bukary on 24/10/2005 at 16:02
We are testing how mods work (via GarrettLoader) with Polish version of TDS.
It seems that Krellek's Labyrinth changes Kernel files. Therefore it destroys our Polish fonts in the game. Is that necessary? Will every FM with custom content change kernels? Why is it necessary?
potterr on 24/10/2005 at 18:26
Now there is a question, I think the kernal files are to do with the blockloading system
(
http://www.ttlg.com/wiki/wikka.php?wakka=BlockLoadingSystem) http://www.ttlg.com/wiki/wikka.php?wakka=BlockLoadingSystem.
One thought I have here is that I know the russian T3 fans hijacked the french sections of all the files in T3 and used them for Russian content. This meant that they could set their langauge to french and it would all be in russian. I guess you may be doing things a bit differently?
bukary on 24/10/2005 at 19:25
Are they necessary in FMs? I installed Krellek's. And then used our patch that restores our changes in kernel. Now it works OK. But I don't think it is a good idea to apply a patch every time one installs FM... :(
Quote:
One thought I have here is that I know the russian T3 fans hijacked the french sections of all the files in T3 and used them for Russian content. This meant that they could set their langauge to french and it would all be in russian. I guess you may be doing things a bit differently?
We are doing OFFICIAL translation for Polish publisher. In fact, we've already done this ("Release Candidate Gold" is in the factory). And now we are testing how it works with GL (just to please TDS fans who want to play FMs). We can not make any changes to the game now. It's too late... :( We did not have enough time to test this before the game was sent to the publisher. And we were suppose to do ONLY translation. But I desperately want it to work with GL well. :)
van HellSing on 24/10/2005 at 19:35
Correct me if I'm wrong, but if the mission works properly with the Polish kernel, then including the kernel with the FM is redundant.
potterr on 24/10/2005 at 21:35
I think this is something to be explored a bit more, ask ascottk why the kernel file was included, it may have been by mistake.
ascottk on 25/10/2005 at 01:07
I included the Kernel_*.ibt files because the mission would not work without them. The GFXALL includes the custom graphics, the TSDALL includes the scripts (the inventory keys did not work w/o this). I probably won't update until the ibt situation is taken care of & epithumia@thiefmissions cannot handle the bandwidth of constant updates. I appreciate the work on translations & if there's any help I can offer then I'll gladly help.
Beleg Cúthalion on 7/2/2009 at 13:43
I've been thinking a bit about the Kernel files since the wiki tells me that they are needed for custom graphics, scripts etc. but on the one hand my mission works as a GL-ready one without them (except for the crash when trying to save) and on the other hand including them results in strange graphic issues (image frozen for a couple of seconds all the time, compass figures draw lines etc.). Since our first re-made Keeper enforcer maps had issues with the same changes not being executed in some files (and sometimes) I wonder whether new Kernels would work but if yes, how to create real ones.
Judith on 7/2/2009 at 14:49
I wouldn't be so sure that kernel files store such crucial information. What if your mission was split in two? Which kernel files will you choose, cooked with the first or the second part? My Cabal FM has two parts and I included kernels from the first one. But this doesn't mean my custom scripts won't work in the second part, they work perfectly.
Oh, and if you experience frozen screen or just a compass moving it means you forgot to add Shaders folder to your package.
Beleg Cúthalion on 7/2/2009 at 15:50
Ah, that's interesting. Thanks, I'll try it.
What would bugger me about the Cabal if I was you is that all four of you might have different kernels due to different graphics and scripts... unless of course you always share your changed files.
Ziemanskye on 11/2/2009 at 18:54
With regard to things like trigger scripts and flags, I'm not sure it would matter if you had the kernals baked with the first or second part - I think those Kernal files just go on the whole lot: if you've got scripts for another part of the level, even if you don't bake it, they go into the kernal. That way, the most recently compiled version is always a full "correct" version.
Custom graphics... I will admit I thought that was only really needed for if you wanted custom hud elements, since textures/smeshes go into the ibt file for the level. Or so I thought anyway.