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Update 01.176 DEV - Cutscene Editor

Discussion in 'Change Log' started by Drui, Feb 24, 2017.

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  1. Drui

    Drui Keen Update Guy Staff

    Messages:
    1,415
    Summary
    Hello, Engineers! To start with, let us explain what happened yesterday. We were planning on releasing the new HUD this week but due some technical complications and internal feedback, the team decided it was better to postpone this feature, giving us more time to improve and polish it before a first public release. At least now, you can rest easy knowing that it’s not too far away!
    Instead, we are releasing the cutscene editor today which will allow mission and scenario makers to create cutscenes from within the game. You will need to set up the triggering of cutscenes using the visual scripting tool, which is what the editor is mainly designed to be paired with. Although, it could also prove to be a useful camera tool for other content creators as there is preview button in the menu. Over the next week, we will be creating a more detailed guide for it - so stay tuned.



    Features

    - Cutscene Editor (double press F11 to access it, and can only be accessed in offline mode for now)

    Cutscene Editor Demo video:


    Edit:

    Game changes:
    - Fixes to campaign (warheads in M3 were not working, boundary fix in M2, pausing in M2-M5)
    - Questlog is now saved (in custom scripted worlds)
    - New sounds for sound block (meant to be used mainly for drones)
    - Drones now can have specified their sound loop which will be played as long as the drone is active
    - Drones can now use weapons on subgrids

    Visual Scripting changes:
    - Fixes to existing nodes (faction function nodes, arithmetic node, shared storage)
    - New function nodes (more faction nodes, entity information, inventory functions, drone related, grid statistics and some new math functions)
    - Custom research for blocks is now properly saved
     
    Last edited by a moderator: Feb 24, 2017
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  2. Asdf-U-Ninja

    Asdf-U-Ninja Trainee Engineer

    Messages:
    22
    first but for real now
     
    • Late Late x 1
  3. Urablahblah

    Urablahblah Apprentice Engineer

    Messages:
    270
    Second(ed)

    Seriously? Over an extra day yall couldn't put in any more release notes details besides "general improvements?"

    How are we, your BETA testers supposed to help track down bugs if we don't know what's been worked on/fixed*? You are doing yourself a disservice by not giving us more information.
     
    Last edited: Feb 24, 2017
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  4. Veritas

    Veritas Apprentice Engineer

    Messages:
    143
    No bug fixes?
     
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  5. Mr Engineer

    Mr Engineer Apprentice Engineer

    Messages:
    467
    Cool, this should be interesting to see what people come up with.
     
  6. I23I7

    I23I7 ME Tester

    Messages:
    3,827
    Hello,

    So a bit of an update on the issue:

    - So we already have made a lot of progress on the small merge block and there should be time to implement it next week. The welder change is also on its way to you. As for the Intel drivers you may try to change the value from 0 to 1 of the parameter <Key xsi:type="xsd:string">VideoAdapter</Key> in the config file. After doing change it back in the display settings to your graphic card. Cudos to Mollar for this workaround.

    Also the white screen issue is still being looked into.

    "Beep beep beep"
     
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  7. Aracus

    Aracus Senior Engineer

    Messages:
    1,931
    For some reason I think the HUD they reconsidered would be awesome and the end result will be...less than stellar?

    I'm probably just cynical, right?
     
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  8. Llessur

    Llessur Apprentice Engineer

    Messages:
    100
    I love how the game is held together with gum basically and you guys have a topic in general discussion with almost 200 replies with some of the big names in this community leaving and we get a delayed cutscene editor..... Do you guys honestly not read anything? What is worse is I have seen you guys posting some in the change log so you must just have blinders on.....
     
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  9. JimTheSoundman

    JimTheSoundman Trainee Engineer

    Messages:
    87
    PLEASE STOP ADDING NEW FEATURES.

    Please fix the broken stuff first.

    WE DON'T REALLY NEED A CUTSCENE EDITOR.

    What we do need is rotors, wheels, pistons, landing gear, merge blocks, batteries, and servers to work the way they are supposed to.

    PLEASE.

    If you can't fix these issues, please just let us know and we'll all give up and go play Hellion.

    We are trying to be loyal but you make it difficult.
     
    Last edited: Feb 24, 2017
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  10. Urablahblah

    Urablahblah Apprentice Engineer

    Messages:
    270
    I hope by "small merge block (issue)" you mean fixing all grids detaching when a block is removed. I sure hope you don't mean just adding a mount point to the front of the darned thing.

    Thanks for the info though. Like I've said before, your input is most helpful to the community.
     
  11. -=Ripps=-

    -=Ripps=- Trainee Engineer

    Messages:
    83
    goodjob, be nice to have seen the hud though...
     
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  12. Diegor34

    Diegor34 Apprentice Engineer

    Messages:
    109
    So many bugs and we got Cutscene Editor? hm...
    [​IMG]
     
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  13. Dwarf-Lord Pangolin

    Dwarf-Lord Pangolin Senior Engineer

    Messages:
    2,597
    Is this a joke?

    Your community's senior content producers are up in arms, and you work on things to help us make more content? Why would we bother at this point?

    What am I going to make a cutscene of? Merge blocks falling off my ship? Welders not welding things? Clang consuming my ship?

    @I23I7 I greatly appreciate you keeping us in the loop, but since we still don't know what you guys are planning to do with the welders, I'm afraid that's not reassuring. :(
     
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  14. Commander Rotal

    Commander Rotal Master Engineer

    Messages:
    4,979
    That's an awfully close intended release for a feature they've only started working a couple weeks ago at best. I mean sure, an HUD probably isn't a planet-scale task but... this seems rushed. Good idea to sit back and LISTEN to internal feedback. I'm a big, big fan of that one.

