![]() |
||||
![]() |
||||
![]() |
||||
| Frequently Asked Forum Questions | ||||
| Search Older Posts on This Forum: Posts on Current Forum | Archived Posts | ||||
I'm not saying you're stupid. I was going to come back in now that I've actually tried building things and say it's more finicky than I thought. I still think it's not that bad though.
I never saw or heard of that item selection glitch before, that is weird. How often does that happen to you?
: No. You're ignoring what I've just pointed out. If you already plan to select
: one item, then holding the Trigger down During The Selecting Process
: would be just as "streamline" as having to hold it down to move
: a object(s). And when you are at the end of selecting your objects, then
: your trigger finger is already in position and you can quickly move said
: items. You're making it sound as if it takes a lot of work to press in and
: let off of a trigger, that you WILL end up pressing once you select the
: item(s).
It's not about it being hard or taking a long time, it's about having to do it hundreds of times in the course of making a map.
: What??? How would pressing a extra button to select a object result in the
: user selecting what he doesn't want to select?
It wouldn't, and it wouldn't prevent it either. It would not affect it.
: If anything, it'll give him a extra split second to realize/see what he's selecting?
A split second doesn't count for much.
: You're just confusing the matter. How exactly would a selected item icon
: (possible a bright red arrow or vertical bar) on the edge of the screen
: make things worse? It'd be no more distracting then the power weapon
: icons. Except it would only show up when a select item is out of your line
: of sight.
You're confusing the matter, I didn't say it would be bad, I didn't say it would be good, I said it was what you want/need instead of making the controls more unwieldy.
: With boost or not. Once I'm "in the zone" of forging, the old
: muscle memory pops in, thus resulting trying to use the old controls to
: move the monitor instead of the new ones. When this happens, additional
: selections are accidentally made. Which results in their movements or
: rotations. I don't know if you've noticed or not. But the further you are
: from a object, the smaller it's rotation and movement controls appear to
: be. And they are often, easily missed. Especially when one's not thinking
: they have the item selected.
I'm finding I'm getting used to the controls-- enough that I've played around with button mappings and I go to the new controls sometimes. I don't know why you and Shadow can't get used to them, but I believe you and sympathize.
: Has your monitor ever gotten stuck without reason? Not in boost or anything
: like that. I mean, when you're moving a object and you want to move your
: monitor around it, but it won't budge. This happened to me three times
: today. I could still control the object, but my monitor would not move at
: all, outside of rotate. I've had to brifly switch to spartan mode to get
: out of it. Thought I was at the edge of the canvas, but I would be far
: from it or in the middle of my map, and it'd happen.
I've had something like that happen, yes.
: Then there is no point in having wielding at all. Simply have the physics
: tied directly to the group option. I have not seen nor heard of anyone, so
: far, wishing to rotate or move individual items at once, on their own
: individual (Origin) axis. Nor have I seen, or heard, of anyone wishing to
: unwield objects when ungrouping it from another set of objects. Can you
: think of any moment when you would like to group items and have them react
: as individuals? Doing so, defeats the purpose of having them grouped at all
Grouping does two things. It lets you move a set of objects all at once, and it lets you change traits of a set of objects all at once. Welding does those things and it makes objects behave as one larger object for physics interactions. There are many cases (mini-game cases spring to mind but there are surely others) where you would want to change the traits for things without wanting them to move together. There's also the fact that if a group consists of objects that are all the same type (say, spawn points), they will rotate in unison regardless if you have world-oriented rotation on.
: That leads me to another issue, I've discovered, involving Groups and
: Wielding. If you've not noticed this, then I'm going to ask you to open up
: a new canvas and try it.It's very easy to replicate. As you know, there is
: a Group counter at the bottom of the monitor screen. The entire point of
: it is to insure the forger doesn't go above the desired group limit.
: Correct? Well, create a number of separate groups and wields. Now, save
: the map and leave the session. Now, restart the session and every last
: group and wield will have become one large group. The only way to fix it
: is to Ungroup the entire lot. Of course, this results in your wields also
: being ungrouped. Which, in turns, causes havoc with any scripts you had
: assigned to them (or your original groups sets). I'll be demonstrating
: this issue in another video soon.
That might explain some weird behavior I've seen manipulating welded objects. That would also rule out using template maps unless you make everything and then don't group anything before you save, and then group and duplicate and use structures, and then ungroup everything.
On a side note, I talked to someone the other day and described the new Forge to them, and they said that was a shame, because Forge was probably the only thing that would've brought them back (I described the good parts along with the bad but I think I did forget to say they were working on basically every problem with it).
| 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 |