Constructor 1.0.3 Issue List
by Paul Ash · in Constructor · 09/02/2007 (9:08 pm) · 66 replies
Ill be adding all of this to the constructor Wiki as soon as I have some free time
1. Vanishing lights
Lights will randomly vanish inside of the constructor, but the light they create will remain, this issue is easily worked around by saving and reloading your file
2A. Collision Randomly not working
This issue took me a whole day to find all of the problems that where creating it, for one, Export to dif can be unstable but will work some of the time The most annyoing and hardest to find. Sometimes random walls will not work, this is fixed by saving your work and reloading then you must export before you even click anything else, this will fix the issue, another issue that will make collision not work at all is the hallow tool, it has as many issues if not more then the "export to dif"
2B. Collision STILL IS NOT WORKING!!
Sometimes it seems that just saving as a csx and saving and reloading, this issue is corrected by saving as a .map file before saving and loading that map file, that seems to correct the issue a little bit more often!
(Please note that if you do need to save out as a .map to get things working you are going to loose your DTS baked in objects as only the CSX file format can support them!!!)
3. Going Passed 0.00000001
Alot of the interfaces have an issue that will allow you to set values that should never be 0 or negatives, an example of this is the texture scale, this results in the texture going crazy and the only way to correct it is to undo all the actions that led up to it.
///-----Investigating!
4. Import my Album
//
//It is impossible to import all of the texture from a directory using the "import all" button unless there is a //png //in the directory with the file, all JPG will not show as files.
//
///-----Investigating!
5. Now you see it, now you dont (Where the heck are my faces!) or My contractor in the constructor sucks theres cracks in everything!
It seems the control that should randomly remove faces that the player should never see has a few bugs, this results in randomly removing faces creating cracks or even removing walls all together, this is easily fixed by disabling the feature. go to System->Preferences->Export, and deselected the "Hidden Surface Removal"
6. jpg....er..I mean png?
If the user has more then one file with the same name but a different extension it will always pick jpg even if the user selects the png from the texture browser.
7? Not sure if this is an issue
You cannot add folders of textures from a portable drive. This works in 1.0.2, does not in 1.0.3, however one at a time does work, which is why I'm calling this a bug
8. grayscale image ultra light
textures that are greyscaled are extremely light inside of the editor. which can be annyoing if you are trying to save file size via a grey scale image
Thanks Issue 5: Thanks everyone that helped me nail that one, lets keep these things coming!!!
Hopefully we can keep this clean and up to date, anything you all add to this list, ill edit my post and update the list. Thanks everyone! and lets keep the work arounds coming
*Update Sept 05 : After fully testing the "export to dif" seems a lot of the issues where occurring due to other things, so it is okay to use it, but be warned i have seen it do a lot of random crazy stuff, Added issue 5 fixes cracks and vanished faces
*Update Sept 06: New small issue update!
*Update Sept 07: Added 2B for a slightly different collision fix
*Update Sept 08: added greyscale issue
1. Vanishing lights
Lights will randomly vanish inside of the constructor, but the light they create will remain, this issue is easily worked around by saving and reloading your file
2A. Collision Randomly not working
This issue took me a whole day to find all of the problems that where creating it, for one, Export to dif can be unstable but will work some of the time The most annyoing and hardest to find. Sometimes random walls will not work, this is fixed by saving your work and reloading then you must export before you even click anything else, this will fix the issue, another issue that will make collision not work at all is the hallow tool, it has as many issues if not more then the "export to dif"
2B. Collision STILL IS NOT WORKING!!
Sometimes it seems that just saving as a csx and saving and reloading, this issue is corrected by saving as a .map file before saving and loading that map file, that seems to correct the issue a little bit more often!
(Please note that if you do need to save out as a .map to get things working you are going to loose your DTS baked in objects as only the CSX file format can support them!!!)
3. Going Passed 0.00000001
Alot of the interfaces have an issue that will allow you to set values that should never be 0 or negatives, an example of this is the texture scale, this results in the texture going crazy and the only way to correct it is to undo all the actions that led up to it.
///-----Investigating!
