soupdragon Posted February 27, 2015 Posted February 27, 2015 (edited) Really need one. would be great to step back through the last few things you did in case it all goes tits up. (as it just did can't you tell.....GRRRRRRRR) It really is a bad omission in a mission editor. SD Edited February 27, 2015 by soupdragon 1 1
LAL_Luny Posted February 27, 2015 Posted February 27, 2015 A ctrl+Z incremented command on what you last did would surely be EXTREMELY useful Diolch i chi PS : Spent some time in your country Soupdragon, always wearing a red shirt when it comes to six nations rugby 1
soupdragon Posted February 27, 2015 Author Posted February 27, 2015 (edited) LOL Thanks Luny I asssumed as the editor had assimilated the Ctrl-c/Ctrl-v conventions from every other program ever made, I also assumed that Ctrl-Z would take you back a step or two. hopefully this can be shoe horned into the editor at some point. Diolch yn Fawr iawn (Thanks very much) good luck tomorrow (if you are French) but not really I hope we beat you well :D SD Edited February 27, 2015 by soupdragon
szuszu Posted February 28, 2015 Posted February 28, 2015 (edited) if you talk about mission editor there is small icon like scissors it will remove selected "thing" Edited February 28, 2015 by szuszu
312_strycekFido Posted February 28, 2015 Posted February 28, 2015 if you talk about mission editor there is small icon like scissors it will remove selected "thing" it's more like we need icon that will save your a** after you accidentally removed lots of things from mission So undo last X deletes would be great (I dare to say necessary) and surely not that hard to code, undo last X actions would be even better. DEVs, pretty please with cherry on top ;-)
soupdragon Posted February 28, 2015 Author Posted February 28, 2015 Off topic : well done Cymru Thanks Luny. It was a good match we were lucky to win. tomorrows match will be massive. looking forward to watching it as an impartial supporter *cough* C'mon Ireland *cough* :D SD
coconut Posted February 28, 2015 Posted February 28, 2015 If the editor is not designed to support undo/redo from scratch, it can be hard to add after the fact. I don't have a solution, but as a work-around, a good version control software can help recover old versions, and try to build up from there. In the software developer world, git is very popular. I'm currently trying a GUI for git called SourceTree, which you can get for free from http://sourcetreeapp.com/ Basically, what this kind of tool lets you do is save the state of all your files in a project, and get back to it later. It even allows you to make branches to try different things. You can achieve the same effect by saving copies of your work manually, but it tends to get messy after a while, due to the large number of copies. Using version control software can be a bit daunting at first, but once you get the hand of it you won't want to work without it.
312_strycekFido Posted February 28, 2015 Posted February 28, 2015 i use git for work stuff, so no problem there, but you would have to save really often and make git commit everytime mission files change, prefereably automatically ... and it would be probably pain in the *** to revert, but still better than nothing I don't think undo delete is so hard even in unprepared sw, as its one well defined action, just hook one more event listener, save object info somewhere before actually deleting it
Gustang Posted March 3, 2015 Posted March 3, 2015 Yes, the ability to undo changes would be handy. Until then, as others have suggested, it helps to use multiple saves (I differ my filenames with datestamp and a single alpha, example: 030315A, 030315B, etc.) and save often.
jollyjack Posted January 22, 2020 Posted January 22, 2020 BUMP ... this post was from 2015 ... it's friggin' 2020 by now. 2 things really fail with the FMB (still). Un- and Redo functions AND running the editor at the same time as the game. For the game a save-reload function of a partly finished mission situation would be very useful too. Why this isn't seen as a must have beats me. 2
CorvusX Posted January 22, 2020 Posted January 22, 2020 (edited) 13 hours ago, jollyjack said: Un- and Redo functions AND running the editor at the same time as the game. A big +1 for the un- and redo function. Running the editor and the game at the same time is already (more or less) possible. You have to run the game first, after that you can start the editor and use both at the same time. (the other way around it doesn't work) A warning message appears: It seems to depend on the performance of your PC how well it works. I guess that's because of the "nature" of the game engine. For now it's better than nothing. Edited January 22, 2020 by CorvusX 2
jollyjack Posted January 26, 2020 Posted January 26, 2020 Good news, gonna try that one immediately ...
Habu Posted January 26, 2020 Posted January 26, 2020 It's a very bad idea. Dev doesn't support that trick which can corrupt your mission, and i think increase the crash of the editor. Do as you want, but do not complain if you have problem in using the editor as it shouldn't.
Zooropa_Fly Posted January 26, 2020 Posted January 26, 2020 I don't think it would save much time anyway. You'd have to re-load the mission after any changes, and still run the map through to what you wanted to check out. An in-editor animation of any selected sequence is what I'd be dreaming about. 1
WWSitttingDuck Posted January 26, 2020 Posted January 26, 2020 1 hour ago, Habu said: It's a very bad idea. no it's not. as a matter of fact it is a great idea when dealing with things like new functions of the game that someone might not fully understand, and want to test out how to implement (am thinking of Reheal/rearm). Am not in any way saying there are no drawbacks, but for some people, they are more than out weighed by the time that can be saved by doing ME in this manner. And sorry, please don't tell me I am wrong. This is the way i have been doing it since ROF. Now, i am not talking about starting the game, then starting ME from the same directory you just started the game from. Will agree with you here, that is just plain dumb. I have my game copied over to another drive. I start my game from my c drive like normal, but I start ME from the copy I made on my E: drive. If the game did not take so friggin long to load, and ME did not take so friggin long to load some missions, this might all be a mute point. but unfortunately, that is not the case.
