We have re-enabled the editor, but for now, reviews remain disabled. We want to give the authors a chance to fine tune their missions with the new features.
Foundry:
Resolved issues with purchasing additional Foundry project slots.
There are some projects that will need to be edited before they can be republished, but most of them will auto-republish just fine.
It is no longer possible to use multiple maps inside a "Complete All".
Projects with this will go through the auto-republish, but the associated Unfinished Tasks must be resolved before an author can manually republish.
Projects with the following issues will not auto-republish:
We resolved an issue that incorrectly allowed "Whole Map" to be used as a valid "Leave From" selection on Cryptic maps.
Note that it's still a valid selection for custom maps.
A few projects have NPC Groups associated with "Kill" objectives that are not "Enemy" allegiance -- this is not working as intended and will now correctly result in an Unfinished Task.
Multi-select has been added!
Left-click now defaults to multi-select.
This is changeable in the Map menu.
Middle-click and space+left-click pan the map.
There are additional behaviors available for contacts and NPC groups.
Have fun!
The controls in the costume editor have been updated.
Image previews for ground objects and contacts are now in 3D.
It's a known issue that some of the image previews are cropped incorrectly for contacts.
Mission flow has been changed.
;
Rather than having map transitions created automatically, an author needs to manually place them.
All objectives must be placed on a map.
Maps cannot be placed inside Complete Alls.
Added the ability to have no interact time for interact objectives.
The name displayed in the reticle for interact objects is now labeled with the actual name specified for that object in the map editor.
Authors will probably want to rename the objects and contacts they've placed, since players will now see what used to be a private name.
The preview image for some of the alien artifacts no longer includes a bounding cylinder.
The backdrop Template "Interior Sky Starfleet 01" now works with the Utopia Planitia map.
Updated the Utopia Planitia Foundry Map template.
Removed the glass doors.
Replaced the abominable starship with a single Nova class.
Added the Utopia Planitia backdrop template to the Foundry.
Dialog popups can no longer be set to "Objective Complete".
This unintended feature never actually functioned as expected.
Authors can use "Component Complete" instead".
You can now put titles over people's portraits in dialogue boxes.
Text input boxes that have a character limit now display the character limit.
The map object limit has been raised to 475, and the building limit has been increased to 64.
You can now sort your map objects by type, name, usage and unfinished task.
Unfinished Tasks in the Story tab now say Story instead of Mission.
The doors to the ready rooms on the Prometheus and Olympic bridges are now open.
The following custom costumes have been updated to display correctly:
Corsair Flight Deck Carrier
Dacoit Flight Deck Carrier
Phalanx Science Vessel
Draguas Support Vessel
Added new maps to use as templates:
Ground:
Bajor
Bortas Bridge
Coliseum
Earth Spacedock -- newer version
Cardassian Galor Bridge
Defiant Bridge 02
Defiant Ship Interior
Ferengi D'Kora Bridge
Drozana Station -- 23rd Century
Facility 4028
Hfihar
Jem'Hadar Bridge
Nopada Desert
Odyssey Bridge
Orith
Space:
Mercury
Venus
Mars
Jupiter
Saturn
Uranus
Neptune
Pluto
Sol System -- newer version
Added new backdrops:
Bajor Ground at Sunset
Bortas Bridge
Brea Ground
Earth Spacedock -- newer version
Hfihar Ground
Mars
Nopada Desert Day
Nopada Desert Night
Orith Ground
Sol System -- newer version
Added the following items to the Detail objects.
