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Game loads small room instead of load screen, when in room the world loads in the background. Possible?


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i gotta say,

it's awesome to see folks converging on Elevators,

 

won't be long before there'll be some

Just In Time FIFO handling of UGRID,

so as you can traverse a multiverse via

Hilberts Paradox of the Grand Hotel/ MontyHall matching problem etc.

 

 

almost like the MemoryDenVirtualHolodeck,

Underboston procedural iterative dungeoneering,

Better Aquatic Spelunking etc...

 

 

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Thanks for the comments guys,

Thanks for linking me to your tutorial RedRocketTV, it was awesome, you have a great delivery! ^.^

 

I've watched the videos and taken a look through the elevator script and I'm still looking through CK - and... Well... It's looking like good news!

 

 

So, like Reneer says, doors have to be linked in CK (I'm unsure whether or not it can be done by script) but linking doors physically shouldn't be necessary.

 

Seeing as teleporting to a transitional cell seems to be an optional field in every door reference, the vanilla Doors could be rewritten to teleport us to our transition room, and the game will teleport us to the new cell automatically when it's loaded. But that'd mean changing out every door in game, not very practical.

 

So I think it would be best to have a script/quest script to intercept a door activation and run 'GetTeleportCell'

To get the cell we're teleporting to, then teleport to a transition cell and run 'PreLoadTargetArea' or 'PreLoadExteriorcell' to get the next cell loading in the background, then check 'isTeleportAreaLoaded' if true then teleport out to the teleport cell we got from 'GetTeleportCell'.

 

Your thoughts guys?

 

I've been looking through the object reference documentation on creation kit, and it says that both PreLoadTargetArea and PreLoadExteriorCell are used to load exterior cells, so is there a 'PreLoadInteriorCell' function? Or even better is there a 'PreLoadTeleportArea' function?

 

*Edit*

So it seems to me that the difficulty is in getting a cell to load in the background, everything else seems fairly straightforward ^.^

 

Does anyone know how to load an interior cell in the background?

Edited by SandMouseAnarchy
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I don't believe there is any specific command to load an interior cell. That being said, it couldn't hurt to try and see what happens when you call PreloadTargetArea on an interior cell. Maybe it will work?

 

And while I don't know what your plans are for your mod, I can about guarantee that anyone making a Doctor Who TARDIS mod would love this kind of functionality.

Edited by Reneer
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@S.M.A. re post #12

 

Does anyone know how to load an interior cell in the background?

cue music

"this looks like a job for --- in no particular order

SKK50, RuadHan2300, Pra,

Shavkacagarikia, RedRocketTV, PoorlyAged etc.

 

SKK50's longshot demonstrates a few ways they can load cells not directly adj. to the current exterior etc.

RuadHan2300 had been looking at similar stuff in conjunction with their Blink'nades and teleportal stuff

 

It depends on how you want to approach it.

FIFO, Pivot Rebijectable stuff... (Memristive Read-Writeable frameworks, like ESX-to-AGIXML etc).

 

@Reneer re post #13

you bet!

I mean, come on, it's a mobile Settlement-companion! hehe.

(it might hypothetically already exist, though its great to see folks converge upon it from other approaches too).

 

it's quite literally, a rectangular prism

with a 2D-3D 360vid lenticular decal applique for the door-portal

keyframed and matched to the internal console room.

 

It's pretty broken gameplay-wise,

you can fly it up to Ceiling Height and snipe from the porch,

or "extraordinary rendition" folks with RuadHan2300's blink-nades etc so

to balance that, it has a 'mind of its own' -

if you don't put the handbrake on, a hologram appears to tap you on the shoulder -

"Emergency Protocol 1 activated" (TDIS relocated to Diamond City/|HomePortBeacon|).

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