Fallen+Keeper on 26/9/2006 at 13:22
No problem about that. The problem would be the transfer of the work. Anyway... whoever is able to reduce 300 mb to a several kb patch is able to reproduce what I did already, as well.
Solabusca on 23/3/2007 at 20:33
It's been around six months - I'm still hoping someone - ANYONE will take what they've learned here, compile it, and torrent it or post it somewhere.
I'm not too savvy with the coding side, or I'd do it, but I think this would be a worthwhile addition to any non-official 'TDS Gold' project out there!
.j.
Beleg Cúthalion on 22/2/2008 at 21:26
If you like to, tell me that I have too much free time, but I just tried the script and properties tweaks in this thread. Nomad had one to make the enforcers invisible which he declared somehow useless a couple of posts after the one quoted below. Then he mentioned to alter the visibility property but Fallen+Keeper still had the same issue that I now have; namely that nothing happens at all except that the enforcers ignore the guards (tested by deleting the script for "hide until day six" and setting the LoadFilter to zero...because I still cannot enter the console menu and change the day manually). My problem is that Fallen+Keeper only said that it worked later, but not how it was done (just follow the source link):
Quote Posted by Fallen+Keeper
Ok I got it working. The Enforcers are invisible, neutral and kicking! :) :cheeky:
Any ideas? I even created a new faction model, overwrote the gamesys (I have a back-up, though, however I'm not fully aware of what I'm doing...:weird: ) but did not even get them invisible. Is there something you have to do after adding new scripts......or something completely different?
I fear that no one would like to include all those latest achievements like merged city sections and the new enforcers into some new mod, but I'd like to see it working at least.
Solabusca on 22/9/2008 at 21:32
So - have any of you less hoary and still present T3Ed/Fleshwerkers found a way to implement these changes in Enforcer behaviour for the rest of us?
I'll cross my fingers and hope!
.j.
Beleg Cúthalion on 23/9/2008 at 08:05
Would you mind having JohnP's textures with the Thief-1-inspired Garrett in these new maps? The thing is, I've just re-worked the OldQuarter1 map assassins, could do that for the other three or four maps and compile them so that you'd have a big zip of new gmp and ibt files, however, since I have the JohnP textures in my T3Ed setup, it would build them into the ibt files. Otherwise someone else would have to do all the scripts and stuff since they are cooked into the ibts as well.
Speaking of it, if anyone wanted we could also glue all the maps together, but that's a lot of work since all technical links and scripts would have to be restored as well and that's quite a bit of work even if you had two computers and monitors to compare everything.
ShadowSneaker on 23/9/2008 at 10:19
How do you glue the two parts together? Do you load one and select-all then copy and paste it into the other map? Or is it something more complex?
SS
jtr7 on 23/9/2008 at 10:33
Flux stitched some maps together, and would know the gory details.;)
Beleg Cúthalion on 23/9/2008 at 12:04
It's basically what you mentioned, ShadowSneaker. But AFAIK all the links are broken after that and god knows what else. I've tried it with the (
http://jayb.ath.cx/Eidos/Pagancomb.zip) Pagan Tunnels (which required a little extra work since the underground part has a separate sky which collides with the second half) and in the old factory for instance all the chests had lost their hatches.
With the Enforcers I've run into a couple of problems now, maybe someone could help. Here's what I did all morning:
1. All the enforcers (seven in OldQuarter1, three in Stonemarket1 [Plaza], SouthQuarter1, two in docks2, Stonemarket2) have doubled health points, monster body_type ("Oh no, what is THIS??"), faster shooting time, AI_Pawn --> T3 Faction Model so they don't attack anything but the player, ShadowCasting turned off for everything except the sickle. Plus, they have two new scripts; one suggested by nomad to make them invisible until disabled or killed, and one by me to make them approach the player (not by Rantako, because I had no idea how to mess with the archetypes); it works with "When...sees the player" and two actions like "Make linked AIs [(~)Association] approach the player..." so that everything with either Association or ~Association comes running, delay for 30 seconds, reset everything. They work. Of course the links are added also.
2. After changing all the maps (each with a different "mapname_vdh" ending [VdH = Vollstrecker der Hüter = Keeper Enforcer]) I started writing the ibts and gmps, i.e. play, create gmp, copy both, rename and delete rest (Kernel ibts), next map etc..
And now for the problems:
1. The only glitch in OldQuarter1 seems to be one point on the rooftops (the one sloped to both directions where you can find a gas crystal) and this little edge, where a zone portal is according to T3Ed but nothing else, seems to have a sort of insible wall so that you cannot simply walk across this little edge, but maybe that's also in the original version.
2. SouthQuarter cannot be loaded, T3 crashes after a few loading bar inches, whether the Enforcers should be there or not.
3. Stonemarket1 reacts strangely in Send-to-xBox plus Write ibt files mode, it's a horrible slide show with looping sounds etc. In the game with the new files, the Enforcers are visible and apparently nothing has changed (I even tried to give the guard sitting in the inn my new BJ-sitting-AIs script, but it didn't work). The slide show effect appeared also in OldQuarter1 (T3Ed, also ibt writing mode) after entering the main street, when two more enforcers came running. However, I've checked all the enforcers and their properties twice, as well as re-did the ibt files, but I cannot find any difference between them.
4. In all maps, in Send-to-xBox plus ibt writing mode, most AI no matter which loadfilter or day of appearance were visible and somehow ignorant of my presence.
Can anyone confirm which of this is normal and which not? Could anyone re-compile a vanilla SouthQuarter1 map and see if it crashes in the real game as well?
Tintin on 13/11/2008 at 07:16
I'd love to hear more on this development.
Hope it's all going well.
Best of luck!
ShadowSneaker on 13/11/2008 at 14:04
Yeah, what is that? I don't remember seeing it anywhere.
I tried copying and pasting part of a map into my mission and when I did a build it vanished every time. I played the mission and all the bits I added were there.
I had to move everything I had done and select this huge area of empty space and delete, hoping it would catch all these invisible smeshes. It worked but I wonder why they disppeared whenever I did a build. This obviously doesn't happen with you, Beleg.
Re: 3. This sounds like the problem you had with St Lucia for TDM. Have you figured out what is wrong yet?
Sometimes T3Ed won't do anything I tell it and any changes I make (usually gamesys, character class-related things) are instantly undone upon loading a map to test them. If I close and reopen T3Ed then all the settings I altered have reverted back to what they were previously:erg:.
Are you still having the same problem or was T3Ed just being temperamental?
SS