Beleg Cúthalion on 19/1/2008 at 21:38
JohnP's program is changing the ibt files, so there would be need to adjust his installer, too. Well, at least that's what I think. :weird:
I'd like to check the original FMs, too, and if I also see some 38fps points, we could keep up this work (and maybe add some zones in case there were none). No one is forced to play greater missions.
New Horizon on 20/1/2008 at 14:20
Quote Posted by Beleg Cúthalion
JohnP's program is changing the ibt files, so there would be need to adjust his installer, too. Well, at least that's what I think. :weird:
I'd like to check the original FMs, too, and if I also see some 38fps points, we could keep up this work (and maybe add some zones in case there were none). No one is forced to play greater missions.
I think John's installer intelligently reads the ibt files, so that might be ok.
Beleg Cúthalion on 20/1/2008 at 19:02
But we would replace the (names of the) ibt files and their links to one another, wouldn't we? Otherwise installing his textures over FMs would work properly, which it does not iirc.
Inline Image:
http://www.eidosforum.de/images/smilies/addon/kratz.gifEdit: I've checked the original Auldale map and had the same framerate drops to 38 in some areas. So I guess we would not really face a huge loss of performance by gluing the missions together. What I thought about: The City consists of eleven (?) different maps. Could we make all the maps of one quarter into one map (e.g. SQ plus Garrett's home and Pavelock or Old Quarter with Fort Ironwood) and – although I fear that would make the limit explode – align all map groups over each other so that we could change loading zones into simple teleporters? Of course I don't know (and don't want to know yet) which scripts and other things would need an adjustment, but just as an idea...
str8g8 on 23/1/2008 at 13:42
Video looks cool :D you should post that on general discussion.
Reminds me how good the OMs were architecturally. Yet to be bettered in FMs I feel.
But, correct me if I'm wrong, fixing TDS to play like this would be difficult - ie scripts, day counts, AI etc, right?
Flux on 23/1/2008 at 14:33
Quote:
Video looks cool you should post that on general discussion
.
Agreed, most people don't look at this editing forum and there are still discussions about "how the engine doesn't handle big levels etc." here and there in thief gen.
Yes, scripting will be difficult. As you can see southquarter map is like a stage show where everyone is there already, (gamall, walking statues) with their scripts waiting to be fired according to different days/coming from different maps.
There are actually no limits as far as your hardware lets. Not just playing-wise but also gluing wise. I tried to do this when the editor was first released but comp crashed after copy-pasting. Probably due to 512 ram only I had then. Now that I've 2gig of ram, I could merge the levels. Still, the whole level(SouthQuarter+Docks+Stonemarket) runs slowly to poke around in the editor.
Also some maps need extra work to be merged, it's obvious they were designed separately.
I actually don't care to play the same maps with the same story-lines, objectives etc. However, if one wants to make a new mission that takes place in the city after the events of tds, that would make more sense to me.
That said, if anyone has request for other glued maps, just post here and I'll happily check it.
str8g8 on 23/1/2008 at 15:20
Agreed, it would be far cooler to use this in creating new FMs!
MH.TheFreak on 23/1/2008 at 17:21
Is it possible to create a ibt file from the combcity and upload it somewhere for me? :) Because I cannot play this level in the editor. When the loading screen appears, the level won't load after a short time anymore and I have to reset the computer. :(
(You can also use shadowspawns ibt compressor ;)
Beleg Cúthalion on 23/1/2008 at 19:06
But you DID look at the suggestion I gave in the Eidos forum, did you...?
Well, I'm going to resurrect some anti TDS thread in the General Discussion and post the link. :p
Flux on 23/1/2008 at 19:09
Quote Posted by MH.TheFreak
Is it possible to create a ibt file from the combcity and upload it somewhere for me? :) Because I cannot play this level in the editor. When the loading screen appears, the level won't load after a short time anymore and I have to reset the computer. :(
(You can also use shadowspawns ibt compressor ;)
Did you make any changes to your user.ini?
If not, first back it up, then check for these lines:
DynamicVertexPool=6291456
StaticVertexPool=4545728
StaticShadowVertexPool=5242880
Probably, your numbers are different than these so replace them with the numbers above. Ibt will also crash if you won't update your user.ini
jtr7 on 23/1/2008 at 23:40
Quote:
...there are still discussions about "how the engine doesn't handle big levels etc." here and there in thief gen.
Really? I know the annoyance with XBox/console limitations in the PC version comes up, but I didn't know there were that many misinformed people thinking the engine itself couldn't handle larger maps. That was one of the first things looked into when T3Ed was released. If we ever saw someone make a statement about
engine limitations, as opposed to inherent T3Ed limitations (circumventable), or difficulties with learning to use the tools, then they should've been corrected.
I know it's a touchy issue. Let me say, it's great to see people pushing T3Ed past the console limitations and towards what may have been achieved had Ion Storm Austin had more time to work on T3Ed's hindrances to the original vision. Great job! Kudos to all!