(09-26-2013, 09:56 AM)Patrik Wrote: I've managed to reproduce rotating further than what should be allowed, though not having the head go through walls. The mouse should force the head back to its normal position as soon as you stop moving it, not just keep going like it does in the vid. How are you doing that?
I set my mouse sensitivity to maximum with smoothing off and just pulled my mouse straight along my desk. When i reach the end of the desk i quickly rotate my mouse 180 and pull it back (effectively moving in a large circle, but a long enough desk will have the same effect). You can also avoid the head being pulled back by rotating a tiny bit in the opposite direction before leaning the other way again.
It seems the walls offer a little bit of resistance but if you give the lean enough "encouragement" it will pop through. It works best when the camera is moving perpendicular to the wall and the walls are thin. You can also offset the head parallel to the wall then turn 90 degrees to pop through.
Edit: It also helps if you are standing a little bit away from the wall, rather than next to it.
(This post was last modified: 09-26-2013, 04:05 PM by Apjjm.)
This is the steps i did to have a clean Amnesia installation:
Spoiler below!
- Fresh new install of atdd retail version, i named it /AmnesiaUpdate
- I copied /entities and /static_objects from amfp.
- I downloaded and unzipped the tools hpl_editor_suite.zip
- Next, I installed the Justine update amnesia_tdd_1.2_update.exe.
- I deleted all .msh files from /redist and subdirectories.
- And last, I unzipped the update AmnesiaPatchTest.zip
Here are some tests and the results:
Spoiler below!
[Entities]
/manpig/manpig.ent
-Plays servant_grunt sounds.
-It moved only once to attack the player, then remained static.
But the sounds indicate it was still functional.
-Can't hurt the player.
/child/child_actor.ent
This is one of the entities of the child that works.
It plays its stand/idle animation.
The rest disappear instantly in-game.
/child/child_skipping_silent.ent
This one is working as well, but has the problem described below.
Generally, every enemy seems to be trapped between invisible doors or something alike.
Because they can't move and they occasionally hit the air. And it sounds like a grunt hitting a wooden door.
[Static_Objects]
/entities/fan/large_fan_round.ent
Some entities like this fan, are visible in the editor but not in-game.
But at the same time its .dae model is functional as static_object.
And this reminds me that in the editor, the mesh textbox of an object is not showing the file name. But you can still type in something and hit enter.
The rest of the static objects seems to be working great.
Visible in the editor, and functional in-game.
Also most of the entities left are fine, i tried several doors, levers, buttons, gameplay props and stuff and it was all working good.
I tried almost every lamp and they all work fine, of course some of them can't be turned on/off but it's because that's how the model is.
And about those few huge entities, the .ent is fine, it's the actual .dae that it's not being handled well. I suppose.
Just to name some huge models: tesla_lamp_ball.ent
tesla_lamp_red.ent
cello.ent
I'm testing the new functions now...
I'll be in the IRC in case you need me to try anything.
Restores the Custom Stories option in the main menu.
Fixes lean bug and improves using the Lean action with a mouse.
Adds a bunch of math functions to script.
Includes updated lang.
Includes zlibwapi.dll
Fixes crash when loading some fbx files.
Let me know if any of these issues remain.
(09-26-2013, 04:32 PM)Amn Wrote: And about those few huge entities, the .ent is fine, it's the actual .dae that it's not being handled well. I suppose.
Just to name some huge models:
[i]tesla_lamp_ball.ent
tesla_lamp_red.ent
cello.ent
Thanks. I was able to reproduce this. Will look into it.
(09-26-2013, 08:49 AM)Delirium92 Wrote: Everything just stops responding before the editor has a chance to give me the crash details.
The latest update should stop the editor from crashing, though while the mesh seems to load fine, I wasn't able to get the model to show up textured.
Could you try exporting it as a dae file and check if it works then?
(This post was last modified: 09-26-2013, 04:54 PM by Patrik.)
(09-26-2013, 04:58 PM)Potato Wrote: Hmm, I noticed that the update here is specifically for Windows, I'm assuming there'll be Mac and Linux functionality for the release?
Some function tests NOTE: This is before the new update
Spoiler below!
SetInDarknessEffectsActive( false ); Standing in darkness, a timer called this function and the darkness vision disappeared.
SetPlayerFallDamageDisabled(true); I fell from way high and i received no damage. Also tested with a high starting position and then teleporting back to it.
SetEntityVisible( "piano", false ); I tried the function on these 3 entities, and it doesn't work: furniture/piano/piano.ent furniture/grand_piano/grand_piano_2.ent furniture/sofa/sofa_alt.ent
But it works perfect on servant_brute.ent and servant_grunt.ent Tests were made with a 4 seconds timer that called the function for each entity.
ReplaceEntity( "armor_1", "", "shield123456", "shield02.ent", false ); Not working, i tried with many other stuff and nothing changed or got removed.
PlaceEntityAtEntity( "servant_brute_1", "servant_grunt_1", "", true ); Not working too, not even with grunts, pianos or small entities.
/*
This should produce a wall of props (over x&y) with different rotations.
instead it produces a cube with z rotation along Z axis as afRotZ is also used as afPosZ
*/
}
Spoiler below!
Using AddAttachedPropToProp in conjunction with ReplaceEntity can cause the game to crash:
Will not attach the drawers (they will get stuck at 0,0,0).
Level editor compound export
Spoiler below!
This is the level editor bug with exporting compounds i posted late in the request topic. A simple workaround fix for now would be to temporarily break the compounds before exporting (Do whatever B on an active compound does). To recreate the bug, add any entity to an empty map, create compound and export the compound using file->export selection. Importing the object will fail. Below is a sample expobj file of the above case:
The component ID is referencing a non-existent entity entry - the exporting process exports the compound but forgets to export the stuff inside the compound.
SetBodyMass & Interaction
Spoiler below!
Calling SetBodyMass while interacting with props has some weird results. Adjusting the mass while holding the prop results in the mass getting reset after letting go
I just noticed that the sounds I've placed in my maps no longer points to the assigned sound file. The text field is blank. When i re-assign them and reload the map... it goes back to pointing at nothing again :S
I also noticed a wierd error with the material editor. I saved my newly created mat-file and then I noticed that it wasn't in the folder I saved it in. I checked the folder in user/appdata/local/virtual store and there was nothing there. This leads me to conclude that it wasn't saved at all.
Other then that I haven't experienced any problems yet