4. Import my Album
//
//It is impossible to import all of the texture from a directory using the "import all" button unless there is a //png //in the directory with the file, all JPG will not show as files.
//
///-----Investigating!
5. Now you see it, now you dont (Where the heck are my faces!) or My contractor in the constructor sucks theres cracks in everything!
It seems the control that should randomly remove faces that the player should never see has a few bugs, this results in randomly removing faces creating cracks or even removing walls all together, this is easily fixed by disabling the feature. go to System->Preferences->Export, and deselected the "Hidden Surface Removal"
6. jpg....er..I mean png?
If the user has more then one file with the same name but a different extension it will always pick jpg even if the user selects the png from the texture browser.
7? Not sure if this is an issue
You cannot add folders of textures from a portable drive. This works in 1.0.2, does not in 1.0.3, however one at a time does work, which is why I'm calling this a bug
8. grayscale image ultra light
textures that are greyscaled are extremely light inside of the editor. which can be annyoing if you are trying to save file size via a grey scale image
Thanks Issue 5: Thanks everyone that helped me nail that one, lets keep these things coming!!!
Hopefully we can keep this clean and up to date, anything you all add to this list, ill edit my post and update the list. Thanks everyone! and lets keep the work arounds coming
*Update Sept 05 : After fully testing the "export to dif" seems a lot of the issues where occurring due to other things, so it is okay to use it, but be warned i have seen it do a lot of random crazy stuff, Added issue 5 fixes cracks and vanished faces
*Update Sept 06: New small issue update!
*Update Sept 07: Added 2B for a slightly different collision fix
*Update Sept 08: added greyscale issue
About the author
#22
09/06/2007 (3:22 pm)
If you don't mind, lets see the map, there might be some broken brushes on it
#23
I'm working in Constructor 1.0.3 and TGEA 1.0.2...using "Export as Leagcy TGEA DIF".
As mentioned in other posts - I lose collision randomly. (No static shapes baked in this...haven't even got that far before my problems).
Also tried "map2dif_plus_tse.exe" that comes along with Constructor, but the DIF made with that one crashes the engine upon load...
I have tried everything that's mentioned in this post, but without progress.
The hard thing to accept is, that when I exported to TGE ("Export as DIF") the DIF shows up fine with collision intact (TGE 1.5.2). So that implies that my Constructor scene is "in order" - pointing to the TGEA-exporter to be the problem...or?
Since I really like TGEA...it would be a pity not to get this TGEA-export to work.
Any suggestions?
09/06/2007 (7:20 pm)
Hmm. Not to nag further about Constructor...but for sure - it's frustrating sometimes.I'm working in Constructor 1.0.3 and TGEA 1.0.2...using "Export as Leagcy TGEA DIF".
As mentioned in other posts - I lose collision randomly. (No static shapes baked in this...haven't even got that far before my problems).
Also tried "map2dif_plus_tse.exe" that comes along with Constructor, but the DIF made with that one crashes the engine upon load...
I have tried everything that's mentioned in this post, but without progress.
The hard thing to accept is, that when I exported to TGE ("Export as DIF") the DIF shows up fine with collision intact (TGE 1.5.2). So that implies that my Constructor scene is "in order" - pointing to the TGEA-exporter to be the problem...or?
Since I really like TGEA...it would be a pity not to get this TGEA-export to work.
Any suggestions?
#24
09/06/2007 (8:02 pm)
I'm right there with ya on what you said (same for me). Matt is aware of these issues, but is currently busy working on other stuff. Let's give him alittle time.
#25
I think everybody here loves the idea of Constructor and really want it to work as it is supposed to. We are just really dissappointed that it doesn't live up to it's potential and that GG isn't saying much about fixing things. I've just recently gotten into this stuff and have been trying out all the different editors and I love how easy it is to use Constructor, unfortunately I then export to dif and collisions don't work, and there are other problems. I want to develop my game now, not some point in the future when Constructor works right (and I am sure there are others that feel this way). I just laid out the money to buy 3D World Studio, perhaps wasted money, but that is money that I would have happily spent on a working version of Constructor.
