BlueRider on 21/3/2005 at 02:18
Greetings, I have a couple questions regarding the T3U files.
Firstly, it appears that this is where Thief stores the class definitions. Is this correct?
Secondly, if it is the case that this is where the class' go, then how can we add new T3U files. Or is it possible to compile the exported .uc files directly into the maps?
When I attempted to add a class the editor seemed to insist that it be placed in the T3Gamesys package... if I were the only person writing a level that included a custom actor class in t3Gamesys.t3u this would not be a problem... however I doubt quite strongly that this is the case. The optimal solution would be to create my own t3u file to send out along with my map.
scumble on 21/3/2005 at 08:44
[wiki]UnrealScript[/wiki] just isn't in there anymore. See [wiki]CustomAIFireElemental[/wiki] for Zillameth's tutorial creating a new type of AI for some info on creating new classes.
Harwin on 21/3/2005 at 18:44
It is my belief that you will need to add classes to the T3Gamesys.t3u if you want to change things.
But, you could *try* changing the settings in the .ini file to change the name of the gamesys package to something new. I don't that will work, but search for all the gamesys references in the ini files and fiddle (make sure that EditPackages continues to load the T3Gamesys file) (It's possible that this would have worked had we released the UCC compiler. If that one fact is the difference, I apologize for the oversight)
Assuming you must edit the T3Gamesys:
I *think* that you won't have to release it with your fan missions; just the block files you need (although you might still have to release the kernel block file which would replace their existing one)
If you are forced to release the kernel block file or the T3Gamesys with your fan missions, then the community is probably going to have to write a DarkLoader or equivalent to update the gamesys for that mission.
And honestly, any significant archetype work is going to require a custom gamesys anyway or you're likely to overrun the property storage max. If you add a bunch(hundreds) of archetypes(classes) you'll need to delete unused ones.
OrbWeaver on 21/3/2005 at 19:05
Quote Posted by Harwin
I *think* that you won't have to release it with your fan missions; just the block files you need (although you might still have to release the kernel block file which would replace their existing one)
If you are forced to release the kernel block file or the T3Gamesys with your fan missions, then the community is probably going to have to write a DarkLoader or equivalent to update the gamesys for that mission.
It looks like the loaders are on their way. If more or less
everything is written out into the block files, that makes the loading process a whole lot easier.
ProjectX on 21/3/2005 at 20:37
when I made the fireelemental and consequently the gas and water elementals using that tutorial I never saved the gamesys and it still seems to work. Are you sure we need to save it?
BlueRider on 22/3/2005 at 00:39
Scrumble, thanks for the input, but it did not address my concern.
I just finished running an experiment and it does look as though changes and additions to the classes/archetypes do occur in the t3gamesys.t3u file.
If Andy and Betty both author levels that include their own custom classes Andy creates a fire elemental and Betty creates an ROUS. They both must distribute their own version of T3Gamesys with their map... This smells to me like a recipe for conflict and disaster.
Additionally Carl, who has customized his version of T3Gamesys, loses those customizations when he tries to play A or B's mission.
And Darla, who is also designing her own missions, runs the risk of losing a month's worth of work when her t3gamesys gets overwritten.
I was able to find some unreal editor references to embedding .u files into the actual maps, but Harwin, from some of your other posts on the subject of UnrealScript and UCC in T3 I have the sinking feeling this may be a blind alley(so to speak)...
Is there a way for us to get our hands on the T3 version of UCC? Or, to create classes in some module other than gamesys (ideally it would be in MyLevel... gamesys seems like a poor choice of defaults)
SneaksieDave on 22/3/2005 at 02:36
But, that already occurs with quite a few T1&2 fanmissions - the gamesys is replaced with an author-created one. Why the concern? It's just like if an FM author changes a sound file that was already in use. That's what the *Loader application is supposed to handle - installation, uninstallation, and the intelligent swapping/backing up of conflicting files.
Also, T3gamesys zips up quite nicely - down to less than 200kb.
Harwin on 22/3/2005 at 20:24
Quote Posted by OrbWeaver
It looks like the loaders are on their way. If more or less
everything is written out into the block files, that makes the loading process a whole lot easier.
Actually... the simplest way to find out what's written into the block files:
If it shipped with the release version of the game OUTSIDE of a block file, it's not part of them.
No guarantees as to whether things in block files are in the kernel or not.