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		| ExpectedIdentifier   Member
 
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			| Question about A:TDD engine update 
 
				Hi, I was wondering if anyone knows if it's possible that the engine update will break mods made for A:TDD? Kind of worried as I'm pretty far into my mod and I don't want to have to restart it on the updated engine!Thanks
 
 Closure ModDB page: ![[Image: 16LO8Sx]](http://bit.ly/16LO8Sx) |  |  
	| 12-10-2013, 07:04 AM |  |  
	
		| Patrik   Frictional Games
 
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			| RE: Question about A:TDD engine update 
 
				If you're using custom models, some of them might behave differently in the update, however fixing this is pretty easy. 
You won't have to start over.    
Before making any changes to your models, make a backup. 
After making your changes, delete the model's msh file. 
Basically make sure that your custom models all use a unit scale of 1 meter (you can open the dae file in a text editor and search for <unit  and make sure the full line says <unit meter="1" name="meter"></unit> ).  
And also that the node transforms don't contain any matrices. I don't know how to avoid this when exporting your model, but to fix it after exporting, search in the file for any line beginning with <matrix sid="matrix">  and remove them.
			
				
(This post was last modified: 12-10-2013, 08:53 AM by Patrik.)
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	| 12-10-2013, 08:38 AM |  |  
	
		| ExpectedIdentifier   Member
 
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			| RE: Update almost ready! Brave testers needed! 
 
				 (12-10-2013, 08:38 AM)Patrik Wrote:  If you're using custom models, some of them might behave differently in the update, however fixing this is pretty easy.You won't have to start over.
  
 Before making any changes to your models, make a backup.
 After making your changes, delete the model's msh file.
 Basically make sure that your custom models all use a unit scale of 1 meter (you can open the dae file in a text editor and search for <unit and make sure the full line says <unit meter="1" name="meter"></unit>).
 And also that the node transforms don't contain any matrices. I don't know how to avoid this when exporting your model, but to fix it after exporting, search in the file for any line beginning with <matrix sid="matrix"> and remove them.
 
Was really worried this would crash my game or make the objects appear huge, it worked fine though :-) Just thought I'd check for the second part, I deleted from <matrix> to the closing </matrix> tag - is this correct, or would I need to delete the rest of that line too (node_name, instance geometry, bind_material etc)?
			 
 Closure ModDB page: ![[Image: 16LO8Sx]](http://bit.ly/16LO8Sx) |  |  
	| 12-10-2013, 06:59 PM |  |  
	
		| Patrik   Frictional Games
 
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			| RE: Update almost ready! Brave testers needed! 
 
				 (12-10-2013, 06:59 PM)ExpectedIdentifier Wrote:  Was really worried this would crash my game or make the objects appear huge, it worked fine though :-) Just thought I'd check for the second part, I deleted from <matrix> to the closing </matrix> tag - is this correct, or would I need to delete the rest of that line too (node_name, instance geometry, bind_material etc)? 
Yeah, no need to worry about breaking the mod for the old version. The only reason you want to do those things are to make the models behave the same in both the old and new version (since units and matrix transforms were ignored in the old version).    
You're correct, it shoul just be to the closing bracket. I wrongfully assumed all collada exporters would put that on a line of its own.
			 
				
(This post was last modified: 12-11-2013, 02:21 PM by Patrik.)
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	| 12-11-2013, 02:20 PM |  |  
	
		| WALP   Posting Freak
 
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			| RE: Update almost ready! Brave testers needed! 
 
				I am having some issues with the: "engineroom_office_door.DAE"  
it looks fine in the editor but in game it becomes thin and tall.  
I have tried the steps of changing the meters, and no matrices were found the file. I also tried changing the up axis but it has not fixed the issue. 
I am certain this problem is related to the .dae itself as the bodies work as normal and the mesh just goes through the wall as seen in the screenshot below.
 ![[Image: 34i50ei.jpg]](http://i.imgur.com/34i50ei.jpg) ![[Image: Qf7ZNAF.jpg]](http://i.imgur.com/Qf7ZNAF.jpg)  ![[Image: 7vTef7P.jpg]](http://i.imgur.com/7vTef7P.jpg) 
				
(This post was last modified: 12-16-2013, 06:08 PM by WALP.)
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	| 12-16-2013, 06:07 PM |  |  
	
		| Slanderous   Posting Freak
 
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			| RE: Update almost ready! Brave testers needed! 
 
				Sorry again for not the best thread to post this question, I don't know where can I ask, and I don't want to make another thread for another question... So basically, can someone tell me where is the MFP Lantern entity? I can't find it.
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	| 12-17-2013, 08:05 PM |  |  
	
		| WALP   Posting Freak
 
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			| RE: Update almost ready! Brave testers needed! 
 
				 (12-17-2013, 08:05 PM)lazz3r0 Wrote:  Sorry again for not the best thread to post this question, I don't know where can I ask, and I don't want to make another thread for another question... So basically, can someone tell me where is the MFP Lantern entity? I can't find it. I know that theres is one under machine for pigs/models/hand_objects but there is likely also one under items as you could pick one up in the game.
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	| 12-17-2013, 08:19 PM |  |  
	
		| Corvo   Junior Member
 
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			| RE: Update almost ready! Brave testers needed! 
 
				Any chance of getting the update for mac?
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	| 12-17-2013, 10:06 PM |  |  
	
		| plutomaniac   Super Moderator
 
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			| RE: Update almost ready! Brave testers needed! 
 
				When it's out the update will work for Windows, OS X and Linux.
			 
				
(This post was last modified: 12-18-2013, 08:52 PM by plutomaniac.)
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	| 12-18-2013, 04:23 PM |  |  
	
		| WALP   Posting Freak
 
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			| RE: Update almost ready! Brave testers needed! 
 
				 (12-18-2013, 04:23 PM)plutomaniac Wrote:  What it's out the update will work for Windows, OS X and Linux. should this "what" not be corrected to a "when"?
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	| 12-18-2013, 07:07 PM |  |  |