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: No there weren't. There should be, but there weren't before.
Yes there was. I specifically remember being able to switch the monitor controls to be inverted. Believe we also had the option to change the speed as well. It's not a huge option, but it was a separate option for the monitor.
: Well then you're not really looking at that then are you? I will say it's
: unintuitive. The actual selection area is the tip of the middle finger of
: the hand in the icon. That makes as much sense as anything else since it's
: the closest graphical point to the center, but they could've just used
: crosshairs.
I am in deed looking at the object that I want, and it will, in deed, select something that's behind the object that I want to select. This happens the most with decals, FX, lighting, etc. Anything that seems to be transparent at all. Or not take up the entire space of it's supposedly hit box. Don't tell me what I am or not selecting. I know exactly what the cursor is suppose to be pointed at and what it's not.
: That would be because they're both tedious and overwrought, and we didn't
: have to hold a trigger to do that before. I definitely wouldn't to require
: everyone to hold two buttons just to select something because a few people
: are having issues.
If it was "just a few people" then it wouldn't be considered a issue. But it's not. I've talked with a lot of forgers since it's release they most of them have had this issue. Your argument "we didn't have to hold a trigger to do that before" is mute, because we didn't have to do so, before, when we wanted to move or rotate a object. Requiring it, for also selecting, would only streamline the learning process. And help prevent confusion when making selection. As would a little arrow on the hud, for when you select more then on item, and the other is off screen.
: That's sort of a feature, you can hold the button and drag the cursor over
: objects to select them all. (Supposedly that's why it's on the right
: bumper, but you could still do that less elegantly with it on A, or just
: select things one at a time, which would also eliminate having to deselect
: unwanted objects.)
Yes, it's a feature NOW. And it's assigned to button that use to be used for moving the camera. How are you not seeing the issue here?
: How could just selecting objects possibly screw up your map?
You're obviously not "getting it". So pretend I'm saying this very slowly.
If a person is use to using those controls (for years) to move the camera, but now, it now only selects multiple items. Then the person that THINKS they are moving the camera, will inadvertently, move those items instead of just rotating the camera, as planned. And because every item now rotates and moves on their own individual axis, then they will all move out of sync, via X Y, Z, and rotation. Thus resulting in every moved item being in a different place/plane and different rotation.
Select half your un-grouped map and move them without it being set to the World settings. And you'll see what I'm referring to. Now imagine you, planned on moving the monitor instead, and you'll see the frustration of having to replace each item.
: I'm telling you, and you've seen, there is a difference. When you weld
: an object to another object, in this game , they behave as one object for
: physics purposes. Groups do not do that. You can weld and unweld
: independently of grouping and ungrouping, it's right there in the object
: options. Things need to be grouped to be welded because then you can just
: select one option to weld and unweld everything. Because welded objects
: behave as one physics object, you shouldn't have any issues moving or
: rotating a welded group, so there's no reason to ungroup them.
You're ignoring or just refuse to see the issue I pointed out. So let me TRY to simplify it for you.
Base is wielded. Map is Grouped. You need to move and rotate it all as one. To effectively do this, you MUST group the map to the Base. Or vise versa. Now, that you've moved them both, you go and Ungroup them from one another (Map from Wielded Base). You don't want your base unwielded, but you have to ungroup it from the map to move, adjust, or duplicate it. But the moment you ungroup the base from the map, the base's wielding vanishes. This results in you, now, having to go in and re-select everything and re-wield it. Something you should not have to do, just for ungrouping it from the map. Wielding and Grouping should be treated as different options, apart from just physics. A Wield should be tweeted as a single object at all times (minus item count). But it's not.
: There isn't, but weirdly there is a d-pad setting for changing the rotation
: point when you hold the right trigger.
I've noticed this. But it works separately from the Tool settings. If you have the tool settings set to snap to 45 degrees, and then set the object's snap (via the D-pad) to 45 degrees, then it will rotate the object 90 degrees. It's weird, but has it's uses.
: I don't follow, what do you mean?
Oookay. I thought this was discussed already.
