A Component Complete will always trigger after a dialogue box, if it is selected as one of the trigger targets, even if there are multiple other targets which have not been completed yet.
A Component Complete will always trigger after a dialogue box, if it is selected as one of the trigger targets, even if there are multiple other targets which have not been completed yet.
Create 3 dialogues and call them Dialogue 1, Dialogue 2 and Dialogue 3. In each dialogue, select a costume and add the text "Dialogue 1", "Dialogue 2" and "Dialogue 3", respectively.
Place 3 invisible objects, and call them Interact 1, Interact 2, and Interact 3.
Set Dialogue 1 to appear after Interact 1, and change the trigger text on Interact 1 to "Trigger Dialogue 1"
Set Dialogue 2 to appear after Interact 2, and change the trigger text on Interact 2 to "Trigger Dialogue 2"
Set Dialogue 3 to appear after Dialogue 1, Dialogue 2 and Interact 3, and change the trigger text on Interact 3 to "Trigger 3".
Result: Dialogue 3 should only appear after all 3 triggers are completed (Dialogue 1, Dialogue 2 and Interact 3). However, it will in fact appear after either Dialogue 1 or 2 are completed, regardless of whether Trigger 3 has been completed.
I created an unpublished project called Test, ID: ST-HJSEIYWC8, which has a map called Dialogue Trigger Bug which sets up the above scenario.
Create 3 dialogues and call them Dialogue 1, Dialogue 2 and Dialogue 3. In each dialogue, select a costume and add the text "Dialogue 1", "Dialogue 2" and "Dialogue 3", respectively.
Place 3 invisible objects, and call them Interact 1, Interact 2, and Interact 3.
Set Dialogue 1 to appear after Interact 1, and change the trigger text on Interact 1 to "Trigger Dialogue 1"
Set Dialogue 2 to appear after Interact 2, and change the trigger text on Interact 2 to "Trigger Dialogue 2"
Set Dialogue 3 to appear after Dialogue 1, Dialogue 2 and Interact 3, and change the trigger text on Interact 3 to "Trigger 3".
Result: Dialogue 3 should only appear after all 3 triggers are completed (Dialogue 1, Dialogue 2 and Interact 3). However, it will in fact appear after either Dialogue 1 or 2 are completed, regardless of whether Trigger 3 has been completed.
I created an unpublished project called Test, ID: ST-HJSEIYWC8, which has a map called Dialogue Trigger Bug which sets up the above scenario.
Thanks Nagorak, I'm adding these to the list (plus a link to your repo steps)
Clarify what you mean by God mode is broken? By itself broken means nothing. I know it's probably pretty obvious (aka you're getting killed) but its always good to be specific.
Clarify what you mean by God mode is broken? By itself broken means nothing. I know it's probably pretty obvious (aka you're getting killed) but its always good to be specific.
God mode does not work for me. If i start the foundary or return to the editor and then play from beginning or play map. God mode does not work. I checked Un select able which works normal works. However does not matter what I do with God mode it does not work. I have to die first, respawn and the re-select God mode and sometimes as you can see it works. Other times it does not.
Looks like god mode might not work until you reselect it.
Yes sometimes this is the case however it appears to be temperamental, that does not always work. I did not get a video or screen shot of every time it happened unfortunately
This is one of those things that I've always noticed but learned to live with. Usually I reselect god mode every time I play test, even if it thinks I'm already in god mode.
So, each time, select normal then reselect god mode, since you're no longer in god mode although it thinks you are.
Any chance we could add this TOS warp core thing to prop bugs? It has no textures on the edges so it's nearly impossible to use without putting it directly behind a small window.
I can deal with a lack of texture on the bottom of a prop or on the door areas of the transporter room and TOS turbolift, but that warp core is almost unusable.
I got more details on the other bug, again there is a work around so I guess it is not important.
All Borg Captive cells - If you tell it to hide and there is objects inside of the cell the Shadows remain. If the the objects are moved the shadow then vanished however they objects are only moved through battle for example.
If there is no objects inside of the captive cells to begin with no shadow remains.
I was tweaking a mission recently and noticed that while you have an option to create ship costumes for Obelisk... it has no geometry, and if you try to use it, it's completely invisible.
Hey Dragoon, I'd like to see if you would be up for prioritizing the bugs you have listed, from a community standpoint. Here are some criteria I would suggest:
Priority 1 - Bugs that completely break the Foundry experience for the author or player.
- Examples: Excessive preview load times, missions do not/incorrectly award rewards, reach marker objectives do not display on the map, existing maps were truncated
Priority 2 - Bugs that are moderately severe, but still disrupt the author/player experience.
- Examples: White objects in the editor (though a case could be made for P1), costumes are broken in the costume editor, etc
Priority 3 - Bugs that mostly affect the author quality of life, but do not have much effect on the player experience. Things that are hard to reproduce could also go here if, when they occur, do not have a severe impact on the experience.
- Examples: Some of the NPC animations do not work, minor issues with objects, etc
IMO, feature requests and the like and bugs that affect official Cryptic story content shouldn't be included in this list as they are not Foundry specific.
Anyway, just some suggestions. I want it to be super clear to anyone that reads this thread what we think the biggest issues with the Foundry are.
Okay, did a quick pass and highlighted a few in red (critical) and yellow (higher priority.) this is just my interpretation so feel free to to give feedback.
Comments
A Component Complete will always trigger after a dialogue box, if it is selected as one of the trigger targets, even if there are multiple other targets which have not been completed yet.
Click here for my Foundry tutorial on Creating A Custom Interior Map.
Can you give us steps to reproduce this Nagorak?
