Cryptic Studios Team
Join Date: Jun 2012
Posts: 347
Here are the release notes for the Foundry again.

We have re-enabled the editor, but for now, reviews remain disabled. We want to give the authors a chance to fine tune their missions with the new features.

Foundry:
  • Resolved issues with purchasing additional Foundry project slots.
  • There are some projects that will need to be edited before they can be republished, but most of them will auto-republish just fine.
    • It is no longer possible to use multiple maps inside a "Complete All".
      • Projects with this will go through the auto-republish, but the associated Unfinished Tasks must be resolved before an author can manually republish.
  • Projects with the following issues will not auto-republish:
    • We resolved an issue that incorrectly allowed "Whole Map" to be used as a valid "Leave From" selection on Cryptic maps.
    • Note that it's still a valid selection for custom maps.
    • A few projects have NPC Groups associated with "Kill" objectives that are not "Enemy" allegiance -- this is not working as intended and will now correctly result in an Unfinished Task.
  • Multi-select has been added!
    • Left-click now defaults to multi-select.
      • This is changeable in the Map menu.
    • Middle-click and space+left-click pan the map.
  • There are additional behaviors available for contacts and NPC groups.
    • Have fun!
  • The controls in the costume editor have been updated.
  • Image previews for ground objects and contacts are now in 3D.
    • It's a known issue that some of the image previews are cropped incorrectly for contacts.
  • Mission flow has been changed.
    • ;
    • Rather than having map transitions created automatically, an author needs to manually place them.
    • All objectives must be placed on a map.
    • Maps cannot be placed inside Complete Alls.
  • Added the ability to have no interact time for interact objectives.
  • The name displayed in the reticle for interact objects is now labeled with the actual name specified for that object in the map editor.
    • Authors will probably want to rename the objects and contacts they've placed, since players will now see what used to be a private name.
  • The preview image for some of the alien artifacts no longer includes a bounding cylinder.
  • The backdrop Template "Interior Sky Starfleet 01" now works with the Utopia Planitia map.
  • Updated the Utopia Planitia Foundry Map template.
  • Removed the glass doors.
    • Replaced the abominable starship with a single Nova class.
    • Added the Utopia Planitia backdrop template to the Foundry.
  • Dialog popups can no longer be set to "Objective Complete".
    • This unintended feature never actually functioned as expected.
    • Authors can use "Component Complete" instead".
  • You can now put titles over people's portraits in dialogue boxes.
  • Text input boxes that have a character limit now display the character limit.
  • The map object limit has been raised to 475, and the building limit has been increased to 64.
  • You can now sort your map objects by type, name, usage and unfinished task.
  • Unfinished Tasks in the Story tab now say Story instead of Mission.
  • The doors to the ready rooms on the Prometheus and Olympic bridges are now open.
  • The following custom costumes have been updated to display correctly:
    • Corsair Flight Deck Carrier
    • Dacoit Flight Deck Carrier
    • Phalanx Science Vessel
    • Draguas Support Vessel
  • Added new maps to use as templates:
    • Ground:
      • Bajor
      • Bortas Bridge
      • Coliseum
      • Earth Spacedock -- newer version
      • Cardassian Galor Bridge
      • Defiant Bridge 02
      • Defiant Ship Interior
      • Ferengi D'Kora Bridge
      • Drozana Station -- 23rd Century
      • Facility 4028
      • Hfihar
      • Jem'Hadar Bridge
      • Nopada Desert
      • Odyssey Bridge
      • Orith
  • Space:
    • Mercury
    • Venus
    • Mars
    • Jupiter
    • Saturn
    • Uranus
    • Neptune
    • Pluto
    • Sol System -- newer version
  • Added new backdrops:
    • Bajor Ground at Sunset
    • Bortas Bridge
    • Brea Ground
    • Earth Spacedock -- newer version
    • Hfihar Ground
    • Mars
    • Nopada Desert Day
    • Nopada Desert Night
    • Orith Ground
    • Sol System -- newer version
  • Added the following items to the Detail objects.
    • Starfleet Coffin Torpedo 01
    • Military Turret 01
    • Horta Egg Pile 01
    • Single Horta Egg
    • Mining Cart 01-03
    • Coliseum Weapon Rack 01-03
    • Coliseum Lights 01-04
    • Glass War Map
    • Space Station Hatch 01
    • Glass - Panel - Defiant Class Schematic - Ventral
    • Glass - Panel - Defiant Class Schematic - Dorsal
    • Glass - Panel - Defiant Class Schematic - Fore/Aft
    • Glass - Panel - Defiant Class Schematic - Starboard
    • Glass - Panel - Odyssey Class Schematic - Ventral
    • Glass - Panel - Odyssey Class Schematic - Dorsal
    • Glass - Panel - Odyssey Class Schematic - Fore/Aft
    • Glass - Panel - Odyssey Class Schematic - Starboard
    • Glass - Panel - Starfleet Corps of Engineers
    • Glass - Panel - Fleet Modernization Program
    • Glass - Panel - Starfleet Applied Sciences
    • Glass - Panel - Starfleet Starship Design
    • Glass - Panel - Utopia Planitia 01
    • Shelf - Glass - Black 01-02
    • Banner - Utopia Planitia 01-02
    • Banner - Odyssey Class Ship
    • Banner - Starfleet Starship Design
    • Banner - Romulan Civilian
    • Banner - Starfleet Tactical Command
    • Banner - Starfleet Applied Sciences
    • Banner - Starfleet Corps of Engineers
    • Banner - Dervish Class Starship
    • Banner - Prometheus Starship
    • Banner - Galaxy Class Starship
    • Banner - Excalibur Class Starship
    • Banner - Luna Class Starship
    • Banner - Intrepid Starship
    • Statue - Romulan 01
Survivor of Romulus
Join Date: Jun 2012
Posts: 204
# 2
08-02-2012, 03:44 PM
'O frabjous day, callooh, callay!'
He chortled in his glee.
Empire Veteran
Join Date: Jun 2012
Posts: 2,202
# 3
08-02-2012, 03:49 PM
Can we use an empty name for objects? For severl objects?
Survivor of Romulus
Join Date: Jun 2012
Posts: 2,694
# 4
08-02-2012, 03:51 PM
I imagine you can just hit spacebar once and that will satisfy it.
The Foundry Roundtable live Wednesdays at 7:30PM EST/4:30PM PST on twitch.tv/thefoundryroundtable
"I would rather take a chance on getting a change made to the game through positive engagement than know for sure that I got a change made by complaining" -drogyn1701, May 14, 2014.
Captain
Join Date: Jun 2012
Posts: 855
# 5
08-02-2012, 04:04 PM
Any chance to get some of these maps such as ESD (new), but without the props (computers, plants, displays etc) ? Was thinking of trying my hand at modernizing ESD, to see what it might look like.
Ensign
Join Date: Jun 2012
Posts: 14
# 6
08-03-2012, 08:20 PM
please Add "character Kits" "armitage carrier" and "ship kits (e.g. borg set, maco, aegis, etc.)" to the request list.

