Ziemanskye on 3/5/2005 at 13:36
Having ran into a problem with my own, I thought I'd put out a call for someone else to try compile an ibt (and gmp, since we seem to need them) for redistribution for me.
Preferably someone who has been messing with the triggerscripts, since they're what's gone wonky for me.
The idea here is simply to identify if my file is too big (55Mb ibt, 6Mb gmp), or if the problem is something more awkward about how the scripts are stored and passed - I don't want to have everyone create these levels then find other people can't run them, like I'm having trouble with between me and my testmonkey.
Just a simple zip (or whatever) of an ibt file and it's matching gmp, doesn't need to be much, and a willingness to be bombarded with questions and test versions if I can't get it to go.
I think FilePlanet (at worst case maybe) would host the files for testing, but I don't see the point in testing a huge dl (like mine) for what might be a simple problem of being too big. At least till after that's proved to be/not to be/ or too inconclusive to show without it.
(Does it show I'm not sure how to write this?)
SneaksieDave on 3/5/2005 at 16:57
Well, Minimalist has some custom scripts at this point, I believe, so it's definitely do-able. It might just mean that you need to drop the scripts into the /DynamicallyLoaded folder along with distribution of the IBT and GMP (meaning they're not incorporated). Also, the gamesys must also contain references to the scripts, if I remember correctly - so it must be recompiled.
Where the heck is that link...
Ziemanskye on 4/5/2005 at 10:21
Okay. It's something to try. Thanks, but, uh, (feels slightly silly) how do you force the gamesys to recompile?
And do you mean I have to create a \DynamicallyLoaded subfolder of the Triggerscripts, and copy all of them into it (since my new scripts are numbers around 4200, but the 'missing' ones include 106, 107, 320...)?
SneaksieDave on 4/5/2005 at 14:47
Okay I found the reference I was looking for, (
http://www.ttlg.com/forums/showthread.php?p=1247979#post1247979) here.
I haven't tried any of this stuff, but it sounds like a yes on the folder path, and to get the gamesys to compile, you could just change something in it (when you try to close the editor or launch a map it will ask if you want to save the altered gamesys - there might be a way to force compile before that, but I'm not sure if it works).
Rantako on 4/5/2005 at 19:30
To save gamesys, in Actor Class Browser go File -> Export Changed Scripts. (Export All Scripts works as well but creates a heap of files in your T3 folder).
Though I don't know if this does TriggerScripts or not.
Ziemanskye on 4/5/2005 at 19:44
(sends out instructions to testmonkey, crosses fingers)
Thanks for that, I hope it works, cause I've been beating my head off of this for about a fortnight now.
And Rantako, when I click on the export scripts thing in the actor broswer it trys to dump them into a .u file, is that okay? I've kind of shyed away from the option because of the wrong filetype in the message box.
Rantako on 4/5/2005 at 20:19
Yeah, it's fine. I don't know what the .uc file is for, but it definitely saves the gamesys as well.
Ziemanskye on 6/5/2005 at 20:24
EDIT:
Gone a bit weird, but seems that over the filesize limit (whatever it may be) just falls into DynamicallyLoaded on missing Smeshes as well as TScripts