Please ask your basic (newbie) questions in here. - by scumble
Crispy on 11/10/2005 at 12:10
Quote Posted by Bardic
getting loot collection to raise the %?
You need to set sta_loottotal to the amount of loot in the map, via a script on the PlayerStart. See (
http://www.ttlg.com/wiki/wikka.php?wakka=BasicMission), part 3.4. It's also a good idea to read through most of that page (sorry!) to avoid other problems.
Griffin Bain on 11/10/2005 at 15:11
ok, not to sound like a punk, but is somebody working on a Garrett Loader where you don;t have to edit all this stuff. I mean It would be great to just install it and go.
Bardic on 11/10/2005 at 15:35
Garretoader 1.21 should do everything (well, it will put in the correct t3main file if you don't have it where 1.12 doesn't.)
We did a fresh install while trying to test my mission on my brother's computer. Installed Thief3, replaced the exe so we didn't have to have the cd in the drive, replaced the t3main ourselves (because we are still on GL 1.12), Played once so thief would put in a save game folder (and to make sure it worked), and installed garretloader and configured it.
My FM and the Speacial Vintage FM worked, and it reverted to the original game without any problems.
Bardic on 12/10/2005 at 07:28
Leaps and bounds, Thanks Crispy, I added that to my playerstart where before it was on the entermissioninfo actor, and it works much better.
Let's see, I keep starting this message then answering my own question or fixing little things.
By the way, Ctrl+W to copy a volume doesn't work very well, the resulting volume won't always accept "when I am breached by [player]" scripts, I had to delete and make the volume with the builder brush.
Still no luck getting the difficulty button to show up. but I did find the property in the entry.unr to show it, so maybe my packaged mission will work so you can choose difficulty.
SneaksieDave on 12/10/2005 at 14:36
With regard to vanishing things: they can almost surely be found with Edit->Search for Actors (something like that). I once had something vanish and that was the only way I could find to select and delete it.
ascottk on 12/10/2005 at 15:54
Quote Posted by Bardic
Leaps and bounds, Thanks Crispy, I added that to my playerstart where before it was on the entermissioninfo actor, and it works much better.
Let's see, I keep starting this message then answering my own question or fixing little things.
By the way, Ctrl+W to copy a volume doesn't work very well, the resulting volume won't always accept "when I am breached by [player]" scripts, I had to delete and make the volume with the builder brush.
Still no luck getting the difficulty button to show up. but I did find the property in the entry.unr to show it, so maybe my packaged mission will work so you can choose difficulty.
I often had that problem with volumes. I think the only volumes you can tweak are the navmesh subtraction volumes.
str8g8 on 13/10/2005 at 15:52
I have used the fake backdrop surface setting in my map, but I notice that the OMs use the bf texture instead ... is there a particular reason for this?
Bardic on 13/10/2005 at 16:06
I think someone said the bf texture doesn't get rendered, like the engine knows not to render it. So if you use another texture, it gets rendered, then made invisible so you don't see it anyways, I think.
Now if you already have all your fake backdrops with the same texture, you can just select all of the same texture and do a mass change over to BF (you probably knew that, but others might be interested)
Rantako on 13/10/2005 at 17:14
Also, you can fall through fake backdrop like you do through BSP holes - which isn't really a problem, as long as you can't get to the fake backdrop areas.
Crispy on 14/10/2005 at 06:14
I've noticed that my fake backdrops, which don't use the special texture, delete items that hit them, which looks a little strange sometimes! Perhaps this is the reason for the special texture - rather than deleting items, it allows them to pass through?