I have been critical of GG for their lack of documentation, lack of models in formats other than 3ds max, and now Constructor, but I still don't regret my purchase of TGE and would buy it again knowing what I know now about the state of things.
@Paul: I release software all the time that is not full of bugs. Most of the software I write deals with money and bugs in systems like that are simply not acceptable. Complexity is no less an issue with this type of software than games. Certainly I am not perfect, but most problems are eliminated through careful coding techniques and good QA checks. It seems to me that game programmers are generally just lazier.
09/06/2007 (8:34 pm)
@David: I think you might be taking things a bit too seriously :) I think everybody here loves the idea of Constructor and really want it to work as it is supposed to. We are just really dissappointed that it doesn't live up to it's potential and that GG isn't saying much about fixing things. I've just recently gotten into this stuff and have been trying out all the different editors and I love how easy it is to use Constructor, unfortunately I then export to dif and collisions don't work, and there are other problems. I want to develop my game now, not some point in the future when Constructor works right (and I am sure there are others that feel this way). I just laid out the money to buy 3D World Studio, perhaps wasted money, but that is money that I would have happily spent on a working version of Constructor.
I have been critical of GG for their lack of documentation, lack of models in formats other than 3ds max, and now Constructor, but I still don't regret my purchase of TGE and would buy it again knowing what I know now about the state of things.
@Paul: I release software all the time that is not full of bugs. Most of the software I write deals with money and bugs in systems like that are simply not acceptable. Complexity is no less an issue with this type of software than games. Certainly I am not perfect, but most problems are eliminated through careful coding techniques and good QA checks. It seems to me that game programmers are generally just lazier.
#26
THIS IS JUST A SUGESTION pleas don't go off on me GG. but if you don't plan on Constructor to be soled in the future why don't you give the fine experienced people of this community a chance to help out if you are working on more important things. I am not a programmer so I don't know what it takes to do so.
@Derry Bryson I have to deal with real world buildings almost 50% of my time at work is done doing this here is a post LINK I did on the Show Off section that I just ran out of time running down bugs and trying to get things like zones and portals working that my texturing suffered and the end released is less then crap.
09/07/2007 (6:44 am)
@David Blake: I love Constructor and as soon as there is a more stable exporters for Constructor so people can run down the problems and post the little fixes to get around the problems right now do to the fact that Constructor is still being developed that people are just swinging in the dark to try and get there stuff into game. My frustration comes more from the "BOB's" than anything else and usually the frustration comes spewing out here Sorry about that. I unfortunately am not in a position were I can use anything else but Constructor. I could use Quack but that really would only make it harder to do my Job. THIS IS JUST A SUGESTION pleas don't go off on me GG. but if you don't plan on Constructor to be soled in the future why don't you give the fine experienced people of this community a chance to help out if you are working on more important things. I am not a programmer so I don't know what it takes to do so.
@Derry Bryson I have to deal with real world buildings almost 50% of my time at work is done doing this here is a post LINK I did on the Show Off section that I just ran out of time running down bugs and trying to get things like zones and portals working that my texturing suffered and the end released is less then crap.
#27
Paul Ash:
"Did you create new brushes then export, or did you totally exit and reload and export from a fresh start, cuz the moment you edit the level you need to reload and export right away before doing anything or those new brushes wont have collision"
David Blake:
"Did you try saving it as a .map, closing it, and then reloading it, then performing the export?"
Both of you guys were right... when I closed out of Contructor, then reloaded it and then reloaded my csx file, it still wouldn't export correctly. It was only after saving it as a .map file, then closing out of the entire Constructor program, then restarting, then reloading the map file that it would export correctly as long as I didn't do anything to the map after loading it.
Thank you, Paul Ash AND David Blake for the solution I needed!!! You guys are awesome!!!
-Jason
09/07/2007 (9:44 am)
Okay guys, I figured out how to resolve the non-collidable surfaces, at last. Rather, I figured out how I was mis-using the info that was being given on this forum thread.Paul Ash:
"Did you create new brushes then export, or did you totally exit and reload and export from a fresh start, cuz the moment you edit the level you need to reload and export right away before doing anything or those new brushes wont have collision"
David Blake:
"Did you try saving it as a .map, closing it, and then reloading it, then performing the export?"
