Editor Request List

ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
edited January 2011 in Mapping
<div class="IPBDescription">Request bug fixes / features you may want to see</div>Okay so I thought we're sometimes agrumpy lot about parts of Spark, and that GetSatisfaction is designed mainly for game bugs? So instead of when something breaks or works in an unintended way, no new threads just pop it on here! I'll even look at updating the "Wanted featured" and "Bugs" lists on a weekly basis to help ourselves and the coding guys out!

Obviously I know some will already be team planned and mapper wanted, however it just seems easier to remember to include these. I've pre-populated a general couple of things I think we all want, let me know what you think of my idea's and your own.

My own personally wanted features;

- Decals
- Interchangeable prop skins
- Simpler light state flags (ie. Flicker, pulsate, colour change triggers etc. )
- Liquid
- Snap to grid
- Improved layers; a flag to include everything new to be automatically put in to a selected layer
- Scalable dynamic props ie. Fans using physics


<b>Features Wanted by Forum Mappers</b>
<i>Decals</i>
<i>Liquid</i>
<i>Snap to grid function</i>
<i>Scalable dynamic props</i>
<i>Hide flags (Props/Spot/Omni/Geo etc.)</i>
<i>Improvements to basic layer functions - Drag/drop, move up/down organisation & ability to include every new edited item in to selected layer</i>
<i>Ability to set shadows for props 1/0 - on/off by default for mapper preference</i>
<i>Prop dimensions viewable from thumbnail selection screen</i>
<i>Props better lit in prop browser</i>
<i>Ability to see the exact dimension of a face upon selecting it ie. selecting a face shows in info bar as 32x64x64</i>
<i>Ability to lock the line/face tools to a specific axis by holding a specific key, ala sketchup style</i>


<b>Bugs Forum Mappers have come across</b>
<i>Automatic and unwanted points welding</i> - Seems to be when map file is closed then re-opened?
<i>Incorrect entity rotations</i>
<i>Prop placement errors due to axis rotation</i>
<i>Copy/Paste faces and props becoming grid mis-aligned</i>
<i>Copy/Pasted props now fall out of their original layer. Bug or intended function?</i>
<i>Texture lock broken</i>
<i>Ability to weld vertices of the same face ie. to create an easy to manipulate triangle</i>
<i>Freeze/Stutter</i>
<i>Decimal points not able to be added to adjust prop/texture size values</i>
<i>Viewports become stuck across multi-monitors</i>
«13

Comments

  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    + Hide all props -button.

    Sometimes when you would like to work on the geometry it's quite gnawing to hand pick every prop, create a new layer and check then into it and only after then be able to hide them.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    edited January 2011
    Someone give this man a Medal... Couldn't have ranted any better my self good sir :D
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    1. Ability to arrange layers and groups, drag and drop or option to move up or down in the respective window. Makes it easier when you have to add a 2nd layer later down the road.

    2. Set all props and lights to Cast Shadows "False" as the Default State.

    +1 for changing skins on props
  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
    - Editor Skipping and Random Stutters

    You can see the details in <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=111865" target="_blank">this thread</a>.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    edited January 2011
    -button to hold for the line tool so that you can only paint on selected faces/brushes (you can still release the button, if you want to connect your selection with something else or create a new vertex).

    -stop vertices from going floatcomma after a lot of copy&paste, transforming and/or extruding (sometimes the coordinates don't even show floatcomma, but you can see lines having a scale 0.01 instead of 0; or you can see the sky/void through tiny cracks even though the vertices pretend to be on grid).

    -write prop scales at the top or bottom of the created thumbnail in the prop browser.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Texture lock just got fixed. Needless to say, we're pretty happy about that.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2011
    <!--quoteo(post=1821976:date=Jan 6 2011, 12:23 PM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ Jan 6 2011, 12:23 PM) <a href="index.php?act=findpost&pid=1821976"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Texture lock just got fixed. Needless to say, we're pretty happy about that.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Party ensues!



