Developer of Deus Ex: Revision by night and an ICT student at the Royal Institute of Technology by day. Besides liking Deus Ex I'm a Trekkie with my roots in Star Trek: Voyager.

Report RSS Editor bug, culling pawns and textures

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I started the day off with trying to test my deco culling by running my script to have the editor try and load up each map. If something doesn't load up it mean that either something in the map is wrong, or I removed something I shouldn't have. However I encountered an issue, the problem here is that for some reason I can't seem to load certain maps that contain HKMilitary. If I Ioad Compound and then Garage it crashes. I conferred with Han about it, and tried to rename the HKMilitary classes to see if the issue would disappear. It did not.

When I was messing about in RevisionPawns I took the liberty to remove stuff that wasn't used and at that point also found out that one HKMilitary trooper had the wrong carcass class set and that SandraRenton had the wrong class set also. This means that when they die their clothes/other textures change. I corrected that.

I also rebuilt A51 Page since Harry changed a zone, removed a damage trigger and made it zone based. I made a quick search and replace for the old "expands" keyword in our script files so they now use the more modern "extends" (replaced 807 occurrences). I also fixed up a few things for Unatco HQ; mostly the horrible texture alignments for the stairs and some mover related stuff.

Yesterday I said I would work on getting the new textures into their new packages. I didn't do that, however I did cull those that we haven't used. I'll do the sorting, writing the textureswap program and a test run tomorrow.

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bjorn98009_91 Author
bjorn98009_91 - - 499 comments

Nope, the culling program has nothing to do with the editor. The program simply calls rcc (our version of ucc) to list all actors being used in a map, does this on all the maps, merges those lists into one big list and then lists what is in the RevisionDeco package. The thing in the deco package that is not in the map list is presented as unused.

The issue was that since the editor bug is present I can't have my other script just run through all the maps to see if they load alright. I could of course do it "manually" but that's such a waste of time.

TL:DR I can cull decos, just not verify (in a quick way) that certain maps still open after I've one that.

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