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Update coming! Brave testers needed!
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Patrik Offline
Frictional Games

Posts: 127
Joined: Jun 2013
Reputation: 25
Post: #31
RE: Update almost ready! Brave testers needed!

(09-26-2013 02:07 PM)Fatalist Wrote:  What about another AMFP script functions? For example, ShowScreenImage. It will add in final build?

No, there are things that will not be transferred.
09-26-2013 02:39 PM
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RedKnight Offline
Posting Freak

Posts: 774
Joined: Sep 2013
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Post: #32
RE: Update almost ready! Brave testers needed!

Well i was a IDIOT! -_-. I just ectracted the aamfp objects instead of copying it! How can i fix it !?

[Image: dUtczqN.png]

EDIT:Nevermind.

6666666666666666666566666666666666
(This post was last modified: 09-26-2013 03:36 PM by RedKnight.)
09-26-2013 03:10 PM
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Apjjm Offline
Is easy to say

Posts: 494
Joined: Apr 2011
Reputation: 51
Post: #33
RE: Update almost ready! Brave testers needed!

(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.)
09-26-2013 03:57 PM
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Daemian Offline
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Posts: 1,130
Joined: Dec 2012
Reputation: 49
Post: #34
RE: Update almost ready! Brave testers needed!

Ok, i'm testing the update.

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.

09-26-2013 04:32 PM
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Patrik Offline
Frictional Games

Posts: 127
Joined: Jun 2013
Reputation: 25
Post: #35
RE: Update almost ready! Brave testers needed!

New version is up!
  • 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 04:34 PM
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Potato Offline
Senior Member

Posts: 678
Joined: Jun 2012
Reputation: 36
Post: #36
RE: Update almost ready! Brave testers needed!

Hmm, I noticed that the update here is specifically for Windows, I'm assuming there'll be Mac and Linux functionality for the release?

[Image: o8JPTkt.jpg]
upsilon floorbot is a qt pa2t
09-26-2013 04:58 PM
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Patrik Offline
Frictional Games

Posts: 127
Joined: Jun 2013
Reputation: 25
Post: #37
RE: Update almost ready! Brave testers needed!

(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?

Yeah, don't worry, that's just for the test. Smile
09-26-2013 05:02 PM
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Daemian Offline
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Posts: 1,130
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Post: #38
RE: Update almost ready! Brave testers needed!

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 post was last modified: 09-26-2013 05:22 PM by Daemian.)
09-26-2013 05:20 PM
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Apjjm Offline
Is easy to say

Posts: 494
Joined: Apr 2011
Reputation: 51
Post: #39
RE: Update almost ready! Brave testers needed!

The math and string parsing functions are a really useful addition Smile. The lean bug also seems to be totally fixed.

Some bugs with AddAttachedPropToProp:
Spoiler below!

AddAttachedPropToProp afRotZ is still used as the position parameter. This is likely a simple typo in the script function wrapper.
void testAttachedPropToPropFixed(string base, string file)
{
    //Test Positioning
    for(float x=0.0f; x<10.0f; x+=1.0f)
    for(float y=0.0f; y<10.0f; y+=1.0f)
    for(float z=0.0f; z<10.0f; z+=1.0f)
        AddAttachedPropToProp(base,"x"+x+"y"+y+"z"+z,file,x,y,z,0,0,0);
        
    /*
     This should produce a cube of props with no rotation.
     It instead produces a wall of props (over x&y) as afPosZ does nothing.
    */
}

void testAttachedPropToPropBroken(string base, string file)
{
    //Test Positioning
    for(float x=0.0f; x<10.0f; x+=1.0f)
    for(float y=0.0f; y<10.0f; y+=1.0f)
    for(float z=0.0f; z<10.0f; z+=1.0f)
        AddAttachedPropToProp(base,"x"+x+"y"+y+"z"+z,file,x,y,0,0,0,z);
        
    /*
     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:
void OnStart()
{
    CreateEntityAtPosition("test","barrel01.ent",5,0,0);
}


const string originProp = "barrel";
void CreateEntityAtPosition(string name,string file,float x, float y, float z)
{
    //Using ZRot for ZPos due to AddAttachedPropToProp bug
    string tempPropname = "temp_" + name + "_atch";
    AddAttachedPropToProp(originProp,tempPropname,file,x,y,0,0,0,z);
    ReplaceEntity(tempPropname,"",name,file,false);
    //RemoveAttachedPropFromProp(originProp,tempPropname);
}
Interestingly, uncommenting the RemoveAttachedPropFromProp line prevents the crash. This is possibly the same issue as the attach then break bug.

Spoiler below!

Attaching multi-body props only attaches the primary body. E.g.
AddAttachedPropToProp("barrel","chest_of_drawers_nice_1","chest_of_drawers_nice.ent",0,0,0,0,0,0);
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:
<Level>
    <MapData FogActive="false" FogColor="1 1 1 1" FogCulling="true" FogEnd="20" FogFalloffExp="1" FogStart="0" GlobalDecalMaxTris="300" Name="" SkyBoxActive="false" SkyBoxColor="1 1 1 1">
        <MapContents>
            <FileIndex_StaticObjects NumOfFiles="0" />
            <FileIndex_Entities NumOfFiles="1">
                <File Id="0" Path="entities/container/barrel01/barrel01.ent" />
            </FileIndex_Entities>
            <FileIndex_Decals NumOfFiles="0" />
            <StaticObjects />
            <Primitives />
            <Decals />
            <Entities />
            <Misc>
                <Compound Active="true" Group="0" ID="1" Name="Compound_1" Rotation="0 0 0" Scale="1 1 1" Tag="" WorldPos="3.25 0 0.5">
                    <Component ID="0" />
                </Compound>
            </Misc>
            <StaticObjectCombos />
        </MapContents>
    </MapData>
</Level>
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
void OnStart()
{
    SetEntityPlayerInteractCallback("barrel","InteractionCB",false);
    timer("test");
}
void InteractionCB(string &in asEntity)
{
    AddDebugMessage("Before Mass:" + GetBodyMass(asEntity + "_Body_1"),false);
    SetBodyMass(asEntity + "_Body_1",50);
}
void timer(string &in t)
{
    AddDebugMessage("Mass:" + GetBodyMass("barrel_Body_1"),false);
    AddTimer(t,1.0f,"timer");
}

Giving a prop a negative mass then trying to grab the prop will cause it to fly off really fast.


(This post was last modified: 09-26-2013 06:07 PM by Apjjm.)
09-26-2013 05:25 PM
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Reminiscity Offline
Member

Posts: 80
Joined: Jan 2013
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Post: #40
RE: Update almost ready! Brave testers needed!

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 Confused

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 Smile

My mod Amadeus
09-26-2013 06:08 PM
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