ProjectX on 15/9/2005 at 15:29
Quote Posted by Komag
So simplify it and make a really basic version for the contest, then finish the souped up script-heavy version later :)
But the scripting's nearly done, if I can release this "super script" I can go for technical excellence.
joebarnin on 19/9/2005 at 03:19
I've finished my Contest 6 entry (woohoo!). But I have no idea how to package it for distribution (d'oh!). I was looking for a tutorial but I didn't find anything defintive. I mean, I can look at other TDS FMs and see how they are packaged, so I have some ideas. But how does one determine what files to include in the zip?
Is there a documented procedure for packaging a TDS FM?
ProjectX on 19/9/2005 at 06:53
something to do with using garrettloader. I think.
make sure you include the .unr file so Komag can check you've kept to the guidelines.
ProjectX on 19/9/2005 at 15:49
Quote Posted by potterr
Optional: 3D map file if your FM takes place somewhere in the city, although the tool to build these is not released yet.
what's this???
potterr on 19/9/2005 at 16:26
ProjectX, Its the beginnings of something, not sure how it will turn out though but it was designed to be a method of building upon existing stories and FMs in Garretts City. However its entirely possible that it can be used as a basic design modeller (the map itself is built into the tools section in GL and you can download new items to add in (you need to close and re-open the map to do this though)). The tools to build the maps is in progress and is designed to work with the map tool in GL, however as I found it very simple to build basic concepts with it I may extend its functionality to be used as a concept design system (i.e. build a rough outline of a room, or building or cityand work in dromed or t3ed to follow that design, or as the actual output file is quite small (a few KB's) you could pass the files on to one another for joint workings, etc), but its early days with it.
potterr on 22/9/2005 at 23:24
As the time is drawing very near to beta testing now, I would just like to say that if anyone would like any help getting their FMs running in GarrettLoader let me know and I would be happy to give you a hand.
Also if you want guidence for the Extras in GarrettLoader (GLTitle.jpg, Loot Lists, etc) I can also give you a hand there (actually I'm enjoying doing a few GLTitles).
joebarnin on 25/9/2005 at 19:51
I need help packing my mission for Contest 6. It runs fine in the edit environment. To test in the non-editor environment, I zipped up what I think are the correct set of files. I configured GarrettLoader to point at my regular TDS install (non-editor), hit Install (of my mission zip), then Play. TDS launched, I hit New Game, my briefing appeared, I hit Start and it loaded for a while. Then TDS crashed.
I have installed a couple of other FMs with GL and they ran fine, so GL is configured correctly. I'm pretty sure the problem is that my mission ZIP is missing files. But how to I determine which? I looked at other FMs and mine appears to have basically the same set of files as theirs. I have added scripts to my mission and I noticed that rewrites the entire TriggerScript directory so I included that too. I have a Books directory (my added ones), a Conversations directory (only the files that Windiff says have changed, compared to a vanilla T3ED install), Maps with my GMP and IBT, and an entry.gmp, Sounds with a bunch of PlayerGarrett .sch files that changed, and TriggerScript.
Is there a standard procedure for doing this, or do I just keep throwing crap into my zip until it works?
ascottk on 25/9/2005 at 19:58
Quote Posted by joebarnin
I need help packing my mission for Contest 6. It runs fine in the edit environment. To test in the non-editor environment, I zipped up what I think are the correct set of files. I configured GarrettLoader to point at my regular TDS install (non-editor), hit Install (of my mission zip), then Play. TDS launched, I hit New Game, my briefing appeared, I hit Start and it loaded for a while. Then TDS crashed.
I have installed a couple of other FMs with GL and they ran fine, so GL is configured correctly. I'm pretty sure the problem is that my mission ZIP is missing files. But how to I determine which? I looked at other FMs and mine appears to have basically the same set of files as theirs. I have added scripts to my mission and I noticed that rewrites the entire TriggerScript directory so I included that too. I have a Books directory (my added ones), a Conversations directory (only the files that Windiff says have changed, compared to a vanilla T3ED install), Maps with my GMP and IBT, and an entry.gmp, Sounds with a bunch of PlayerGarrett .sch files that changed, and TriggerScript.
Is there a standard procedure for doing this, or do I just keep throwing crap into my zip until it works?
Scripts should be compiled in with the map ibt although I needed Kernel_TSDALL.ibt in order to get the inventory keys working. You shouldn't need to distribute scripts separately. Have you upped the vertex pools?
potterr on 25/9/2005 at 20:35
joebarnin, as ascottk mentioned about vertex pools, the chances are you may need to update the user.ini file of the players PC, however DO NOT include your own user.ini file, instead include a user_patch.ini file in the same location as the user.ini file. The user_patch.ini file must include ONLY the changes required for your FM to work (map extras, vertex pools, etc).
Have a look here for more info (
http://www.ttlg.com/forums/showthread.php?t=99890) http://www.ttlg.com/forums/showthread.php?t=99890