X-Morph: Defense

X-Morph: Defense

X-Morph: Defense Workshop
Discover new scenarios created by the community or create and share your own levels made with the X-Morph: Defense Level Editor.
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✪ lukaasm  [开发者] 1 2017 年 12 月 5 日 上午 4:56
[LevelEditor] Feedback, Feature requests & bug reports
Hi everyone,
this is a place where you can report bugs, request features and ask any other questions related to our level editor!

I will try to provide as much help as I can.

Cheers,
lukaasm
最后由 ✪ lukaasm 编辑于; 2017 年 12 月 5 日 上午 5:04
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正在显示第 1 - 15 条,共 17 条留言
~HarrisoN~ 1 2017 年 12 月 5 日 上午 10:41 
Lots of crashes, while using an editor. Some crashes was just because I forgot select unit type or spawn spline, but much from this random crashes.

https://www.dropbox.com/sh/wlcvreiaxeu0hxg/AADZ4qvSpIckS18kf23vUMpaa?dl=0

Bugs:

- Unsaved changes on the map

Very rare bug. One time I lost all progress on the map, because I used "save as"
I created my map with name "first map", after some works I save map with new name with function save as, then I quit from the editor. I got message, that map contain unsaved changes, but I quit without saving, because my map was saved with "save as" function.
When I loaded map with new name - all was empty.
When I loaded old map - all was same as in the new map.

- Bug with steam workshop publishing

I published my first map, but in the game, map was called "First map" (firstly version of the map name) I deleted it from workshop, rename my map files. When I tried publish my map again (without updating old map) I got "error 9" (can not found map to update), so I named my map with new name and this works.
But I sure, that now I will not able publish any map with old name.

Thank you!
~HarrisoN~ 1 2017 年 12 月 6 日 上午 11:56 
Oh, and one more thing. Any way to switch off steam overlay in the editor, or make it better? Just in fullscreen mode all will too bad, if I got message or notification.
voper45 3 2017 年 12 月 6 日 下午 10:12 
Well wish i had seen this before making my other disscussion thing. xD Well for consistency sake I'll post here too.

Request wise, any possiblity to get support for making maps with multiple cores to defend?

Bug wise, I've noticed that sometimes when making roads with the spline tool that freshly made splines would cause the editor to crash when clicking the create road button, but would be fine once the editor booted back up again. Plus the floating prefab trees I reported a few days ago.
✪ lukaasm  [开发者] 1 2017 年 12 月 7 日 上午 4:03 
引用自 ~HarrisoN~
Oh, and one more thing. Any way to switch off steam overlay in the editor, or make it better? Just in fullscreen mode all will too bad, if I got message or notification.

Yes, I have in my backlog to prevent Steam from injecting overlayrenderer into editor. But it is not so easy ;]


P.S I read all posts here and add things reported as possible todo, but may not always post a reply.
~HarrisoN~ 1 2017 年 12 月 7 日 下午 12:30 
引用自 voper45
Bug wise, I've noticed that sometimes when making roads with the spline tool that freshly made splines would cause the editor to crash when clicking the create road button, but would be fine once the editor booted back up again.
I get crash, when two splines cross each other.
voper45 3 2017 年 12 月 7 日 下午 12:55 
Was talking with my friend when we thought of another idea that could be neat: a node that does a sort of orbital drop or plane drop spawn in for the enemy turrets found during the Hawaii mission. Basically to allow for them to be spawned mid-wave in the map as an added obstacle besides just air attackers/ground unit attacks.

EDIT: Might just be me, but also noticed that some campaign maps seem slightly glitched when loaded in the editor, for example Great Britian doesn't render any of the water or air path splines, but seems fine if the map is play tested.
最后由 voper45 编辑于; 2017 年 12 月 7 日 下午 1:09
✪ lukaasm  [开发者] 1 2017 年 12 月 7 日 下午 2:04 
引用自 voper45
EDIT: Might just be me, but also noticed that some campaign maps seem slightly glitched when loaded in the editor, for example Great Britian doesn't render any of the water or air path splines, but seems fine if the map is play tested.

They are not bugged, just toggled off in the editor by map creator.
https://pasteboard.co/GXa8vS1b.png

Red column determines if entities are visible inside current viewport of the editor ( helps to reduce unnecessary clutter while working on map )

Orange column determines if entity should be exported into game ( if it is ticked off, entity will be only accessible inside the editor ex. for fast cloning into other places )

引用自 voper45
Basically to allow for them to be spawned mid-wave in the map as an added obstacle besides just air attackers/ground unit attacks.

Spawning it midway is possible, just without paradrop animation.

