Beleg Cúthalion on 24/5/2009 at 18:35
I (duplicated and) copied the content in parts (brushes/actors and static meshes separately) into a new map. Same result...or rather only a few properties less probably due to things ripped in pieces during the process. Still 11,000 used but freed properties.
Edit: I thought of writing to Shadowspawn, maybe dracflamloc and potterr. nhivanye hasn't been around lately and I don't know who else might still be in the business. Any suggestions?
str8g8 on 29/5/2009 at 11:30
It sounds pretty tricky to me, though I don't know anything about programming either.
It might be really depressing, but starting with a new file, and reproducing your map step by step would probably not take as long as you think ... Most of the time spent making a level is in finding your way, re-doing things, changing your mind, etc. and you are much more familiar with the tools than when you started.
Is it possible to have two editors open side by side for instance? If so, even on seperate PCs, it would make the process even faster ...
On the other hand, you may have had enough of it for now, in which case moving on to another idea will keep you inspired ... And it may be something you return to.
Judith on 29/5/2009 at 11:57
I don't know whether this question has been asked, but wouldn't it be easier and faster if you just got a few map saves back, where everything was fine and do some rebuilding like Str8g8 suggested? I'm assuming that you're saving your FM .unr under a different number every couple of hours... If not, then well, it's pretty screwed...
Flux on 29/5/2009 at 12:05
I'm sure he has saved copies. But the problem is(or the glory:p) this mission is the most complicated+biggest mission up to now, in terms of everything. It is very ambitious of him and it looks great & plays great. The only thing is it doesn't let you save in-game after it is packed.
Beleg Cúthalion on 29/5/2009 at 12:55
The problem is that it wasn't even "savable" half a year ago despite the PSC wasn't hit back then and the detail level wasn't so pretty either. I'll have a look to see how badly fragmented the brushes alone are. If it's bearable I'll copy them into a blank map. The problem with starting even closer to scratch is that it'll most likely have so many changes that I'll end up with an altered new map and the same problems. :p OK, only maybe. And then starting a different new map from scratch becomes a dishy alternative.
Bah, you're right, I cannot stop now. And Flux, I'm going to provide English texts in the next few days if I find the time so you can act as a real alpha/beta tester if you like.
Flux on 29/5/2009 at 14:34
Sure...pm me when u r ready.
Judith on 30/5/2009 at 10:02
I wouldn't worry about the lack of saves if completing the mission doesn't take more than 2 hours ;) You could explain that due to technical issues the only difficulty level is extra hard :) Something like Hitman had on maximum difficulty, no saves, just you and your mission. Besides, have you tested it on other people's rigs? I had the same problem with my Cabal part, on some computers there was a problem with saving, while everything was fine on mine. I tried it lately on a clean T3 install, with no editor, and it works fine. Hopefully it will work on other machines as well.
Beleg Cúthalion on 30/5/2009 at 11:52
It didn't work for my first partner and apparently not for Flux either I also have those log file errors and...well... seems quite clear what the issue is, especially after those dozens of bug fixing attempts. :eww:
A mission that doesn't allow saving would just suck I guess, especially since it's so big (it wouldn't be so hard if it was only one difficulty level problem like with DarkDragon). Plus, it's a general T3Ed credibility issue as well. I don't want to deliver anything that'd make our reputation worse.
Judith on 30/5/2009 at 12:03
Well, that's reasonable. This, plus maybe the Cabal would show that you can actually achieve something decent in T3ed, not just the same thing as devs did.
Beleg Cúthalion on 31/5/2009 at 07:28
One more for the record: Duplicating static meshes results in five more properties (one more "used" and one less "used but freed") while simply adding it only in three. Somehow sick how the most common ways of building screw up every map in the long run. The most important thing is moving every wrongly-added object out of the map for later use instead of deleting it.
Edit 1: Sort of success. I had copied the brushes into my new blank map. After starting to decorate it with SMs (and of course changing and simplifying things, you just cannot build exactly the same map, go and try yourself :p) I just copied first a few and then all remaining static meshes from the original map into it. Property count:
Code:
Total Number of Properties Stored: 28755
Used But Freed: 464
That's half the rent. I'll work from this point on to see how much space the other actors will cover.