Both of you guys were right... when I closed out of Contructor, then reloaded it and then reloaded my csx file, it still wouldn't export correctly. It was only after saving it as a .map file, then closing out of the entire Constructor program, then restarting, then reloading the map file that it would export correctly as long as I didn't do anything to the map after loading it.
Thank you, Paul Ash AND David Blake for the solution I needed!!! You guys are awesome!!!
-Jason
#28
09/07/2007 (9:45 am)
BTW, after saving as a .map file and exporting correctly, I can then resave it into a csx and it would export correctly also after the fact. FYI!!
#29
09/07/2007 (10:46 am)
You shouldn't have to exit Constructor after saving as a .map. You should be able to close all scenes and then reload it. At least all of the collision problems I had went away when I did that.
#30
09/07/2007 (12:07 pm)
I'm very disappointed that not one GG employee has commented in this thread.
#31
Garage Games simply do not care, after all they already took your money...
Or,
Garage Games are to busy working on the next BIG HYPE- yet bug riddled product, to be bothered with such petty problems...
Course i have been wrong before, i hope not one GG employee has commented because they are "BUG TESTING" the very soon to be released best version of Constructor yet, with all the show stopping problems taken care of!
09/07/2007 (12:38 pm)
The fact that not one GG employee has commented could mean two things:Garage Games simply do not care, after all they already took your money...
Or,
Garage Games are to busy working on the next BIG HYPE- yet bug riddled product, to be bothered with such petty problems...
Course i have been wrong before, i hope not one GG employee has commented because they are "BUG TESTING" the very soon to be released best version of Constructor yet, with all the show stopping problems taken care of!
#32
09/07/2007 (2:07 pm)
Constructor almost did not get released. And not because of bugs or whatnot but because it was nearly canceled. Seems from a number of the people here would agree that it should have been. It could still be canceled, though I would hate to see that happen.
#33
(and this wasn't specifically directed at David, since most the time he rarely seams to get upset and is always helping people)
And even though I've at times come down hard on GG for funky stuff not working etc., Give them some time guys. I think they got their game plan in order and are doing it rather than blabbering with us back and forth. (Matt already said in another thread he has received examples of most these things and will get to it as soon as he's done working on higher priority stuff.)
Yes, I can't export a dif that doesn't have something wrong with it right now (disappearing areas, flipped faces.. weird light effects etc.), but until they fix it, I'm sure you guys much like me have 1000 other things that could be worked on. :P
09/07/2007 (2:55 pm)
Why is it if people voice unhappy thoughts about aspects of contructor, people take it to the extreme. I mean, its like saying.. "oh, so your not happy that you fall through the floor.. then maybe they should get rid of contructor entirely since you don't want it". A person can be unhappy with aspects of something.. its really ok.(and this wasn't specifically directed at David, since most the time he rarely seams to get upset and is always helping people)
And even though I've at times come down hard on GG for funky stuff not working etc., Give them some time guys. I think they got their game plan in order and are doing it rather than blabbering with us back and forth. (Matt already said in another thread he has received examples of most these things and will get to it as soon as he's done working on higher priority stuff.)
Yes, I can't export a dif that doesn't have something wrong with it right now (disappearing areas, flipped faces.. weird light effects etc.), but until they fix it, I'm sure you guys much like me have 1000 other things that could be worked on. :P
#34
I disagree. Myself and others are pleased with the tool as it is a big step-up from Quark. The issue is leaving these major bugs unfixed for so long. I know there are other issues that people have with the workflow, but it's nothing show stopping.
If GG can post an updated version with at least these major bugs fixed, it will go a long way toward appeasing the community. Honestly, it has been way too long since 1.0.3 to have these bugs remaining, and with no official update.
09/07/2007 (2:58 pm)
Quote:Seems from a number of the people here would agree that it should have been
I disagree. Myself and others are pleased with the tool as it is a big step-up from Quark. The issue is leaving these major bugs unfixed for so long. I know there are other issues that people have with the workflow, but it's nothing show stopping.
