Something I feel needs attention is the way lights cut/in out. It's not a bug per se, but it's really annoying the way they automatically turn on/off within a certain range. At present this range is way too small and these transitions are visible on screen and hard to adjust. I appreciate that changing this affects the whole game so could something optional be considered that changes the behavior of lights to increase this range dramatically and allow me to manually manage when they get switched on/off?
My reason for suggesting this is that the present implementation is downright ugly and makes point lights, dynamic lights etc useless.
not true, first thing i checked after the updateOriginally Posted by dasraizer Go to original post
directional forces no longer invert when given a negative number as there force value.
it is impossible to attach physics joints to the riders hands
any physics joints connecting bike parts together lose pivot cohesion as soon as the bike hits 0 hit points or the part is detached (they have full strength if the bike is set to indestructible however this can cause crashes and is useless for rebuilding the bike anyway.... for example if you wish to turn the handle bars the physics joint collapses if the part is detached and if the bike is set to indestructible the handlebars do not turn but the front wheel is forced out of alignment causing wobble and sometimes crashing the console))
steel building block connector variation 7 has no physics
water transparency reverts to a number less than 100 if the colour is changed after the transparency is set
light emission values are not copied when the object is copied
controller vibration cuts out after a few seconds.
the camera used to take a picture to be used as a title in track central is out of alignment on ps4
the code used to insert button symbols in the description is still the code used for xbox (and is far to long besides seeing as it uses up the limited character allowance) on ps4
I have a few suggestions for the level editor and this seems like the best place to add them.
- Add an object to help make big logic systems a lot neater and easier to read. my idea for this was:
- Add a "set object x, y and z velocity" (If this exists, please let me know where. Using forces is a pain in some situations)
- one object to act as a 2D container for a large number of logic blocks. kind of like a large piece of paper you can place in the world and move the logic blocks about on
- ability to route the connecting lines in any way you want (rather than a line as the crow flies) from one object to the next. This should help clear up the connection spaghetti around an object or logic block with lots of logic that affects it
- ability to add comments that are visible from a reasonably large distance. i.e. a lot further than the text is displayed for most logic blocks. The reason for this is that remembering what large blocks of complicated logic does is sometimes hard, especially going back to a level you haven't worked on in a while
- Allow us to use the keyboard to enter numbers in the object properties, rather than scrolling left and right (if there is a way of doing this please let me know, I tried a few different things and nothing happened)
- Allow us to enter a specific location or rotation of an object while in the editor. Its a pain to move an object into the exact place you want it right now
- Allow us to change the dimensions of the custom collision objects separately, rather than just having a global size slider.
There's probably a couple of ideas I've forgotten about, but getting any of these in the game would be amazing
there is, its called Extract Function, select you code open the options and use the extract function, you can even rename the 'pins' its a little tricky figuring out what pin is what if you code is not connected to some outside 'helpers', if you need to mod the code select the function and delete it, this does however remove all the names you added to the pins!! so if it was possible to add labels to items this wouldn't be an issue.Originally Posted by Reaper392 Go to original post
when it comes to lining up code to make it look neat im a little OCD, even though i have lines flying everywhere :/ i think it would be nice if the hide lines option also had the ability to show connections when you hover over an item, showing what its connected to and what's connecting to it.ability to route the connecting lines in any way you want (rather than a line as the crow flies) from one object to the next. This should help clear up the connection spaghetti around an object or logic block with lots of logic that affects it
this would be great, even have it selectable from the object finderability to add comments that are visible from a reasonably large distance. i.e. a lot further than the text is displayed for most logic blocks. The reason for this is that remembering what large blocks of complicated logic does is sometimes hard, especially going back to a level you haven't worked on in a while
i've been thinking along these lines before, it would be great to have the objects rotational/positional information exposed inside each object and editable, could even have the picker to choose data sources, circumventing the OPE effectively, but even the option to precisely line up objects based on some back of the envelope calculations would be sweet.- Add a "set object x, y and z velocity" (If this exists, please let me know where. Using forces is a pain in some situations)
- Allow us to use the keyboard to enter numbers in the object properties, rather than scrolling left and right (if there is a way of doing this please let me know, I tried a few different things and nothing happened)
- Allow us to enter a specific location or rotation of an object while in the editor. Its a pain to move an object into the exact place you want it right now
- Allow us to change the dimensions of the custom collision objects separately, rather than just having a global size slider.
This thread is for suggested improvements to the Trials Fusion editor. Let's try to keep in on topic.Originally Posted by B0RG1OF1 Go to original post
Lately I've had the editor crash for what I can't place as a reason. I was moving around a terrain editor ramp, I believe it was the second variant and the game crashed. (Lost about 30 minutes of work)
Then when the editor first opened, and brought me to a blank world, I loaded my track before everything had loaded in the new world. This caused the game to crash. The fix for this however seemed to be just letting that first world load, before loading my track that I was working on.
A lot of what I think are bugs when using the logic for creating things might just be my lack of knowledge in that aspect. But I can find and report the blatently obvious issues that occur. I like that whenever the game crashes I can send a video to Sony so that they can see what's up and hopefully they share that information with the developers.
Give the game enough feedback from us, and enough hard work from the devs and we'll have a glistening polished product on our hands!
many of the sounds are broken, some will play when you are selecting them and not play again.
certain sounds make a clicking noise when activated even when their volume is set to zero
elevator sounds don't work properly.
any changes to the game cam affect the editor cam. which is terrible if you are manipulating the camera for an intro.
improvements to the editor include resolving the server issues..... what is he point of using the editor if you can't share the results.
@BORG1OF1, there is an option to always show visuals inside the camera, see if its checked.
odd your having issues with the sounds, so far i don't think i have, well when it comes to playing them, but the pops that happen should really be fixed, i can see it being a pain, it depends on the initial values the sample starts at, maybe a ramp sample that's multiplied to the played sample at the start would cure it, so it fades in over a handful of samples.
what do you mean exactly?Originally Posted by B0RG1OF1 Go to original postand i havent noticed any problems on elevator sounds.