Trine 3: The Artifacts of Power

Trine 3: The Artifacts of Power

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Feedbacks on the Editor v3
Hello again Frozenbyte and other editor-interested people.
Today I launched the editor v3 to see how it's going.

First impression : OMG they fixed absolute displacement into a relative displacement (Frenet), I can die in peace. WHOA!
Second impression : how do I go up ? Mouse Wheel does just the same as Up/Down keys, which is going forward

Random feedback on what I have seen so far
  • A really great thing is that you gave us access to the Theme Park. It will probably not be in the final release, but please please keep him as a map in the editor because it gives us every examples we need, it's like samples of everything that is possible to do in Trine, ready to copy paste, while figuring out things in the tangled trigger chains in Trine 2 missions was nearly impossible (mission, impossible, haha.). So I made a duplicate of the Theme Park and am now ready to play with it :)

  • Object Entity base : It's almost empty. I know that for now, there are only models corresponding to the available levels (and thank you for that, that would have been a spoiler to have everything right now). But would it be possible to add also the models from Trine 2 ? I noticed that a new extension "fbxmodel", so I don't know if the good ol' .s3d would be compatible, but that would be great to have them too.

  • Speaking of models, some don't load.
    --- ERROR --- Failed to load data/root/instance_base/entity/object/trip_to_astral_academy/blockset/breakable_castle_wall_small.fbm --- breakable_castle_wall_small.fbxmodel GUID('0x7974FB72','0x00000000','0x00770100','0x00004400') --- fb::rendering::ModelResource::startLoading --- ModelResource.cpp --- 326 --- builds/temp/data/mission/TP02/TP02.bin
    I'll try again after verifying game cache.

  • What else... Yeah, I understand why you made the GameEntities such as triggers automaticaly rotate to constantly face the user, but it's creeping me out. It's like they are following my every moves. Also I like when those things are parallel to the axes. But well, I'll get used to it.

  • The starting points. What have you done. When you click the blue "Start Game from this position" arrow. For what I've understood, in Trine 2 editor you took the nearest point on the playable plan by doing an orthogonal projection. That was ok. Now since it's all 3D and everything I think you do some kind of a ray casting strategy where you start from the first object the user's sight hits. Which means if you are working facing the scene and not using diving view, you'll start miles away from where you thought you would when clicking start. So everytime I launch the game to test, I have before that to look at the ground. It's not much, but maybe you could do the same strategy but put a limit on the distance, like "the first object the sight hits OR 10 meters away". That would help :goblin:

  • The new "Scripts" view (category) doesn't seem to work great. There's almost nothing in it and every button is disabled even when selecting something. But the Color Palette and Particle Systems are a huge huge huge improvement.

  • An other thing is that when you resize a panel (let's say it's on the right), the overlay with FPS and such gets cropped. <a-css-analogy> It's like the div containing the overlay has a width in percentage and a overflow:hidden property</a-css-analogy>. But it seems that I can not reproduce this bug, it happened only once and now that I've restarted the editor it's fine.
    https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=429969468
    Right now it seems like steam is having a bit of a trouble displaying screenshots. Am I the only one ?

  • Bloom Entity. So cool. :healthvial: :healthvial: :healthvial:
    Over all there are a lot of new entities and particle systems, and it's gonna be really cool trying them out. Thank you
Anyway. Great stuff. It's not really different from the previous editor (for basic use, you probably have added some advanced features) so that's cool, but I notice a generaly better user experience. It's small things, but it's better. And the Theme Park is the best documentation you could have. There's not even a need for updating the wiki anymore ;) but yeah, if I find something new to put there, I'll continue adding wiki entries.

I have an idea for a map, just have to figure out how the cameras work now that everything is 3D, and then I'll try to build it :)

See you soon

P-S : maybe add a "Workshop" sub forum ?
Last edited by VonRickroll; 22 Apr, 2015 @ 2:35am
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Showing 1-15 of 38 comments
Exc 23 Apr, 2015 @ 12:52am 
Hi!

Thank you for the detailed feedback. We will definitely take a closer look about your suggestions/reports.

