Forgive the newbie question, but I checked over various places and couldn't find the answer.
It appears that to test your module, you have to export all the related files then run DA:O (Dragon Age: Origins) and then run the module, correct? This has worked for me, but I was wondering if there was any simpler way?
Neverwinter Nights had a TestRun/TestPlay/whichever option that let you go right into it, form what I recall, and I was hoping DA:O might also have this secretly.
Does it have one? Or is there any way to more quickly test your stuff?
On Testing your Module
Débuté par
Leoguard
, déc. 12 2009 09:07
#1
Posté 12 décembre 2009 - 09:07
#2
Posté 12 décembre 2009 - 04:14
I don't recall NWN having that, if it did I could have shaved a year of compile time off my life.
You have create a module, create a level, stick the level in an area, export that area and all dependent resources, then fire up the game and load the custom module.
You have create a module, create a level, stick the level in an area, export that area and all dependent resources, then fire up the game and load the custom module.
#3
Posté 13 décembre 2009 - 12:26
Drat. I can manage to do that quite well, but it seems needlessly complicated to me, still.
#4
Posté 13 décembre 2009 - 11:33
NWN did do that automatically, but don't despair.
In the palette window, you can select all module resources, then export them without dependencies.
That doesn't launch the client, but once the client is open, you can tab between the client and the toolset. So, in total, I figure that's 2 keystrokes more than NWN - not a big deal.
In the palette window, you can select all module resources, then export them without dependencies.
That doesn't launch the client, but once the client is open, you can tab between the client and the toolset. So, in total, I figure that's 2 keystrokes more than NWN - not a big deal.
#5
Posté 13 décembre 2009 - 01:39
Heh, I was just about to ask this exact same question!





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