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AeliosZero

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Posts posted by AeliosZero

  1. Thanks for this update! I appreciate the buffs to Dante and the LOS fixes! 

    I really hope we can get Railjack song Somachords at some point since it has some beautiful songs that we can't play in our orbiter!
    I really appreciate the addition of the Deadlock Protocol somachords added to Phobos a few updates ago and hope to see more. 

  2. More content please. With both nightwave and orphix venom over (Why is this update still under 'Orphix venom'!?) the game feels a bit drab since all that has happened is you have removed content from the game. Please release some more content!

    I would also really like to see the open worlds (especially Orb vallis) fleshed out a lot more. Whatever happened to the random encounters like freeing a captive solaris like in the fortuna trailer? I would really like to see more random events I can engage in around the open worlds, like little mini missions I can choose to partake in.

    Also looking forward to the Dojo update you hinted at! Really need NPC's in my dojo like in the railjack hangar to help the dojo be less of a ghost town. And for the love of the void, PLEASE remove the 'no build zone' around doors so I can actually make rooms flow together better!  

    • Like 2
  3. Hey fellow Tenno! 

    I want to 3d Print a railjack to decorate my room (And post online), but I have no clue how I could go about obtaining the model. I searched online and found nothing. Is there a gamedev or community member that might be able to provide me with it? Do any of you kind tenno have any leads as to where I might look or ask around? I'd really appreciate the help because I am at a loss here.

    • Like 1
  4. For all of you who are interested, I know its quite late but I finally made an update for the Dojo planner! you can find it here! 

    This includes the new rooms, data, and various control and UI changes/fixes. I added multi level support as well as some efficiency improvements that may be marginal thanks to the new stuff I added but hopefully its better. Theres still some prevalent bugs like a recent wobble glitch that formed but it should still be quite solid to use!

    https://aelioszero.itch.io/warframe-dojo-designer

  5. Hey all! Been really busy sorting out life things but I find it really encouraging to hear you all talking about the new dojo content here!

    Just want to chip in and say I'll be making sure I release an update with my current 1.1 progress (Excluding my half-baked features that currently do more harm than good) as well as the updated content from the latest Warframe release. Its important to me to do my best to keep this app up to date with the game. For future updates I am probably going to try and release smaller more frequent updates rather than large updates that risk not being released since I can't know for certain what dramas life might throw on me all of a sudden. 

    Wow I knew the Railjack hangar was big but that is just insane! I'll definitely need to balance the overwhelming visual effect this room causes but it's still important to me to make sure the information is displayed as accurately as possible. I'll figure out some sort of way to hide the true bounds when the player doesn't want to see it but show them if they want to see the true size of this crazy room. I'm sure you're all itching to plan things with the new content yourselves (I don't know where the frick to put my Railjack hangar in my dojo! The space I planned for it doesn't fit!) so I'll do my best to release something as soon as I am able to! 

    • Like 1
  6. Update: 
    I have multi stories working finally! I need to tune the opacities right as well as the indicators of higher or lower floors (probably by some variation in colour). While the app says up and down arrow change floors I also have additional alternative macros of [,] [.] [<] [>] [Pg. up] [Pg. down]. Some controls have alternative macros but I kept these unlisted to prevent the control bar inundating the page with redundant information.  

    Unfortunately the camera position seems to be on the fritz whenever I place something so I will have to fix this before I can upload anything. I gave up on the new grid texture and reverted back to the old one. 

    Theres a lot of UI changes compared to 1.0 and I added this blue tint I think looks nice. Let me know your thought's on these additions and changes. 

    I apologise for keeping you all waiting on the next release but I've had the flu, a family emergency and an assignment keeping me from this. Hopefully this screenshot shows some of the upcoming changes with the application. 
    duH7euy.jpg

     

    How have you been finding 1.0? Is it holding up against other dojo planners or are you moreso holding out for the next release of this app? 

    • Like 1
  7. On 2019-09-08 at 3:05 PM, Buff00n said:

    It's one room and one set of resources, you build it once and it exists on both floors.

    Thanks for letting me know @Buff00n!

    On 2019-09-08 at 3:05 PM, Buff00n said:

    Not only do posts like this keep interested people in the loop, but I find that writing down a plan helps keep myself organized and occasionally makes me think of things I wouldn't have otherwise.  As a developer you should be doing this even if you don't post it publicly; it's good practice for dealing with pointy-haired bosses in the real world.

    Fair point and I do find it helpful in order to stay on track. I often tell my partner about ideas I have and what I am doing and I find this helps me process all the thoughts in my head. Writing it down has it's own advantages for sure though and I appreciate you mentioning that it is good practice to do this.

