Product Chat / After watching Twitch broadcast: Request for copy and paste on selection

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Bored of the Rings
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Posted: 10th Jul 2015 21:13
Thought tonight's broadcast was great very useful. I like the shift feature for multi-pasting the same entity but would love to see some sort of copy/paste feature where you can select sections of level for faster development e.g. you might build an area that is say an enemy camp and want to build another enemy camp somewhere else on the level that is similar but with some alterations. Is this something that other GG users would want to see? I also like the idea of being able to build your own prefab type buildings similar to FPSC classic.
Jerry Tremble
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Posted: 10th Jul 2015 21:33
Quote: " I also like the idea of being able to build your own prefab type buildings similar to FPSC classic. "


I think that was basically the idea of the conkit, which was cancelled. I believe they said the conkit idea would be in the upcoming feature voting board, (or whatever they're calling it). If it is not, you should put it on there. If you don't put it on there, I will!
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Bored of the Rings
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Posted: 10th Jul 2015 22:05
will definitely be putting it on the voting board as soon as it appears.
nomis3D
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Posted: 11th Jul 2015 10:25
yeah something like that i posted here: https://forum.game-guru.com/thread/211930
that would be great!!
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Sparrowhawk
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Posted: 11th Jul 2015 13:12
Quote: "I think that was basically the idea of the conkit, which was cancelled. "


Was it actually totally cancelled? I thought it was just de-prioritised, though I could be wrong.
It did have promise, and I don't see the current system (snapping similar objects) as a real alternative, snapping together building segments is surely even more poly-wasteful than the old segment system?

Back on topic: While I can see some applications for a copy and paste I've largely got used to not having it, and I'm not sure it would massively improve my workflow. I can imagine that with different terrain in the copy/paste areas it could end up terribly buggy and more of a hinderance than a help! (Feel free to prove me wrong though, Lee!)

Back off topic: I'd see any poly reducing-feature as a plus, e.g. the fence tool I've been suggesting for a couple of years At the moment we're doubling up on all the fence posts, and following terrain hills doesn't really work. I'd imagine it as a waypoint-style system, click a path to the terrain, and then specify interval of fence posts.
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Jerry Tremble
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Posted: 11th Jul 2015 13:31
Yeah, I've read it from many sources on this forum over the past few months that It was cancelled altogether. I too, had hoped it had merely fallen lower on the priority chain, but I'm fairly certain it's no longer in the works. And yeah, every polygon that you snap to another one, although no longer visible, is still there, and I'm pretty sure that adds up over time. Not the most efficient in my opinion.
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3com
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Posted: 11th Jul 2015 13:43
Quote: "every polygon that you snap to another one, although no longer visible, is still there"

Even polys matching ground.
In custom models we can do that, would be accurate, althought visually does not.

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science boy
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Posted: 11th Jul 2015 16:26
i think there are a million things needed and this in my opinion is way down the list but some may like it, i am more for getting some tlc on ai, scripts and better working world than odd function that overly get attention. just my 2 cent
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Jerry Tremble
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Posted: 11th Jul 2015 16:33
Quote: "i am more for getting some tlc on ai, scripts and better working world"


Me too! First things first!
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OldFlak
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Posted: 11th Jul 2015 16:58
I noticed the toolbar images for the conkit are still there, so hopefully it has just been shelved for a bit....

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DVader
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Posted: 11th Jul 2015 17:24 Edited at: 11th Jul 2015 17:28
I would imagine it has been shelved rather than dropped completely, but it depends on issues with it I would think. Personally, as we have had plenty time put into it already with no finished feature I would say it is low priority. As far as making games goes we can live without it, and I much prefer to see speed increases (being worked on now) and more lua options. Really we don't need too many more commands to do all sorts of things. We are limited severely by the scripting options available at present to do anything really different.

I have had at least 3 different experiments of late which were fine in concept, but in the end impossible due to lack of options. Saving your stats for instance (I managed all but restoring them I could load the data but there was no way to put it back into the player variables, well most of it.). Having the commands to update the player would have made it easily possible. The same goes for many little ideas that spring to mind. SetPlayerSpeed, SetPlayerJumpSpeed etc would increase power up possiblities in game. Get a temporary speed boost off a collectable or even level up your speed with XP. There are many lua features that if added, would alter many things possible far in advance of any other one feature. Even if you do not script yourself, you will still see the benefits from new store scripts available and of course on the script board.

So I would like to see the construction kit put into action, but for overall range lua scripting would be my first call. Another example. In one of his broadcasts Lee mentioned a compass script that could be added. Great, but already possible with scripting already, albeit not as good as a built in one would be. I would say however that a scripted one could be way better (just as good as a built in one bar possibly speed) with the simple inclusion of multiple images (on screen) and the ability to rotate an image (I forget if that is already available, but can't remember it).

I could go on with many examples, but I think you get the idea


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Teabone
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Posted: 11th Jul 2015 19:34 Edited at: 11th Jul 2015 19:35
Improved snapping and copy and pasting groups would make CONKIT an obsolete feature.

Also the ability to find entities on your map from a list would be incredibly handy. Group selection and all that is needed desperately.

However if any possible feature is going to put scripting behind... I won't vote for it. We really need to move forward with scripting as I'm starting to see the limitations with GG.
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3com
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Posted: 11th Jul 2015 19:44
As Lee said, vote board coming soon.

I wat more lua commands too.

For example, when the player pushes a stone on a wall, then a door opens.
But how to detect when that happens?
How to detect when a collision occurs ?, how many shots reached the goal?

When the player shoots a rope, the rope holding a sack of sand breaks, this falls on a flap which drives a mechanism that moves a wall.
But how to detect the shot touches the rope to activate the animation?

3com

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Sparrowhawk
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Posted: 11th Jul 2015 19:50
Quote: "Improved snapping and copy and pasting groups would make CONKIT an obsolete feature. "

I don't think so, so far as I'm aware (I could well be wrong) it's going to be very difficult, if not impossible, so back-delete parts of entities after they're placed. The idea of the conkit was (I thought) to delete any un-needed surfaces/polys. It was also to allow painting/retexturing of objects which I can't see being implemented into either copy-and paste or snap mechanisms. The way they demonstrated it as a WIP seemed like it needed fine tuning, but the concept was sound.
I was mainly surprised it didn't receive a little more work at the time, and having it totally cancelled would seem like rather a waste of the work they'd already put into it.

I'm sure you're right that scripting is a better priority, unfortunately I've no knowledge of scripting myself, so have little interest in it at present, I let everyone else do the scripts for me! (Also because the least few competitions that were run wanted stock media only I've been keeping a 'default' library.)

Since I've seen so many threads go down the route of what each individual wants in the past, I'll not add any more of my thoughts on features to this one - I'll confine them to the seemingly hardly-ever-browsed feature creep board.

I think they're busy on performance at the moment, over features, and I'll certainly be happy to see improvement there. Hell when GG can match the 60fps (at 1080p) my system can get out of GTA V, I'll be satisfied! (Though I realise it won't match the visuals! - GG is running at about 27fps for most test maps currently)
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