ascottk on 11/6/2005 at 19:31
Is there a possibility for a T3 FM packager? Just getting an FM ready for distribution is going to be a PITA and it's going to be prone to mistakes (i.e. oops, I forgot to include sounds or books etc.). And there'll be consistancy with compression methods.
potterr on 11/6/2005 at 20:26
I am looking to add a packager into GarrettLoader (so you can package up the FM from within the program that you install it from). The basics are in there already (ability to zip selected files up) however I am looking to set it up as a wizard/checklist kind of thing but don't yet know what kind of checklist to do, where the source files should be taken from and the different requirements between T1,TG,T2,T3,SS2 and The Dark Mod. However it should be in the final release at the end of the month
ascottk on 11/6/2005 at 21:00
An all in one fm loader! So there's one less thing for FM designer to worry about. The only concerns I have are the custom items such as: static meshes, skeletal meshes & animations, sounds, scripts (might not be necessary), movies, textures, books, gamesys, ini files (useful if Garrett is not the main character). A lot of that might not be necessary for playability but if someone else wants to work on a level then all the resources are there.
ascottk on 12/6/2005 at 20:26
The metafiles are not necessary (at least for a vanilla T3Ed install with no custom anythings):
Quote Posted by Harwin
Ok, I ran the complete test myself, and debugged it and found the problem. It only wants to look in the compiled schema database (the metafiles) for the text of the objective.
There are two issues with that:
1. It means that in order for you to do objectives at the moment, we need to release the entire sound download at the same time.
2. It means that you'd have to ship the metafiles with any release you do. If you have to do all of them... that's like 700megs of sound data with every level. Not good. I'm going to investigate ways to get around that limitation.
Here's what I've found is needed:
Quote Posted by ascottk
I've been experimenting with running a custom map from T3Ed to a regular T3 installation. I found I needed (aside from the Entry & Map stuff):
the map's gmp & ibt, Content/Sounds/schemas/conversations/PlayerGarret (and any other related files if you altered it), all the Briefings, DeBriefings & String_Tags, Books/EMObjectives.dat, Conversations (*.con) & Conversations/Database.
Designer would have to rummage through the schema files in order to package the schema files relevant to their map.