If we were not ever allowed to move the camera away from the object, that we just selected, then it would be impossible to select other items for grouping, deleting, & editing. Group selecting would not be possible in past Forges b/c moving the camera away from a selected item is not allowed.
| Loving Forge! | ChrisTheeCrappy | 12/17/15 2:03 pm |
| +1 can't wait to give it a try *NM* | kidtsunami | 12/17/15 2:14 pm |
| Nokyard said saving issue should already be fixed *NM* | davidfuchs | 12/17/15 2:24 pm |
| Re: Loving Forge! | cheapLEY | 12/17/15 4:28 pm |
| NOT Loving Forge! | SEspider | 12/17/15 10:32 pm |
| Re: NOT Loving Forge! | General Vagueness | 12/18/15 1:38 am |
| Re: NOT Loving Forge! | SEspider | 12/18/15 7:09 am |
| Re: NOT Loving Forge! | General Vagueness | 12/19/15 2:48 pm |
| Re: NOT Loving Forge! | SEspider | 12/21/15 1:56 am |
| Re: NOT Loving Forge! | General Vagueness | 12/21/15 2:17 pm |
| 5 Problematic Forge Glitches ::VID:: | SEspider | 12/23/15 9:09 pm |
| Re: 5 Problematic Forge Glitches ::VID:: | General Vagueness | 12/23/15 11:03 pm |
| Re: 5 Problematic Forge Glitches ::VID:: | SEspider | 12/24/15 1:48 am |
| Re: 5 Problematic Forge Glitches ::VID:: | General Vagueness | 12/24/15 2:56 pm |
| Re: 5 Problematic Forge Glitches ::VID:: | SEspider | 12/25/15 4:45 am |
| Re: 5 Problematic Forge Glitches ::VID:: | General Vagueness | 12/27/15 7:21 pm |
| Re: 5 Problematic Forge Glitches ::VID:: | munky-058 | 12/27/15 10:33 pm |
| Re: 5 Problematic Forge Glitches ::VID:: | Revenant1988 | 12/27/15 10:49 pm |
| To add to the list... | SEspider | 12/18/15 7:50 am |
| Re: NOT Loving Forge! | davidfuchs | 12/18/15 1:09 pm |
| Re: NOT Loving Forge! | ChrisTheeCrappy | 12/18/15 1:38 pm |
| See Above Reply | SEspider | 12/19/15 5:31 am |
| Re: NOT Loving Forge! | macgyver10 | 12/18/15 2:26 pm |
| Muscle memory is a very harsh mistress. | Gravemind | 12/18/15 2:39 pm |
| Re: Muscle memory is a very harsh mistress. | macgyver10 | 12/18/15 5:51 pm |
| Re: Muscle memory is a very harsh mistress. | Gravemind | 12/18/15 8:36 pm |
| Re: Muscle memory is a very harsh mistress. | SEspider | 12/19/15 6:08 am |
| Re: Muscle memory is a very harsh mistress. | SEspider | 12/19/15 5:56 am |
| Re: NOT Loving Forge! | SEspider | 12/19/15 5:30 am |
| On a scale of one to quack, I laid an egg *NM* | pete_the_duck | 12/18/15 10:09 pm |
| Re: For those of us who aren't ducks, | Revenant1988 | 12/19/15 8:55 am |
| Re: For those of us who aren't ducks, | pete_the_duck | 12/19/15 11:19 am |
| Re: This. | Hyokin | 12/19/15 2:26 pm |
| Re: This. | ChrisTheeCrappy | 12/19/15 4:33 pm |
| Re: This. | SEspider | 12/19/15 11:30 pm |
| Re: This. | General Vagueness | 12/20/15 2:15 pm |
| Re: This. | Hyokin | 12/20/15 2:43 pm |
| Re: This. | General Vagueness | 12/20/15 4:04 pm |
| Re: This. | SEspider | 12/21/15 2:18 am |
| Oops | SEspider | 12/21/15 2:22 am |
| Re: This. | Gravemind | 12/21/15 12:06 am |
| Re: This. | SEspider | 12/21/15 2:11 am |
| Re: Loving Forge! | General Vagueness | 12/19/15 5:52 pm |
| Need a little forge help. | SEspider | 12/19/15 11:51 pm |
| Nevermind | SEspider | 12/20/15 5:10 am |
| Well that was fast | General Vagueness | 12/20/15 2:09 pm |
| Where is Labeling In Forge? | SEspider | 12/21/15 2:28 am |
| Re: Where is Labeling In Forge? | macgyver10 | 12/21/15 9:55 am |
| Re: Where is Labeling In Forge? | General Vagueness | 12/21/15 2:28 pm |
| Re: Where is Labeling In Forge? | Chris101b | 12/21/15 3:14 pm |
| Re: Where is Labeling In Forge? | General Vagueness | 12/22/15 1:41 am |
| Re: Where is Labeling In Forge? | SEspider | 12/22/15 1:55 am |
| Re: Where is Labeling In Forge? | Chris101b | 12/22/15 9:05 pm |