    On 2019-09-08 at 11:27 PM, GrandLompus said:

    Left click to pan would be counter intuitive for me; I think keeping left click for selecting things is better.  Then again I might just have been exposed to an unrepresentative set of tools using this convention; I don't know.

    It would be great if everything that involved placing objects/design/construction was standardised but unfortunately it makes it hard to pick something everybody can get on board with. I'll work on moving it over to right click (simply moving a key isn't always as simple as it seems) since it would be more intuitive for people to use than left click. Since middle click + drag won't be doing anything I may as well leave the key binding on it too just for those who like that alternative.

    On 2019-09-08 at 11:27 PM, GrandLompus said:

    A hotkey for deletion is IMO only needed if it is a logical, frequent action users need to make.  So if you suspect people are going to destroy rooms often, then a hotkey is appropriate.  You could also use the "Delete" key to delete rooms; (multi-)select them first with a left mouse click, then press "Delete" to delete (and "R" to rotate, etc.).  Would that work?

    I'll add a toggle able delete button (I'll need to make it obvious one is in delete mode too!) on top of keybinds to 'backspace' and 'Delete'.

    Drag selecting is actually quite complicated to set up for me. it would involve making a check to avoid accidental triggers from every other function that relies on click (clicking buttons, placing buildings, moving buildings, etc), setting the initial mouse position in the world on mouse down, getting the current mouse position and using this data to construct a plane object who's length and width changes based on those values every frame while also doing a call to every dojo in the room and seeing which ones are overlapping the plane that's being drawn and adding all these rooms that are overlapping into an array. To move all these rooms at once they would have to initially record their current position/rotation etc relative to the mouse and record that data to another array storing transform data of each selected object and updating that position/rotation according to the mouse position. I would also need to make sure that when an object rotates, it rotates around the mouse and not around its own axis. I'm not really sure how to do this since I would need to figure out some equation that lets me offset the location to the new position while still offsetting the room from the mouse from its initial offset variable. All of this would have to be run through a forloop for each object in the array (being selected) every tick (frame). Yeah... its complicated to say the least and that's assuming everything works according to plan and I haven't forgotten any other important conditions. (I'm writing this in-depth so I can refer to it if I decide to go through with it and add multi-select functionality.)
     

    On 2019-09-08 at 11:41 PM, Circle_of_Psi said:

    Looks good!

    The "Pay" choice that comes right up your face, maybe really off-putting to some people and I strongly advise you move that somewhere else, if all possible.

    I didn't intend for it to seem forceful so I might remove the pay button there and just keep the donate button in-app. Had someone else mention this as an issue so i'll address it for those who find it off-putting. 

     

    Another thing I never mentioned but wanted to ask about. How is the presentation of the controls in app? I'm referring to the text in the bottom right corner which has the controls. Is that a good way to present them or does it get too obtrusive? Do you like that the text constantly changes to mention which controls are currently possible (as opposed to a static window mentioning all controls at once or a popup window like stom66's dojo editor). Thanks for following along guys! Its helping me stay motivated to work on this!

  8. Hey Guys! Thanks for the feedback! I really appreciate it!

    Here's some changes I have completed / plan to implement for the next release (1.1.0). Completed | In-progress | To Complete |

