Crispy on 21/10/2005 at 08:17
Okay, I've been at this for a few hours, and I have to go to a friend's 18th now. Rather than waste hours trying to find the answers to these last few problems out on my own, I thought it would be more time-efficient (given that the really-really-deadline for Komag's comp is approaching fast) to shout these out to you guys. :p
- Debriefing is broken. I get: Book 'ShortName01 not found' (where ShortName is the mission's short name.) What's with the 01? Strangely, the briefing works fine and is in the exact same format. Edit: FIXED.
- I can't select any difficulty apart from Normal when starting the mission. Edit: FIXED.
- Despite having set my T3DifficultyInfo actor (in both Entry.gmp and the actual mission) to not ask for special loot, ever, I am given an objective to steal 1 special loot.Edit: FIXED.
Help? :confused:
EDIT: Okay, these are fixed; thanks guys! However, I've found a more serious bug. See below.
Ziemanskye on 21/10/2005 at 10:06
Debriefing01 is odd. The OMs used that to give an alternative debriefing, so maybe you need to just go back to the start of the OMs and save the game somewhere - It might be like a problem DarkDragon had a while back with the game days and hidden flags rather than a problem with the mission.
Otherwise try just making an alternative *01 version of the debriefing you already have.
And, just for the record - the debriefing has the same name as the briefing, but is in the other folder right?
Not being able to select difficiculties. That happens a lot. I can't think off hand what the solution is, but I think it's something like not having the EnterMissionInfo triggerlink'ed to the DifficultyInfo actors or something daft like that.
The specialloot objectives... Did you add the mission properties to the DifficultyInfo, or did you use the ones that are there already? This is one of those odd cases where the actor has properties in it, but you have to add them anyway and use the new ones.
Bardic on 21/10/2005 at 10:57
Ziemanskye beat me to it, but then this is longer than it may need to be. I would try his things first.
OK, just to check things.
D:\Thief3FM\ShortName\Content\T3\Books\English\Briefings\Shortname.sch has:
VERSION 2.0
TextEntry
LongName
lang_english blah blah <--works
D:\Thief3FM\ShortName\Content\T3\Books\English\Debriefings\Shortname.sch has:
VERSION 2.0
TextEntry
LongName
lang_english blah blah <--doesn't work
that one I would hope you just have a mistype somewhere
--------------------------------------
Not being able to select difficulty, I had the same problem. I went into the conversation and added Entry and ShortName for all of the PlayerGarrett conversations. (The Wiki said to add it to quite a few, but I just added it to everything except the mission ones which I think was a few more. After doing all the save stuff in for the conversations, I did a search in the t3edit folder and added all the conversations modified that day to my fan mission folder. (before doing this, my goals would work in the editor, but not in my packaged mission)
D:\Thief3FM\ForgottenStash\Content\T3\Conversations has:
Entry.con
Shortname.com
D:\Thief3FM\ForgottenStash\Content\T3\Conversations\Database has:
132 files (don't know if they are needed, but they are tiny)
D:\Thief3FM\ForgottenStash\Content\T3\Sounds\schemas\conversations\PlayerGarrett has:
31 files, all modified on that day
DontBlackjackNonComb_001000.sch
DontKillNonComb_001000.sch
ShortNameObjectives_001000.sch
ShortNameObjectives_002000.sch
ShortNameObjectives_003000.sch
ShortNameObjectives_004000.sch
ShortNameObjectives_005000.sch
LootPercent_001000.sch
MaxBlackjack0_001000.sch
MaxBlackjack1_001000.sch
MaxBlackjack_001000.sch
MaxCorpsesFound0_001000.sch
MaxCorpsesFound1_001000.sch
MaxCorpsesFound_001000.sch
MaxDetected0_001000.sch
MaxDetected1_001000.sch
MaxDetected_001000.sch
MaxKill0_001000.sch
MaxKill1_001000.sch
MaxKill_001000.sch
MinBlackjack1_001000.sch
MinBlackjack_001000.sch
MinKill1_001000.sch
MinKill_001000.sch
SpecialLoot1_001000.sch
SpecialLoot_001000.sch
TimeLimit_001000.sch
TimeLimit_001500.sch
TimeLimit_002000.sch
TimeLimit_003000.sch
----------------------------
Special Loot and choosing difficulty may have similar solutions, like Ziemanskye said, you can't just change the property on the difficulty and entry actors, you have to add the property to make it blue, then change it.
And I found I added most of the same info to both the entry.unr file and my map.unr files, so that both would look to my map's goals and difficultysettings settings.
Rantako on 21/10/2005 at 11:18
Quote Posted by Crispy
I can't select any difficulty apart from Normal when starting the mission.
Adding the property
EnterMissionInfo -> EnterMissionDisableDifficultySelect: False to the EnterMissionInfo actors in my entry map and my actual mission seemed to fix this for me.
Crispy on 22/10/2005 at 06:36
Quote Posted by Ziemanskye
Debriefing01 is odd. The OMs used that to give an alternative debriefing, so maybe you need to just go back to the start of the OMs and save the game somewhere - It might be like a problem DarkDragon had a while back with the game days and hidden flags rather than a problem with the mission.
