NEW Firefly World Editor - Bug Reports

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • Please post any bug you discover with the New Firefly World Editor here!

    feel free to suggest any improvements we could make.

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  • a user has reported you cannot move after loading a world - we are aware and will look to fix this isssue asap

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  • Hey [MENTION=6]Kisguri[/MENTION] [MENTION=23876]Triadian[/MENTION], first off all big thanks for making this awesome world editor and firefly update, very amazing thanks. :)

    Regarding the world editor i have found a few issues/feature requests i want to report:

    - When i maximize the world editor or resize the window the editor gets messed up (look screenshot), but i think having an editor fullscreen would be very important for productive workflow - let us also switch between the four different modes in fullscreen.

    - My screen has 1440p on 24" so i use always 125% custom scale on win10 otherwise everything would be to small. But when i use the world editor with windows scale on 125% and press the triangle on perspective view to maximize it, it stays small (look screenshot), on 100% windows scale i dont have this issue, it maximizes normal.

    - When the right mouse button is pressed on perspective view to look around the mouse wiggles in the middle of the screen around like crazy - maybe you can set it to invisible while looking around (right-mousekey pressed) in the next update.

    - Also in the perspective view would be awesome if you could add move "up and down" to key "Q" and "E" for more convenient movement in the editor.

    - A list view with all imported objects on the left side of the editor would be awesome.

    - There should be an option to scale objects as whole not only one side.

    - Pressing import world on engine does show "coming soon", thats very confusing and took me a while until i found the new load state feature ... it is also nowhere mentioned that you have to set the world file format yourself to .irr?

    - I still dont know how to handle textures inside the world editor?

    - I made the fps movement tutorial inside fusion and try to load a world but it doesnt work, it crashes fusion. Loading the level on an empty project works.

    - When pressing X to close the editor or pressing file - new, there is no confirmation popup - like "unsaved level: do you want to save before continue/exit", it force closes instantly.

    - Snap to grid/Snap to object feature would be awesome.

    - There is no changelog? (Edit: I found it, its on the fusion blog sorry)

    - And the last point is: Please dont ban me for making this post here X):)

    But anyway, again big thanks for the world editor, big thanks for firefly - and Merry Christmas to @all! ;)

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    Edited 2 times, last by Manuel (December 23, 2017 at 6:02 AM).

  • Hey [MENTION=6]Kisguri[/MENTION] [MENTION=23876]Triadian[/MENTION], first off all big thanks for making this awesome world editor and firefly update, very amazing thanks. :)

    Regarding the world editor i have found a few issues/feature requests i want to report:

    - When i maximize the world editor or resize the window the editor gets messed up (look screenshot), but i think having an editor fullscreen would be very important for productive workflow - let us also switch between the four different modes in fullscreen.

    - My screen has 1440p on 24" so i use always 125% custom scale on win10 otherwise everything would be to small. But when i use the world editor with windows scale on 125% and press the triangle on perspective view to maximize it, it stays small (look screenshot), on 100% windows scale i dont have this issue, it maximizes normal.

    both of these are connected to how - resizes are handled - 125 messes with numbers - and fullscreen gets confused by 4 cameras and resizes them all to the same size - noted will look into it


    - When the right mouse button is pressed on perspective view to look around the mouse wiggles in the middle of the screen around like crazy - maybe you can set it to invisible while looking around (right-mousekey pressed) in the next update.


    yeah i did consider the mouse hiding - i will add as a pref


    - Also in the perspective view would be awesome if you could add move "up and down" to key "Q" and "E" for more convenient movement in the editor.


    will add that thanks


    - A list view with all imported objects on the left side of the editor would be awesome.


    thats already on the list for more features to add


    - There should be an option to scale objects as whole not only one side.


    i'll add a padlock next to the X Size boxes - TY


    - Pressing import world on engine does show "coming soon", thats very confusing and took me a while until i found the new load state feature ... it is also nowhere mentioned that you have to set the world file format yourself to .irr?


    im not a fan of the .irr extension so i was looking into autoreading the file so no extension is needed (more on this when i manage it) but for now its .irr


    - I still dont know how to handle textures inside the world editor?


    Material Editor is a feature not yet implemented


    - I made the fps movement tutorial inside fusion and try to load a world but it doesnt work, it crashes fusion. Loading the level on an empty project works.


    known issue - will be fixed very soon


    - When pressing X to close the editor or pressing file - new, there is no confirmation popup - like "unsaved level: do you want to save before continue/exit", it force closes instantly.


    good point - ill add a has saved check with popup


    - Snap to grid/Snap to object feature would be awesome.


    already a planned feature - it will be a snap to number so if you set 10 its every 10 etc


    - There is no changelog? (Edit: I found it, its on the fusion blog sorry)

    - And the last point is: Please dont ban me for making this post here X):)


    it was supposed to be in here :P


    But anyway, again big thanks for the world editor, big thanks for firefly - and Merry Christmas to @all! ;)

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    and a merry xmas to you and yours - thanks for trying and using firefly and its new editor

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  • I haven't tried the new world editor, but you guys should check out the Unreal Editor for inspiration. It is pretty intuitive to use and grasp. I would start with the 1999 editor since Firefly is still pretty early. It can probably provide some great ideas that can be applied to Firefly to make it much more usable in its current state.