Starfleet Coffin Torpedo 01
Military Turret 01
Horta Egg Pile 01
Single Horta Egg
Mining Cart 01-03
Coliseum Weapon Rack 01-03
Coliseum Lights 01-04
Glass War Map
Space Station Hatch 01
Glass - Panel - Defiant Class Schematic - Ventral
Glass - Panel - Defiant Class Schematic - Dorsal
Glass - Panel - Defiant Class Schematic - Fore/Aft
Glass - Panel - Defiant Class Schematic - Starboard
Glass - Panel - Odyssey Class Schematic - Ventral
Glass - Panel - Odyssey Class Schematic - Dorsal
Glass - Panel - Odyssey Class Schematic - Fore/Aft
Glass - Panel - Odyssey Class Schematic - Starboard
Any chance to get some of these maps such as ESD (new), but without the props (computers, plants, displays etc) ? Was thinking of trying my hand at modernizing ESD, to see what it might look like.
please Add "character Kits" "armitage carrier" and "ship kits (e.g. borg set, maco, aegis, etc.)" to the request list.
Perhaps also the option of meshing any outfits together... why limit foundry creators? If we could do tos pants with a romulan top, or those nifty cloth belts I see on some NPCs... it's there. why not use it?
My brother called me up and told me the Foundry was up and online. It has a few new GUI features. But I am not impressed. I bet you are directly related to the people who bought New York from the Native Americans for a handful of beads.
zer0niusrex, I normally play and work with the sound muted on most games. My brother informed me that your team actually managed to make it worse. It will probably be another year before this stuff is fixed but here is a short list of things I noticed right away.
- Beam in/out sound is just annoying when editing. I am editing not playing.
- Very clunky especially when editing costumes. Almost as if there is a lag. IF this is a lag you could fix it very easy with an offline back up file.
- I miss dragging the maps around. I don't know if the option is available but instead I get a green selection box.
- No real "usable" assets were added. We need new building materials. We need FULL access wardrobe. I know this is not as complicated as your team makes it sound. These items are stored on our hard drives in the hogg files and all the foundry needs to do is be allowed access to them.
Suggestions; Make the Foundry tool a separate executable for easy upgrade and patches. You won't need to take the game down to update the Foundry. Allow the Foundry to function offline and upload the changes to the missions. This will prevent lags and work flow will increase.
It is not that I don't appreciate the fact that STO is free to play, or the hard work of past developers. To the average player it might seem like that is asking a lot. But my brother and I have done tons of work in 3D, graphics, and programming. We are just 2 people, you must have more than 2 or 3 people working on your team?
Blarg, middle mouse button drags the map now it's still there.
I just realized-- although It's great that the Dev's are thinking of us and the negative review surge of s4, isn't the disabled reviews also going to prevent new published missions getting past the Q+A gutter of a fresh publish? Or is it "plays" not reviews?
@Cooch: Missions need 5 reviews to be available for everyone. So no reviews = everything stays as it is. If it worries you, wait until reviews are turned on to publish.
@Blargskull: There is an option under maps in the top drop down menu to return mouse function to what it was before the update.
The name displayed in the reticle for interact objects is now labeled with the actual name specified for that object in the map editor.
Authors will probably want to rename the objects and contacts they've placed, since players will now see what used to be a private name.
This doesn't seem to be working as described. In one map, I have 32 identical satellites as objects. Each one has a unique name, but they're all labeled in the reticle simply as "Object". (Other types of objects on the map do have their correct names displayed.)
I would love to see numerical values when creating a character's specific features (height, weight, etc.). If I'm trying to get a character to a specific height to mirror a canon character's height, it's somewhat frustrating since I don't have a number as to how tall the character I'm creating currently stands at.
I know it's possible to give us numerical values for the heights of our characters since it's done in the character creation screen at the beginning of the game.
can we have the old foundry map maker back? this one is laggy and horrible... the rotating is annoying and the items im placing are not placying at destinated cordinates ( Ie I set it to y 9 it places the item as y 9.3134
I imagine you can just hit spacebar once and that will satisfy it.
I attempted to do the spacebar to make it blank, but it still shows as an object, although not an "unnamed invisible object #" like before the edit, so at least it will appear as it did before season 6 with the spacebar method as an object.
ABI-Artificial Borg Intelligence by Duke-of-Rock Available on Holodeck
[SIGPIC][/SIGPIC]
Also play Spawn of Medusa - The 5 Part series
by Duke-of-Rock Available on Holodeck
I attempted to do the spacebar to make it blank, but it still shows as an object, although not an "unnamed invisible object #" like before the edit, so at least it will appear as it did before season 6 with the spacebar method as an object.