    Also I'd love to see a better control over the line tool similar to Sketchup. Making it more obvious when you lock it to the Z, Y or X axis by holding a key to do just that. And perhaps also change the line color itself to the relative axis color, for when you're not locking it with said key, but just winging it so to speak :P
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1821954:date=Jan 6 2011, 10:39 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Jan 6 2011, 10:39 AM) <a href="index.php?act=findpost&pid=1821954"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-stop vertices from going floatcomma after a lot of copy&paste, transforming and/or extruding (sometimes the coordinates don't even show floatcomma, but you can see lines having a scale 0.01 instead of 0; or you can see the sky/void through tiny cracks even though the vertices pretend to be on grid).<!--QuoteEnd--></div><!--QuoteEEnd-->

    I've just updated the list and was wondering about this one, I think it's summed up in "Copy/Paste faces and props becoming grid mis-aligned" and our solution is simply a snap to? Or have I interpreted this in the wrong way from you?

    Oh and that's good to hear Insane! As soon as it's in the public build, it's off the list! I'll have to make sure to check every build for every error so I can remove them too, a lot more work than I originally thought! =]
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    edited January 2011
    Viewport orientation is nonstandard and confusing.

    If i imagine the top view is like in other editors then up on the monitor should be north, now if i drag an object left or right you'll see it moving in the opposite direction on the side view.

    Edit: Also just remembered, most prop thumbnails are poorly lit in the prop browser, would be much nicer if we could see what they look like without having to add each one to the map.
  • LoeyLoey Join Date: 2009-10-31 Member: 69187Members
    <!--quoteo(post=1822015:date=Jan 7 2011, 03:35 AM:name=Magneto)--><div class='quotetop'>QUOTE (Magneto @ Jan 7 2011, 03:35 AM) <a href="index.php?act=findpost&pid=1822015"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Viewport orientation is nonstandard and confusing.

    If i imagine the top view is like in other editors then up on the monitor should be north, now if i drag an object left or right you'll see it moving in the opposite direction on the side view.<!--QuoteEnd--></div><!--QuoteEEnd-->
    in top view up is still north, the side view must be the other side then. maybe and option to switch between front/back, left/right, top/bottom views. cant say ive actually noticed the problem though

    i'm happy with the editor. i wouldnt mind some more textures though
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited January 2011
    Magneto I've just fired up and look at the viewports and rotated some props and have come to the following conclusion.

    Top: Compass N/E/S/W is Up/Right/Down/Left
    Side: Looks as though your eye is looking directly North.
    Front: Looks as though your eye is looking directly West.

    *Edited front/side. I got them the wrong way round.
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    Glad im now not alone, its such a simple thing but it would make a difference, all we need is a change to the default setup or an option, i suspect the problem is just the side view anyway, i made a post on <a href="http://getsatisfaction.com/unknownworlds/topics/spark_editor_viewport_orientation_nonstandard" target="_blank">get satisfaction</a> when i noticed.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1822026:date=Jan 6 2011, 05:33 PM:name=Magneto)--><div class='quotetop'>QUOTE (Magneto @ Jan 6 2011, 05:33 PM) <a href="index.php?act=findpost&pid=1822026"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Glad im now not alone, its such a simple thing but it would make a difference, all we need is a change to the default setup or an option, i suspect the problem is just the side view anyway, i made a post on <a href="http://getsatisfaction.com/unknownworlds/topics/spark_editor_viewport_orientation_nonstandard" target="_blank">get satisfaction</a> when i noticed.<!--QuoteEnd--></div><!--QuoteEEnd-->
    heh I never really noticed this before as I usually am in 3D moving stuff around :D
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    signed. all of it. decals and liquid especially.
  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
    Decals and liquid are a very long way off. Both Cory and Max have stated as much in several threads. I suspect we will not see liquids until (or if at all) after v1.0 release. Decals are planned and on the Technical Task list, but they are way down there. To give you and idea of how far down...they come after Dynamic Infestation.
  • yimmasabiyimmasabi Join Date: 2006-11-03 Member: 58318Members
    Hey!! Why dont you add those here ?

