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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 :)
Just a quick answer: you press and hold the mouse wheel and move the mouse.
-JLarja
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
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.
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
A few things I have noted now that I have more experience with the editor V3 (a new map is coming soon :) ) :
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.
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
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 ?
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 :
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.
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
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 ?
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 ?
I'll probably focus on Trine 3 now, but still, it's nice to get feedbacks
See you around
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,
Is this going to be fixed too, or what should we do when an update comes ?
This is the same issue than previous "Object Entity base : It's almost empty."
Adding such limit should be trivial, we will look into this.
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.
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.
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.
Sounds like there is indeed some globals. We'll check this at some point.
Toggle with space between: Global, Screen space and Local
Not sure what happens here, will need to investigate.
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 :)
This should get fixed in v0.04 which will be released soonish. Also AI navigation meshes will start to work in MODs as well.
We can look into this at some point during Early Access. Cannot promise yet anything.
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.
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 :(