Sorry, this is just a quick response that I have created the "Workshop" forum. We will answer more in detail to you once things have cool down a bit :)
JLarja  [developer] 23 Apr, 2015 @ 1:02am 
Originally posted by VonRickroll:
Second impression : how do I go up ? Mouse Wheel does just the same as Up/Down keys, which is going forward


Just a quick answer: you press and hold the mouse wheel and move the mouse.

-JLarja
VonRickroll 1 23 Apr, 2015 @ 1:42am 
Great, thank you both :goblin:

I'm having trouble with mod export, it's really weird. But since someone already uploaded one, I don't know what's happening.
I'll post a screencast
Exc 23 Apr, 2015 @ 4:19am 
In general the Mod export should work if you just save your mission into data/mission folder. Folder name and mission name should be the same.

Like:
data/mission/mymission/mymission.fbe

Then you should be able to select the mission in mod export dialog from the list.

Public editor has numerous bugs at the moment which we are discovering as we speak like:
1) AI navigation mesh isn't included into MODs -> AIs cannot work in MODs
2) Physics isn't processed properly -> All scaled convex art assets with physics are broken. There are major problems with physics which could lead into crashes when MOD is enabled. Best thing to do at the moment is to use collision helper models since those will work.
3) MOD mission locale names doesn't get saved in the export dialog if you switch TABS
4) Editor doesn't install editor updates automatically
5) MODs doesn't have version support (possibly every game patch could break something in the MODs)

We are working on these but it will take some time.
VonRickroll 1 23 Apr, 2015 @ 5:37am 
Originally posted by Exc:
We are working on these but it will take some time.
Sure, no worries ;)

I was aware about 3), and it seems that my problem comes from 2). So my problem is that the level I'm designing is specificaly based on breakable objects, but I'll try not to scale them then
VonRickroll 1 24 Apr, 2015 @ 9:51am 
Hello again, time for updates

A few things I have noted now that I have more experience with the editor V3 (a new map is coming soon :) ) :

  • maps are always counted as "modified", which means that is you open the editor and then open your map, inbetween you get prompted if you want to save the empty new map. Same thing when you save and then close, or save and then test, you still get prompted to save. It's no big deal but when you are constantly testing it's a bit annoying.
  • The view settings persist from one map to another. Let's see with screenshots. If I open the map I'm currently working on, the normal lighting and ambience are this :
    https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=431202829
    However, if I open let's say the challenge_01 map and then my map I get this :
    https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=431203173
    And it stays until I test it. Again, it's not game-breaking but you probably have some global variable thingies that should be reset.
  • The Z axis is now horizontal. How odd.
  • The axis handles (the red/green/blue things that you pull to move or resize a model) turn around with the camera. Maybe there's already a way to prevent that but it's annoying as hell. Like if you just want to move an object up, you have first to reset the camera's rotation so the handles are correctly rotated. In the end I'm starting to use the keyboard arrow keys that do the job directly on the axes, but if there was a way to get this fixed (as in "blocked"), I would be so happy.
  • The level I'm currently designing requires a script (Thank you for withelisting custom scripts by the way ;) ). Now my problem is that when I test the game in editor I get an error :
    --- ERROR --- fb::script::pcallError - Lua error: data/script/gui/window_utils.lua:77: Widget has been destroyed, function call 'setOptimizeBranchDraw' ignored. stack traceback: [C]: ? data/script/gui/window_utils.lua:77: in function <data/script/gui/window_utils.lua:45> (tail call): ? ... [string "userChunk"]:2: in function <[string "userChunk"]:1> --- GUID_NONE --- fb::engine::base::errortag::util::TaggingLogger::error --- base\errortag\util\TaggingLogger.cpp --- 52 --- builds/temp/data/mission/Woyq/Woyq.bin
    But it's really weird because : It works fine when I manually launch the script from the console | It doesn't work when launching the game in editor | It works fine when exporting the mod.
    So it's actually not that bad since in the end I can test it and it will work eventually, but I'd still look into this if I were you. If you want more data about what I was trying to do with this script just ask :goblin:

But overall, the editor stays pretty much the same, not really user friendly but after a while you get used to it.

