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Full Version: dim3 v2.5 Beta Bugs & Feedback
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This thread is for the new 2.5 build. As we progress, I'll be releasing builds closer and closer together as I work out the bugs and every thing else that need be. The next release (baring any super bad bugs) will probably be a couple weeks, then slowly closing in on every week, etc, until we have a really solid version.

To re-iterate, MAKE SURE TO WORK ON A BACKUP AND KEEP A BACKUP OF ANY NEW DATA. This IS beta software.

[>] Brian
So you decided to change the version number to 2.5 instead of 2.3, because there's so much new stuff? Smile

I tested a little and so far it looks like everything is alright. :D
I'll do some more testing later, when I get back from school.

So far:
I like the new main menu thing. With the buttons that pop up. Very cool.
BUT
Is there a way to disable that, if you like the old style better?

It's very fast. Faster than before, or at least I think it is. Runs on my bro's old G5 on max. settings and about 15FPS. (That's WITH raytrace lighting and moving lights etc.)

The chooser stuff looks good. I'll do some more testing with it, when I get home.
Awesome. I love it. Only make sure to have the shift key scale uniformly the selected object/vertices/faces on the axis that belongs to the view you are scaling from. And shift+option should be scale uniformly in all axis.

Also in the 'Wireframe Panels' view, the 3d textured corner on the bottom right should be able to be perspective instead of orthographic.

--Edit--

Oh, and even when the views are in 'orthogonal', they should still zoom in and out. Currently it just starts cutting off the mesh as you get close without indication of getting close.

Finally, for now, the scroll wheel doesn't have support for my mighty mouse 360° rotation. Also doesn't even behave correctly forward and backwards. Try it, you'll see.
Great––I'm checking it out now! Smile
The engine is working great! I did notice that when approaching walls at a shallow angle, the camera (particularly the far sides) will poke through.
First off, glad to hear that I might have gained some speed. Don't worry about poking through the walls, the physics have all sorts of problems (you can get through some segments, environmental pushing of objects is wacky, there's no wall sliding yet, etc.)

teh1ghool -- send me some email, I have some questions for you about your mouse. If shift+option what you normally see to uniform scale, or is it two different effects that cause a uniform scale? I'll get that added.

Has anybody got to try out their own OBJs in the library? Are the UV coords right?

[>] Brian
Oh, and Bink, there will be a way to disable the new buttons when I get further. You can also arrange them, etc. Note that if you just click on the "game" button you get a medium skill game, and just clicking on the multiplayer button gets you a join game.

[>] Brian
I have only one word to say:

I LOVE IT!!!

The mesh map stuff makes it SO easy to make and edit maps, it's a breeze to make angled hallways and whatnot because I don't have to sub-divide every little nook and cranny, I just have to move the vertices. The new tools like full select, polygon select and vertex select really streamline the whole process, and I can't see any speed hit at all in the Engine. The Editor is BLAZING fast though, so I'm obviously happy with that. Smile

The new menu type is also really neat, I do agree with Bink, that I'd like to have both versions useable, but it's still cool.

Okay, now the problems:

•Movement is too restricted, when I turn my view sideways (at an angle), the scroll wheel still moves me back and forth in the other direction.

•Scrolling back moves forward, and viseversa, I don't care for that, I've always like the scroll forward to move forward (others might disagree, maybe an option or something.)

•Can't move the textures on the mesh, I can place them easily, but I can't drag them around, or manually change the coordinates.

•How do I add or remove vertexes from a polygon? I see no options for that, and it was an important feature for me. Also what about extruding polygons?

•When I create a primitive, it never appears where I want it. It should appear near a selection or something.

MORE BUGS/CRITIQUES TO COME.
How should UV changes be done? There should be a dialog, obviously, but should there be an easy way, like some modifier + drag the mouse to move the texture?

Should they always be set per vertex, or some other method? I'm trying to think of good things to do without turning Editor into a full-fledged modeler, as there are better places to spend my time Smile

[>] Brian
Actually both would be good. We should be able to set each polygon's coordinates, and we should also be able to drag the texture around. Also, we should be able to select many polygons, and change all of their coordinates at once, and drag all their textures at once.

EDIT: I also had two other things to say about the Editor. First, the UV coordinates of the textures get warped when you say, make the top of a box smaller, the texture on the sides gets squished to resemble the shape, that shouldn't happen normally. The second thing is this, with the mesh system being so great as it is, a small but very useful addition would be the ability to select multiple polygons, and make them a separate mesh from the one they were currently part of. That way more minute adjustments could be made to the map without endangering the whole mesh.
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