What new features would you like for the next NewDark update (Suggestions) - by Cardia
trefoilknot on 10/6/2018 at 19:33
My post-bday wish list:
-Torus-shaped brushes
-More seamless multi-brushing, e.g that can be dragged around without jittering, etc...
-the ability to reflect brushwork across a plane, not just rotate (e.g. be able to convert a clockwise spiral staircase into a counter-clockwise staircase just by reflecting.)
PinkDot on 11/6/2018 at 21:35
Quote:
-Torus-shaped brushes
Brushes, by their nature, need to be convex. To get a torus, you'd need a sequence of convex segments - precise slices with precise placement.
It would be cool to have such a tool that generate these, but it would be even better to have a more generalized tool, that produces fragments of torus - like a slice let's say 90 degrees, with 4 segments. This would allow for bending cylidrical corridors, among others.
Or making systems of pipes out of brushes.
Quote:
-More seamless multi-brushing,
I'd like to see multi-brushes completely revamped into a proper grouping and layering system. Multi-brushes in Dromed is a joke really. Actually jokes are funny, multi-brushes make me cry out of frustration! I hate them.
Quote:
the ability to reflect brushwork across a plane,
+1
trefoilknot on 12/6/2018 at 01:00
That makes sense about brushes needing to be convex. I've actually made bending cylindrical corridors out of cylinders but it is a LOT more trouble than it's worth. For every air brush, there were about 5 or 6 flood/Evap/water->solid/water->air/etc... brushes.
Took about an afternoon to make it even once. And given the issues with multi-brushing, replication is non-trivial, unless you want an exact replica.
Glad to see more demand for reflection! It would really simplify a lot of the building process!
Yandros on 12/6/2018 at 02:10
I've gotten a lot more comfortable with multibrushes since working on my contest mission these last 6 months, as I've built quite a lot of my mission from multibrush modules/templates I built early on. If anyone has specific questions, please post them in a new thread dedicated to that topic and I'll be glad to help out if I can. They're not as bad as I used to think and I've even learned a handy trick or two, such as setting and using anchor brushes.
leconbras on 17/6/2018 at 02:47
One more thing that comes to mind ... Could it be possible to have 3d glasses support? ... lol
LarryG on 17/6/2018 at 14:33
If we are asking Santa for a present, I would ask for more script slots on objects. Yes you can get more via metaprops and inheritance, but its a pain. And it is just a list after all. So why not allow as many as needed?
Ryan Smith on 17/6/2018 at 22:21
RNG function
LarryG on 17/6/2018 at 23:38
You can do that in scripts, either C or squirrel.
leconbras on 26/7/2018 at 12:25
One issue that concerns me is related to possible script conflicts. With NewDark and Custom Scripts, a new possibility of conflict can occur and can cause annoying problems. I will describe:
Imagine that you used a script in a concrete object created in the game (NVRelayTrap on a expecífic Door, for example). When you created it, nothing appeared in the hierarchy, so you were free to use that script.
Some time later, or even years later, you decided to make a change in the root of that object (to affect all doors in hierarchy). Here's the problem. If you create the NVRelayTrap on a root object in the tree, I will not receive any warning that this change will conflict with what is configured on the particular concrete object.
Obviously, one solution is to use the various possible Script instances (Genius, NV !). Me, for example, usually use a countdown sequence whenever I edit the root (NVRelayTrap10, NVRelayTrap9 ....) to prevent conflicts. I do not even remember what I ate yesterday, Will I remember if I already used that script in my mission one year ago ???
It would be interesting to get some kind of warning in this case.
ZylonBane on 26/7/2018 at 13:02
What.