potterr on 22/8/2008 at 13:58
Something I probably should have done a long time ago and its only come to light with beta testing the new version of GarrettLoader, is that the save games folder isn't always called what I expect it to be called.
When scanning for potential save games folders to zip up, GL is programmed to ignore the USER OPTIONS folder which contains the key bindings and settings. However doing some work with Beleg Cúthalion and pavlovscat, it seems that the folder is not called USER OPTIONS in other language installs, which to be perfectly honest makes sense.
Only problem is GL doesn't know about anything other than the English language folder names.
Additionally when GL is deleting the save game folders after zipping them up, it is programmed to ignore the root Savegames folder (as well as the USER OPTIONS folder) and leave them as is. However my guess is that non English installs may also not be called Savegames in which case GL may be deleting them accidentally. This would probably explain some previous issues people had with T3 FM installs.
Anyway could I ask that you either do a screenshot of your savegame folder structure (mask out your windows login id if you want, I'm just after the details from the savegames folder and below), or type the folder structure.
If yours is the same as another post in this thread don't worry about posting I'm just after the different languages the folders are in or any unusual folders that may be there.
Sorry its a bit much to ask, but I'd prefer to fix it before the public beta of GL early in September.
massimilianogoi on 23/8/2008 at 11:55
I take this opportunty to comunicate to yourself that we will need in future, that the new GarrettLoader should have to work also with the CSC files.
That is:
In our future missions, since we discovered how it works the compileschema utility, we will need of our customized CSC files loaded in the game. The GL shoud check if in the FM that the player are going to load is present some csc files, and if that is, GL should load these new CSC files, backup the original, and "remember" that in the loaded FM are presents customized CSC, so, when the player choose to change with another FM that haven't the cust CSC, or he choose to return to the original missions, then the GL reload the original CSC files from the backup.
potterr on 23/8/2008 at 12:08
Would these CSC files be part of the FM zip or would they be separate installs? If they are part of the zip then GL will backup the originals anyway and lay down the new ones from the zip, is that enough or is there another step to do there and what is the actual process?
massimilianogoi on 23/8/2008 at 15:25
Nice!!!!!
That's just what I wanted!!
Obviously, they should be in the zip file.
Beleg Cúthalion on 23/8/2008 at 15:40
You're aware of the fact that the csc files are incredibly big...? :weird:
massimilianogoi on 23/8/2008 at 15:57
It depends on how many stuffs you put in.
potterr on 26/8/2008 at 08:24
I am, although if you have managed to edit them, I take it its possible to remove everything you don't need and so reduce the size? Are there any examples?
massimilianogoi on 26/8/2008 at 11:07
The scemas are fully customizable, then you can create CSC with any sound you want... The smaller CSC I create filled just some megabytes.
Of course, it should be reasonable putting in any sounds that are present in your game. The basic stuffs, without any dialogues/monologues of the AIs, fills not so much.