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  1. Earlier
  2. Hola, We've disabling the public bug tracker for now, as it's not getting enough attention for the combination of following reasons: All the reports currently pretty much happen in steam forums Volume of bug reports is low To be perfectly honest we're currently winging it as we go We're not exposing our internal task and bug list If the situation with bug reporting turns out to get more heat in the future we're reopening it, naturally. There's also going to be changes to how we report new versions, as there's a lot of repetition and duplication now. Steam news will be linked from here as they contain the patch notes, and the dev log side here will hold some (hopefully) cohesive thoughts about the patch for those who are interested.
  3. Dragst

    V0.3.1d

    Hey, Welcome to the new style of developer log where we actually write a word or two about the actual version. Finally this is what the forum category says, heh. So... Oh boy, we're bumping into some problems with backwards compatibility as we do improvements and internal changes, sometimes due new content we're working on or just generic improvements and changes. We're literally just two guys so even as a full time developers we got our limits, sadly. I'm optimistic the next patch will be an actual content update with a new level! Patch notes in Steam
  4. Dragst

    V0.3.1c

    Hey, More hotfixes! ----- FIXED Research lab external dependencies were working without dependent lab producing anything FIXED Research labs were forgetting selected recipe upon saving the game FIXED Under rare conditions save games could not be loaded (not corrupted, now they can be loaded) UPDATED Some Bios Beach level dialogue was outdated and was removed ----- Thanks for your support!
  5. Dragst

    V0.3.1b

    Hey, Hofixes! Includes two versions due a slight mistake. ----- NEW Auto open slots of special buildings (configurable) UPDATED Tweaked resource specific priorities so that Bytes and Triangles don't take too much preference over Bits UPDATED High priority toggle now works on decomission as well UPDATED Some performance optimizations for building placement mode FIXED Level 01 Domicile tutorial was broken NEW Multi-threaded path-finding to improve efficiency UPDATED Visible leash when fetching Data Modules FIXED Minor UI issues FIXED Distance cutoff when choosing workplaces prevented Hexters from completing certain tasks ----- Thanks for your support!
  6. Dragst

    V0.3.1

    Hola, The most asked feature is finally here, building priorization! We got some optimization and improvisations going in as well, helping performance on the bit older rigs. ----- NEW Building blueprints can now be halted and prioritized NEW Max limit set in Beacon for Logistics zone now acts as a hard limit for production UPDATED Added Restart level confirmation dialog UPDATED Improved logistics zone route UI to make assigning cargo drones easier UPDATED Various optimizations FIXED Level geometry did not properly continue at the borders FIXED Boosted priority of stockpile in Bitmobile when unloading FIXED Loading savegames while already in-game did not work properly FIXED There was hauling jitter between Storage and Refinery under certain conditions FIXED There was noticeable frame-rate stuttering when research building overlay was open FIXED Game speed display was not always in sync with the actual speed ----- Thanks for your support!
  7. Logically all buildings are circular due to the placement system we have implemented (there is no support for rotations currently and no plans to do it). The graphical representation could be anything like it is with the Storage or Beacon. Historically the reason for round buildings comes from the way we created the buildings originally: by lathing. See this tweet: But later on we've also created buildings using modelling tools, and as such the sky is the limit! So new shapes might be coming
  8. Dragst

    V0.3.0

    Hey, After a slight hiatus in a form of life in general here is finally the next bigger update with new features and a new level. Hope you enjoy it. Remember to leave a suggestion on silly name of the next major version ? ----- NEW Level Caves of CMOS NEW Level Caves of CMOS music added to soundtrack NEW Feature: Outpost quest mode NEW Feature: Wireless Illumination Service Providers (WISP) NEW Cyberscapeologist functionality: arc whip for fighting back NEW Cyberscapeologist functionality: light Torches NEW Cyberscapeologist functionality: retrieve Relics NEW Cyberscapeologist functionality: enter FoW NEW Light source: Torch NEW Technology: Retrology NEW Technology: Digital physics NEW Technology: Illumination NEW Building: Museum NEW Building: Lamp NEW Ditty system when Hexter acquires a special role NEW Trooper ditties NEW Technology recipe: REP NEW Technology recipe: REM NEW Status icons and states for research buildings NEW UI marker for newly acquired buildings NEW Load game screen now has markings for incompatible save games NEW Improved robustness of failing to load or save game UPDATED Some aural and sequencing improvements to research lightning UPDATED Path finding improvements and optimizations UPDATED Added missing stop button to certain buildings UPDATED Generic optimizations and improvements UPDATED Save games now have proper level names instead of level ID FIXED Depot tooltip did not list missing garage FIXED Some building did not release resources when destroyed ----- Thanks for your support!
  9. I'm wondering if the next buildings that you add could be different shapes than cylinders or domes. Maybe a cross shaped building, a tetrahedron, or something?
  10. Dragst

    V0.2.1

    Hello, Back in business, here's few nice additions while waiting for bigger features. ------ NEW Engineer auto repair NEW Engineer repairs now with 1.5x modifier NEW Drone charge visuals NEW Drones can rechange from beacons ------ Thanks for your support!
  11. Dragst