    • Much Greater Zoom Distance
    • Swapped camera over to a true Orthographic view (as opposed to a far away perspective, which broke when zooming out any further than the current limit)
      • The Zooming and panning system also had to be redone from scratch and will behave differently because of this . 
    • A few remapped controls. Made left-clicking on empty space function as panning (doesn't work in construction or while hovering over a piece to avoid conflicts) middle click to pan also always pans as an extra redundant control. I might make it right-click at some point but a lot of things rely on right click right now and it could get messy.
    • Added a [X] button in the top right corner. I'd ideally like a confirmation prompt before closing but this takes a lot of effort (I have to make UI from scratch) and I don't have the patience for it right now. If this feels pointless or causes problems let me know.
    • Capacity and Energy now turn red when negative as a better visual indicator. 
    • Rearranged UI elements into what I think is a more sensible layout. Might put Dojo stats back on top if I add a bunch of other tools at the bottom.
    • Redesigning Grid texture out of a sine wave rather than a texture for better scaling, performance and to slightly reduce precious file-size. Currently dealing with a major flickering issue at larger distances.
    • Adding a 'build last placed' button that will allow you to rebuild the last piece you used 
    • Some more optimisations and file culling to reduce filesize (It's big because I'm using unreal engine 4 to make this and I know I could have used something simpler but tbh I understand UE4 the best. If I tried making this using some other method, the learning curve would probably prevent me from making anything at all). This just takes time because if I remove the wrong thing, everything breaks. 
    • Currently fixing the Oracle and Tenno labs. They had odd numbered lengths and therefore were centering at the wrong point. A simple offset value should fix it IT IS NOT THIS SIMPLE TO FIX! STUPID CODE!
    • Multiple floor support with overlays for the floor above and below it. Some buttons to travel between available floors. I'll need to make the elevator down spawn an elevator up room below it and vice versa which will help avoid complications. I'll also need to create a variable for each room object to record its 'height'  and have them load and unload when the user changes floors; some complicated stuff here but this would be a really neat feature that I haven't seen in any other dojo editor. This also paves the way for making collision checks between multiple stories which would be invaluable for dojo planning.
    • Upgrade load menu to a list format of some kind. Ideally this would be a filetype you can save/load with windows explorer like most programs but I haven't learnt how to do this yet.
    • Block Keyboard input while in Save/Load Menu
    • Make Load delete all rooms before loading I tried doing this already but it failed horribly. 
    • Add in Toggle snap function and hopefully figure out the cause of the mysterious snapping issues which have evaded me so far. 
    • Fix the issues with moving objects and make the code compatible with the place object code (Things broke when trying to use the placement code for moving things, so currently the move code is a stripped back version of the placement code) 
    • Text Tool to place text 'objects' in the world. I'll add other useful inserts like colour and stuff in a future update.

    Lots more to add for future updates including a website run version, 3D view, hints and tips section, advanced collision, on top of other things such as bug/issue fixes and feedback implementation,  but I;m going to focus on the above right now so I can release this as soon as possible. I plan on editing this post every now and then so you can see my progress. 

    Keep in mind what actually appears in the update may be different from the list above if things are easier/harder than expected to implement but the stuff in green text is almost guaranteed since its already completed. Its a time vs improvements tradeoff. I hope this post gives you some insight on what I am doing behind the scenes and what I'm thinking while working on it.

    Making this app is a great way for me to get better at understanding how to design good user experience (UX) in software, and this will benefit me for my future projects. Thanks again for all your feedback it helps a lot in reaching this personal goal!

    Questions I have for you: 

    • Is left-click to pan fine or would you prefer right-click to pan? 
    • If I were to change the hotkey of the Delete button, would you prefer to have no hotkey and instead have a clickable button which activated a 'bulldoze' mode?
    • Does anybody know if the elevator counts as one room or two rooms? 
    • Would you prefer to have the app open in a windowed mode or is full-screen fine? Implementing windowed mode functionality has been surprisingly convoluted. 
    • Should I stop staying up to 11:58am 12:37pm to work on this? The lack of sleep probably hurts my productivity but so do all the distractions that always happen throughout the day. Do I even understand the concept of sleep? I think I forgot what sleep is. 
    • Should I make a central place like a Facebook page, a forum post (Is this forum post fine?), or a discord server to post updates on the app? Would enough people be interested in that for it to be worth it? 
    • Did you find this post interesting or was it all a bit TL;DR? Is this sort of post a waste of time or if its something people would be interested in following? I'd love to know what you think about it! 

     

  9. The corpus locker decoration feels like a big deception. I was so excited to actually have a corpus locker in my orbiter/dojo and was so let down when I went to place it and it was only Noggle size. Who thought that was a good idea? Why not allow us to have a full size retro corpus locker? 

    OXU6s7J.jpg

  10. 19 hours ago, (PS4)Gorudensukaji said:

    This is the most irritating thing for me at the moment. Especially since I'm borderline ocd and everything has to be perfect, I keep having to go manual and try to correct it best I can, very frustrating

    A slight workaround I found is to start the object facing upwards and then use the snapping to rotate it to the angle you want. without letting go, change the snapping to [off] and then let go of it.

    If you grab an object already upside down and it moves, just press [esc] to revert it. Select something else (or while you have grabbed it) change the snapping to [off] and [esc] out of the object. then move the upside down object without worry of it going spaz.

  11. On 2019-08-29 at 2:37 AM, Methanoid said:

    nice, but i am a lost hope i think, i rarely if ever go to the dojo, so i can leave it barren and spartan looking, no idea how some people can manage those varied looking dojos given the cumbersome placement system we have, thats a lot of patience imho..