That's it for now, thanks for your recent updates, keep up the good work, you're all doing great
Thank you

LeonardA-L

P-S : Shouldn't this post get moved to the Workshop forum ? Or would you rather keep it here since it's feedback ?
VonRickroll 1 24 Apr, 2015 @ 12:31pm 
I'm back already !
This time it's more serious, I'm actually trying to create a level with only one character (Zoya). So I figured out that I needed to disable character change when exporting, that works, to trigger a ChangeCharacterTo in the Checkpoint object, and last but not least, to toggle "ForcedCharacterChanges" to make sure that Zoya is actually selected.

Seulement VOILA ! (that's french, roughly translates into "But WAIT!")

When I launch the game, the ForcesCharacterChanges thingy doesn't work, and I get this error :
--- ERROR --- Forced character change not supported without ghost multiplayer --- WitchCheckpointComponent GUID('0x60101943','0x00007194','0x85770363','0x000033BA') --- fb::trinebase::gameplay::TrineCheckpointComponent::onEnter --- gameplay\TrineCheckpointComponent.cpp --- 321 --- builds/temp/data/mission/challenge_01/challenge_01.bin

NB : If I don't check it, the character doesn't change. So here it still doesn't but at least I get an error or something

I've looked through the tutorial and the challenge_01 levels to find something that would be a "ghost multiplayer" object, tried several settings, and still haven't a clue what this is yet.
So I tried starting those level (that are supposed to work, right ?) from the editor, and I get the same error (and the Wizard as player, which is fun but not supposed to happen). Same thing when exporting.

So maybe there's a bug somewhere, and if you'd be kind enough to look into it, that would be great. Meanwhile I'll add some more details and lighting to my level so it looks more Trine-y and then, hopefuly, I'll be able to publish it :)

Have a nice week-end

[EDIT] Actually nevermind this right now. Since it's the week-end and you won't be back until monday I figured out I might as well write a script that forces a character change by calling the CharacterSelectionManager. It wasn't really but I eventualy managed, so I'm good. But you should probably still look into this.
Last edited by VonRickroll; 25 Apr, 2015 @ 7:54am
VonRickroll 1 25 Apr, 2015 @ 12:35pm 
The Audio window, where you can input a string value that correspond to an audio object (for example "Play_music_tutorial_warrior" for the music of the warrior's tutorial) is empty. That means you can't select any music/sound effet. So if you happen to magically know what the file is called, there's no problem, or you can get it from an already existing level, but if not, you cannot pick your file. This is the same for all sound effect, music, audio components that have a similar panel.

Now I know this (key,value) binding is somewhere in a .txt file but if this window could work the same as in Trine 2, that would be great :)

By the way I did publish my level today :D
Last edited by VonRickroll; 25 Apr, 2015 @ 12:36pm
VonRickroll 1 26 Apr, 2015 @ 4:04am 
Suggestion for general modding : it would be nice to be allowed not to push just levels but also scripts / resources.
Right now if you don't include maps in your mod it's empty. Wouldn't it be nice if we could just include our own scripts or resources ? For instance, there's currently a mod for Trine 2 by MathiasFB that puts Zoya in "Anti Gravity" mode. But it only includes the levels that MathiasFB had when he published it. So if they are updated, or new ones are added, the mod isn't.

What would be ulti-swag would be to just push his "Anti Gravity" script, so any level can be played with it, and furthermore, combined with other mod, like someone else's custom level played in anti gravity mode. That way people could add or modify content and stack the mods they want together.

Would that be feasible ?
VonRickroll 1 27 Apr, 2015 @ 3:03am 
Wiki
Would it be possible to get directions on how the wiki will be organized now ? Because with the new editor some things have changed, for example some scripts I have written don't work anymore, etc.

Do you plan on splitting it into different sections (v1, v2, v3) or will we label wiki entries as "working with v3 but not v2" ?

Update
When you update levels such as the themepark they don't update in our "mission" folder. What to do ? Should I relaunch editor_initialize ? Should I first delete the maps I want to reload ?
Qu 27 Apr, 2015 @ 4:38am 
VonRickroll,i love your Trine 2 levels,keep up the good work:D .
VonRickroll 1 27 Apr, 2015 @ 10:04am 
Originally posted by Qu:
VonRickroll,i love your Trine 2 levels,keep up the good work:D .
Haha, thanks :)
I'll probably focus on Trine 3 now, but still, it's nice to get feedbacks

See you around
76561198211973844 28 Apr, 2015 @ 3:09am 
Originally posted by VonRickroll:
The Audio window, where you can input a string value that correspond to an audio object (for example "Play_music_tutorial_warrior" for the music of the warrior's tutorial) is empty. That means you can't select any music/sound effet. So if you happen to magically know what the file is called, there's no problem, or you can get it from an already existing level, but if not, you cannot pick your file. This is the same for all sound effect, music, audio components that have a similar panel.