  • I haven't tried the new world editor, but you guys should check out the Unreal Editor for inspiration. It is pretty intuitive to use and grasp. I would start with the 1999 editor since Firefly is still pretty early. It can probably provide some great ideas that can be applied to Firefly to make it much more usable in its current state.

    do you have a download link to the 1999 editor ? and what features do you think we should implement that it has ?

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  • Hey [MENTION=23876]Triadian[/MENTION], thanks for you indeept answer, and yes i understand that the editor is in its first beta release, you have deadlines etc, so lot of features are still not fully implemented and/or on its way to come and you have for sure big plans for future updates. :)

    I forgot a few thinks in my previous post that are also very important:

    - On the perspective view there is no way to zoom in/out per mousewheel like in the other views, but this would be very important.

    - Also when i switch to perspective mode there is no way to switch back - the triangle left-top only works to enter the mode not exit it - i can only close and reopen the editor to go back.

    - The axis arrows (rotate, scale also) are very small, they are only usable when fully zoomed-in on an object, but when i fully zoom on an object how can i move it around in the world - i would have a zoomed-out view for that. The arrows should be always the same size (very big) independent on the zoom level. (look screenshot - even when full zoomed out the object is very small but i can still grab and move it easily)

    And i want to mention again its really important to have the editor fullscreen like the old world editor, and be able to switch between the four views also in fullscreen. The world editor window should also not been streched when maximized or get blurry, it should preserve the screen ratio perfect and should fit-outside to the screen size, if thats not possible add black bars on the side.

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  • do you have a download link to the 1999 editor ? and what features do you think we should implement that it has ?

    Unfortunately you have to purchase it - pretty much every unreal game came with an editor in the past. A video may suffice! Unreal Tournament Game of the Year Edition is $1.99 on steam right now and should come with the editor. The new version of the editor in the unreal engine is a completely different beast and would probably be worth at least checking out a few videos.

    I wouldn't want to name and specific features because I have no real experience with Firefly.

    I believe it would be a good inspirational piece. One issue is that the design/workflow is probably different than firefly. In Unreal Editor you operate inside of a gigantic solid space - think of it like a never-ending block of cheese. You "Subtract" areas from this space to create your levels. In effect, if you subtract a cube from the space you now have a cube shaped room and can apply textures etc. to each individual wall/plane. I believe most 3d world editors utilize the opposite approach in which you operate inside of a giant void and add solids to it.

    A few base reasons I like the unreal editor:

    - Ability to swap between dynamic lighting, full brightness, wireframe
    - VERY good snap-to
    - Multiple "panes" that show you a 2d wireframe image of all 3d objects in your world from different angles (side, above, etc.) so you can line objects up PERFECTLY with each other with minimal work
    - Extremely intuitive controls that are easy to master in a small amount of time
    - Intuitive interface that is easy to learn

    It just nails workflow flawlessly.

  • Hey [MENTION=23876]Triadian[/MENTION], thanks for you indeept answer, and yes i understand that the editor is in its first beta release, you have deadlines etc, so lot of features are still not fully implemented and/or on its way to come and you have for sure big plans for future updates. :)

    I forgot a few thinks in my previous post that are also very important:

    - On the perspective view there is no way to zoom in/out per mousewheel like in the other views, but this would be very important.

    you can use W and S to move/zoom forwards backwards ??? not sure a zoom is useful in game mode - should i give him a sniper rifle ? (joke)

    - Also when i switch to perspective mode there is no way to switch back - the triangle left-top only works to enter the mode not exit it - i can only close and reopen the editor to go back.

    this bug is caused by the vert editor update being ripped out at the last minute - my bad :(


    - The axis arrows (rotate, scale also) are very small, they are only usable when fully zoomed-in on an object, but when i fully zoom on an object how can i move it around in the world - i would have a zoomed-out view for that. The arrows should be always the same size (very big) independent on the zoom level. (look screenshot - even when full zoomed out the object is very small but i can still grab and move it easily)

    noted im not happy with them at the moment, i could add zoom factor into it - i'll have a looksee

    And i want to mention again its really important to have the editor fullscreen like the old world editor, and be able to switch between the four views also in fullscreen. The world editor window should also not been streched when maximized or get blurry, it should preserve the screen ratio perfect and should fit-outside to the screen size, if thats not possible add black bars on the side.

    i'll say sorry and say the .exe went through very little checking for resizing etc :( sorry. most if not all those will be fixed.


    Unfortunately you have to purchase it - pretty much every unreal game came with an editor in the past. A video may suffice! Unreal Tournament Game of the Year Edition is $1.99 on steam right now and should come with the editor. The new version of the editor in the unreal engine is a completely different beast and would probably be worth at least checking out a few videos.

    I wouldn't want to name and specific features because I have no real experience with Firefly.

    I believe it would be a good inspirational piece. One issue is that the design/workflow is probably different than firefly. In Unreal Editor you operate inside of a gigantic solid space - think of it like a never-ending block of cheese. You "Subtract" areas from this space to create your levels. In effect, if you subtract a cube from the space you now have a cube shaped room and can apply textures etc. to each individual wall/plane. I believe most 3d world editors utilize the opposite approach in which you operate inside of a giant void and add solids to it.

    noted.


    A few base reasons I like the unreal editor:

    - Ability to swap between dynamic lighting, full brightness, wireframe

    this is a planned feature - although i didnt have full bright on the list - so ty


    - VERY good snap-to

    Planned feature - hopefully the word VERY good will come with it


    - Multiple "panes" that show you a 2d wireframe image of all 3d objects in your world from different angles (side, above, etc.) so you can line objects up PERFECTLY with each other with minimal work

    already in (although not wireframe.... i could add a pref for that.


    - Extremely intuitive controls that are easy to master in a small amount of time

    i think it has that already but i'm biased so i'll let others decide - and help mould it into that


    - Intuitive interface that is easy to learn

    It just nails workflow flawlessly.

    and again i think it has that already. but i guess you people are the judge.


    @ both - ty for your comments - they really ARE helping.

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  • Yes its true on perspective if you click the right mouse you enter W,A,S,D controls and can zoom with W,S, what i mean is when the right mouse is not pressed (no game mode) you have the ability to zoom with the mousewheel in and out.

    Also beside of the size of the axis, sometimes i cannot press them, it does not recognize the click or it gets recognized but i can not really move the object (only very slow).

    Edited once, last by Manuel (December 24, 2017 at 4:16 AM).

  • To preface, I'm going to reference Unreal a few more times only because that is what I'm used to. I'm sorry!

    Honestly I don't think having multiple 3d planes is /that/ useful. You really only need one. Retaining the option to set ANY pane to a 3d perspective would be nice, but most of your work should be done in just ONE 3d plane in order to make the workflow more efficient - by allowing you to access 2d planes as well.

    I googled a bunch of level editors to make sure I'm not crazy because I didn't want to just reference unreal again because that's what I'm familiar with. I looked up quake, unreal, counterstrike, and doom. You will notice a trend with all 4. - They all have a 2d wireframe workspace so you can align objects perfectly without having to rely on 3d.

    There is usually 1 3d workspace and 3 2d workspaces. See the attached pics

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    IIRC in the unreal editor you still have the option to change ANY of the 4 planes to any perspective you want. You can have 4 3d planes, or 1 3d plane, 1 top down 2d, 1 side view 2d, all panes 2d, etc. Most people work with 1 3d pane and the rest 2d.

    Also - I downloaded the new firefly and had a bit of trouble moving objects about. Its a bit confusing to me IMO. I feel like there are far too many actions in order to move objects around sometimes.

    Here is how unreal handles some of it.

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    and an article that shows all mouse controls in detail.

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    The user can make a multitude of movements without ever having to move his/her mouse to select a different point. The option to move vertically, horizontally, or forward and back AND rotate are all at the users fingertips resulting in an extremely easy to grasp, efficient control scheme.

    I'm not trying to say MAKE UNREAL EDITOR, but I do believe it, along with other 3d editors that have been around for ages were designed a particular way for a reason.

    Thanks for the response and I hope that this is helpful at least to some degree!

  • Yes there is a small gizmo, but what i mean is something like the old world editor has (look screenshot), colored axis lines over the whole screen. They are way better visible when lot of objects are loaded to the editor.

    But thats only my opinion maybe people like the small gizmo more i dont know :)

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  • [MENTION=23876]Triadian[/MENTION], there is another issue, sometimes in the perspective view you can see ghost artefacts, the objects from the other views glitching through. But you cannot see them always, they appear only from certain angles.

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    Edit: After playing around a bit more i discovered the artefacts appear only if i scale windows higher than 100% - as said in a previous post normal i use 125% scale on win10 where i have the issue with artefacts appear, on 100% scale its fine i cannot see/reproduce the artefacts.

    So looks like scaling in windows is a big problem for the world editor overall.

    Edited 5 times, last by Manuel (December 25, 2017 at 1:36 AM).

  • they are intended once the basic stuff is in, hopefully you will be able to place all nodes in and have them usable from code once inside your events.

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