behind after installation. Note that the files will be re-processed (i.e. the FM's user.ini will be replaced by the user_patch.ini re-applied to your OM user.ini) every time the mission is started, so you don't have to delete the user.ini if you've changed something in the patch.
There's another new option, RefreshOptions. If true, your OM options.ini and SneakyOptions.ini files will be copied to the FM on startup even if they exist.
And yet another one called PropStorageLimit, unfortunately you can't set it higher than 65535. :cheeky:
Tiens on 22/11/2012 at 19:37
Quote Posted by snobel
...PropStorageLimit, unfortunately you can't set it higher than 65535. :cheeky:
"PropStorage"? Do you mean "Property Storage"? Where is it written? How to find out, how many property is already used in a map? Is there any function or something that counts used properties for a particular map? I vaguely remember that
Beleg Cúthalion wrote something about counting properties, but I failed to find any proper info. There's too many flooding talking around :(
snobel on 23/11/2012 at 12:41
Quote Posted by Tiens
"PropStorage"? Do you mean "Property Storage"? Where is it written?
Yes, the infamous property storage limit. :) If you're using the beta version of my patch you will find that option in the Testing section of the SneakyOptions.ini file, same place as your Options.ini. Unfortunately you can only set it lower that the default 65535. :grr:
Quote:
How to find out, how many property is already used in a map? Is there any function or something that counts used properties for a particular map? I vaguely remember that
Beleg Cúthalion wrote something about counting properties, but I failed to find any proper info.
I'm sure Beleg will be around to answer, but you can probably find information in the discussion starting (
http://www.ttlg.com/forums/showthread.php?t=91954&p=1172466&viewfull=1#post1172466) here. Have a look at Beleg's first post there.
A bit about the fixes in the beta Sneaky Upgrade: The
proper fix, which would be going from 16-bit to 32-bit values, is unfortunately not realistic with the time and tools I have. So I did that which
was possible: Raising the original limit to the absolute max, and (hopefully) fixing the bug with properties not being freed during a save.
It's not really clear how much those fixes help. At the very least you can add 4095 to whatever rule-of-thumb practical limit was used before.
In the
Kings and Queens FM, which comes very close to the limit, almost 10000 property slots are freed by the patch during a save. So in the best case about 14000 can be added to the rule-of-thumb value.
I hope that in practise it can be assumed that with the fixes, "as long as it doesn't crash the editor, it won't crash the game", but the only way to find out is to try it on some very large FMs... :sly: