Dreams Update v2.51 - Bugs & Issues Thread ⚙️🐛
Hey, CoMmunity! 👋 Happy Sticker Day!!!
Dreams 2.51 is live.... NOW! Create TLC #4 brings with it a batch of new features for you to play with, including Text Gadget sticker mode, weighting in the Randomiser, and more!
Check out our patch notes here for full details: https://docs.indreams.me/en/updates/release-notes/dreams/v251
There's also a snazzy overview video on our Twitter: https://twitter.com/mediamolecule/status/1577658195933282304?s=20&t=V2ouUxIAlWXDHfH7bPi0gw
As always, if you encounter any bugs or issues 🐛 after downloading this update, please let us know in this thread. We'll investigate and look to get back to you ASAP. 💖
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Randomiser Zero-Weight:
Before the update, I did wonder how 0 would be handled, as it could be pretty confusing. I thought that most likely the minimum weight would be 1, to avoid all those edge cases and weird situations. But the minimum is 0, so now there are weird confusing edge cases and situations :)
Creators understand the randomiser to work in a particular way, based on how it works without touching the weightings (as in, years of experience), and the names of features in the UI, etc. But the way 0-weight affects the algorithms goes against those understandings, and so will be confusing in certain edge cases.
- Understanding: 1 channel will always be active. New behaviour: with 0 weight, a channel cannot be active. If all weights are 0, no channel will be active.
- Understanding: shuffle is like shuffling a deck of cards; you’ll come up with all of them before staring again. New behaviour: with 0 weight, a channel won’t be included in the sequence at all. Even if the weight is changed, it will never show up.
- Understanding: no-repeat will choose one channel out of the channels that are not currently active to be the next active channel. New behaviour: if only 1 channel has a non-0 weight and that channel is active, the next time “randomise” is triggered no channels will be active.
I don’t know if this is really a load of bugs; it may be working as designed. But it’s definitely working in a way that will confuse people until they gain a deeper understanding of how it’s actually coded.
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Sticker depth readout: This scales with the gizmo, as expected. But it should also scale with the gadget--which it does not.
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Box gizmo for the text displayer depth: This doesn't know how to handle high depth values. So when we use large depth values, the lines become very fat and look like a big halo covering the entire screen--making it impossible to see what you're doing. Same happens for the ruler I believe, which has been reported a while back I think. So a fix for both would be great :D
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Sticker Scope: This is generally described as being the grouping structure, which we have some control over. But in fact surface-snapping counts as the scope for a sticker to be constrained by, also. Which means we can't use a lot of setups very easily, which is a shame. And as no other scope is defined by surface-snapping, this is an inconsistency which may trip some people up in learning how this feature works.
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Sticker mode rendering artefacts: Unfortunately there are some odd rendering artefacts particularly to do with the way the edge of the BG is rendered on sculpts. Here is an example: https://twitter.com/insolitejeu/status/1577707042743242752
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When a Dialog Text Displayer is in sticker mode, the display boxes for the "Prompt to Skip" and the "Prompt to Close" are only displayed when the imp is hovering over them. They're easy to lose if you've moved them a long way from the display box for the main text.
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Thanks for all your feedback TAPgiles and TheBeardyMan! I've passed this all onto the team who worked on Create TLC #4. 💖
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TAPgiles, We're already aware of a bug with the box gizmo for the text displayer's depth. Rest assured, we'll be looking into this!
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I noticed that the borders of text boxes looks glitchy on curved surfaces. I had to use a workaround like using a unicode character (Though you cannot adjust the size like you can with the border). Tried adjusting the thickness to make it a little bit better but the workaround is superior looking.
Image with the unicode character used:
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Hi ZeckFleck! Thanks for sharing these screenshots with us - rest assured, we're already aware of the issue and we're looking into it! 💖
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Another bug is when text displayers starts to lose its texture or becomes glitchy far away.
Up close it is fine:
But far away:
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