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"Moving objects set to relative movement don't always stop at their designated point"
I don't think I completely understand what you mean, so an example would be very helpful.
"Split command does not work on walls"
Splitting only works when greens are selected. I haven't expanded it to work with edges and points because determining exactly how to split the greens with only edges or points selected can be difficult. Especially when you have multiple edges or points selected.
"Greens set up to move have misaligned textures"
This is just an unfortunate side effect of how the greens shader works.
"Dirt greens that are programmed to move to not have the correct friction"
On a technical level dirt greens have correct friction, but since they are moving it makes it look like they don't. In general balls rolling over a moving green can behave in seemingly weird ways, but improving this to make it act more how you may expect is not easy.
"Resized groups don't save the size of their child objects"
Resizing groups shouldn't actually be allowed (it causes a ton of problems), so the real bug that needs to be fixed is allowing resizing groups.
"Props and Terrain have zero friction"
This is a valid concern, however I am worried that changing this will cause some existing courses to no longer work as intended, since their creators may have taken the very low friction into account when making the course. The hole-in-one path of the "Tetroid" hole in the Arcadia course for example no longer works properly if I enable green-like friction for everything. The only way I can see this working is if I add a property to all objects to change their material type, defaulting to the low friction material.
"Greens will sometimes corrupt"
This one is difficult to track down the source of since it's not easily reproducible and so I don't think a fix will make it into the next update. All I know is that it's most likely related to green snapping and splitting.
- Kevin
I suddenly can't recreate this. Maybe it was the fact that it was part of a group that had its own move action on top of the one in the object.
"Dirt greens that are programmed to move to not have the correct friction"
"On a technical level dirt greens have correct friction, but since they are moving it makes it look like they don't."
This is incorrect. I just re-tested it. The dirt green acts like grass even when it isn't in the middle of moving; simply being a part of a group that has a move action in it is enough.
I have uploaded an example showing this.
https://steamcommunity.com/sharedfiles/filedetails/?id=2670997162
"Props and Terrain have zero friction"
I personally feel that the number of courses that would break if it's fixed is greatly outnumbered by the courses users can't make because it's broken. This behavior is simply unusable for anything but that specific situation.
Changing the ball to have friction on all objects is an easy change, so I guess I will just need to double check the official courses to see if anything else gets broken and make changes as needed.
I'm not sure about the relative movement. I did some testing with moving an object inside a moving group and it seems to work correctly. One thing to remember about objects in groups is that they will move relative to the group. So for example if a group is spinning, the relative movement of the objects inside the group will appear to rotate as well.
- Kevin
If you check the workshop item again I've got a working example.
If a sequence is already running and you go through a trigger area to start it, it won't restart the sequence unless the Reset checkbox on the event is enabled. In other words, if you start a sequence that's already running without Reset, nothing will happen because it's already been started.
My guess is that with the rapid triggering and the 1/2 second delay, you can occasionally time the trigger just right to catch the sequences in a state where the one successfully starts and the other doesn't because it's still running or something. There's no quick solution for this unfortunately so I won't be able to fix it for this update.
- Kevin
The first time I discovered it, the trigger was set to activate once, so that can't be it.