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  • nagoraknagorak Member Posts: 882 Arc User
    edited September 2013
    It looks like you don't have this bug:

    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.
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited September 2013
    I see the vases in the bug list but not the benches, etc. Do you need a complete list of buildings that aren't buildings, GD?
    [SIGPIC][/SIGPIC]
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited September 2013
    nagorak wrote: »
    It looks like you don't have this bug:

    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.

    Can you give us steps to reproduce this Nagorak?
    [SIGPIC][/SIGPIC]
  • nagoraknagorak Member Posts: 882 Arc User
    edited September 2013
    kirksplat wrote: »
    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    I created an unpublished project called Test, ID: ST-HJSEIYWC8, which has a map called Dialogue Trigger Bug which sets up the above scenario.
  • kortaagkortaag Member Posts: 525
    edited November 2013
    * Removed out of self discovery and resolution *
    May good management be with you.
  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited December 2013
    Okay, it's been a while. Wanted to take a bit to get the list updated, especially with the new crop of bugs coming in with Season 8.

    I'm adding the white asset on the map editor bug. Are there any new ones I need to add?
    nagorak wrote: »
    Pool Cue Stick 01 description states it is laying flat, but it is actually standing up and appears to be identical to Pool Cue Stick 02.
    nagorak wrote: »
    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.

    Thanks Nagorak, I'm adding these to the list (plus a link to your repo steps)
    kirksplat wrote: »
    I see the vases in the bug list but not the benches, etc. Do you need a complete list of buildings that aren't buildings, GD?

    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?
  • smokinssoulmatesmokinssoulmate Member Posts: 0 Arc User
    edited December 2013
    1. God mode is broken
    2. Captive cells, Consoles, and other items when hidden their shadow does not vanish. They remain and stand out. (Getting a Screenshot)
  • zorbanezorbane Member Posts: 1,617 Arc User
    edited December 2013
    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.
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  • kirksplatkirksplat Member Posts: 0 Arc User
    edited December 2013
    Can we add a few things to the list?

    that KDF map, the whiteness issues, the loss of freecam, etc.
    [SIGPIC][/SIGPIC]
  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited December 2013
    1. God mode is broken
    2. Captive cells, Consoles, and other items when hidden their shadow does not vanish. They remain and stand out. (Getting a Screenshot)

    As Zorbane mentioned, we need more details. How is God mode broken? Is the persistent shadow happening for all assets or only specific assets?
    kirksplat wrote: »
    Can we add a few things to the list?

    that KDF map, the whiteness issues, the loss of freecam, etc.

    Sure. Whiteness is already on. Added freecam.

    what's "that KDF map" and what's wrong with it?
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited December 2013
    I tried god mode earlier this week and noticed that I still took damage, but I couldn't get KOed.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited December 2013

    what's "that KDF map" and what's wrong with it?

    http://sto-forum.perfectworld.com/showthread.php?t=947381
    [SIGPIC][/SIGPIC]
  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited December 2013
    kirksplat wrote: »

    Added to the list.
    • Maps based on the older Klingon Great Hall have major geometry missing. (Pic)
      • Qo'Nos Great Hall Interior
      • Qo'Nos Great Hall Under Attack
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited December 2013
    Added to the list.

    Just fyi, it's major geometry missing if the maps are played on lower video settings.
    [SIGPIC][/SIGPIC]
  • smokinssoulmatesmokinssoulmate Member Posts: 0 Arc User
    edited December 2013
    zorbane wrote: »
    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.

    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.
    As Zorbane mentioned, we need more details. How is God mode broken? Is the persistent shadow happening for all assets or only specific assets?


    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
  • zorbanezorbane Member Posts: 1,617 Arc User
    edited December 2013
    Looks like god mode might not work until you reselect it.
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    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
  • smokinssoulmatesmokinssoulmate Member Posts: 0 Arc User
    edited December 2013
    zorbane wrote: »
    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
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited December 2013
    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.
    [SIGPIC][/SIGPIC]
  • zorbanezorbane Member Posts: 1,617 Arc User
    edited December 2013
    I have a feeling that's what I do too, I've just become so used to it that I didn't think of it as a bug.

    It should still be added to the list but preview bugs (especially ones that can be worked around) are usually low priority for Cryptic
    StarbaseUGC Discord Chat
    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
  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited December 2013
    Thanks for the details. Added.
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited December 2013
    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.
    [SIGPIC][/SIGPIC]
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited December 2013
    Oohh... yeah, that one is a one-sided prop.... only the inside. not the outside. :(
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • smokinssoulmatesmokinssoulmate Member Posts: 0 Arc User
    edited December 2013
    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.

    sorry for the long time coming screen shots

    http://imageshack.us/a/img854/7517/m1ju.jpg

    http://imageshack.us/a/img23/6307/qqow.jpg
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited December 2013
    Backdrop Moon Clearing 01 is blurry.
    [SIGPIC][/SIGPIC]
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited December 2013
    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.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited January 2014
    Fixed Issues

    • Certain costume options only appear if they have been unlocked ingame
    • Preview load times multiply greatly when adding a an object or editing a costume

    Are these really the only 2 fixes in the past 4 months?
    [SIGPIC][/SIGPIC]
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited January 2014
    exterior sky backdrop errors

    Andoria is blurry
    Exterior Sky Night 02 has a transparent moon.
    [SIGPIC][/SIGPIC]
  • rogueeenterpriserogueeenterprise Member Posts: 299 Arc User
    edited February 2014
    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.
  • zorbanezorbane Member Posts: 1,617 Arc User
    edited February 2014
    Colour coding would help too, so you can see at a glance what is higher priority than others
    StarbaseUGC Discord Chat
    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
  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited February 2014
    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.
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