I want to report a couple of things that I noticed when I test the new WIP version.
1. When I select an object on a map that has a texture change preference, a delay occurs before the object is selected. The delay is a second or two. This applies to Generic Shapes, as well as objects for whom I have been able to copy this feature. Additional MOD textures do not cause this because the delay occurs even without them set on. If, on the other hand, I first select one object without this preference, I can also copy these texture change objects at normal speed.
2. Customizing the AI often crashes the editor when I choose clothes or other outfit options for the characters. This happens if I use the arrow keys to scroll through the options even though it is just the recommended way. Gerating Navmesh tiles stops and the editor crashes. It doesn’t matter how slow or fast I scroll with the arrow keys. But I have a way of opening drop-down menus and selecting through it. For me, it works fast and the editor doesn't crash.
3. When I select a Voice Slot for a customizable AI and change some voice from there, it only works in Explore mode when CAPS LOCK is on. If CAPS LOCK is not on, the character speaks again in its normal voice. In the editor's game mode, the character does not use the selected new voice in either way.
Also, I would still have a question.
Is there any way to improve the drawing distance of the custom AI head? The head appears to be lost already after little more than a half of grid.
Another big thank you for this editor Mod. Although there are still bugs in the new features, I still really like these a lot. The lifespan of the editor is almost eternal with these features!![]()
Some new findings:
The delay I mentioned above also occurs for some other objects that have object preferences.
Drop-down menus can be opened in AI customization without any problems if you have eight slots. The ninth slot slows down the drop-down menus so that you have to use the arrow keys.
A few transparency objects will crash the editor as soon as you select it. Now it would be helpful if I could remember which ones!EDIT: common.character... is one of these objects.
Explosion animation disappears from Dynamite and Barrel Explosive Directional when Texture Paints Snow_01 - Snow_07 are used on the map. I don't know if there are other textures and explosives that this applies to and is this even related to MOD?
The Find tool still does not work completely. It can't find PARTICLEMOD objects.
Originally Posted by Karmaiseva Go to original post
- Yeah, the latest test version has so many optional values added, that walking through all options takes a long time. This is especially noticeable when you have multiple customization slots for objects.
To workaround this, I made it so that the Object Preferences details are only loaded when the user has CAPS LOCK or SCROLL LOCK turned on. While this works well for the most objects I still added an exception for some objects like the generic shapes, which will always load the custom preferences. This is what's causing the slowdown. Only workaround I have for now is selecting a non-customizable object together with the customizable object. That should prevent the customizable preferences from loading.- Customizing AI is tricky, some combinations work and others don't. It may depend on the value chosen for the slot, as well as the actual slot number being used. I'm not sure.
- As for AI voices: AI characters all use several Voice Slots. Changing one won't be enough; be sure to change all Voice_Slots to the voice you want, otherwise their voice will only be partially changed.
- I think I've done all I can to improve the AI draw distance. Not sure if that's already in the version you tested. It may also have to do with the model you selected for the head, as draw distance typically is tied to the 3D models used.
- I found the "common.character... problem, and fixed it for a next release.
- Explosion animation seems to disappear from any painted texture that's SNOW_NP. Unfortunately, this is an issue with the game itself, not my mod.
- PARTICLEMOD objects are an obsolete way to get particles in the map (Use PARTMOD instead). While I kept the legacy objects around for compatibility reasons, I hid them from the Object tool.
- Some object names have underscores, and the 'find in map' function didn't search these properly. I fixed this for a new version, you can also use double underscores for searching.
FYI, I have a new build available for testing. Changelog:
You can find it on the editormod's posts section.20210704
* Added HEIGHTMAP pasting via clipboard code. Example Syntax:
x[0-512],y[0-512],height[0-500],radius[0-1024],hardness,opacity,distortion,shape
Default values: x=0,y=0,height=50,radius=1,hardness=1,opacity=1,di stortion=0,shape=1
Example code:* Added TERRAINPAINT clipboard instructions for people wanting to paint the map via clipboard text instructions.Code:HEIGHTMAP: 220,220,80,40,0.1,0.4,0,1 150,220,100,40,0.001,0.1,0,1 200,200,60,40,1,1,0,1 200,200,100,20,1,1,0,0 200,200,120,10,1,1,0,1
SYNTAX: textureslot[1-4]:X,Y,Radius[0.0-512],Amount[0.0-1.0],Hardness[0.0-1.0],Circle[0,1]
EXAMPLE: > 2:30,20,4 # Puts texture #2 at position (30,20) with a radius of 4
Copy & paste the following code as example, make sure you have 4 terrain textures assigned first!
* Added code that cleans up traces of window docking helpers on screen.Code:TERRAINPAINT: 2:248,244,8,0.1,0.5,0 2:248,264,8,0.5,0.5,0 2:248,284,8,1.0,0.5,0 3:270,244,8,0.01,1.0,1 3:270,264,8,0.5,1.0,1 3:270,284,8,1.0,1.0,1
* Changed minimum particle size X/Y to 0.01 instead of 1
* Cleaned up Objects tool library
* Added more Customizable AI, moved them to the AI tool. Now they will remember the linked control zones.
* Added Customizable vegetation
* PATCHDAT no longer silences the Arcade music. Instead, only the editor startup music is muted.
* Setting Camera Speed to "Custom" now also has the option to change the Mouselook sensitivity. Useful for input devices with higher DPI.
* Prefixed Material/texture names with the shader type to allow for easier texture swapping (avoiding the pink textures).
Here's how to retexture objects, assuming you checked the EDIT->MOD: MORE GENERIC OBJECT TEXTURES option in the menu:
1. Select a Generic Shape (or SHIFT+PASTE any object, applying slot override from the Texture tab)
2. In Object Preferences, walk through the __TRYSHADER options & see which one works. Remember that shader name
3. Type in the shader name in the texture box, and walk through all possible options from there.
20210127
* Added some water textures
* Improved Custom AI draw distance
* Added Highlight component to keys so they stand out more
* Tweaked modding window display
* Added Vehicle-mounted weapon customizability for select vehicles (Combat Helicopter + Surface To Surface)
Updated to RC2.
Yes, you can still publish maps overbudget. Please create responsibly.Originally Posted by GuyWhoDoesJob Go to original post
The AI limit still is 12 entities, but you can workaround that by spawning my AiAsObject AI's found in the normal objects tool instead of normal AI. However, you can't link them to control zones (and they ignore the map boundaries), but you can spawn multiple of them in one go.
The ghost objects don't support choosing skin, I may be able to make vehicles nonblocking in an update to the editor, so you can pick skins again.