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No, that never existed.
: 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.
If you read what I said, it's not the most intuitive what you are actually pointing at, but you can only be pointing at one thing at a time.
: 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.
Well I haven't heard of anyone else having this issue, so it's anecdotal evidence versus anecdotal evidence.
: 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.
I think you're confused on what "streamline" means. This would require holding down a trigger and tapping a button for no good reason.
: And help prevent confusion when making selection.
No it wouldn't, not for you, you'd still select the wrong thing because you don't know what you're pointing at. What you really want is more clarity.
: As would a little arrow on the hud, for when you select more then on item, and the
: other is off screen.
^ like that
: 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?
If you read what I said, I do see the issue.
: 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.
Oh you were using the wrong button? Why didn't you just say that?
: 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.
Do you mean you were trying to move with boost speed? That's a fair complaint (and one you could've stated in a lot less words). I don't like that they moved it to the stick but I especially don't like that there's a delay before boost activates, why not make it so you boost while it's being held down, and have it only activate the precision/normal speed toggle when it's let go after less than 1 second?
: 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.
I get what you're saying now and it's a little confusing because it's set up so simply, but you can't have sub-groups, that's the problem here. You grouped the rest of the map to the base, so you now had one big group. You should try that again, you'll probably find it's at that point the base is unwelded, because the group status changed. I wouldn't expect this to change because then you'd have to manage subgroups and/or it wouldn't be as quick and easy to weld and unweld (just one command in the object options).
: 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.
I see what you're saying now, you didn't directly say anything about the camera movement so I didn't see how object movement was connected. I would really like it to be a toggle instead of having to hold something down though. You can hold down the trigger less to move it slower, which is neat, but with it being an analog stick and the restricted axial movement and precision speed and the Z-fight-fixer snap option it's redundant.
| 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 |