Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Bottles and usage
03-07-2011, 08:44 PM
I have noticed that if bottles are placed on the map, the only way they seem to show up is if you have high detailed objects turned on in options for your video. While this might work for some people, this wont work for everyone, especially seeing as how it is a toggleable option. The problem with this is that it creates an issue making a bottle an interactable item. If the player is unable to see the object in the first place, they would end up in a broken mission being unable to complete the objective. I would hope there is a lowres mesh that could be created for items like this so that they can be placed and everyone can see them. Additionally, a few more cup/mug and glass options would be nice too

EDIT: and it appears that bottle small 01 isn't even showing up when high detail objects is turned on.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-07-2011, 08:49 PM
Quote:
Originally Posted by castmodean View Post
I have noticed that if bottles are placed on the map, the only way they seem to show up is if you have high detailed objects turned on in options for your video. While this might work for some people, this wont work for everyone, especially seeing as how it is a toggleable option. The problem with this is that it creates an issue making a bottle an interactable item. If the player is unable to see the object in the first place, they would end up in a broken mission being unable to complete the objective. I would hope there is a lowres mesh that could be created for items like this so that they can be placed and everyone can see them. Additionally, a few more cup/mug and glass options would be nice too
Yes, this is a potentially big problem.

When I use a Foundry asset, I need to be confident that players can see it. If some can't see the object because they have the default settings of the game, then I don't want to use it at all. Even if 5% of the players can't see the object, it's not worth using.

Cryptic, would you release a featured episode that 30% of the player base cannot complete because they don't have settings a certain way? You're asking Foundry authors to do so.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-09-2011, 08:52 AM
Glad I found this on these Forums.

I've been fanatically trying to determine why my bottles could not be seen. I use a laptop, thus don't have High Details.

This should indeed be fixed, otherwise there will be big problems with UGC when it launches.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-09-2011, 10:46 AM
Hmm, yes I can definitely see this being a problem. UGC authors shouldn't have to worry about "high detail" objects, so I'll sift through the library and remove the flag from anything that has it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-09-2011, 11:30 AM
Quote:
Originally Posted by mapolis View Post
Hmm, yes I can definitely see this being a problem. UGC authors shouldn't have to worry about "high detail" objects, so I'll sift through the library and remove the flag from anything that has it.
Thank you!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-09-2011, 04:28 PM
Do Not remove them... Please do not remove them... pretty please... High Res objects DO ALREADY have a tag on them about showing on low res machines... properly marking these as such is great... but these are often used as objects to trigger events... especially the shot glass as it is very small... besides... how am I supposed to have a bar scene with no bottles around?

Please just mark these items appropriately. I don't relish the thought of having items disappear from all of my missions and having to re-do them because someone wants to play on a laptop... if they cannot see them it's fine with me... but if they are removed it will break my missions.

[edit]besides...anyone playing my missions on a laptop will quit anyway when it overheats from graphics overload...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-15-2011, 05:31 AM
This is actually just a bug when PREVIEWING your map, which makes it rather difficult to do any testing...

On my first Foundry project that I just published today I had spent a fair amount of time placing bottles on tables because I couldn't figure out why I couldn't see them.

The situation was basically this, that I discovered.

I'd initially load in to my ground map and the initial mission dialog would be forced on me. As soon as I cleared that dialog box or completed it, a partial reload of my map would occur and my bottles would disappear. As long as I just pushed the initial dialog box aside there wasn't a problem and I could verify my bottle placements just fine. There were also no issues with them at all in the live version of the mission.

Just wanted to toss in my personal observations before the devs go hunting for something that isn't quite as it appears.
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