If GG can post an updated version with at least these major bugs fixed, it will go a long way toward appeasing the community. Honestly, it has been way too long since 1.0.3 to have these bugs remaining, and with no official update.
#35
My comment today, about Constructor almost not being released, was from Matt's comments on a Constructor blog.
With the fight to release it and a reordering of priorities, 1.0.3 may be the last version that gets a green light, bugs and all. I doubt it, but it could be. And then the solution will be to use something else, just like right now, the solution is to use something that works for your game.
09/07/2007 (3:05 pm)
My comment yesterday was taking to to that logical end that most of these topics end up in as people get more and more frustrated. I am willing to bet toe-to-toe that GG is as frustrated by these factors as everyone else here. It doesn't mean that they have the resources to put on each feature or that the priorities are where each person thinks it should be. But I can bet they are frustrated by it, and it is the fueled frustrations of users that have edged in the silence about such topics on their part.My comment today, about Constructor almost not being released, was from Matt's comments on a Constructor blog.
With the fight to release it and a reordering of priorities, 1.0.3 may be the last version that gets a green light, bugs and all. I doubt it, but it could be. And then the solution will be to use something else, just like right now, the solution is to use something that works for your game.
#36
09/07/2007 (3:20 pm)
So.. there's an exporter out there for tgea that handles portals?
#37
"now please everyone lets get back to posting issues with constructor. and I don't mean your personal issues with it lol"
I couldn't agree more. I would respectfully ask everyone to keep the forum thread on-topic, please. I have my own thoughts about Constructor, my likes/dislikes, etc... but this is not the place to share those thoughts. In this particular thread we need to focus on the issue list Paul Ash began, and focus there.
Once again, I mean no offense to anyone because I know that everyone's feelings about the product(s) GG releases are justified to some degree, we are all obviously still here as Indies making games the best way we know how, to whatever degree that may be.
Good luck to everyone in there game endeavors, and let's continue testing Constructor to find workarounds to the few outstanding issues that are present. I wouldn't like to see Constructor cancelled, because I am confident it will soon be the best product (for the price) that you can possible acquire.
-Jason
09/07/2007 (3:30 pm)
Paul Ash:"now please everyone lets get back to posting issues with constructor. and I don't mean your personal issues with it lol"
I couldn't agree more. I would respectfully ask everyone to keep the forum thread on-topic, please. I have my own thoughts about Constructor, my likes/dislikes, etc... but this is not the place to share those thoughts. In this particular thread we need to focus on the issue list Paul Ash began, and focus there.
Once again, I mean no offense to anyone because I know that everyone's feelings about the product(s) GG releases are justified to some degree, we are all obviously still here as Indies making games the best way we know how, to whatever degree that may be.
Good luck to everyone in there game endeavors, and let's continue testing Constructor to find workarounds to the few outstanding issues that are present. I wouldn't like to see Constructor cancelled, because I am confident it will soon be the best product (for the price) that you can possible acquire.
-Jason
#38
09/07/2007 (4:38 pm)
@ Andrew... I can export portals with the "Export as Legacy TGEA DIF" (Constructor 1.0.3)...even though it's quite shaky.
#39
To my knowledge, the "export as legacy TGEA DIF" is the only exporter than even somewhat does portals (for TGEA).
edit: Sorry Jason and others.. didnt mean to derail any further.
09/07/2007 (5:02 pm)
@Tobias.. I can as well, but as soon as I get a decent number of them, issues get out of control. Of course, I get flipped faces regardless. But, what I was referring to was if there was an external exporter that would handle portals so as to bypass constructor entirely. (no offense intended to constructor of course, but I am skilled in other editors, in this case GTK) If need be, I will use constructor no problem.. but again.. the exporters.To my knowledge, the "export as legacy TGEA DIF" is the only exporter than even somewhat does portals (for TGEA).
edit: Sorry Jason and others.. didnt mean to derail any further.
#40
09/07/2007 (8:38 pm)
This is not a topic on "my issues with constructor" please stay on topic or post a new one, please please please, ill be updating the issues to reflect the stuff that was found out tho
Associate David Montgomery-Blake
David MontgomeryBlake