Perhaps also the option of meshing any outfits together... why limit foundry creators? If we could do tos pants with a romulan top, or those nifty cloth belts I see on some NPCs... it's there. why not use it?

Last edited by rahhmi; 08-03-2012 at 08:26 PM.
Lieutenant
Join Date: Jul 2012
Posts: 81
# 7
08-04-2012, 04:08 AM
My brother called me up and told me the Foundry was up and online. It has a few new GUI features. But I am not impressed. I bet you are directly related to the people who bought New York from the Native Americans for a handful of beads.

zer0niusrex, I normally play and work with the sound muted on most games. My brother informed me that your team actually managed to make it worse. It will probably be another year before this stuff is fixed but here is a short list of things I noticed right away.

- Beam in/out sound is just annoying when editing. I am editing not playing.
- Very clunky especially when editing costumes. Almost as if there is a lag. IF this is a lag you could fix it very easy with an offline back up file.
- I miss dragging the maps around. I don't know if the option is available but instead I get a green selection box.
- No real "usable" assets were added. We need new building materials. We need FULL access wardrobe. I know this is not as complicated as your team makes it sound. These items are stored on our hard drives in the hogg files and all the foundry needs to do is be allowed access to them.

Suggestions; Make the Foundry tool a separate executable for easy upgrade and patches. You won't need to take the game down to update the Foundry. Allow the Foundry to function offline and upload the changes to the missions. This will prevent lags and work flow will increase.

It is not that I don't appreciate the fact that STO is free to play, or the hard work of past developers. To the average player it might seem like that is asking a lot. But my brother and I have done tons of work in 3D, graphics, and programming. We are just 2 people, you must have more than 2 or 3 people working on your team?
Starfleet Veteran
Join Date: Jun 2012
Posts: 145
# 8
08-04-2012, 05:22 AM
Blarg, middle mouse button drags the map now it's still there.

I just realized-- although It's great that the Dev's are thinking of us and the negative review surge of s4, isn't the disabled reviews also going to prevent new published missions getting past the Q+A gutter of a fresh publish? Or is it "plays" not reviews?

I get confused by that part.
Survivor of Romulus
Join Date: Jun 2012
Posts: 2,694
# 9
08-04-2012, 07:20 AM
@Cooch: Missions need 5 reviews to be available for everyone. So no reviews = everything stays as it is. If it worries you, wait until reviews are turned on to publish.

@Blargskull: There is an option under maps in the top drop down menu to return mouse function to what it was before the update.
The Foundry Roundtable live Wednesdays at 7:30PM EST/4:30PM PST on twitch.tv/thefoundryroundtable
"I would rather take a chance on getting a change made to the game through positive engagement than know for sure that I got a change made by complaining" -drogyn1701, May 14, 2014.
Career Officer
Join Date: Jun 2012
Posts: 888
# 10
08-04-2012, 10:29 AM
Quote:
Originally Posted by zer0niusrex View Post
  • The name displayed in the reticle for interact objects is now labeled with the actual name specified for that object in the map editor.
    • Authors will probably want to rename the objects and contacts they've placed, since players will now see what used to be a private name.
This doesn't seem to be working as described. In one map, I have 32 identical satellites as objects. Each one has a unique name, but they're all labeled in the reticle simply as "Object". (Other types of objects on the map do have their correct names displayed.)
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