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DYOM V7 - Second Beta release


Dutchy3010

Recommended Posts

DYOM V7 - Second Beta release

 

1,5 week ago we posted the first beta of version 7.0. We asked you guys to test it and report the bugs. We now release the second beta, in which we fixed quite some bugs:

  • Fixed cancel of teleport to markertool between interiors
  • Fixed explosion delayed in cutscene
  • Fixed cameraguy in followactor mode
  • Fixed ammo for weapon pickups
  • Fixed explosion dynamite visible
  • Paused ambient sound option (more information below)
  • Changed driving (more information see below)
  • Vehicle routepoints no longer limited to 64
  • Passengers obey "leave nearest vehicle"
  • Fixed invisible checkpoint
  • Fixed edit of objective texts.
  • Fixed objective sounds don't stop on mission fail
  • Fixed editing of objects with movement
  • Fixed move on approach movement and triggermechanism
  • Marker colors able to be real-blue
  • Ctrl-p will have to correctly copy all actor params, (incl deep route)
  • Fixed player-health > 100
  • Fixed wasted after positioning cars and choosing "ready" fast in menu.
Pause ambient sound during specific objectives.

A new feature has been added that enables you to pause ambient sound during specific objectives. To pause ambient sound for a objective, you create a file in the same directory as the sound files with the name: 01.noa, 02.noa, 03.noa, ......

The content of the file doesn't matter, it can just be an empty textfile. But the extension should be "noa" (no ambient). For each objective were there exist a NOA file, the ambient sound is paused.

 

AI route driving improved

The code responsible for AI route driving has been rewritten. It should now be more stable, (better following of roads, backup and retry if stuck). None of the three route options will stop for traffic lights or other traffic. The rewrite also solved the limit of 64 points for AI driving routes, this does no longer exist. Also will passengers with "leave car" animations, leave the car at the end of the route.

 

 

Download Here

 

We once again ask the DYOM community to test it and report the bugs.

 

Bugs

Please report your bugs in the new bug topic. Here in this topic, we would like more general comments on the new version (to keep it clean in both topics).

 

Important

There are quite a few important remarks:

  • DON'T UPLOAD A DYOM V7 MISSION TO THE DYOM MISSION DATABASE!!!!
  • This beta is not for general use. This version is just for testing and debugging.
  • Missions created with the beta version will NOT work in the final version.
Trailer

So, you can design missions and -of course- save them, but you can't release it. What now? We would like you to make a video of your mission! In the trailer for DYOM v7.0, we want to mix some missions made by designers, so people can see 1) how creative you can be with DYOM, 2) this is a really nice community and 3) the (new) features of DYOM. So if you guys upload your video, we would be very thankful. And of course we will give you full credit in the trailer if a fragment of your mission is used!

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Just found out that checkpoint is still invisible. confused.gif

Really?

 

 

Fixed invisible checkpoint

 

...

 

Anyway, what about the sleeping animation?

 

 

@Sorv: Why don't you ask in the Designers lounge or the DYOM mission Review with commentary topic?

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How to continue the ambient sound? when used the pause

As soon as it doesn't find a NOA file for a certain objective, the ambient sound is resumed.

 

 

Just found out that checkpoint is still invisible. confused.gif

Please put bug reports in the bug-report topic.

And please, try to give a more elaborate description, about when or how it happened

- After loading a mission?

- After playing a mission?

- After adding an specific objective?

- If it happens, do you see no checkpoints at all?

- Do you only see 3 checkpoints ?

- Anything special about the checkpoints that you don't see?

 

* The invisible checkpoint issue we fixed was occurring after loading a mission, right after starting up DYOM.

 

 

Anyway, what about the sleeping animation?

 

It's position is meant to be used in combination with the bed.

* First place the actor with the sleeping animation.

* Secondly position the bed-object beneath him.

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Ctrl-p will have to correctly copy all actor params, (incl deep route)

Very needed!

 

Well, one more step to the final version...

How about the next? Third Beta or Final Release?

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I have a few questions:

  • Will there be Beta 3?
  • Can you please tell me all the hotkeys in DYOM (exept CTRL+P and the vehicle ones)
  • About the sleep animation, wouldn't it show them flying even if we put them behind a bed? Since the bed is solid?
  • Can you add an option to stop anims from looping, if possible?
  • Will the full version be better supported with CLEO V4?
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I have a few questions:

 

Will there be Beta 3?

