No, you're not the only one, but AFAIK there hasn't been a solution yet (see the sticky Wiki thread). However, many Wiki pages are based on forum posts/threads, so a search around here (or a newbie question as it were) might help.
Am I the only person having problems with accessing certain pages on the fleshworks wiki? Is there anywhere else I can go for this type of info?
Thanks
No, you're not the only one, but AFAIK there hasn't been a solution yet (see the sticky Wiki thread). However, many Wiki pages are based on forum posts/threads, so a search around here (or a newbie question as it were) might help.
Hey, thanks for the reply. Has anyone else been having this bug, I don't know whether its because of the editor, but whenever I test my maps Garrett just keeps on jumping and switching between third and first person. Its really irritating. I've tried using an non USB mouse but it did not work.
Any ideas anyone?
T3Ed produces some weird problems sometimes (occasionally I only see big grey triangles when playing the mission, the menu looks like 640x480 with overlapping boxes as well), but this sounds incredibly like hidden gamepads or something. Try messing with the key binds. Every strange stuff you could do with the console (like far third person etc.) should be re-set with every new load. Does it happen in the real game as well?
hmm, not sure, will have to try that. I don't think I've altered anything from the original settings. the way I'm playing the game from the editor is by using the Xboxreboot.bat method from Komags' wicked tutorial. I wouldn't know where to begin to look for hidden game pads or the like.
Do you think setting processor affinity might help? otherwise I'm not sure what to do.![]()
If you haven't already, set both T3Ed.exe and T3.exe to one core. Maybe this will help.
I've done that, It has helped a little but now he still jumps from time to time instead of all the time. Sigh
I wonder if there are any processes left to be assigned.Otherwise I'm out of ideas.
Good news, I think I fixed it by unplugging the front USB hub from the motherboard... Think it must have been doing something because the problem has gone away for now.
Just one other quick question, does anyone know how to make keys pickpocketable through a bared door? I've tried but cant seem to do it. I have set highlightdist to 0 on the door but I can't frob the keys.
It's the FrobBias settings, I don't remember exactly how it works but I guess the keys need to have a higher value of it than the door to be frobbed. So if the door don't have it at all, it's ok, just add it to the keys and play with that value for a while.
I've not played the Thief series in some time, so thought this question should go here. Does anyone have a list of all the item ID numbers that you use in DromEd? This would certainly help in adding things to an inventory.
Thank you so much
Jysala
...ok
A few weeks ago I considered myself very clever when I created a couple of Ambient Sound markers (what are they called exactly...?) with different pre-set ambient sounds like machinery, dripping water etc.. They work in T3Ed's game mode, but when I created a GL-ready zip file yesterday with ibts, I noticed that in TDS itself the markers don't work.
Plus, custom fonts don't work (always?) either, does anyone know which files to include? I think I have some of the font textures included but...
Oh, and the second map crashed while loading, I thought I could give a nice Christmas gift to myself...![]()
They should. But if they don't, you should include both these sounds and their schemas into your mission's package. In proper folders, of cause - sounds go into "...\CONTENT\T3\Sounds\", and schemas go into "...\CONTENT\T3\Sounds\schemas_sfx\" or into the folder where you have created those schemas. Even if the sounds, you are talking about, are TDS original, you should do this trick. In this case all sounds will work definitely. I had to do so with all sounds for my robots.
But sometimes T3Ed surprises: after a several re-buildings all these sounds, that haven't worked before, begin to work without any reason and any tricks.
Custom fonts should work too. But there are some hidden reefs:
1) custom font should match default TDS fonts sizes. In other case you will not see it. No idea, how to predict, what font should work properly. It's experimental.
2) you should put your custom font into both "...\CONTENT\T3\PCTextures\Fonts\" and "...\CONTENT\T3\PCTextures\DynamicallyLoaded\" folder.
3) custom font consists of two files - CustomFont.cel and CustomFont.dds, so don't forget to include them both.
First of all, check the names of the map and the teleport exit. Are they correct? It's a usual mistake - some wrong letter in the teleport exit's name in the script that should teleport the player to another map.
As for any other possible mistakes - I can say nothing without seeing your map.
Dammit!
Open your "Enter Mission Info" actor's properties and make the property "Enter Mission Briefing Voice Over Schema Name" empty. It's better to do it into the Actor Browser.
Open your "Difficulty Info" actor's properties and type "-1" into all properties (named as "Special Loot", "Time Limit" etc.) witch you don't need. Or the value you need ("100%" etc.). It's better to do it into the Actor Browser.
Sounds familiar to me
Make a fresh clean re-installation of the game. If your mission is packed properly, this message should disappear.
If the message appears again: first replace files "t3.exe" and "T3main.exe" into the game's folder with the ones from your editor's folder, then run your FM again, then make a search for any information about errors into the reporting files (all *.log files into the TDS saves folder). These log-files are very helpful sometimes.
The error message quoted by Tiens is one I always get when there is no entry.gmp in the maps folder. If it happens in TDS it'll probably be something else, but if anyone of you sees it in T3Ed, make sure to have at least some kind of working entry.gmp file.
Sorry for DP; I just wanted to say that I solved the loading crash and missing sounds issue by adding an up-to-date GameSys to the zip file. Well, that's actually quite embarrasing, but I forgot to copy it to my testing folder structure and that was why neither the sounds (embedded in those new ambient sound markers) nor the second map with its new actors worked.
But on the downside I noticed that saving and loading in the second map results in being brought back to the playerstart with no objectives or equipment. Going back to map one doesn't help either, but the transition in the first place worked (that is, before saving and reloading in map two). So now I'm searching through the tutorials for something I might have forgotten.
Edit: Everything correct according to d'Spair's notes. Any help appreciated, I'll try the search function but this is a difficult thing to look for.
Last edited by Beleg Cúthalion; 12th Jan 2010 at 09:10.
New thing, haha. Well, not exactly new, but while I have no idea how to solve the latest crash (see respective thread): Some of my custom AI don't have eyes. This includes my special City Watch guards and I think a couple of thugs etc.. None of the AI I just checked have rigid att. links which can be seen in the actor browser, so I have no idea how to check where something went wrong. Ideas...?
I'm more and more inclined to do a little cave mission as the next since I visited the Dresden Fortress in early January. This would be easy, engine-friendly, have nice normal effects...![]()