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I have mirrored the patch test on my dropbox for the moment.
https://dl.dropboxusercontent.com/u/6480...130925.zip

Edit:
There doesn't seem to be any updated .lang files, so there are options in the menu without corresponding text. Also, using the "lean" command (default bind to L-alt) has a bug where you can lean straight through walls, as well as straight lean the camera all the way around and through the map.
(09-25-2013, 11:08 PM)Apjjm Wrote: [ -> ]I have mirrored the patch test on my dropbox for the moment.
https://dl.dropboxusercontent.com/u/6480...130925.zip

Edit:
There doesn't seem to be any updated .lang files, so there are options in the menu without corresponding text. Also, using the "lean" command (default bind to L-alt) is broken you can lean straight through walls, as well as straight lean the camera all the way around and through the map.

Thanks!

Static meshes from AMFP appear to still be wonky and not loading correctly, or drastically changed sizes / central points. I'm worried if I correctly scale them to my map, when the update "fixes" this, they will revert to extremely tiny versions of themselves and undo a ton of work.
Here is a video of the lean bug in action:
https://dl.dropboxusercontent.com/u/6480...eanbug.wmv

There seems to be no limit as to how far you can roll the camera (i was also able to roll the camera all the way to the exit door from the start point), so it seems the lean clamp is either really high or non-existent, but didn't record this as the limitless lean does make you feel a little dizzy after a while!

Also it seems i can no longer bind two keyboard/mouse buttons to an action in the options menu (I.e. can only bind w to walk primary, as opposed to w and u [for example] to walk primary and secondary respectively).
The majority of entities load up properly, some are missing textures and a few textures are distorted in some way, some are still not visible and a small amount caused a Level Editor Crash. I'd compile a list, but I just did a quick run through an don't have the time to do so at this time. I have yet to test them in game as well.
New Level Editor resets your skybox every time you open a new map; really annoying.
YES BABY!! Big Grin

But how can i backup?
The model editor crashed when I tried to open an FBX file. Also, when I try to rescale some of the assets I made in the model editor it doesn't save the sizes I set the object to.
(09-26-2013, 06:04 AM)mike1266 Wrote: [ -> ]YES BABY!! Big Grin

But how can i backup?

You take your Amnesia folder, copy it, and pastes it somewhere else.
(09-25-2013, 09:56 PM)Darth FlawlessHair Wrote: [ -> ]I was able to place the wretch, the engineer and the teslapig in my map and play it.
Problem: When spottet by any of them, they flicker between the running animation and the idle animation.
They don't move an inch.

Did you copy the ent files from the pig folder? You should check the settings for it in the model editor and make sure it all looks correct. If you create a new ManPig entity, the default settings should give you something that works.

(09-25-2013, 09:56 PM)Darth FlawlessHair Wrote: [ -> ]Placing the dinkywretch makes the editor crash.

The man_pig doesn't have any texture, expept for a pink stretched one. It has the grunt sounds.
It moves though, but as it comes close to the player, it stops doing anything but sounding like a grunt.

Only the engineer, wretch and tesla were actually used in AMFP, so it would make sense for the others to not work/look as you'd expect.

(09-25-2013, 09:56 PM)Darth FlawlessHair Wrote: [ -> ]What you're saying is we're supposed to delete any .msh files from the folders, when we import the models?

If you have issues with any model, that's the first thing to try.
(09-25-2013, 10:05 PM)The chaser Wrote: [ -> ]Patrik, when the engine is updated, remain to update the engine scripts page, so everyone knows where to find them Smile

Of course! Smile

(09-25-2013, 11:45 PM)DamnNoHtml Wrote: [ -> ]Static meshes from AMFP appear to still be wonky and not loading correctly, or drastically changed sizes / central points. I'm worried if I correctly scale them to my map, when the update "fixes" this, they will revert to extremely tiny versions of themselves and undo a ton of work.

Any examples? I can check if that's how they are in AMFP or if it's a bug.

(09-26-2013, 12:03 AM)Apjjm Wrote: [ -> ]Also it seems i can no longer bind two keyboard/mouse buttons to an action in the options menu (I.e. can only bind w to walk primary, as opposed to w and u [for example] to walk primary and secondary respectively).

Yeah, secondary buttons can only be assigned to gamepad buttons. I'll check if there's something I can do about that for people who don't use gamepads.

(09-26-2013, 12:20 AM)GoreGrinder99 Wrote: [ -> ]some are still not visible

Does it otherwise load correctly, meaning you can see a wireframe of the mesh by selecting it? Some of the AMFP models use textures from folders other than entities/ and static_objects/. check the material file and make sure you have all the textures needed.

(09-26-2013, 06:52 AM)Delirium92 Wrote: [ -> ]The model editor crashed when I tried to open an FBX file. Also, when I try to rescale some of the assets I made in the model editor it doesn't save the sizes I set the object to.

Is it one of your own fbx files? Does the ModelEditor.log say anything about the crash?
@ Patrik, most of the static objects in the "Streets" folder are scaled up to what seems like 100x. Half of them are fine though, its strange.