Yeah sorry, I also tested that theory and proved myself incorrect.
Can't transition without end dialogue on each map. I want to be able to do so without that. I'm trying to do turbolift transitions and having to go through dialogue is annoying. I just want them to be able to interact and it transitions...:/. That or I'm missing something. Why are map transitions the most frustrating part of the Foundry? I should be seemless.
EDIT: This thread has been closed due to being a "necro" thread. Remember, if a thread has not been posted to in over 30 days, please start a new thread to discuss a topic Thanks! ~BranFlakes
join Date: Sep 2009 - I want my changeling lava lamp!
Comments
He chortled in his glee.
God, lvl 60 CW. 17k.
Perhaps also the option of meshing any outfits together... why limit foundry creators? If we could do tos pants with a romulan top, or those nifty cloth belts I see on some NPCs... it's there. why not use it?
zer0niusrex, I normally play and work with the sound muted on most games. My brother informed me that your team actually managed to make it worse. It will probably be another year before this stuff is fixed but here is a short list of things I noticed right away.
- Beam in/out sound is just annoying when editing. I am editing not playing.
- Very clunky especially when editing costumes. Almost as if there is a lag. IF this is a lag you could fix it very easy with an offline back up file.
- I miss dragging the maps around. I don't know if the option is available but instead I get a green selection box.
- No real "usable" assets were added. We need new building materials. We need FULL access wardrobe. I know this is not as complicated as your team makes it sound. These items are stored on our hard drives in the hogg files and all the foundry needs to do is be allowed access to them.
Suggestions; Make the Foundry tool a separate executable for easy upgrade and patches. You won't need to take the game down to update the Foundry. Allow the Foundry to function offline and upload the changes to the missions. This will prevent lags and work flow will increase.
It is not that I don't appreciate the fact that STO is free to play, or the hard work of past developers. To the average player it might seem like that is asking a lot. But my brother and I have done tons of work in 3D, graphics, and programming. We are just 2 people, you must have more than 2 or 3 people working on your team?
I just realized-- although It's great that the Dev's are thinking of us and the negative review surge of s4, isn't the disabled reviews also going to prevent new published missions getting past the Q+A gutter of a fresh publish? Or is it "plays" not reviews?
I get confused by that part.:cool:
@Blargskull: There is an option under maps in the top drop down menu to return mouse function to what it was before the update.
My Foundry missions | My STO Wiki page | My Twitter home page
The lag is not just in the costume editor. There is a lot of lag when working on maps too. I really hope that can be fixed somehow.
Click here for my Foundry tutorial on Creating A Custom Interior Map.
I know it's possible to give us numerical values for the heights of our characters since it's done in the character creation screen at the beginning of the game.
I was excited to make tholian missions but got on and...oops no tholians
now dont get me wrong, THANK YOU devs for the foundry and everything in it, but I was hoping for some tholians....
I attempted to do the spacebar to make it blank, but it still shows as an object, although not an "unnamed invisible object #" like before the edit, so at least it will appear as it did before season 6 with the spacebar method as an object.
[SIGPIC][/SIGPIC]
by Duke-of-Rock Available on Holodeck
Yeah sorry, I also tested that theory and proved myself incorrect.
The editor is not up yet.
[Unrepentant] Lapo@overlapo: the problem with space STF
is that you can't properly teabag your defeated opponent
Unrepentant: Home of the Rainbow Warrior and the Rainbow Brigade.
Ship: U.S.S. Versailles (Assault Cruiser: Strategic Ops/Support)
Specialty: Tactical, long range/assault
Rank: Vice Admiral
http://img299.imageshack.us/img299/1874/threadnecromancerw.jpg
EDIT: This thread has been closed due to being a "necro" thread. Remember, if a thread has not been posted to in over 30 days, please start a new thread to discuss a topic Thanks! ~BranFlakes