    Having said that: i see there is no new option to turn of the goddamn Lense Flares other than the insufficient F12 menu, and that ruffles my feathers. Guys. You HAVE a working feature to turn that off, all you need to do is baking that code into the graphics options. Or the World Options if Mah Balancing is an issue, which, quite bluntly, it is, which is the entire point of the problem with your version of Lense Flares.
     
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  15. eviltek2099

    eviltek2099 Apprentice Engineer

    Messages:
    198
    I have more fun reading these forms than playing the game!
     
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  16. -=Ripps=-

    -=Ripps=- Trainee Engineer

    Messages:
    83
    tbh

    I feel like with regards to lens flares, as self appointed beta testers we test what is given to us... not what isn't :p
    for now i say f*** it and just test with the flares on... GlaDos would remind you of how much of a terrible person you are for reacting to lens flares like your eyes are bleeding...

    for all we know there are some configurations of graphics cards and chipsets and such that are not displaying lens flares and those people I guess need to get testing harder.
     
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  17. Urablahblah

    Urablahblah Apprentice Engineer

    Messages:
    270
    At this point I probably spend more time reading these forums than playing the game.
     
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  18. Cetric

    Cetric Junior Engineer

    Messages:
    814
    Oh, hail to the big names! They will come back when SE takes some breathtaking turns, or rather, they will sneak in as not having to admit they were looking for reversing the drama queen exit without looking inconsequent.
    Meanwhile, other modders will board the spaceship, with new potential and a couple of yet unseen genius among them. We are all substitutable. Keen Holy Church of Engineers isn't. No other thing like this visible on the horizon.
     
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  19. Wuxian

    Wuxian Trainee Engineer

    Messages:
    82
    Meh, sad to see that you couldn't manage to include a couple of bug fixes. We don't need anything apart from bug fixes and a teaser for the hud right now.
     
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  20. Djupo

    Djupo Trainee Engineer

    Messages:
    13
    Come on ppl. This is a nice addition. If YOU wouldn't use some feature doesn't mean everybody wouldn't...
     
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  21. eviltek2099

    eviltek2099 Apprentice Engineer

    Messages:
    198
    Putting my bet on Dual Universe!
     
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  22. Sirad

    Sirad Trainee Engineer

    Messages:
    20
    looks like the devs gave us a wedgie this week.
     
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  23. Commander Rotal

    Commander Rotal Master Engineer

    Messages:
    4,979
    Good point. A really good one. But. We're not just testing, we're also giving feedback. And my feedback is: this is too much. Like, i don't like Lense Flares in the first place but this amount of visual noise is actively disrupting the gameplay. I have tested the Lense Flares, and i have provided my feedback: shit's broke. And they HAVE a way to fix it. That's honestly my bigger issue. They knew beforehand that Lense Flares wouldn't be popular. They knew they should have implemented an option to turn it off right with the original update. And they DO have the code to disable it, which btw doesn't even leave an empty space or a bug, it just shows you the old sun. They HAVE everything they need to fix this.

    And we get a Cutscene Editor for a visual scripting tool that nobody uses in the first place.


    They likely didn't have a second Branch for the weekly update, so no HUD means no update. There's just no time for that in a weekly scedule.
     
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  24. Aracus

    Aracus Senior Engineer

    Messages:
    1,931
    Where is that thread even? I can find no such thing. Did notice another shieldthread tho' *facepalm* too lazy to even count it at this point... Haven played SE for several months either so...
     
  25. Krienas

    Krienas Trainee Engineer

    Messages:
    37
    Not the first.. :( Looking forward for new HUD. Can it be that it is the first late release in.. in.. years?
     
  26. Commander Rotal

    Commander Rotal Master Engineer

    Messages:
    4,979
    https://forum.keenswh.com/threads/the-state-of-se-my-thoughts.7393071/
    --- Automerge ---
    Well, technically you did get something this week.
     
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  27. Bruce LeedleLeedleLeedleLee

    Bruce LeedleLeedleLeedleLee Junior Engineer

    Messages:
    813
    Guys, I have been reporting this bug for almost four weeks now, and even aragath told me it was fixed, so why is it not fixed?

    [​IMG]
     
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  28. Mr Engineer

    Mr Engineer Apprentice Engineer

    Messages:
    467
    Would have been nice to have some bug fixes like getting back the ability to projection print with Merge blocks again. Perhaps making the Lense flare not as painfully bright? It really does hurt even looking at it for the brief accidental periods that I do. I've seen photos of Lense Flares and they don't hurt at all.
     
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  29. Roxette

    Roxette Senior Engineer

    Messages:
    1,546
    So I guess it must be a real popular thing, for so much time and effort to be put into this mission and scenario making addon at this point, rather than, you know, fixing any of the bugs... so I'm kinda wondering where all this community created content is, because I only see one user created scenario on the steam workshop.
     
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  30. Bings

    Bings Trainee Engineer

    Messages:
    43
    I don't know what of but I know this is for the Visual Scripting editor that nobody knows how to use because there is no documentation. A user has said multiple times on these threads requesting proper documentation and been ignored. There are 4 custom campaigns including the demo in the community hub last time I looked. This says to me that nobody can figure it out. Maybe this can be used for youtubers to make intros with but until the visual scripting editor is documented and perhaps made a bit easier also, with more plain language, then I can't see it being used for missions and campaigns.

    I've tried using this thing myself, I found errors and inconsistency in the editor which could have been found easier if I had some documentation to check it against. Someone who knows a lot about coding could probably help more but this editor was made for people less able with that IIRC but as is, unless you can code already you can't use it and probably if you can code, you don't really need it.
     
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