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=111608" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=111608</a>

    Spark Editor didnt updated untill this version.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    The only thing I got out of that was an incorrect non-concave face and the rather furiously frustrating decimal point not going in on values?
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    Not sure if this will be a development fix or possible flag for props.

    Flag for setting props to deny commander placed structures, ie... crag on beam or turret on or inside wall props.

    If it will be a level wide flag by design then what about things intended for structures to be placed on for strategic purpose. maybe I'm outrunning the development on this but it has been a burning question in my mind for a while now.
  • LoeyLoey Join Date: 2009-10-31 Member: 69187Members
    <!--quoteo(post=1822561:date=Jan 8 2011, 02:32 PM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Jan 8 2011, 02:32 PM) <a href="index.php?act=findpost&pid=1822561"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not sure if this will be a development fix or possible flag for props.

    Flag for setting props to deny commander placed structures, ie... crag on beam or turret on or inside wall props.

    If it will be a level wide flag by design then what about things intended for structures to be placed on for strategic purpose. maybe I'm outrunning the development on this but it has been a burning question in my mind for a while now.<!--QuoteEnd--></div><!--QuoteEEnd-->
    like a no build brush that you can place in/outlining wall props?
  • Dalin SeivewrightDalin Seivewright 0x0000221E Join Date: 2007-10-20 Member: 62685Members, Constellation
    The keybinding still hasn't been fixed.
    All bound keys have their appropriate commands executed when an input field is currently selected. The command then "eats" the input. This makes it increasingly annoying when you want to modify the Scale attributes as the period, by default, is bound to a command.
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    edited January 2011
    "Copy/Paste faces and props becoming grid mis-aligned"

    This one has been getting more of a nuisance lately, sometimes it just doesn't want to get back on the grid.

    Here's a few more...
    <ul><li>Crash/freeze after coming out of a locked screen on xp.</li><li>Unable to select/add multiple objects by double click.</li><li>Face/line tool has its own grid which can be confusing as it moves with the tool?</li></ul>

    I've found that every time i lock my screen the editor will freeze and i have to end task, im unsure if its the same for windows 7 but you might want to try it and see.

    Perhaps theres a shortcut for the selecting multiple objects by double click but the default behavior just deselects the previous object, we need a new shortcut like ctrl + shift + double click so you can add/remove a complete object.

    The face/line tool grid is perhaps not considered a problem and may even be good but i just find it confusing, maybe someone can explain?

    Also just wondering but did the op forget to add the orientation issue?
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    <!--quoteo(post=1822895:date=Jan 9 2011, 05:20 PM:name=Magneto)--><div class='quotetop'>QUOTE (Magneto @ Jan 9 2011, 05:20 PM) <a href="index.php?act=findpost&pid=1822895"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've found they every time i lock my screen the editor will freeze and i have to end task, im unsure if its the same for windows 7 but you might want to try it and see.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This reminded me, that there's a bug that when you open 2nd monitor (I use extented desktop with my monitor and TV) while the editor is running it will mangle and lock the viewports so that you can't use it anymore. You can save the current work but nothing more. Relaunch solves the issue.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1822902:date=Jan 9 2011, 04:00 PM:name=uffo)--><div class='quotetop'>QUOTE (uffo @ Jan 9 2011, 04:00 PM) <a href="index.php?act=findpost&pid=1822902"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This reminded me, that there's a bug that when you open 2nd monitor (I use extented desktop with my monitor and TV) while the editor is running it will mangle and lock the viewports so that you can't use it anymore. You can save the current work but nothing more. Relaunch solves the issue.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I can confirm this! Also now I only use the secondary monitor for the texture and prop browsers.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    I can also confirm this! Using dual monitor is a bit of a pain in the ass. <!--quoteo(post=1822902:date=Jan 9 2011, 12:00 PM:name=uffo)--><div class='quotetop'>QUOTE (uffo @ Jan 9 2011, 12:00 PM) <a href="index.php?act=findpost&pid=1822902"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This reminded me, that there's a bug that when you open 2nd monitor (I use extented desktop with my monitor and TV) while the editor is running it will mangle and lock the viewports so that you can't use it anymore. You can save the current work but nothing more. Relaunch solves the issue.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Might be GPU related, as it runs fine with my dual monitors! Added to the list though!
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Does this happen only when you open the 2nd monitor while the editor is already running? If you have your second monitor already running when you open the editor do you have any problems?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2011
    Extended desktop is always on, unless you disable it manually. Windows basically boots into extended desktop, but you can turn it off I guess and then back on with the editor running. Which would be an odd workflow.