1. Place on map `logic/position_marker` ( copy its name )
2. Place mission block `entity/entity_spawn_single` between wave blocks
2a. TargetName set as copied name of position marker
2b. Blueprint set as `units/fort/aa_cannon`
2c. Team set as `enemy`

Now when the block is connected to flow it will spawn anti-player cannon in the same place as position marker stands.

voper45 3 2017 年 12 月 7 日 下午 2:10 
引用自 lukaasm
They are not bugged, just toggled off in the editor by map creator.

Ah, I see that makes alot of sense now xD Thanks.

引用自 lukaasm
Spawning it midway is possible, just without paradrop animation.

Yea, could always do it like that, but just alittle jarring for them to sorta pop in all of a sudden from nowhere. Thought it'd look better if there could be an animation of sorts for it with a minimap icon as a warning of where it'll appear. That said, I have managed to cobble together a sorta spawn in animation by quickly spawning a bomber above the map that bombs the ground and spawns the turret as the bomb hits.
最后由 voper45 编辑于; 2017 年 12 月 7 日 下午 2:14
voper45 3 2017 年 12 月 31 日 下午 1:24 
Another idea that I had today would be a mirror mode so you can make some symetrical maps. Unless thats already a thing and i just haven't found it yet, in which case ignore this.
voper45 3 2018 年 1 月 8 日 下午 8:04 
Would be a nice addition for copying and pasting node groups would keep the group's name and increment numbers like normal nodes do already.

Also a somewhat personal request due to investigations on a test map, could it be made so alien towers spawned as hostiles cant be sold/moved/interacted with? Fun having a swarm missle tower shooting people down till they realise it can just be sold from ghost mode xD
PROSATANOS PL  [开发者] 1 2018 年 1 月 9 日 下午 11:28 
引用自 voper45
Also a somewhat personal request due to investigations on a test map, could it be made so alien towers spawned as hostiles cant be sold/moved/interacted with? Fun having a swarm missle tower shooting people down till they realise it can just be sold from ghost mode xD

There is no straightforward option to do that but you can work around it. When the tower is spawned you can spawn a logic/volume_blocker_tower_spot entity over it by using Entity Spawn Single node and it will block the grids below the tower causing that the player won't be able to select the tower hence won't be able to do anything with it (sell, upgrade, move). There is something like that done in Australia level. Mission flow checks if player placed a tower in the powerplant marker spot and if yes then grants resources and spawn a valume blocker to block the tower and prevent the player from selling it.
voper45 3 2018 年 1 月 21 日 下午 10:43 
Got a small list of stuff I've come across recently:

Objects that become an error when placed:
  • effects/world/fire_small
  • units/alien/core
  • units/alien/tower_air_basic
  • units/alien/tower_air_laser
  • units/alien/tower_air_missile
  • units/alien/tower_autoplay
  • units/alien/tower_ground_artillery
  • units/alien/tower_ground_basic
  • units/alien/tower_ground_flamer
  • units/alien/tower_ground_laser
  • units/civilian/car_generic_silver
  • units/ground/medium_tank_advanced
  • volumes/building_skyscraper
  • volumes/building_skyscraper_blocker
  • volumes/water_temp

Objects that crash the editor completely when placed:
  • props/buildings_industrial/military_bunker_02
  • props/street/destroyed_car_bus
  • units/ground/medium_tank_aa

Other Notes:
  • For the dialogue show node, generic/dialog_general_attack_west plays the audio for generic/dialog_general_attack_north, but has the correct text.
  • Could use a scrollbar in the map upload screen for long descriptions that end up too big for the box.
  • Occasional crash when trying to save the map after duplicating decals with the shift + move
  • Artillery tanks fire at target_ground_unit_markers
最后由 voper45 编辑于; 2018 年 1 月 21 日 下午 10:46
voper45 3 2018 年 1 月 22 日 下午 9:00 
Not really a bug with the editor, but I just remebered that when in the custom content menu ingame, a custom map description adds an '@' anytime theres a newline in the description of that map.
✪ lukaasm  [开发者] 1 2018 年 1 月 23 日 上午 4:30 
Thanks, I have forwarded some issues to team members and took care of these:

引用自 voper45

Objects that crash the editor completely when placed:
  • props/buildings_industrial/military_bunker_02
  • props/street/destroyed_car_bus
  • units/ground/medium_tank_aa

Other Notes:
  • Could use a scrollbar in the map upload screen for long descriptions that end up too big for the box.

Fixes should be available with next editor/game update
最后由 ✪ lukaasm 编辑于; 2018 年 1 月 23 日 上午 5:57
voper45 3 2018 年 2 月 9 日 上午 11:33 
Request I thought of today is a node that causes an alert on the minimap at a specified point (unless that already exists and I've just completely missed it xD).

Also more of a side question, I remeber asking about the node that communicates with lua before and was wondering where you can find the lua events to use in that node, and if it was possible to make your own lua events that get bundled with the map when its posted for usage.
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