DnA 5156 Posted March 19, 2014 The testing has been focused on our content, which does not use scripted solutions to reference object IDs. The engine can handle the tech fine, but the script commands can't (floating point imprecision). Unfortunately the whole tech will now have to be removed from tomorrow's release and the terrains. We will pursue another solution, but it means deeper and more risky changes, so that is to be evaluated first. Share this post Link to post Share on other sites
tupolov 520 Posted March 19, 2014 Ugh sorry to hear that. Hope that does not impact shipping the campaign and island updates for tomorrow. Clearly compatibility with the script command system is important. Share this post Link to post Share on other sites
highhead 20 Posted March 19, 2014 The testing has been focused on our content, which does not use scripted solutions to reference object IDs. The engine can handle the tech fine, but the script commands can't (floating point imprecision). Unfortunately the whole tech will now have to be removed from tomorrow's release and the terrains. We will pursue another solution, but it means deeper and more risky changes, so that is to be evaluated first. im really sorry to hear that! Believe me, if there was a way to analyse all important map objects in a way, that doesnt kill your game, we would have chosen it.... nearestobjects doesnt carry all objects plus is imperformant, same as nearobjects and nearestobject, allmissionobjects all of those are imperformant - and even then we cant use them as they dont carry all relevant objects! sorry, that we discovered another engine flaw, and i know that this is hard, we are feeling with you as our mod is affected as well... Share this post Link to post Share on other sites
DnA 5156 Posted March 19, 2014 We can only thank you for uncovering this - better now than after release tomorrow! It is our wish to catch such things better in improved auto-testing of script commands (especially for the ones we don't use heavily ourselves, but are important to mods). Since we cannot delay the release tomorrow, 1.14 will not contain the static IDs - but rather the previous state. We're publishing the terrains and EXE with reverted object IDs to devbranch soon. Fingers crossed it will work in one go. And then we will look at the appropriate solution for a next patch. Share this post Link to post Share on other sites
Alwarren 2767 Posted March 19, 2014 We can only thank you for uncovering this - better now than after release tomorrow! It is our wish to catch such things better in improved auto-testing of script commands (especially for the ones we don't use heavily ourselves, but are important to mods).Since we cannot delay the release tomorrow, 1.14 will not contain the static IDs - but rather the previous state. We're publishing the terrains and EXE with reverted object IDs to devbranch soon. Fingers crossed it will work in one go. And then we will look at the appropriate solution for a next patch. Will this issue have negative effects on the release of the terrain tools? (please say no :)) Share this post Link to post Share on other sites
DnA 5156 Posted March 20, 2014 Not in terms of timing, it will only mean the tool will also not support the static IDs in this first version :) Share this post Link to post Share on other sites
Alwarren 2767 Posted March 20, 2014 Not in terms of timing, it will only mean the tool will also not support the static IDs in this first version :) Understood and expected. It's great to finally get the terrain tool, thank you very much :-) Share this post Link to post Share on other sites