Toolset Patch Information
#201
Posté 10 décembre 2009 - 11:07
#202
Posté 10 décembre 2009 - 11:16
Allan Smith wrote...
Update Posted: Version 1.01 of the toolset installer has been released
You know I have to ask... Are the lvl resources going to be put up today as well, or is that forthcoming later this week? Anyway, thanks for all the work in getting 1.01 out!
*Off to download*
#203
Posté 10 décembre 2009 - 11:20
#204
Posté 10 décembre 2009 - 11:23
Since this is a brand new install, should the version 1.0 of the toolset be uninstalled before deploying this one?Allan Smith wrote...
Update Posted: Version 1.01 of the toolset installer has been released
#205
Posté 10 décembre 2009 - 11:37
The full single player database is also included in this installer, the previous one only had core resources (bad ones at that). The .lvl files are not included in the installer, but will be posted on a project on the social site as a separate download in the very near future. In the meantime there is a lot more you can do, now that you have the single player resources.
#206
Posté 10 décembre 2009 - 11:59
Allan Smith wrote...
The .lvl files are not included in the installer, but will be posted on a project on the social site as a separate download in the very near future. In the meantime there is a lot more you can do, now that you have the single player resources.
I figured as much. I can do other things while waiting on the lvl resources. Thanks again!
#207
Posté 11 décembre 2009 - 12:00
#208
Posté 11 décembre 2009 - 12:33
#209
Posté 11 décembre 2009 - 12:58
#210
Posté 11 décembre 2009 - 01:18
Oh, for those experimenting with single player resources, there will definitely be some cutscenes in the database that are broken for known reasons; they were only used internally to generate bink files that were included with the game, and then some of the animations that were used only there were stripped out of the final build's resources to save space. The cutscenes showing the Darkspawn charge at Ostagar were binked, for example.
#211
Posté 11 décembre 2009 - 02:52
#212
Posté 11 décembre 2009 - 03:12
#213
Posté 11 décembre 2009 - 03:42
Allan Smith wrote...
You can install overtop of the old installation. However, in case you missed it on the announcement: YOU WILL LOSE YOUR EXISTING WORK IF YOU DO NOT FOLLOW THE STEPS LISTED AT: http://social.biowar...base_migration.
The full single player database is also included in this installer, the previous one only had core resources (bad ones at that). The .lvl files are not included in the installer, but will be posted on a project on the social site as a separate download in the very near future. In the meantime there is a lot more you can do, now that you have the single player resources.
Will you be posting the new project link in here?
#214
Posté 11 décembre 2009 - 07:06
#215
Posté 11 décembre 2009 - 08:12
As discussed in pre-release, there are some apparent "bugs" which are actually harmless:
- Stand-alone modules appear in the client DLC list, so ideally they should be disabled before running the OC.
- If you don't do that, and subsequently delete the module, you have to force the OC to load from a saved game.
- Core scripts are still being exported to the packages override folder.
Modifié par Proleric1, 11 décembre 2009 - 08:15 .
#216
Posté 11 décembre 2009 - 08:16
- Create a new module
- B2B load
- In module properties, set the event script, start area and start waypoint
- Open custom levels, generate walkmesh / lighting again and save to local
- Open other artwork and save to local
- Generate VO again
- Compile module script
- Export all areas with dependent resources
#217
Posté 11 décembre 2009 - 08:46
When I open any of the "core" stages I get a series of missing refid alerts popuping up. I'll see if I can get some more info on this when I get home.BryanDerksen wrote...
Odd, the stages all export correctly for me on my test machines. Anyone else having export problems?
#218
Posté 11 décembre 2009 - 08:54
I quit.
#219
Posté 11 décembre 2009 - 10:31
And just in time for the weekend! <3
Can't wait to be able to meet Ser Gilmore at Lothering, Mwahah! >:-D
#220
Posté 11 décembre 2009 - 12:01
@Lord Sinner: They have said from the start that there are infinite ways for the "unable to connect" to happen. They feel like they captured and solved a lot of them, however. Hopefully there will be so few cases like yours that you will be able to get some individual attention to help you resolve the issue. If I were you, I'd start a new thread about "unable to connect" on v 1.01 and see where it goes. I'm sure something will work out.
Personally, I had the same issue, and the good thing was the fact that I learned a lot about the toolset just by having to work through the issue. I am hopeful for you that things will work out!
#221
Posté 11 décembre 2009 - 01:02
Lord Sinner wrote...
As espected... 'Unable to connect to database'
I quit.
Same for me.
#222
Posté 11 décembre 2009 - 01:04
And again it seems to be the SQL failing to initialise properly (I have Steam). The old solution about manually fixing Sysdbupg.sql does not apply anymore, because the file is fine, and the line is fixed. Yet, "unable to connect".
Sure, we'll start a new thread. Just want to make sure that everyone eager to get the new Toolset is aware that it's got bugs of its own.
#223
Posté 11 décembre 2009 - 01:22
#224
Guest_Leopard73_*
Posté 11 décembre 2009 - 01:42
Guest_Leopard73_*
#225
Guest_Leopard73_*
Posté 11 décembre 2009 - 01:49
Guest_Leopard73_*
New thread How the NEW toolset broke your game!
At least when i updated plot GUID on old set my mods work now none will lol ROFLMAO
Modifié par Leopard73, 11 décembre 2009 - 01:50 .





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