Beleg Cúthalion on 12/6/2013 at 06:21
Actually a lot of files are missing on that Server right now. I'll check it out, stand by!
Renault on 25/6/2013 at 14:40
Any word on this? All the links are still dead.
Beleg Cúthalion on 26/6/2013 at 06:19
Should be working again. I also still have the baked files for playing, but I guess it's better to release them once they're all ready. Heck, I wanted to play The Witcher 2 again. :erm:
Beleg Cúthalion on 6/7/2013 at 21:02
Rutherford Castle seems to be as old as South Quarter. Problem is, it's also as convoluted as SQ. I've managed to merge the maps with snobel's hint that one fat guard who doesn't come from a fat guard archetype causes the crash. It was a bit of a hassle to put the courtyard with the round tower together but I got it working without re-building it from scratch. The problem is, the second part of the map doesn't have a nav mesh. The surfaces have the right properties (no "do not add to nav mesh") but for the rest it's like there was a gigantic nav mesh subtraction volume around it. But there is no such thing IMHO, everything from the group browser is visible, too. Has anyone else found out yet what can cause surfaces to be excluded from nav mesh calculation?
For what it's worth, you can get the file (
http://www.jaybmusic.net/Eidos/Thief3Gold/GastleGold.unr) here.
bikerdude on 7/7/2013 at 10:42
Keep up the good work BC!
Beleg Cúthalion on 8/7/2013 at 12:11
Thanks! The Museum map doesn't allow nav mesh calculation, it crashes with a VIKTORIA error indicating "numvertices<=MAXVERTICES" followed by a crash by T3Ed altogether. Just like with the combined Castle map, this issue happens both inside my vanilla T3Ed setup and my regular one which should have all vertex pools/settings/other stuff increased for large missions. Brother snobel, where art thou? I thought I already had the property fix thing for my executables but you know how I always get confused with current revisions and stuff.
snobel on 8/7/2013 at 15:13
I art right here... The patched editor doesn't have the raised property storage limit, only T3MainReleaseVersion.exe does. For FMs it makes sense to have that safety margin so that the editor will crash before your FM gets so large that it won't run in the patched game anymore.
Of course, if it's necessary in order to merge the Museum maps, then I'll try adding the fix to the editor as well. The resulting map will need very careful testing, though...
Are you sure it's the property storage thing? IIRC there should be a log entry, something like "raise the limit and recompile". I don't have the editor on my new laptop yet, but if you can explain how to provoke the crash, then I'll have a look at it eventually.
Beleg Cúthalion on 8/7/2013 at 22:20
In fact I don't think it's the PSC again, but I have never seen these symptoms before. You can get the museum file (
http://www.jaybmusic.net/Eidos/Thief3Gold/museum_gold.unr) here and try things out, just like with the castle map. If you "build all" of the museum map, it should give you the error.
snobel on 9/7/2013 at 11:25
Had a look, can't tell you much... As you've probably noticed, it's the "Build Flesh BSP" option that causes it - deselecting the other build options will trigger the error much faster.
MAX_VERTICES is 16, NumVertices is 17. :rolleyes: If you pretend that 17 is OK, then later you get "FPoly::SplitWithPlane: Vertex overflow", after another compare with 16. Maybe some geometry is intersected by a plane and the resulting polygon has 17 vertices, which for some reason is not allowed? (Wish I knew more about this stuff.)
Ignore that error again and you get another Viktoria error, "Front and back portal not similarly clipped?".
Unfortunately there's not much human-readable information to be had. When the error happens the build progress dialog shows "clipping portals...(216)", I guess that number is not something you can search for? Otherwise you'll probably have to remove stuff (portals?) you added, until the Flesh BSP build succeeds.
At least it's not the PSC again. :)
Beleg Cúthalion on 9/7/2013 at 13:59
The devs had the habit of aligning the two-dimensional zone portals with the edges of BSP meshes which was considered bad somewhere around here IIRC. I can have a look at the new intersection this evening to see if there is some overlap which shouldn't be there. Maybe I even find portal number 216. :erg:
Concerning vertex pools I always think of the values in the user.ini file. But this is something different, otherwise increasing the values would have helped.