I've sort of fixed this and the events will appear hopefully in next EA update. Unfortunately it will give some errors at the moment and possibly display some nonexistant events. We don't use this feature internally anymore, so it hasn't been kept up to date.
Last edited by sauliFB; 28 Apr, 2015 @ 3:11am
VonRickroll 1 28 Apr, 2015 @ 3:30am 
Originally posted by sauliFB:

I've sort of fixed this and the events will appear hopefully in next EA update. Unfortunately it will give some errors at the moment and possibly display some nonexistant events. We don't use this feature internally anymore, so it hasn't been kept up to date.

Nice, thanks :)
If you don't use this anymore, is there an other way to get this list of event ?

Also,
Originally posted by Exc:
4) Editor doesn't install editor updates automatically
Is this going to be fixed too, or what should we do when an update comes ?
Last edited by VonRickroll; 28 Apr, 2015 @ 3:45am
Exc 29 Apr, 2015 @ 4:15am 
Originally posted by VonRickroll:
Object Entity base : It's almost empty. I know that for now, there are only models corresponding to the available levels (and thank you for that, that would have been a spoiler to have everything right now). But would it be possible to add also the models from Trine 2 ? I noticed that a new extension "fbxmodel", so I don't know if the good ol' .s3d would be compatible, but that would be great to have them too.
This was actually a bug in our end and users will get up to date assets in upcoming patch (all assets, even from unreleased story levels)

Originally posted by VonRickroll:
Speaking of models, some don't load.
This is the same issue than previous "Object Entity base : It's almost empty."

Originally posted by VonRickroll:
The starting points. What have you done. When you click the blue "Start Game from this position" arrow. For what I've understood, in Trine 2 editor you took the nearest point on the playable plan by doing an orthogonal projection. That was ok. Now since it's all 3D and everything I think you do some kind of a ray casting strategy where you start from the first object the user's sight hits. Which means if you are working facing the scene and not using diving view, you'll start miles away from where you thought you would when clicking start. So everytime I launch the game to test, I have before that to look at the ground. It's not much, but maybe you could do the same strategy but put a limit on the distance, like "the first object the sight hits OR 10 meters away". That would help
Adding such limit should be trivial, we will look into this.

Originally posted by VonRickroll:
The new "Scripts" view (category) doesn't seem to work great. There's almost nothing in it and every button is disabled even when selecting something. But the Color Palette and Particle Systems are a huge huge huge improvement.
Scripts category isn't really use, it's just some drafting/WIP logic which may or may not come in future. Editor also has lot's of buttons which doesn't do anything. We should clean up the editor at some point.

Originally posted by VonRickroll:
An other thing is that when you resize a panel (let's say it's on the right), the overlay with FPS and such gets cropped. <a-css-analogy> It's like the div containing the overlay has a width in percentage and a overflow:hidden property</a-css-analogy>. But it seems that I can not reproduce this bug, it happened only once and now that I've restarted the editor it's fine.
Yes, the fonts and old GUI usually gets messed up when you resize the window. This might get better in future once our new FUI (Frozenbyte UI) system is in place and all old GUI stuff will be removed.

Originally posted by VonRickroll:
maps are always counted as "modified", which means that is you open the editor and then open your map, inbetween you get prompted if you want to save the empty new map. Same thing when you save and then close, or save and then test, you still get prompted to save. It's no big deal but when you are constantly testing it's a bit annoying.
Yes, this is a known bug and usually caused some property animation system logic which tends to change instances in the level when map is loaded. Not sure when we have time to fix this.

Originally posted by VonRickroll:
The view settings persist from one map to another. Let's see with screenshots.
Sounds like there is indeed some globals. We'll check this at some point.

