New Horizon on 20/1/2006 at 13:41
Will be available again in a few hours.
angrypenguin on 20/1/2006 at 17:50
Seeing this great installer I jumped at the oppurtunity to reinstall everything as my previous version had got rather messed up with all of my fiddling.
If I want to install JohnP's texture packs should I do this before installing T3advanced or after?
Is it possible to put his texture packs into the game editor and put them in an FM?
Thanks
New Horizon on 20/1/2006 at 18:33
Quote Posted by angrypenguin
Seeing this great installer I jumped at the oppurtunity to reinstall everything as my previous version had got rather messed up with all of my fiddling.
If I want to install JohnP's texture packs should I do this before installing T3advanced or after?
Is it possible to put his texture packs into the game editor and put them in an FM?
Thanks
Don't try to download the installer quite yet, i'm currenlty uploading the corrected version. :)
T3AdvancED doesn't touch your original installation folder. It's a self contained installation with all the sounds and graphics from the game included. I had to leave the OM unr level files out of the package to reduce the installer package though.
For people who don't want the editor and only want to play the enhanced fan missions, I'll be releasing a patch that will update a 'vanilla' T3 installation to T3EnhancEd.
As for using John P's texture packs. Yes, you can use them with the EnhancED editor...but...you can't install them directly into the editor, you will need to extrat them into a folder on your desktop and then copy them into the appropriate folders within the editor.
This will greatly increase the size of your missions however, since John's textures are of a far greater size.
potterr on 20/1/2006 at 18:59
Just a few thoughts for this regarding FM's (and a few ramblings).
I suppose it would be required to identify the enhanced FMs against the vanilla ones.
I'm thinking that the patch you are doing should be able to patch and unpatch based upon command line arguments, that is unless the patches are permenant.
The reason being is that it would be possible to set it as a GarrettLoader plugin (I am working on a small exe that will be with the next version that will allow such plugins to register themselves with GL to be launched for T3, and any other game) which would be able to be kicked off upon installing or launching the game (it depends just what the patch actually changes) depending upon some kind of flag file in the FM zip file. This would make switching between older FMs (and ones not built in the modified editor) and newer ones.
Anslo if any ini files are changed, they can still be patched on the users PC via the ini-name_patch.ini process in GL.
New Horizon on 20/1/2006 at 19:43
Quote Posted by potterr
Just a few thoughts for this regarding FM's (and a few ramblings).
I suppose it would be required to identify the enhanced FMs against the vanilla ones.
I'm thinking that the patch you are doing should be able to patch and unpatch based upon command line arguments, that is unless the patches are permenant.
I'm definately aiming to make the patch removable. All the patch does is update the core of T3 to be up to date with the Enhanced T3 Editor.
Quote:
The reason being is that it would be possible to set it as a GarrettLoader plugin (I am working on a small exe that will be with the next version that will allow such plugins to register themselves with GL to be launched for T3, and any other game) which would be able to be kicked off upon installing or launching the game (it depends just what the patch actually changes) depending upon some kind of flag file in the FM zip file. This would make switching between older FMs (and ones not built in the modified editor) and newer ones.
If it could function as a plugin, that would be perfect. We'll do our best to coordinate our efforts. :)
OrbWeaver on 20/1/2006 at 21:16
Quote Posted by potterr
The reason being is that it would be possible to set it as a GarrettLoader plugin (I am working on a small exe that will be with the next version that will allow such plugins to register themselves with GL to be launched for T3, and any other game) which would be able to be kicked off upon installing or launching the game (it depends just what the patch actually changes) depending upon some kind of flag file in the FM zip file.
I don't know how GL is architected, but I would suggest using a folder of DLLs which are loaded by GL automatically and register themselves in a plugin namespace. The info file in an FM could then list the names of plugins that were required, perhaps with parameters that should be passed to the plugins if necessary.
So a T3EnhancEd FM could have a line like "InstallRequires: gl.t3.enhanced" which would cause the T3EnhancEd plugin to be executed during installation.