I do have a saved game, from partway through the Inn mission.
Quote Posted by Ziemanskye
Otherwise try just making an alternative *01 version of the debriefing you already have.
I tried doing that with the contents of the file (i.e. I made a ShortName01 entry in Debriefings\ShortName.sch), but I didn't try making a copy of the file named *01 (i.e. Debriefings\ShortName01.sch). I'll try both this time. (EDIT: Fixed! I just put ShortName and ShortName01 entries into ShortName.sch, and then copied it to ShortName01.sch. Bit of unnecessary duplication there, but who cares? :))
Quote Posted by Ziemanskye
And, just for the record - the debriefing has the same name as the briefing, but is in the other folder right?
Correct.
Quote Posted by Ziemanskye
Not being able to select difficiculties. That happens a lot. I can't think off hand what the solution is, but I think it's something like not having the EnterMissionInfo triggerlink'ed to the DifficultyInfo actors or something daft like that.
You have to triggerlink the EnterMissionInfo actor to the DifficultyInfo actor? Ahh, crap, how did I miss that? :tsktsk: :p
Quote Posted by Ziemanskye
The specialloot objectives... Did you add the mission properties to the DifficultyInfo, or did you use the ones that are there already? This is one of those odd cases where the actor has properties in it, but you have to add them anyway and use the new ones.
Yeah, I added the new ones. This might be related to the lack of a Triggerscript link, I'm thinking.
Bardic - Believe me, I have checked and rechecked looking for typos. :) Good point about the conversation files, that does actually sound likely. I'll try that if the triggerscript link doesn't fix it.
Rantako - Thanks, I'll try that.
EDIT #2: All fixed! Thanks guys. I just had to (A) create a copy of the debriefing text called ShortName01, (B) set the property Rantako mentioned (EnterMissionInfo -> EnterMissionDisableDifficultySelect: False) in the Entry map, and (C) change the SpecialLoot parameter for the Normal difficulty from 1 to -1. (yeah, I know - doh!).
New problems: Mission name is (null), and reloading a saved game is just like restarting it from the beginning - you get warped to the editor's StartingPoint, all objectives are cleared, and the world is reset (loot is back, torches are relit, etc.). Basically as if you'd hit the Restart button, except it uses the wrong StartingPoint. I think I can fix the first one, but the second one is just weird...
Edit #3: Mission name fixed. Reloading bug isn't.
Crispy on 23/10/2005 at 01:09
Apologies for the double post, but *bump*. Need some help here, and soon.
I have only one glitch to fix until I release the mission, but it's a biggie: If I load a saved game from my mission, it doesn't load correctly. The level gets reset (torches are relit, loot comes back, etc.) and I'm moved to the editor's StartingPoint (the one without the Teleport Destination). All restrictions and loot objectives simply disappear. And finally, the collected loot amount doesn't get reset; I managed to get 102% loot. :p (Yes, sta_loottotal is set correctly.)
I tried doing the same thing with OMs and Special Vintage (version 0.9). They work fine; only my mission is affected.
Everything else about the mission is fine. (Well, not quite fine, but I'm willing to let all the other little things slide.) If I can just fix this, I'll be ready to release.
ascottk on 23/10/2005 at 01:27
Quote Posted by Crispy
Apologies for the double post, but *bump*. Need some help here, and soon.
I have only one glitch to fix until I release the mission, but it's a biggie: If I load a saved game from my mission, it doesn't load correctly. The level gets reset (torches are relit, loot comes back, etc.) and I'm moved to the editor's StartingPoint (the one without the Teleport Destination). All restrictions and loot objectives simply disappear. And finally, the collected loot amount doesn't get reset; I managed to get 102% loot. :p (Yes, sta_loottotal is set correctly.)
I tried doing the same thing with OMs and Special Vintage (version 0.9). They work fine; only my mission is affected.
Everything else about the mission is fine. (Well, not quite fine, but I'm willing to let all the other little things slide.) If I can just fix this, I'll be ready to release.
DarkDragon had the same problem (he actually didn't say how he fixed it) but he thanked me & Ziemanskye for finding the problem. Here was my input:
Needing a triggerscript link from PlayerStart to EnterMissionInfo to DifficultyInfo. You might be just missing the link from PlayerStart.
Crispy on 23/10/2005 at 01:50
I added the link, no change.
Do you mean this thread ((
http://ttlg.com/forums/showthread.php?t=100480))? It doesn't look like quite the same problem - though restarting is in fact broken, I just discovered. Darn.
I tried restarting the level, and just got dumped straight back into the game where I was. I tried saving and reloading, and I got a BSOD. :wot:
Time to check out some logs, I think.
GlasWolf on 23/10/2005 at 03:26
I may be mistaken but I think KL still suffers from the restart bug.
Komag on 23/10/2005 at 06:08
You might check whether you have any scripts with the condition "Player - When player starts map" versus "Scripts - When player starts map, arriving from a different map"
You want the second one, as the first will do the Actions whenever the map starts, even from a save game, etc, whereas the second will do the Actions only when you first start the map the first time, coming from the Entry.gmp