Originally posted by VonRickroll:
The axis handles (the red/green/blue things that you pull to move or resize a model) turn around with the camera. Maybe there's already a way to prevent that but it's annoying as hell. Like if you just want to move an object up, you have first to reset the camera's rotation so the handles are correctly rotated. In the end I'm starting to use the keyboard arrow keys that do the job directly on the axes, but if there was a way to get this fixed (as in "blocked"), I would be so happy.
Toggle with space between: Global, Screen space and Local

Originally posted by VonRickroll:
The level I'm currently designing requires a script (Thank you for withelisting custom scripts by the way ;) ). Now my problem is that when I test the game in editor I get an error :
Not sure what happens here, will need to investigate.

Originally posted by VonRickroll:
I'm actually trying to create a level with only one character (Zoya). So I figured out that I needed to disable character change when exporting, that works, to trigger a ChangeCharacterTo in the Checkpoint object, and last but not least, to toggle "ForcedCharacterChanges" to make sure that Zoya is actually selected.

Seulement VOILA ! (that's french, roughly translates into "But WAIT!")
I know this is possible but I cannot tell you how to do it :) At least the challenge levels does this, they will force select e.g. Thief character always. And like you said, during MOD export, you need to toggle character change off.

I will try to send some LevelDesign guys into forums, maybe they can instruct you :)

Originally posted by VonRickroll:
The Audio window, where you can input a string value that correspond to an audio object (for example "Play_music_tutorial_warrior" for the music of the warrior's tutorial) is empty. That means you can't select any music/sound effet. So if you happen to magically know what the file is called, there's no problem, or you can get it from an already existing level, but if not, you cannot pick your file. This is the same for all sound effect, music, audio components that have a similar panel.

Now I know this (key,value) binding is somewhere in a .txt file but if this window could work the same as in Trine 2, that would be great :)
This should get fixed in v0.04 which will be released soonish. Also AI navigation meshes will start to work in MODs as well.


Originally posted by VonRickroll:
Suggestion for general modding : it would be nice to be allowed not to push just levels but also scripts / resources.
Right now if you don't include maps in your mod it's empty. Wouldn't it be nice if we could just include our own scripts or resources ? For instance, there's currently a mod for Trine 2 by MathiasFB that puts Zoya in "Anti Gravity" mode. But it only includes the levels that MathiasFB had when he published it. So if they are updated, or new ones are added, the mod isn't.

What would be ulti-swag would be to just push his "Anti Gravity" script, so any level can be played with it, and furthermore, combined with other mod, like someone else's custom level played in anti gravity mode. That way people could add or modify content and stack the mods they want together.

Would that be feasible ?
We can look into this at some point during Early Access. Cannot promise yet anything.



Originally posted by VonRickroll:
Wiki
Would it be possible to get directions on how the wiki will be organized now ? Because with the new editor some things have changed, for example some scripts I have written don't work anymore, etc.

Do you plan on splitting it into different sections (v1, v2, v3) or will we label wiki entries as "working with v3 but not v2" ?

Update
When you update levels such as the themepark they don't update in our "mission" folder. What to do ? Should I relaunch editor_initialize ? Should I first delete the maps I want to reload ?
Currently we don't have anybody working with the Wiki full time (or even part time really). Wiki is a general editor guide at the moment and there isn't any distinction what features will or will not work in various editor versions. For now the easiest might be just add string to every feature description like: "Supported versions: 01.00, 02.00" etc.

Originally posted by VonRickroll:
Originally posted by sauliFB:

I've sort of fixed this and the events will appear hopefully in next EA update. Unfortunately it will give some errors at the moment and possibly display some nonexistant events. We don't use this feature internally anymore, so it hasn't been kept up to date.

Nice, thanks :)
If you don't use this anymore, is there an other way to get this list of event ?

Also,
Originally posted by Exc:
4) Editor doesn't install editor updates automatically
Is this going to be fixed too, or what should we do when an update comes ?
At some point yes, we will plan to fix this.

Since public editor cannot update itself, you need to delete editor_path.txt file from your game install directory. Editor needs to be installed into empty directory and your older changes will remain in the old editor folder.

It's bad, we know :(
Last edited by Exc; 29 Apr, 2015 @ 4:21am
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