Rosd on 24/3/2005 at 06:59
As I was looking through my Thief 3 folder today, I noticed a T3Gamesys folder underneath the Thief3 directory, that had a classes folder in it. Inside of it, I had a .uc file for a class that I had changed, but never saved the gamesys for. Maybe this is why some classes work when they have been changed, even when they have never been saved. Here's what was in my .uc file:
D_2110.uc
//=============================================================================
// D_2110.
//=============================================================================
class D_2110 extends Emitter
alwaysload;
classproperties
{
ClassVisibleName="WaterSplash"
ClassPlaceableStatus=TRUE
}
defaultproperties
{
EmitterState=ES_AlwaysOn
Begin Object Class=SpriteEmitter Name=SpriteEmitter__143
Acceleration=(Z=-400.000000)
UseColorScale=True
ColorScale(0)=(Color=(B=255,G=255,R=255,A=100))
ColorScale(1)=(RelativeTime=0.500000,Color=(B=253,G=221,R=217,A=200))
ColorScale(2)=(RelativeTime=1.000000)
MaxParticles=3
RespawnDeadParticles=False
AutoReset=True
StartLocationRange=(X=(Min=-1.000000,Max=1.000000),Y=(Min=-1.000000,Max=1.000000))
SpinParticles=True
SpinsPerSecondRange=(X=(Min=-0.100000,Max=0.100000))
StartSpinRange=(X=(Max=1.000000))
UseSizeScale=True
UseRegularSizeScale=False
SizeScale(0)=(RelativeSize=0.500000)
SizeScale(1)=(RelativeTime=1.000000,RelativeSize=2.000000)
StartSizeRange=(X=(Min=5.000000,Max=10.000000))
InitialParticlesPerSecond=10.000000
AutomaticInitialSpawning=False
Texture=Texture'Thief3Particles.WaterFountainB01'
SecondsBeforeInactive=0.000000
LifetimeRange=(Min=1.000000,Max=1.000000)
StartVelocityRange=(Z=(Min=75.000000,Max=75.000000))
OuterObject=Class'T3Gamesys.D_2110'
PPSFraction=0.295079
Name="SpriteEmitter__143"
End Object
Emitters(0)=SpriteEmitter'T3Gamesys.SpriteEmitter__143'
Lifetime=5.000000
}
New Horizon on 24/3/2005 at 14:57
Quick question. Do you know if it's possible to open the existing gamesys with the editor and make changes to the existing properties for original missions?
Rosd on 24/3/2005 at 15:35
I'm not sure if the gamesys for the original missions is packed in with the mission, if that's not the case then any changes to the gamesys should show up in the game as well I believe.
Myagi on 24/3/2005 at 15:51
Just an assumption, but it would be likely that changing the text part (source code) in that file won't do anything, because the compiled script data is the one that needs changing (also located in the same file but would take slightly more effort to locate).
SneaksieDave on 24/3/2005 at 17:30
The script or scripts in that t3gamesys folder are the ones that are written out when you export scripts on exiting the editor (or I'd imagine it can be done manually too). They can be safely deleted, as the code is compiled into the gamesys - however, my question is - might there be a run-time interpreter built into the game, that allows the scripts to be used (as alluded to above) in place of a compiled gamesys? Meaning, easy trading of scripts for us all. Does anyone from the T3 team know?
NH: Not so much open that existing gamesys, as edit the classes that currently make it up (everything that's currently in the actor browser (and perhaps more?) goes into compiling the gamesys). And yes, those changes would carry over to the original missions.
Harwin on 24/3/2005 at 19:14
Quote Posted by SneaksieDave
The script or scripts in that t3gamesys folder are the ones that are written out when you export scripts on exiting the editor (or I'd imagine it can be done manually too). They can be safely deleted, as the code is compiled into the gamesys - however, my question is - might there be a run-time interpreter built into the game, that allows the scripts to be used (as alluded to above) in place of a compiled gamesys? Meaning, easy trading of scripts for us all. Does anyone from the T3 team know?
NH: Not so much open that existing gamesys, as edit the classes that currently make it up (everything that's currently in the actor browser (and perhaps more?) goes into compiling the gamesys). And yes, those changes would carry over to the original missions.
The resason there are text files is so that we could check them into source control and have something to diff against for revision tracking.
Also, we could rebuild the gamesys (if necessary) from the .uc files. But that requires ucc.