Visionaire 5.0.4 update released

  • #1, by SimonSTuesday, 27. March 2018, 00:35 7 years ago
    Hi everyone,
    the next update is here.

    Full Version:
    Free Version:

    Changelog:
    - updated audio system, which is nearly finished, I'll do a video about it later this week
    - button value / dialog part value
    - wait cursor
    - convert all volumes to dB
    - mac player console dpi not recognized
    - show valuestring in console
    - system.cursor get and set
    - system.setPaused(obj,paused) to pause animation/action or sound
    - fix for potential crash in the edito r if changing tabs fast
    - autocomplete now working again
    - better performance for ved loading
    - zoom now zooms centric
    - add scene test character
    - object value doesn't allow values under 0
    - fix for 3d character text position
    - hide android nav bar
    - fix for waypoints disappearing on zoom
    - fix for bitmap fonts with 1px wide chars
    - fix freeze on turning
    - minor crash fixes

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  • #2, by afrlmeTuesday, 27. March 2018, 01:57 7 years ago
    Nice one mate! I'll check it out the morrow. wink

    * edit: just checked it out for a couple of minutes. Found a minor bug.

    1.  F9 no longer seems to run game, but CTRL+F9 to save & run works fine.

    You forgot to mention "start color overlay". Seems it affects everything including the text. Think it should probably only affect the scene itself & not text/cursor/interfaces - maybe provide dropdown menu to select what to exclude? nothing. text & cursors. interfaces. The latter including text & cursor besides interfaces.

    TWEEN_VALUE I'm guessing is to be used for adjusting a VS value from current value to another value over time?

    P.S: wait cursor is really appreciated mate. Going to save me so much time. I was using an interface & script & a command to disable interaction & was having to use background texts too which meant additional action parts to check for character stop talking before executing next action part in the list. Lot of hassle. Being able to set the cursor with Lua script is also going to save a lot of time too. grin

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  • #3, by loro-gamesTuesday, 27. March 2018, 02:08 7 years ago
    Very nice!! I am extremely excited for the new audio system! 

    Newbie

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  • #4, by timrocketTuesday, 27. March 2018, 02:26 7 years ago
    yay i just updated mine to the latest version

    Newbie

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  • #5, by TinTinTuesday, 27. March 2018, 07:42 7 years ago
    Thanks a lot  for update

    Turning character have the same problem that before said. VS ignore it many times.
    Also footstep sound doesn't reduce volume when character walks to far.

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  • #6, by dionousTuesday, 27. March 2018, 07:53 7 years ago
    Well done Simon! Just a question:

    - add scene test character

    What exactly is this?

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  • #7, by esmeraldaTuesday, 27. March 2018, 11:05 7 years ago
    You really added values to the dialog system! Thank You!!! :-)

    The wait-cursor is a nice addition. But I think there is a little bug. When the wait-cursor disappears the default-cursor only appears after moving the mouse.

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  • #8, by afrlmeTuesday, 27. March 2018, 11:08 7 years ago
    Thanks a lot  for update

    Turning character have the same problem that before said. VS ignore it many times.
    Also footstep sound doesn't reduce volume when character walks to far.
    No idea about the turn issue, but how do you define the footstep sounds distance? Distance from what exactly? The camera position? From the center? Based on the scale of the character?

    Personally I believe it's much better to manually add your own footstep sounds to the relevant walk frames as you can make the system much more dynamic, especially if you use action areas to define ground type. You can then use Lua script or a bunch of if value/condition query action parts to select the right sounds & play them at different volumes. I recommend using Lua as you can create tables to add multiple variations of sounds for each sound type & you can also control the left/right balance & generate velocity so the sound volume is played at a random offset value from the current scale value.

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  • #9, by denis-Tuesday, 27. March 2018, 11:13 7 years ago
    Good job Team!!!

     Today i 'll try the new version!!!

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  • #10, by esmeraldaTuesday, 27. March 2018, 11:26 7 years ago
    Oh, linking the values to the dialog-choices doesn't work...
    I can link the value, but the dialog-choices are all shown no matter if the value is the correct one.

    (edit: the values in the interface-buttons work fine :-))

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  • #11, by SimonSTuesday, 27. March 2018, 11:44 7 years ago
    @AFRLme: start color overlay is here since RC2.

    tween value tweens a value, can be used for the sound system.

    @TinTin: I need more info about your configuration, how many turn animations do you have and from where to where do they turn ?

    Did the walk sound value ever go down when the character walks back ?

    @Atrus: If you start on scene the game will set this character.

    @esmeralda: It seems some operators are not correctly working for the dialog part values. I'll collect bugs as always and then fix them in a bundle.

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