New Horizon on 25/9/2009 at 13:34
With all these discoveries, I'm now wondering if there may be the possibility of porting some stuff over from DX2 into the TDS Engine...perhaps even some kind of DX2/TDS editor hybrid....or would I be jumping the gun there? lol
ascottk on 25/9/2009 at 16:36
Quote Posted by New Horizon
With all these discoveries, I'm now wondering if there may be the possibility of porting some stuff over from DX2 into the TDS Engine...perhaps even some kind of DX2/TDS editor hybrid....or would I be jumping the gun there? lol
I posted a couple times you can load DX2 (at least the demo since I don't have the full game) gamesys packages into T3Ed. Just rename *.d2u to *.t3u then add the packages into default.ini. There will be conflicts but it works.
New Horizon on 25/9/2009 at 18:12
Quote Posted by ascottk
I posted a couple times you can load DX2 (at least the demo since I don't have the full game) gamesys packages into T3Ed. Just rename *.d2u to *.t3u then add the packages into default.ini. There will be conflicts but it works.
Oh, I know you can do that. I even half did that a couple of years ago but didn't get as far as you did. I meant if it would be usable ingame. From what you're saying, I'm guessing it is possible.
ascottk on 26/9/2009 at 23:28
I started a page on my Google site:
(
https://sites.google.com/site/ascottk/home/deep-thoughts)
This'll contain some ideas of mine (and compaints). Here's today's:
Quote:
2009/09/26 - I'm finding problems with with T3Ed:
* Unable to add links between actors that are generated through the command line to actors generated by the actor browser
[INDENT]Could be resolved by adding a subclass through the actor browser. Needs to be tested.[/INDENT]
* Crappy editor design by original coders
[INDENT]Triggerscript limitations: One object can't reference another object unless they are linked. See above problem.
[INDENT]-Could be resolved by using flags[/INDENT]
Terrible triggerscript tools: This goes for adding classes with the actor browser too . . . Names are automatically generated with alpha-numeric values! Organization of triggerscripts is buggy and unreliable.
[INDENT]-At least you can bypass the actor browser and declare your own names . . . [/INDENT]
Triggerscripts use properties in the archetypes if the values are declared as "inherited(SomeNumber)". If that number references a hard-coded value then I'll think the original coders are dunderheads.[/INDENT]
* A lot of the game's functionality is hard-coded. This poses a problem with:
[INDENT]-Crouching footsteps (or lack thereof) have been hard-coded out. Could that be overridden with unreal script now that we figured out that we can use it?
-See above problems with hard-coded values and properties[/INDENT]
massimilianogoi on 27/9/2009 at 17:24
After changing the DEFAULT.INI I can't see my new class, why?
I've done "CLASS NEW PARENT=Actor PACKAGE=MyT3gamesys NAME=MyT3" in the command line, and after which this is what I added:
GamesysPackage=MyT3gamesys
EnginePackages=MyT3gamesys
EditPackages=MyT3gamesys
Trying both with the suffix __t doesn't work.
ascottk on 27/9/2009 at 17:29
Quote Posted by massimilianogoi
After changing the DEFAULT.INI I can't see my new class, why?
I've done "CLASS NEW PARENT=Actor PACKAGE=MyT3gamesys NAME=MyT3" in the command line, and after which this is what I added:
GamesysPackage=MyT3gamesys
EnginePackages=MyT3gamesys
EditPackages=MyT3gamesys
Trying both with the suffix __t doesn't work.
Did you close t3ed after doing the command line?
massimilianogoi on 27/9/2009 at 17:55
Yes, I followed the tutorial in the same way.
ascottk on 27/9/2009 at 17:58
Quote Posted by massimilianogoi
Yes, I followed the tutorial in the same way.
I'm not sure if this does anything in default.ini:
Code:
[Developer]
IsProgrammer=True
But it might be essential for getting that to work.
massimilianogoi on 27/9/2009 at 18:10
Yes, already enabled.
Better pasting here the entire DEFAULT.INI, so you can take a look on it:
(
http://pastebin.com/f2f41636b) http://pastebin.com/f2f41636b
ascottk on 27/9/2009 at 18:24
Quote Posted by massimilianogoi
Yes, already enabled.
Better pasting here the entire DEFAULT.INI, so you can take a look on it:
(
http://pastebin.com/f2f41636b) http://pastebin.com/f2f41636b
Code:
[Core.System]
PurgeCacheDays=30
SavePath=..\Save
SavePath__x=d:\Save
CachePath=..\Cache
CachePath__x=d:\Cache
CacheExt=.uxx
Paths__t=.\*.t3u
Paths__t=..\..\build\*.t3u
Paths__t=..\Content\System\*.t3u
Paths__tx=z:\maps\*.gmp
Paths__t=..\Content\T3\Maps\*.gmp
Paths__t=..\Content\T3\UTX\*.utx
Paths__t=..\Content\T3\Sounds\*.uax
Paths__t=..\Content\T3\Music\*.umx
EditorPaths__t=.\*.t3u
EditorPaths__t=..\Content\T3\Maps\*.unr
EditorPaths__t=..\Content\T3\UTX\*.utx
EditorPaths__t=..\Content\T3\Sounds\*.uax
EditorPaths__t=..\Content\T3\Music\*.umx
;Suppress=DevLoad
;Suppress=DevSave
;Suppress=DevNetTraffic
;Suppress=DevGarbage
;Suppress=DevKill
;Suppress=DevReplace
;Suppress=DevSound
;Suppress=DevCompile
;Suppress=DevBind
;Suppress=DevBsp
Try commenting the "Suppress" values. If that doesn't work then retry.