Home » Fable TLC » Discussion » Level Scripting » Connecting Regions Problems
Connecting Regions Problems [message #46242] |
Mon, 13 October 2008 10:22 |
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Alright, I don't know why this is happening, but I can't get this to work *shocked stares of awe in three, two...*
I'm trying to connect several regions using the WLD, and whenever I do so the game crashes when I exit childhood. I have made a new profile every time, and every time I have to quickly run through the beginning, but as soon as I get taken by Maze to the lookout point the game just stops without warning. No asking me to report the problem or anything, just closes to desktop.
I haven't really done any modding, besides what CBox automatically does and some .lev edits and .tng edits, could that be the problem?
I also did make sure to change the ini so that it does NOT use the compiled world files or global things, and renamed the gtg file.
This is the only change I have made so far, and it crashes my game. While you guys ponder, I'll be doing more tng/lev file testing to make sure that isn't the problem.
Code, for those interested[code]NewRegion 1;
RegionName "LookoutPoint";
NewDisplayName "TXT_REGION_LOOKOUT_POINT";
RegionDef "REGION_LOOKOUT_POINT";
AppearOnWorldMap;
MiniMapGraphic MINIMAP_LOOKOUTPOINT;
MiniMapScale 1.0;
MiniMapOffsetX 23.0;
MiniMapOffsetY -4.0;
WorldMapOffsetX 1014.0;
WorldMapOffsetY 887.0;
NameGraphicOffsetX 128.0;
NameGraphicOffsetY 64.0;
MiniMapRegionExitTextOffsetX[HeroGuildComplexInside] 0.0;
MiniMapRegionExitTextOffsetY[HeroGuildComplexInside] 20.0;
MiniMapRegionExitTextOffsetX[PicnicArea] 0.0;
MiniMapRegionExitTextOffsetY[PicnicArea] 0.0;
ContainsMap "FinalAlbion\BowerstoneBridge.lev";
ContainsMap "FinalAlbion\LookoutPoint.lev";
ContainsMap "FinalAlbion\GuildExterior.lev";
ContainsMap "FinalAlbion\PicnicArea.lev";
ContainsMap "FinalAlbion\Greatwood_1.lev";
ContainsMap "FinalAlbion\Greatwood_2.lev";
ContainsMap "FinalAlbion\Fisherman.lev";
ContainsMap "FinalAlbion\Filler01.lev";
ContainsMap "FinalAlbion\GrannysHouse.lev";
ContainsMap "FinalAlbion\Greatwood_3.lev";
ContainsMap "FinalAlbion\Greatwood_4.lev";
ContainsMap "FinalAlbion\GreatwoodBanditToll.lev";
ContainsMap "FinalAlbion\GreatwoodTeleport.lev";
SeesMap "FinalAlbion\TeleporterGreatwood.lev";
SeesMap "FinalAlbion\Greatwood_Filler_01.lev";
SeesMap "FinalAlbion\Greatwood_Filler_02.lev";
SeesMap "FinalAlbion\Greatwood_Filler_03.lev";
SeesMap "FinalAlbion\Greatwood_Filler_04.lev";
SeesMap "FinalAlbion\Greatwood_Filler_05.lev";
SeesMap "FinalAlbion\Greatwood_Filler_06.lev";
SeesMap "FinalAlbion\Greatwood_Filler_07.lev";
SeesMap "FinalAlbion\Greatwood_Filler_08.lev";
SeesMap "FinalAlbion\Greatwood_Filler_09.lev";
SeesMap "FinalAlbion\BanditTollFiller_01.lev";
SeesMap "FinalAlbion\GreatwoodHobbeCave.lev";
SeesMap "FinalAlbion\GreatwoodLakeFiller_01.lev";
SeesMap "FinalAlbion\LookoutPoint_Filler_02.lev";
SeesMap "FinalAlbion\LookoutPoint_Filler_03.lev";
SeesMap "FinalAlbion\LookoutPoint_Filler_04.lev";
SeesMap "FinalAlbion\LookoutPoint_Filler_05.lev";
SeesMap "FinalAlbion\LookoutPoint_Filler_06.lev";
SeesMap "FinalAlbion\LookoutPoint_Filler_07.lev";
SeesMap "FinalAlbion\PicnicArea_Filler_01.lev";
SeesMap "FinalAlbion\PicnicArea_Filler_02.lev";
SeesMap "FinalAlbion\PicnicArea_Filler_03.lev";
EndRegion;
This appears fine in CBox, but since I haven't seen it in game yet I don't know how it will look and feel while playing, though I hope to increase realism with this.
Side NoteAlso, I realize that the information I received about bowerstone's ground texture disappearing when connecting too many regions is false, and that it was in fact because Chaos used Fable: 41's wld, and Alia had been testing with moving bowerstone somewhere else, but unfortunately the ground texture did not move with it. This means I can connect as many regions as I feel I want to, without that being a problem. You can expect these changes to take effect in Fable: The New World, but I won't over-connect. I am taking care to make sure everything flows fairly nicely, so because of Greatwood Caves' awkward placement, you will not be allowed to simply walk there, it will not be connected to the rest of Greatwood.
--edit--
hmm, guess I made this too soon, because it WAS my tng/levs
I restored my wad file, and sure enough the game didn't crash
now to just figure out why...
--edit--
I'm just chock full of good ideas, heh heh
I disabled gameflow and slapped a teleporter from startoakvale to lookout point, and that gave me an almost immediate answer
I have the wld stuff working, now to move the exit points that I don't need into the air so I can walk past them, then test, then start editing walkable areas, and if that works then I'll be done with that, and I'll just have to keep backups in case the levs get corrupted again
at this point, I'm not even sure why I'm still typing this up, I guess just to be a sort of reference.
--edit--
alright, well, I don't know what happened, but I fixed it, so nevermind.
"All of the work, and none of the play, will surely provide for a speedy decay"
[Updated on: Mon, 13 October 2008 11:37] Report message to a moderator
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