Editor Request List
Thaldarin
Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
<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>
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>
Comments
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.
2. Set all props and lights to Cast Shadows "False" as the Default State.
+1 for changing skins on props
You can see the details in <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=111865" target="_blank">this thread</a>.
-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.
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
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! =]
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.
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
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.
heh I never really noticed this before as I usually am in 3D moving stuff around :D
<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.
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.
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?
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.
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?
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.
I can confirm this! Also now I only use the secondary monitor for the texture and prop browsers.
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>
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 :(
-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)
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.