 

Can you please tell me all the hotkeys in DYOM (exept CTRL+P and the vehicle ones)

 

About the sleep animation, wouldn't it show them flying even if we put them behind a bed? Since the bed is solid?

 

Can you add an option to stop anims from looping, if possible?

 

Will the full version be better supported with CLEO V4?

 

Yeah, Dutchy, make the upcoming version supported with CLEO4.

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I have a few questions:
  • Will there be Beta 3?
  • Can you please tell me all the hotkeys in DYOM (exept CTRL+P and the vehicle ones)
  • About the sleep animation, wouldn't it show them flying even if we put them behind a bed? Since the bed is solid?
  • Can you add an option to stop anims from looping, if possible?
  • Will the full version be better supported with CLEO V4?

Don't be cocky, use your eyes, most of these questions are already answered...

Like the first question:

 

Depends on how much bugs you guys find, how stable the second beta is
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Great!

 

However, there should be atleast one option that allows the actors to stop near the traffic lights.

 

I'm really thankful that you returned the copy-paste of actors waypoints wink.gif

 

Besides, did you fix the bug where during the animations, the actor keeps sliding forwards/backwards everytime the animation is replayed?

 

Also, will you make the possibility to be able to play music from certain objective to certain objective, instead of ending it at the next objective mark?

Edited by Rytuklis
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Does this mean, that the official release is near? smile.gif

Oh, for crying out loud, LOOK TWO POST ABOVE YOU...

 

 

Depends on how much bugs you guys find, how stable the second beta is
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I have a few questions:

 

Will there be Beta 3?

 

Can you please tell me all the hotkeys in DYOM (exept CTRL+P and the vehicle ones)

 

About the sleep animation, wouldn't it show them flying even if we put them behind a bed? Since the bed is solid?

 

Can you add an option to stop anims from looping, if possible?

 

Will the full version be better supported with CLEO V4?

 

1) Answered by dutchy

2) I think that's all

3) Did you try it ?

4) Yes, but it's not planned.

5) CLEO 4 should work, if it's not, it's considered a bug and we will try to fix it.

 

 

Great!

 

However, there should be atleast one option that allows the actors to stop near the traffic lights.

 

I'm really thankful that you returned the copy-paste of actors waypoints wink.gif

 

Besides, did you fix the bug where during the animations, the actor keeps sliding forwards/backwards everytime the animation is replayed?

 

Also, will you make the possibility to be able to play music from certain objective to certain objective, instead of ending it at the next objective mark?

1) We opted to leave stopping for traffic lights out, as the current set was more useful. BUt your opinions are appreciated.

2) Yes, moving bug with looping animations is fixed.

3) Only ambient sound extend beyond an objective, you can now mute it in the parts of your mission where you don't want to hear it.

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3) Only ambient sound extend beyond an objective, you can now mute it in the parts of your mission where you don't want to hear it.

But that isnt what we need. See, for example if we want to have music play from objective two to objective four, it is impossible, because when you reach objective 3, the music stops.

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3) Only ambient sound extend beyond an objective, you can now mute it in the parts of your mission where you don't want to hear it.

But that isnt what we need. See, for example if we want to have music play from objective two to objective four, it is impossible, because when you reach objective 3, the music stops.

You set the music as ambient sound, and mute it for all objectives besides 2, 3 and 4.

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Dutchy, I just found that if you use DYOM

with CLEO4, checkpoints will be invisible. CLEO3 cures it.wink.gif

Nope.

 

I used CLEO 3 and checkpoint was invisible. <-During mission designing.

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During mission designing.

Can you be more specific, as to when this happens, circumstances or what might trigger it ?

 

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During mission designing.

Can you be more specific, as to when this happens, circumstances or what might trigger it ?

I have kind of noticed this sometimes. When I am creating a checkpoint, either when Im moving it, it is invisible OR after I created it, it is invisible with a little red speck in the air.

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3) Only ambient sound extend beyond an objective, you can now mute it in the parts of your mission where you don't want to hear it.

But that isnt what we need. See, for example if we want to have music play from objective two to objective four, it is impossible, because when you reach objective 3, the music stops.

You set the music as ambient sound, and mute it for all objectives besides 2, 3 and 4.

What if you want multiple tracks?

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Thanks Dutchy!

 

One question: Now you've fixed the issue of the "Leave vehicle" animation, will the A.I actor shoot if attacked? Because it just stands and takes fire without reaction.

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I don't know if its only me...

But everytime i download Beta V.2

Its still says V1 in the windows in the left corner and the routepoints are still limited to 64... whatsthat.gif

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