A Thief fan on 27/4/2006 at 09:32
Hi fellow taffers,
I just made an interesting discovery, although I´m not sure if it isn´t already known.
I normally use the "Send to Xbox" command to start maps in order to hear sound in fullscreen as described in "Komags Tutorial" and in the Wiki "How to launch non-debug build of the game directly from the editor". Then I tested what happens when I use "T3MainOptVersion.exe Autoplay" as command for "xreboot.bat" instead of "T3MainReleaseVersion.exe Autoplay" or "T3MainShippingVersion.exe Autoplay" and voila, I can hear sounds in fullscreen and additionally when hitting the backspace key I have full access to all the debug commands, which are displayed as a menu on screen.
I´m rather unsure if this is really a new discovery but consulting the Fleshwork Wiki I so far didn´t found this approach. So I thought it would be a good idea to register and post this, just in case this might be news.
Crispy on 28/4/2006 at 14:22
We did know why sound+fullscreen wasn't working, but it hadn't occurred to me to run a different exe to fix that. (Though it seems downright obvious now! *forehead smack*) So yes, it's a new idea to at least one of us fellow taffers. Thanks for posting it, and welcome to the Editors' Guild! :thumb:
Ziemanskye on 28/4/2006 at 18:00
While we're on the subject of "new" disconveries, here's one:
I was having trouble with getting my navmesh to allow npc climbng stair smeshes.
The problem was the lack of bsp between each level - it just couldn't find a path, so I add the bsp - if causes a whole load of holes in the world, but it can find a path through the navmesh. Try semi-solid (actually, I started with it :p), and it still gives holes in the world. Try Non-solid - it works: navmesh allows NPC to move between levels, world doesn't break apart, and because the bsp fits inside the smesh anyway, if the collisions aren't there it doesn't matter. *Consequently, I have no idea if they are or not, but I'd guess they are: Flesh doesn't actually support semi-solid (they just go last on the flesh bsp, so cause fewer holes), so I'd assume non-solid does much the same.
EDIT: Turns out that while it can help with holes in the world - it's still solid. Just so you know.
Short version:
You can use Non-Solid brushes as well as Semi-solid and additive.
Judith on 29/4/2006 at 09:06
Quote Posted by Ziemanskye
While we're on the subject of "new" disconveries, here's one:
I was having trouble with getting my navmesh to allow npc climbng stair smeshes.
The problem was the lack of bsp between each level - it just couldn't find a path, so I add the bsp - if causes a whole load of holes in the world, but it can find a path through the navmesh. Try semi-solid (actually, I started with it :p), and it still gives holes in the world. Try Non-solid - it works: navmesh allows NPC to move between levels, world doesn't break apart, and because the bsp fits inside the smesh anyway, if the collisions aren't there it doesn't matter. *Consequently, I have no idea if they are or not, but I'd guess they are: Flesh doesn't actually support semi-solid (they just go last on the flesh bsp, so cause fewer holes), so I'd assume non-solid does much the same.
EDIT: Turns out that while it can help with holes in the world - it's still solid. Just so you know.
Short version:
You
can use Non-Solid brushes as well as Semi-solid and additive.
That might be helpful :) Btw. I had similar problems with AI climbing the stair meshes, the solution was simple, but not obvious - add navmesh substraction volume under the stairs, so that the surface under the mesh is excluded from navmesh calculation.