    However I just upgraded to the latest Catalist driver and it doesn't crash anymore (for now :P)



    Also quoting myself from another thread:
    <!--quoteo(post=1823153:date=Jan 10 2011, 06:42 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jan 10 2011, 06:42 PM) <a href="index.php?act=findpost&pid=1823153"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->On railings, which are kinda wonky for Skulk wallwalking, using the CollisionGeometry group is a must. However it also blocks Fade blink and most projectile based weaponry. Are we going to get more types of this "clipbrushing", because sometimes you want to simplify or block movement, while still allowing to shoot and blink trough those things. Railings are a good example for this, any news on this? :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Feature request mutliple clipbrushing types:
    <ol type='1'><li>Blocking movement, blink and projectile based weaponry (default)</li><li>Blocking movement and wallwalking:

    Currently this has to be creatively done by using inverted faces (invisible side face towards the map's inside). But this allows blink to go trough, which is bad because they can go outside the map. <a href="http://www.unknownworlds.com/forums/index.php?showtopic=111949" target="_blank">Tig is using it for his outdoor area to stop Skulkies from wallwalking</a>, using trigger_death outside to stop Fade from blinking outside, well actually dieing if they try is quite tedious and is using more entities then necessary...</li><li>Blocking movement, while allowing blink and projectiles to go trough (handy for railings)</li><li>Blocking movement, while allowing turrets, hydra's and Whips to track targets (they can't track trough the default type 1 clipbrushing)</li><li>Blocking movement, while allowing blink, projectiles and turrets/hydra's and whips to track (combination of type 3 and type 4)</li></ol>
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    <!--quoteo(post=1823118:date=Jan 10 2011, 03:07 PM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ Jan 10 2011, 03:07 PM) <a href="index.php?act=findpost&pid=1823118"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Does this happen only when you open the 2nd monitor while the editor is already running? If you have your second monitor already running when you open the editor do you have any problems?<!--QuoteEnd--></div><!--QuoteEEnd-->
    There's two events when this happens: when opening the 2nd monitor and the editor is running and if you close the 2nd monitor while the editor is running.
    If I open the editor after any of the desktop changes it will run just fine.
    This is somewhat annoying since my de facto wife turns on and closes the TV rather often :D

    <!--quoteo(post=1823157:date=Jan 10 2011, 09:00 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jan 10 2011, 09:00 PM) <a href="index.php?act=findpost&pid=1823157"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->However I just upgraded to the latest Catalist driver and it doesn't crash anymore (for now :P)<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'm using the latest Nvidia drivers :(
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Sorry, if already mentioned:
    -Glass texture if possible; that square prop is too limiting
    -Ability to dbl-click "brushes" to add to current selection of brushes/faces (don't want to create groups for everything or build stuff completely out of one brush)
  • ApathymanApathyman Join Date: 2011-01-21 Member: 78495Members
    The only things I'd really like added (or explained, if already implemented):

    opacity masks
    local coordinate system

    I've only been working on the editor for about 3 days, but I've spent a few hours looking and can't find either of those items. I hope I'm not being too terse (I love the editor, very easy to add props in particular), but I really haven't had any significant problems with it, aside from the locking bug mentioned a few posts ago.
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