GlasWolf on 13/3/2006 at 19:11
Quote Posted by bukary
Nomad, could you check how many actors you have in "Evicted" map?
I think we may be thinking along the same lines. Nomad has WAY more AI in Evicted than any other map has had, and he's seemingly the only person to have actually hit this limit. It follows therefore that adding pawns really racks up the properties total, and considering the amount of standard properties an average AI has it certainly seems to make sense.
Ziemanskye on 13/3/2006 at 19:31
Considering how devoid of life my maps tend to be, that'd probably be why I haven't hit that one.
I wonder if blue-rooming and spawning would cut it down (since from the editor/initail point of view it's only one person that way, though everyone else is an ingame clone of it)?
Judith on 13/3/2006 at 19:48
Spawning AI's could be a good idea, besides Thief series was never about sneaking through the crowds ;) I had the same problems while making Crystal Clear FM, but I think my marketplace had enough AI's to avoid :)
nomad of the pacific on 13/3/2006 at 22:29
Quote:
Originally posted by bukary:Nomad, could you check how many actors you have in "Evicted" map?
Um, how do I call up that data? :confused:
Never mind. I got it. 4638!
d'Spair on 4/8/2009 at 11:02
Hey, sorry to resurrect this one, but I guess it is the most appropriate thread for some property count questions.
I'm not sure if that hasn't been answered before, but I've got two questions about property count limits with T3Ed.
In some other threads folk say that property slots are taken up even if one adds some content to a map and then deletes it. Does it mean that if I add something to a map, I spare some property slots and I'm never able to free them again? Is there a way to somehow 'clear' these empty-but-used property slots? Otherwise it seems that if I add 1000 AIs to my map and then delete them all, I'll still not be able to run the map?
And the other question relaed to property count as well. It has been said that save-game usually takes up to 10 000 property slots, so I always have to leave 10 000 properties unused for saving in my mission. And it has also been said that number of used property slots increase during the game because of some actions done by the player in the world. If this is true, can I accidentially hit the property limit by just running around the map, frobbing all the buttons, firing arrows and switching on and off the lights? Or can I hit this limit by saving too often (since each save game takes some proprty slots)?
I would be glad if someone explains this to me, since I'm really interested in how all these properties work in T3Ed. Thanks.
Beleg Cúthalion on 4/8/2009 at 11:59
I'd be glad myself if I knew how it worked. :p
1. No matter how the property saving system exactly works, I think it might be possible to write a program which re-arranges these slots and fixes all sort of links or whatever inside a map file. I've asked potterr about it and he promised to have a look as soon as the new GL is out (and it's not out yet as we can see). I've even found a guy in the club who has some programming experience but he told me that due to the fact that there is no... well, source code or plan of the file format (whatever it is exactly), programming this little tool would include a lot of reverse-engineering.
2. I'm just doing a second test right now and will post some of the results afterwards.
d'Spair on 4/8/2009 at 12:23
Fine, thanks for the quick reply.