    It is annoying but there are workarounds and stuff to make it much easier. I'm considering making a youtube series dedicated to dojo building tips and tricks since that is practically non existent at the moment. Ultimately I'd love DE to just fix all the S#&amp;&#036; that makes dojo decorating so difficult and tedious in the first place but it might just be a catch-22 where not enough people use it to justify developing it but due to the lack of development, nobody wants to use it. Maybe some more info out there could get enough people playing to get DE's attention. We'll just have to see.


    Planning to release an Alpha of the dojo app (hopefully within the next day) for people to download if they are interested. I'll try and fix as many little or major issues the program has as possible but it will have some features missing that I plan to add in eventually. If there are some silly things that happen or feel a little bit work-aroundey its probably due to a lack of time haha. Never-the-less I'll be interested in any feedback people have to offer!

    My next post here will almost definitely be a download link (Thinking of hosting it on itch.io) to the alpha so stay tuned!

  12. 10 hours ago, Circle_of_Psi said:

    Any ideas when this is gonna be out?

    Can't really say to be sure. It's nearly ready but I have a few other important things I am trying to address in my own life right now that take precedent. The other factor is how long it takes to make each feature. It can be quite unpredictable coding something. Sometimes a feature works works straight off the bat (rarely) and other times It has a bunch of problems that need to be resolved which, given enough problems, eventually turns into a garbled mess that I no longer understand meaning I either have to change random things praying it will work when I compile it, or start the feature from scratch again.

    The amount of interest I have received is definitely motivating me to work on it as much as possible and I am coding it up at any opportunity I get.

    I'll try and make an Alpha release within the next week but it might have some stuff missing or not working correctly. Main Purpose is to get feedback on any unforeseen issues and to give people something that they can use until everything else is finished. 

    Minor update as well while I'm here. I have modified the UI to look and function better, working on getting a functional save/load right now. 

    FWGVNjf.jpg

     

    jxJJtMA.jpg

  13. 33 minutes ago, (PS4)AbBaNdOn_IGN said:

    When they drop railjack they totally need to also launch a dojo construction revamp.  Let us move rooms around at will.   I laid mine out pretty good but Railjack is starting to mess with my symmetry.

    That's why I'm going for an asymmetrical design for mine. As it is I will have to destroy a bunch of heavily decorated rooms that I put a lot of time and effort into. A way to 'store' unused rooms would be great. On top of this they need to make the dojos a more interesting place that encourages exploration and gives people more of a reason to go there. Interactive decorations would be a massive boost to this. 

  14. New Dojo Planning tool, including Railjack Hangar, In the works!
    jDrVOVE.jpg
    Greetings fellow Tenno! Whether you are a Tenno considering founding their own clan and building their own dojo, or you are a veteran Moon-clan Leader wondering how the new railjack hangar will fit in your existing dojo, or anything in between, I believe you will find this tool useful.
    For a while now I have been developing a new dojo planner. I want to make one that address the issues that exist with the dojo planners currently out there, namely that they are:
    • Out of date,
    • Have issues that stop rooms being properly aligned,
    • Are a little clunky to use,
    • Let the user produce designs that don't actually work in Warframe.
       
    On top of making a program that is simple to use, I really want to make sure that the dojos people design can actually be built in-game, so that they don't have to spend weeks building out their dream dojo, only to have to spend more weeks tearing it all down because of some unforeseeable issue the game had with their room placement. I've gone through this and I want to save others from having to go through what I have. 
     
    Here's a List of some features I have implemented/plan to implement:
    • User-friendly experience when using the app
    • Allow user to quickly prototype different layouts and ideas
    • Show visible Room Bounds to indicate whether a room will actually fit (Visible in red while in build mode)
    • Grid snapping to ensure all rooms line up how they should
    • Node snapping to speed up design process
    • Show warnings when a room:
      • Intersects another room, including ones the user thinks should fit in the space
      • Can't be placed due to Pre-requisites
      • Is impossible to make due to energy/capacity (i.e: Running out of energy before building the rooms you need to place in order to place more reactors)
      • Hits the 100 room cap
      • Intersects a room above/below the one the user is trying to place

    I want to give a big-shout out to @Buff00n for all his help tediously figuring out the collisions of each room and making the room graphics and recording the UI Sounds used in this project. This tool wouldn't be nearly as good as it is right now if it wasn't for his hard work! 

    I don't have a solid release date yet but it is nearly complete and could take anywhere between a few days to a month depending on unforeseen issues and user interest.

    This tool will be free, in order to keep this tool accessible to as many people as possible, however if you wanted to show your support through donations or in-game plat/items I would be tremendously grateful for it! Even just mentioning this to people who you think would find this handy would be very helpful to me! I want to get this tool in the hands of the people who need it most so mentioning it to others would be a huge boost! If you would like to help me by play-testing an early version, or offering your opinion on design decisions, hit me up with a DM!

