snobel on 9/7/2013 at 14:26
Yes, this is not the total max number of vertices that's exceeded, it's just one particular problematic polygon. Sounds like you could be on to something, it must be an edge case of some sort. :)
Beleg Cúthalion on 10/7/2013 at 11:12
I've deleted and moved some Zone portals but as yet it has only affected at which stage of "clipping portals" it crashes. After all it seems like it is indeed a portal thing, I should try to build the maps separately to see whether or not the error occurs in either.
AntiMatter_16 on 16/7/2013 at 22:38
Wow, this is a pretty cool project I wasn't aware of. Gotta give you some serious props. I know how much time editing pre-existing missions can take. ;)
You taking a "when it's done" approach, or you aiming for a release date?
Beleg Cúthalion on 19/7/2013 at 06:57
Given that there are still some issues unsolved for at least two larger missions, I cannot but take the when-it's-done route. In the worst case we have to publish everything that works, even if the Castle and Museum maps remain unchanged. :erg: Well, there are updates, aren't there? I guess it's time to call out a TDS beta test. Snobel, do you think it's time to provide the SU with yet another feature?
snobel on 19/7/2013 at 14:17
A call for testers in the FM forum would be good, no real reason not to test the finished maps while the last issues are (hopefully!) being worked out.
For inclusion in the SU I need to add a feature similar to NewDark's mod_path first, and that will take some time. For the beta test it's probably better to pack it up as a fan mission. FMSel can handle that and probably TFMM/ML as well. Not sure about GL because of the .ibt name clashes.
I have an old Gold archive of yours, containing 7 of the maps. It's 254 MB uncompressed. Brutal 7-zip compression brings it down to 78 MB, CBTs plus brutal 7-zip brings it down to 12 MB... Of course, eventually the addition of intro movies will change that ratio.
New Horizon on 20/7/2013 at 17:31
Exciting news. I can't wait to replay TDS the way it was meant to be played.
Beleg Cúthalion on 21/7/2013 at 06:53
Quote Posted by snobel
For the beta test it's probably better to pack it up as a fan mission. FMSel can handle that and probably TFMM/ML as well. Not sure about GL because of the .ibt name clashes.
I just zipped the map files up and used FMSel to install it, but the original Inn map was loaded (at least after checking the modified maps and the date of the last changes, the blue footprints should have been gone... but they weren't). Maybe I'll find some time later today to see if the Pagan and Hammer Intro missions are the old, too. In fact I also had left in the user_patch file from my FM with some font changes which didn't display, plus the game used JohnP textures which shouldn't be the case since the new maps were compiled with the vanilla ones. I'm probably missing something really obvious, but that'll have to wait until this afternoon.
If there wasn't the issue of JohnP and several other mods, I'd consider shipping T3G as an FM not too bad an option after all. :erg:
snobel on 21/7/2013 at 07:37
Did you use the correct structure, i.e. user_patch.ini in the root, map files in Content\T3\Maps? If you did, then I'd appreciate it if I could have a look at that archive...
As for John P's textures, I'm almost sure that you can't use the current installer on top of a Gold-ified game (I think it makes changes to the IBT files at absolute offsets, NH may know more) so some kind of revamp will be necessary.
I'm trying to modify the game to pre-load dynamic textures instead of 'post-loading' them only if they're not found in the IBTs. If that works out, then John P should work for the Gold maps and other mods, as long as the texture names are the same. And you'll be able to turn them on and off easily.
Beleg Cúthalion on 21/7/2013 at 07:43
I always assumed that JohnP works on top of the new maps since their names are still the same and that the search-for-texture-paths-and-change-them algorithm is somehow intelligent. IIRC the Child of Karras tested it this way but I cannot be extra sure. It's probably much different for the MP. The FM archive is here: [link removed for pre-beta maintenance]. I noticed that the property for intro movies before first mission is still set to "true" although it's "false" in the ini file. I didn't uninstall my FM in FMSel first but parallel installs were possible in the first place, right?
snobel on 21/7/2013 at 12:10
OK, I probably just remember it wrong. Anyway, if you'll provide the 'raw' map files, then I can provide the FM version - when I get it to work, because you're right, it doesn't load as an FM right now, even if you launch it through FMSel. :rolleyes: (If you switch to windowed mode you can tell by the yellow window icon that it has given up running an FM and reverted to the OMs.) That shouldn't happen - I'll investigate. Good thing the 1.1.2.1 bugfix release is not out yet...
Edit: No biggie - when an FM has been installed there's a small check to see if it's actually a valid FM. Currently it just looks for an Entry.gmp file in the Maps folder, because I didn't manage to find an FM which didn't have one. But of course, for this 'FM' Entry.gmp is identical to the OM one, so it doesn't need to be there...
That check was always meant as a placeholder for a proper check. I'll change it in 1.1.2.1 to just check for the presence of the Maps folder instead (and that's still a placeholder...) In the mean time, just copy Entry.gmp into the unpacked 'FM' Maps folder, and then it will launch.