For the dialogue trigger bug:
Create 3 dialogues and call them Dialogue 1, Dialogue 2 and Dialogue 3. In each dialogue, select a costume and add the text "Dialogue 1", "Dialogue 2" and "Dialogue 3", respectively.
Place 3 invisible objects, and call them Interact 1, Interact 2, and Interact 3.
Set Dialogue 1 to appear after Interact 1, and change the trigger text on Interact 1 to "Trigger Dialogue 1"
Set Dialogue 2 to appear after Interact 2, and change the trigger text on Interact 2 to "Trigger Dialogue 2"
Set Dialogue 3 to appear after Dialogue 1, Dialogue 2 and Interact 3, and change the trigger text on Interact 3 to "Trigger 3".
Result: Dialogue 3 should only appear after all 3 triggers are completed (Dialogue 1, Dialogue 2 and Interact 3). However, it will in fact appear after either Dialogue 1 or 2 are completed, regardless of whether Trigger 3 has been completed.
I created an unpublished project called Test, ID: ST-HJSEIYWC8, which has a map called Dialogue Trigger Bug which sets up the above scenario.
Click here for my Foundry tutorial on Creating A Custom Interior Map.
I'm adding the white asset on the map editor bug. Are there any new ones I need to add?
Thanks Nagorak, I'm adding these to the list (plus a link to your repo steps)
I'm happy to add it to the list. I just need object names. Are these benches that we have also as detail objects or different benches?
Short 10 sec trailer for Cube 571
The one good thing about being Borg you never need tech-support
Before you post in the STO tech support forum
Foundry Mission Database
Check out my Foundry missions:
Standalone - The Great Escape - The Galaxy's Fair - Purity I: Of Denial - Return to Oblivion
Untitled Series - Duritanium Man - The Improbable Bulk - Commander Rihan
that KDF map, the whiteness issues, the loss of freecam, etc.
As Zorbane mentioned, we need more details. How is God mode broken? Is the persistent shadow happening for all assets or only specific assets?
Sure. Whiteness is already on. Added freecam.
what's "that KDF map" and what's wrong with it?
My character Tsin'xing
http://sto-forum.perfectworld.com/showthread.php?t=947381
Added to the list.
Just fyi, it's major geometry missing if the maps are played on lower video settings.
See for your self
http://www.youtube.com/watch?v=aVVLoynMwlo#t=303
5 mins and 3 seconds.
God mode does not work for me. If i start the foundary or return to the editor and then play from beginning or play map. God mode does not work. I checked Un select able which works normal works. However does not matter what I do with God mode it does not work. I have to die first, respawn and the re-select God mode and sometimes as you can see it works. Other times it does not.
I have only tested using the items from my maps however the shadow remains I will be uploading a screen shot when I get home from work tonight
Short 10 sec trailer for Cube 571
The one good thing about being Borg you never need tech-support
Before you post in the STO tech support forum
Foundry Mission Database
Check out my Foundry missions:
Standalone - The Great Escape - The Galaxy's Fair - Purity I: Of Denial - Return to Oblivion
Untitled Series - Duritanium Man - The Improbable Bulk - Commander Rihan
Yes sometimes this is the case however it appears to be temperamental, that does not always work. I did not get a video or screen shot of every time it happened unfortunately
Short 10 sec trailer for Cube 571
The one good thing about being Borg you never need tech-support
Before you post in the STO tech support forum
So, each time, select normal then reselect god mode, since you're no longer in god mode although it thinks you are.
It should still be added to the list but preview bugs (especially ones that can be worked around) are usually low priority for Cryptic
Foundry Mission Database
Check out my Foundry missions:
Standalone - The Great Escape - The Galaxy's Fair - Purity I: Of Denial - Return to Oblivion
Untitled Series - Duritanium Man - The Improbable Bulk - Commander Rihan
I can deal with a lack of texture on the bottom of a prop or on the door areas of the transporter room and TOS turbolift, but that warp core is almost unusable.
My character Tsin'xing
All Borg Captive cells - If you tell it to hide and there is objects inside of the cell the Shadows remain. If the the objects are moved the shadow then vanished however they objects are only moved through battle for example.
If there is no objects inside of the captive cells to begin with no shadow remains.
sorry for the long time coming screen shots
http://imageshack.us/a/img854/7517/m1ju.jpg
http://imageshack.us/a/img23/6307/qqow.jpg
Short 10 sec trailer for Cube 571
The one good thing about being Borg you never need tech-support
Before you post in the STO tech support forum
My character Tsin'xing
Are these really the only 2 fixes in the past 4 months?
Andoria is blurry
Exterior Sky Night 02 has a transparent moon.
Priority 1 - Bugs that completely break the Foundry experience for the author or player.
- Examples: Excessive preview load times, missions do not/incorrectly award rewards, reach marker objectives do not display on the map, existing maps were truncated
Priority 2 - Bugs that are moderately severe, but still disrupt the author/player experience.
- Examples: White objects in the editor (though a case could be made for P1), costumes are broken in the costume editor, etc
Priority 3 - Bugs that mostly affect the author quality of life, but do not have much effect on the player experience. Things that are hard to reproduce could also go here if, when they occur, do not have a severe impact on the experience.
- Examples: Some of the NPC animations do not work, minor issues with objects, etc
IMO, feature requests and the like and bugs that affect official Cryptic story content shouldn't be included in this list as they are not Foundry specific.
Anyway, just some suggestions. I want it to be super clear to anyone that reads this thread what we think the biggest issues with the Foundry are.
Foundry Mission Database
Check out my Foundry missions:
Standalone - The Great Escape - The Galaxy's Fair - Purity I: Of Denial - Return to Oblivion
Untitled Series - Duritanium Man - The Improbable Bulk - Commander Rihan