Hello,
I'm experiencing some issues which I have a hard time to simply shrug off as bugs but for now I did. However, I was told some might be technically solved or I may be doing something wrong and should open a post here. So, let's start.
1. issue: I'm trying to get a sound backdrop working and read about it not working in the current version, but there's a workaround. Place a sound node somewhere and attach it to the current objective in progress. This does work but only when placed in pre-built rooms. Upon placing them in rooms created with the room builder, they do not emit a single sound. Is there anything I'm missing?
Here's a screenshot of the problem:
2. issue: I tried to use multiple backdrop layers and was told it's supposed to work. My experience though is that adding a 2nd layer overrides the first one. Ordering issue? I don't think so, but maybe I did something wrong.
This is what it looks like:
I should mention, applying only "Fog - Ground Paleblue Medium" as backdrop and inserting detail fx item "Skyfade - Interior Fog Black Heavy Large" the ground fog gets killed by the black skyfade as well.
3. issue: I wanted to put a gate into my dungeon to be openable via key. Thus, I placed a closed gate and an openable gate in the same position and set the closed one to be visible if the key is not in the inventory and the openable one otherwise. The closed one is visible when not having the key but upon getting the key, both are visible. Also they do not have any collision (I know this is stated as tooltip), which makes a gate pretty useless. How could I get a gate to be only interactable if a key is in the inventory, and otherwise block the player?
4. issue: Another sound bug (I guess?). In order to somewhat compensate the lack of sound backdrop I placed some fx effects outside of the rooms, so they're not visible but they can be heard, because sounds on items do work (somewhat). This is working quite fine with the "Summoning Circle Pillar 01", but it does not work with the "Dust Ring 01". This is a large rotating dust ring on the ground which causes heavy earthquake effects (just in case you didn't know), shaking camera, rumbling sound and such. I can hear the sound for a short moment when entering the map or exiting back to the foundry editor but other than that, it's gone. The camera shaking effect is there though. I guess I should mention that, placed in a pre-build room, it works as expected, but not in my own from the room builder. This is really bugging me, because it destroys the whole feel to the map but because of static lighting, which is too bright I just don't wanna use most of the pre-build dungeon rooms.
Because of the self-built rooms, backdrop workaround with dozens of local area fog and dust effects I do have plenty of items and effects placed on my map. Might this be the reason of sound issues (I do face visual issues as well with timed falling dirt and wall torches, which are invisible in certain camera angles, which I did not with only very few items in the beginning)? Then again, why do they work on pre-built rooms. That whole thing leads me to conclusion there's no way other than using the pre-built rooms, which I really don't want to. Did I mention I do not wanna use the pre-built dungeon rooms? What did they think when inserting unchangeable lighting into them ... *sigh*
Comments
I recreated the problem you are having (although I used Component Reached as the trigger). Setting the Y value of the Sound to 10 solved the problem on my map.
Issue 2:
I think the fog layers are all in the same area so the game is trying to figure out which one to display. Try adding fog from the Details assets and play with the lighting, you should have better luck.
Issue 3:
Instead of using Visible When, use Appear When, this will keep your collision intact. Also, if you don't want the whole gate to be intereactable you can just put an Invisible Clicky from the Details list around "door lock" height. Then the player can "unlock" the small area and then open the door.
Issue 4:
Well the Dust Ring is a Detail not a sound effect, so I wanted to make sure we are talking about the same things here? You can't place details outside of rooms. Are you placing the Dust Ring in a part of the room that is still -inside- the room but not visible to players?
Finally: You mention lighting as the main issue: For most large rooms you have 2-3 options for light sources. For hallways you usually only have 1. You can ALWAYS select "No Lights" for any room from the Layout options for the room. Then you can set whatever lights you like.
Hope those are helpful.
(Un)Academic Field Work Foundry Campaign: NWS-DAPZB2CTZ
Okay, the first one is solved by setting a Y-value. Seems the game decides the sound node is not in the current room with a Y-value of 0. Now my last issue makes sense as well. Upon testing the map, the character is being set below the floor as well and drops down for a short moment until the game places him in the right height. And since I'm outside of the room just like the dust ring effect, I can hear it but the sound disappears as soon as I get placed into the room. And I can hear the Summoning Circle because it's in the actual room, just outside of the area enclosed by the walls I've set (I did put Y-values to those so they float above the ceiling).
Issue 2:
Well, Actually I wanted a really thick fog, which cuts off the player's vision at about 10 ft but I couldn't find anything like it so I just tried to throw in any fog effect in the same area that somewhat creates the atmosphere I want.
Issue 3:
The problem is, I don't have any quest objective for finding the key, so I can't set Appear When correctly. I may create one and hide the trail to it though.
D'uh ... how could I be so blind not to see the room options ._.
Well, thank you SO much for helping me out. This is getting me quite far now.
(Un)Academic Field Work Foundry Campaign: NWS-DAPZB2CTZ