Beleg Cúthalion on 15/4/2011 at 07:45
Little bump and update: HammerIntro, PaganIntro, SeasideMansion, Dungeon, ClockTower & KeeperCompound work. HauntedHouse works as a mission but doesn't allow saving, most probably due to a property storage count exceedance:
Quote Posted by T3Main.log, HauntedHouse1.unr
Total Number of Properties Stored: 52397 [ 79510] (.\PropSysInternals.cpp : 257)
Used But Freed: 3407 [ 79510] (.\PropSysInternals.cpp : 261)
I'll see what I can do by re-copying parts of the map bit by bit. Otherwise the maps on the first page are not completely up-to-date since I already fixed a couple of (usually) volume errors... you know, these things tend not to work after moving them around.
Beleg Cúthalion on 25/4/2011 at 21:08
Third post in a row... well, anyway: I had a look at the museum map and ran into the problem of the two transition areas being quite away from each other. Height levels don't match and the whole thing looks like this (the gap being app. one large exhibition room long):
Code:
OOOOOOOO
OOOOOOO
OO OO
OO \ \
OOOO OO
OOOOOO
OOOOOOOCould someone with free time please have a look at the mission and map and give suggestions about how to solve it? Maybe I overlooked something. Meanwhile I'll de-footstep the tutorial mission and let some guys at the German Eidos board test the maps we already have.
nomad of the pacific on 27/4/2011 at 04:03
I would suggest connecting the lower portals as usual, but adding a long "maintenance" corridor between the upper portals. I couldn't build the level to see if that would look okay, but the upper portals seem to be simple doors in the walls and not major connections between important rooms, so a long series of minor storage rooms wouldn't seem too unusual.
jtr7 on 27/4/2011 at 04:36
That was my thought. A service tunnel or two, water and electrical, rats...
Beleg Cúthalion on 27/4/2011 at 20:57
Only that you wouldn't find such a thing in the middle of the visitor area. Anyway, this seems much easier to solve than the sheer issue of both maps causing T3Ed to crash (VIKTORIA, vertex pools exceeded, despite an altered user.ini!) when trying to build them. Otherwise I would have found out by now if we'd have the same problem like in the Cradle where our property storage count probably ruins the combining attempt.
Beleg Cúthalion on 1/4/2013 at 20:17
News despite April 1st! Thanks to a bit of bug tracking by snobel I was able to finally combine the two halves of the Castle mission. The intersection area needs still a bit of work due to many overlapping brushes (seems like there was still a bit of hit-and-miss on the side of the devs), but most things are clear to me now. But I'll leave further fixing and re-creating the patrol paths to another day.
bikerdude on 4/4/2013 at 16:46
thanks for the update, got any new screenshots..?
Beleg Cúthalion on 4/4/2013 at 19:31
Not yet, but it wouldn't be anything special except for the non-existant loading zones. There will be some when everything's ready I guess (or shortly before), after all snobel reported that he enjoyed walking back and forth between the former intersection just cause he could.
jtr7 on 8/4/2013 at 03:13
Glad you're back in T3Ed, Beleg!
I hope you can eventually complete your FM. I wanna see The City through your eyes.
Shoshin on 12/6/2013 at 01:49
Beleg Cúthalion,
I tried to download the .unr files linked to in the first post to give them a test, and I got a 404 error on all of them. Should those links still be working?
Thanks.