Habu Posted January 26, 2020 Posted January 26, 2020 3 hours ago, WWSitttingDuck said: And sorry, please don't tell me I am wrong. This is the way i have been doing it since ROF. Yes it's wrong, even if you think not. You use a trick/walkthrough which is not supported, and which can provide some problems. And after you can report some problems which could never existed if you had respected the way it works. Even if you use it from RoF, that's not the right way. And learning that thing is a very bad idea for users. Most of the user which use that, does not use a copy of the game, and even with a copy, as it's not supported by the dev, you use it at your own risk. Do as you want for yourself, but do not learn that.
Gambit21 Posted January 26, 2020 Posted January 26, 2020 I would not risk it. I've had missions get corrupted during a save just working in the normal way, I'm not going to add yet another risk factor to the mix. From what I can see the time gain isn't enough to make me even experiment with it.
spamRoast Posted March 7, 2020 Posted March 7, 2020 No undo is pretty frustrating, especially when you do Ctrl-C (intending to Ctrl-V after) but accidentally hit Ctrl-X first which isn't exactly a hard mistake to make. I guess I'll just save regularly and make alternate saves often. On 2/28/2015 at 2:35 PM, 312_strycekFido said: i use git for work stuff, so no problem there, but you would have to save really often and make git commit everytime mission files change, prefereably automatically ... and it would be probably pain in the *** to revert, but still better than nothing I don't think undo delete is so hard even in unprepared sw, as its one well defined action, just hook one more event listener, save object info somewhere before actually deleting it Just to elaborate on this if someone wanted to use Git and automate their commits of the mission file, there are a couple ways I can think of although these may be more developer-centric: Watchman - Watches for changes in a directory or file and then runs something. In this case you'd configure it to watch for changes in the .Missions file and, on change, you'd either run git commit or a custom command that runs a git commit. It looks to be in beta for Windows but there may be alternatives, and tools like this are all generally the same. You could configure it to run less often if every file change was creating too many commits. Windows Task Scheduler (developers) - Setup a windows task schedule to regularly run a command you create that runs git commit regularly. Similar to idea above, but instead, Windows would just regularly run your own command which could check for changes and commit (or just run the commit w/o checking - IIRC git just ignores commits for unchanged files). I haven't tested either of these options for this particular case, and I haven't thought of any implications (I'm also new to mission editing and the missions file). Also, like @312_strycekFido said, if you revert or reset, your .Mission file could end up in a bad state but I'm not sure. I guess that would depend on if the Editor, or you, can leave the .Mission file in a bad state before a commit. You'd also have to close down the Editor, do your revert or reset, then open up the editor and open your changed Mission file. I guess, point being, it could get ugly but it could also be a decent way to regularly save your changes... just haven't tested. ?♂️ I'll probably just save often lol.
kingeider Posted August 27, 2022 Posted August 27, 2022 okay so i am watching vapors mission editor tutorial where he removes the trigger timer to explain how to switch from the mission begin translator to the trigger check zone creating a different scenario . how did he remove the trigger timmer .
JimTM Posted August 27, 2022 Posted August 27, 2022 (edited) 41 minutes ago, kingeider said: okay so i am watching vapors mission editor tutorial where he removes the trigger timer to explain how to switch from the mission begin translator to the trigger check zone creating a different scenario . how did he remove the trigger timmer . I assume you are referring to the 10:48 point in Video 2. Vapor clicked on the timer trigger to select it and then pressed Delete. Edited August 27, 2022 by JimTM
kingeider Posted August 28, 2022 Posted August 28, 2022 yes that's the one!! wasnt sure if this post was an exercise in sarcasm and i just happen to take the bait ! any way i am having the time of my life with the editor and simulator as a whole. i am 63 and thinking to myself where was this stuff when i was a kid!
kingeider Posted August 28, 2022 Posted August 28, 2022 (edited) i feel like wile e coyote when he steps off the cliff and he has the lollipop sucker wrapper imposed over his head! i just found the delete objects !in the manual which of course i only glanced through! back to the old drawing board! Edited August 28, 2022 by kingeider 1
IckyATLAS Posted August 29, 2022 Posted August 29, 2022 They have improved the the group undo function through a recursive approach, which is nice and in certain cases speeds up the work. I used it already when you have multiple group levels and you want to have it flat and rework it. So if such an improvement has been done on the editor (and I suppose that is because the devs needed it), why in this world the UNDO function cannot be implemented at least at Level 1. By Level 1 I mean just one step back. We do not ask for more, just one back would be already an enormous improvement. And I cannot imagine that the devs do not need it. It seems to me just impossible that they do not have such a function just to improve productivity. Nobody can build without doing some errors. Let's cross fingers with BON release.
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