SubJeff on 31/5/2005 at 07:28
You should probably update that May 25th date for contest 6 then Komag.
Quote:
Has anyone figured out how to package maps so people can play them without the editor yet?
An important question that we really need an answer to.
Devilfish on 31/5/2005 at 10:09
I personally don't care so much if a FM includes custom stuff or great story. :) Just a big castle with lots of generic guards and of course, loot! A good example of a castle I like is the second castle mission in Thief 1 (don't remember the name). :p
But of course, more special FM's are welcome too! :)
Hope I had the time to learn the editor and make FM's for the community.. maybe someday it will happen! ;) Thanks to all the map makers and mod makers for sharing your work for community! :thumb:
Gonchong on 31/5/2005 at 12:10
I'm still suprised that no-one has build a complete small mission yet. I've been building a day or so and it is fairly quick work using the standard meshes. I think there is a wide enough pallette of stuff to make something pretty good.
SubJeff on 31/5/2005 at 12:19
So you've started using T3Ed now that T2X is done? :D
Musopticon? on 31/5/2005 at 12:28
Looks like this "scene" might really spring in to something.
New Horizon on 31/5/2005 at 12:39
Anyone taken a look at those trigger scripts I posted?
I just managed to open up the DX2 Trigger Scripts in the T3 Trigger Script Viewer. The existing scripts aren't really of interest, it's the conditions and actions.
I haven't had time to see if there are any different conditions and actions that could be ported over to T3...or if that is even possible...but if it is and there are some different conditions and actions...it could expand the abilities of T3Ed a little further. ;)
Ziemanskye on 31/5/2005 at 14:20
If you want a non-editor version of thief to play custom missions it needs to be:
1. Updated to use the editor version of t3.exe
2. (Maybe, my tester has, but I'm not sure it's absolutely essential) updated to use the t3MainRelease or t3mainOpt versions of the t3main.exe
3. The mission must be compiled to an .ibt file.
4. You need matching versions of the mission's gmp and ibt files, both in the game's maps folder.
That seems to be it for small things, but if you need to expand your vertex pools or otherwise mess with the user.ini to get things (except the ibt compilation) to work, it gets much messier.
Still trying to figure out the kinks of distributing something more highly varied from the original, or something actually large in area.
SneaksieDave on 31/5/2005 at 15:16
Quote Posted by Renzatic
I'd consider joining up for a beauty contest or something.
I was considering that, based on the success of the one for DromEd recently, but, do you think the community is up for that? I wonder... opinions? I guess there's no rule that there can't be more than one beauty contest, so it's not like it would be the only one.
Quote:
Has anyone figured out how to package maps so people can play them without the editor yet?
Regarding that - I might as well post what I was going to suggest, melded with the suggestion above.
In order to make participation and enjoyment of the contest as easy as possible, here were my suggested guidelines:
1. No custom assets: no custom sound, textures, animations, art, scripts, or the like. Only things found in the original game, unchanged.
(this would make it so the author need only distribute their maps)
2. Some kind of size limitation, similar to how Komag's stuff has been in the past. (this would bring compact, quick entries)
3. Time limit (obviously - this would bring about quick entries)
4. "Make something beautiful" (this would give it a point, suggested above)
or, 4. "Make a street scene with at least one building you can break into and rob, within the size limitations."
Edit:
Quote Posted by Gonchong
I'm still suprised that no-one has build a complete small mission yet. I've been building a day or so and it is fairly quick work using the standard meshes. I think there is a wide enough pallette of stuff to make something pretty good.
YES! That's what I've been hoping people might realize. No one made custom DromEd stuff at first, either. People started with the basics, and knowledge increased with time. So should it be the T3Ed. Basic, stock-built missions first, customizations later.
GlasWolf on 31/5/2005 at 18:24
Quote Posted by Renzatic
Has anyone figured out how to package maps so people can play them without the editor yet?
I've been in touch with potterr regarding (
http://www.ttlg.com/forums/showthread.php?p=1270201#post1270201) this. He's dealing with the T1/2 stuff at the moment but will bring it over to this forum when the time is right. (Potterr, I hope I'm not landing you in it here. :) )
Bumbleson on 31/5/2005 at 21:44
Quote Posted by New Horizon
I don't know if this would be of any use to the community since DX2 and T3 are pretty different games but the thought occured to me that there might be some things in there that could work if they could be merged into the existing T3 triggerscripts.
My opinion after a first quick glance: some of them might actually work, but many of them will not, as they refer to resources or use script commands not present in T3. To avoid misunderstandings: it's *not* possible to add new conditions and actions by importing DX scripts. A *.tsd file only defines which of them are used in the script and which parameters are checked. In short: these files are source code, not "executables". If they contain commands the T3 "compiler" doesn't know, they will fail.