New Horizon on 31/5/2005 at 22:25
Quote Posted by Bumbleson
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.
No, I didn't think it was possible to add the conditions and actions by importing the scripts alone but I thought since the conditions and actions appeared when I clicked to create a new one that there may somehow have been DX2 specific condtions and actions being displayed. However, this was before I had a chance to sit down and really sort through them.
Quote:
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.
After I had a chance to sit down and take a look at them, I noticed that some Triggerscripts were missing conditions...others were missing actions. Whatever they had been, they don't exist in T3Ed.
I thought that if the conditons and actions existed outside of the editor that it might be possible to somehow import them...but they don't work that way.
Using the trigger scripts "as is" wasn't really what I was going to suggest. Looking at them for ideas and concepts we may have missed is certainly worthwhile. :) There may be some neat tricks that can be shared between DX2 and T3Ed.
It was worth a shot though.
Bumbleson on 31/5/2005 at 22:47
A detail I found encouraging in some way is an empty actions group named HOWTHEHELLDOIDELETETHIS ;) We're not alone. :laff:
P.S.: There was a slight chance the DX scripts would enable some hidden C&A normally not visible in T3, but I've found none until now. Looks like they are just grouped differently.
New Horizon on 1/6/2005 at 16:23
Quote Posted by Bumbleson
A detail I found encouraging in some way is an empty actions group named HOWTHEHELLDOIDELETETHIS ;) We're not alone. :laff:
P.S.: There was a slight chance the DX scripts would enable some hidden C&A normally not visible in T3, but I've found none until now. Looks like they are just grouped differently.
This could also open more possibilites for people wanting to make their own DX2 missions. I mean, we can port the triggerscripts in and get as many of them working as possible...then maybe assets can be transfered over.
It would be quite the project but I think it would be possible for people to assemble a DX2 flavored T3Ed.
Just think, they could make DX2 levels with much larger levels and with body awareness. I think that's something that would have worked better in DX2 than it did in T3.
potterr on 1/6/2005 at 22:28
Nope, it was about time I mentioned something here..., anyway I am getting nrealy ready to incorporate T3 into GarrettLoader, although as its the hardest and most confusing of the lot I am leaving it till last and instead concentrating on stableising GarrettLoader and adding in Dark Mod support (The Dark Mod team wanted to know if they could use GL as an installer for DarkMod as well, pretty simple to do).
I am aiming to have T1,TG,T2,T2X,System Shock 2, Rob Hicks' Dark Metal mod and The Dark Mod in the next (hopefully final) beta around the 12th June.
I will then spend a couple of week concentrating on getting T3 support in there.
I do have a few questions though:
1) Does anyone have a, what they would consider a playable T3 FM? Doesn't matter if the storyline isn't 100% or if all the AI and objects are in there, just so long as its playable. If so could they package it up as best they can (not sure where the .IBT thread ended up going, do they work?). I am going to do a clean install of T3 next week so that I can test FM installs.
2) Are you guys using MP3 files? does T3 support MP3 or do they have to be converted to WAV?
Thats it for the mo....
Also just to let you know there are various tools already in GL:
1) FM Readme maker, in both txt and GLML (GarrettLoader Markup Language, a "Safe" hybrid of HTML which gets converted to HTML when read by GL)
2) Authors tool (allow you to highlight your favorite)
3) Tweaking tools (allows you to Tweak GL to run best for you)
4) Plugin Tools (allows you to "plugin" any exe you want (directory independant as GL copies the exe to its own folder and to an extent encrypts ho wits called via GL) into GL, e.g. T3 Tweaker, etc).
And various ones planned:
1) FM packager
2 Resource Manager (records info on all skins/sounds/objects in FMs (mainly for T1/2) so that you have a potential resource to reuse in future (it will record authors names and prompt you to contact them to ask if you can use thier things forst)
3) Skin maker (for T1/T2), however this is low priority and may be a whikle before being added.
If you have any other thoughts for tools that would be of use to you, let me know.
:D
Anyway back to a pressing matter....just why does my MP3 to WAV conversion double the song length but half the file size when converting down to a 22kHz WAV file leaving half the song as empty space... :mad: :mad: :mad:
242 on 2/6/2005 at 00:24
I'm disappointed too by seeming lack of interest to designing missions for TDS. Such TDS missions as Cradle, Seaside Mansion, Wieldstrom Museum are certainly among the best Thief OMs. And the Cradle showes that with Flesh engine the most frightening and atmospheric missions are absolutely possible. I'm even not talking about untapped possibilities of the new editor.
The thing is that after more or less modern games like Gothic2, SH2/3, Doom3, TDS etc., it becomes problematic to force myself to play T1/2 FMs, I'm just not interested in them anymore, the immersiveness has gone :( One reason - the graphics seem to me prehistoric now. TDS however looks nice, and I look forward to play Flesh engine FMs. Thanks to those who continue working on them!
Gestalt on 2/6/2005 at 06:02
potterr: Would it be possible to get it to automatically back up old files when new (FM-specific) ones with the same names would otherwise overwrite them? That'd make custom gamesys, lightgems, interface elements and so forth for new FMs easy to manage, and it might make some of my model-related ideas a lot easier to work on.
Renault on 2/6/2005 at 15:52
Quote Posted by 242
it becomes problematic to force myself to play T1/2 FMs, I'm just not interested in them anymore, the immersiveness has gone :(
Bite your tongue. Have you played T2X?
Speaking as a fan and not a level designer, I have to say I'm surprised there aren't any T3 missions yet either. Even with the forum here and the wiki, it sounds like the editor is just too complicated and cumbersome to use.
Still, it would be a travesty if T3 FMs just died after all the work that was put into getting the editor released. :(
potterr on 2/6/2005 at 16:53
Quote Posted by Gestalt
Would it be possible to get it to automatically back up old files when new (FM-specific) ones with the same names would otherwise overwrite them?
Its already in there for T1-2 so it "should" work fine for T3 as well.
What it does is scan teh zip before extracting, creating a schema of where it will put files, it then scans the Hard drive to check to see if there are any of those files already in existance, if so it marks them to be backed up.
The only problem at the mo is that it does a tidy up after un-installation by removing now empty folders, although it has predefined list to do this at the mo which wouldn't match up with T3 folders, other than that it should be fine as is.
SneaksieDave on 2/6/2005 at 17:36
Quote Posted by Brother Renault
Even with the forum here and the wiki, it sounds like the editor is just too complicated and cumbersome to use.
Ack!
T3Ed is largely very easy to use. Very stable, user friendly, and quick for level production. Yes, it gets into unknowns when it comes to customizing some things (at least for now) but out of the box, once it's set up, this thing can churn out levels fast. I find it far easier and more intuitive than DromEd (with reason, of course - that's what Epic had in mind originally when making UnrealEd). The relative differences in strengths are yet to be fully understood.
Renault on 2/6/2005 at 22:30
Quote Posted by SneaksieDave
Ack!
T3Ed is largely very easy to use.
Just to clarify, that was really just my amateur opinion from reading through the forums, I have no idea how easy/hard T3ed is to use. It's still pretty early too, the thing has only been out for 3 months. How long did it take Dromed levels to start showing up after release?