    1.1 Progress Log (Will be updated live):

    Here's some changes I have completed / plan to implement for the next release (1.1.0). Completed | In-progress | To Complete |

    • Much Greater Zoom Distance
    • Swapped camera over to a true Orthographic view (as opposed to a far away perspective, which broke when zooming out any further than the current limit)
      • The Zooming and panning system also had to be redone from scratch and will behave differently because of this . 
    • A few remapped controls. Made left-clicking on empty space function as panning (doesn't work in construction or while hovering over a piece to avoid conflicts) middle click to pan also always pans as an extra redundant control. I might make it right-click at some point but a lot of things rely on right click right now and it could get messy.
    • Added a [X] button in the top right corner. I'd ideally like a confirmation prompt before closing but this takes a lot of effort (I have to make UI from scratch) and I don't have the patience for it right now. If this feels pointless or causes problems let me know.
    • Capacity and Energy now turn red when negative as a better visual indicator. 
    • Rearranged UI elements into what I think is a more sensible layout. Might put Dojo stats back on top if I add a bunch of other tools at the bottom.
    • Redesigning Grid texture out of a sine wave rather than a texture for better scaling, performance and to slightly reduce precious file-size. Currently dealing with a major flickering issue at larger distances.  I give up on this because its too difficult to implement.
    • Adding a 'build last placed' button that will allow you to rebuild the last piece you used 
    • Some more optimisations and file culling to reduce filesize (It's big because I'm using unreal engine 4 to make this and I know I could have used something simpler but tbh I understand UE4 the best. If I tried making this using some other method, the learning curve would probably prevent me from making anything at all). This just takes time because if I remove the wrong thing, everything breaks. 
    • Currently fixing the Oracle and Tenno labs. They had odd numbered lengths and therefore were centering at the wrong point. A simple offset value should fix it IT IS NOT THIS SIMPLE TO FIX! STUPID CODE!
    • Multiple floor support with overlays for the floor above and below it. Some buttons to travel between available floors. I'll need to make the elevator down spawn an elevator up room below it and vice versa which will help avoid complications. I'll also need to create a variable for each room object to record its 'height'  and have them load and unload when the user changes floors; some complicated stuff here but this would be a really neat feature that I haven't seen in any other dojo editor. This also paves the way for making collision checks between multiple stories which would be invaluable for dojo planning.
    • Upgrade load menu to a list format of some kind. Ideally this would be a filetype you can save/load with windows explorer like most programs but I haven't learnt how to do this yet.
    • Block Keyboard input while in Save/Load Menu
    • Make Load delete all rooms before loading I tried doing this already but it failed horribly. 
    • Add in Toggle snap function and hopefully figure out the cause of the mysterious snapping issues which have evaded me so far. 
    • Fix the issues with moving objects and make the code compatible with the place object code (Things broke when trying to use the placement code for moving things, so currently the move code is a stripped back version of the placement code) 
    • Text Tool to place text 'objects' in the world. I'll add other useful inserts like colour and stuff in a future update.
    • Like 25
  15.  If I place a decoration and rotate the object to be upside down, it will snap to a funny angle and won't be straight anymore. This happens with rotation snapping set to 15 or 45 degrees. I also experience this same issue when decorating inside my orbiter. I have attached an image below of some objects I was placing and you can see how wonky one of them is. I really hope this can be fixed.

    I am playing on a 3440x1440 (ultrawide) monitor which might be a possible cause of the problem but I think it most likely has something to do with the code behind how an object is rotated when it snaps. Rotating an object does not fix this and (with 15 degree snapping on) simply adds 15 degrees to whatever funny angle it is on. This makes a big difference especially on larger decorations (see image 3) where the effect is very noticable.

    This relatively simple bug wastes huge amounts of time and makes dojo/orbiter decorating very difficult to do. I would really appreciate a fix for this. If this affects anybody else please mention it so I know that I am not alone; If this has happened to you and you have a solution please let me know. It has been bugging me for the longest time. 

    RwjXA2P.jpg

    OXm6a7v.jpg

    YedP1Yu.jpg

  16. I definitely agree with this. Wasted probs 500,000 credits because of this sort of thing. In pretty much every situation I'm viewing an item, I want to know if:

    • Own blueprint for it

    • Own it

    • Have mastered it

     

    This also applies to any links I see in chat especially trade chat. It would be good if I didn't need my inventory/modbench open while viewing trade chat to know if I own the blueprint to a part or if I own a Mod. That I could sell to a potential buyer. 

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