    V0.2.0

    Hey everyone, Here's the first big content update amongst a lot of other fixes, changes and improvements. Apologies for the delay in release. We hope you enjoy the next level in the adventure! We're now in the new major, uh, minor version 0.2 called ants in the pants. If you got suggestions for the next version name, let us know. If it's silly, it might end up to be used ----- NEW Level Data Desert NEW Research System with technology tree NEW Level Data Desert music added to soundtrack NEW Introducing a new science related character NEW Building: Laser Tower NEW Building: Solar Collector + panels NEW Building: ICE Module NEW Location markers that must be explored with drone even if not in FoW NEW Extractor now has limited work radius with visuals NEW Other types of data modules introduced, blueprints and map data NEW Sunlight damage to Scourge now raycasts, so no damage in shadows (uh oh) NEW Ingame pause menu now shows elapsed level time NEW Stockpile limits per resource can now be configured manually to prevent production deadlocks NEW Release notes splash screen with some fancy info (you're looking at it) NEW Level Mountains of Memory Beacon building objective now shows visual range UPDATED Cycle spreading logic change, Hub now allows cycles to pass-through UPDATED Improved wire connection detection related to blocking buildings UPDATED Tweaked Survey Station and Heuristics Module add-on distances UPDATED HUD now shows "RMB to move" tooltip constantly when waypointable entity is selected UPDATED Building decomission tooltip now lists resource yield UPDATED Waypoint line now turns red if no path is found UPDATED Survey Drone shows no path status icon if path-find failed UPDATED Path-finding related improvements UPDATED Hub now only stores bits UPDATED Barrier Controls has a new mesh UPDATED Adjusted LR Node description to point out the longer range only works between 2 LR Nodes UPDATED New warning log icon UPDATED All buildings with visible inventory should now also show the limits (Refinery, Hub etc) UPDATED Domicile now shows resident count in an infotile UPDATED Survey Station now decomissionable, and only buildable near Hub FIXED Bit pillar is now destroyed after being harvested completely FIXED Quarry stockpile now has status marker when full FIXED Garage distance problems FIXED Level Mountains of Memory had bizarre visual garble in one dialogue FIXED Geothermal Generator particles are no more when visible in FoW or when derelict FIXED Level Mountains of Memory had some missing Finnish language strings FIXED Cycles are not visible in FoW anymore FIXED Breach and Investigate button now properly takes in account if Hexter has the required skill FIXED Buildings in FoW won't affect Hive aggro and won't be targetted by Scourge FIXED Clicking a log item with multiple entries now properly cycles through them FIXED Entity tooltip should no longer get stuck on the screen FIXED Survey Drone and Squad HUD buttons sometimes were not in sync to what happened in game FIXED Survey Drone reveal pulse now follows the drone instead of spawned position FIXED Extractor and Refineries had no visible HP info tile FIXED Hexters will not try to haul inaccessible resources anymore FIXED Rare Extractor deadlock FIXED Blueprint stockpile not correctly getting updated when enqueued or cancelled FIXED Dropped attachments (hats, armour) not selectable by player anymore FIXED World map tutorial arrow was going wonky when target behind camera FIXED Defense towers reload infotile had missing translation FIXED Survey Drone is now automatically set to "recall" when spawned FIXED Optional text in objectives now properly localized ----- Thanks for your support!
  12. Dragst

    V0.1.2

    Hola! We're working hard on the next level (that would be more content!) but it's sadly not quite good enough just yet. Here's a patch which actually has quite a lot of more fixes and changes than what the change log shows. We also put effort to improve the node connections and manually reconnecting them. ------ FIXED General performance (CPU) optimizations FIXED Few AI Path-finding issues related to Barrier and Firewall FIXED Cycle sending algorithm had hard limits that prevented sending cycles in certain conditions FIXED Out-of-charge behavior of Survey Drone was confusing, the lights now flicker to inform when the drone has run out of charge FIXED Hive did not have a proper icon FIXED Never ending night when loading a savegame made during the night FIXED Several minor bugs FIXED Level Defrag Desolation barrier had pathfinding issues NEW Reload info tile added to towers NEW Added Uplink building to enable Stratmap NEW Node connection preview now highlights the selected connection(s) instead of just showing all potential connections NEW Readability of Node reconnection panel has been improved, and it also now displays how many connections each node already has NEW Made bit pillars selectable and show resources left ------ Thanks for your support, and please wait for just a moment more for the next level!
  13. It seems that building and crates "close" to the "Binary Bridge" (last level available) leads to some problems with the path-finding. Buildings are not constructed/Crates moved and Hexters flash what i presume is the "no Path" symbol (white spline with red x). "Close" to Binary Bridge: seems to be the segment which still has "earth" (and you can place buildings) but has persumably the beginning of the bridges-ramp beneath.
  14. Dragst

    V0.1.1a

    Hello, Lots of small fixes, changes and improvements! ------ FIXED: Small dialogue and translation changes and improvements, a lot of typos fixed FIXED: Added some additional info to Cyberscapeologist objective in level Defrag Desolation FIXED: Added missing tooltip descriptions for Barrier Controls and Exit Conduit FIXED: Some changes and intensity increase to Survey Drone lights FIXED: Glitching lights on characters hopefully fixed FIXED: Level Defrag Desolation had anomalies which yielded Quads, oops FIXED: Hud hide shortcut Shift-H was not working due brainfart FIXED: Broken SSAO effect was updated FIXED: Select buildings in the FoW FIXED: Beacon could have 3 Storages attached FIXED: Logistics jitter bug related to Storage and Stockpile FIXED: Level Mountains of Memory had enemies that should not appear yet in the game FIXED: Barrier in level Defrag Desolation was not being save properly into a savegame FIXED: Missing cataclysm meteor explosion sound FIXED: Pressing f9 for quickload without a quicksave caused a crash, argh UPDATED: Beacon discharge rate was reduced by 50% UPDATED: Exit Conduit discharge rate was set to zero UPDATED: Hexter nearest domicile distance reduced to avoid them leaving too far UPDATED: Made Hexters faster to accept tasks afar UPDATED: Better logistics route generation to avoid complete mess when with multiple Beacons NEW: Bunker and Domicile passive healing NEW: Added healing to Bunker and Domicile tooltips NEW: Added world illuminating probe charging to Hub tooltip NEW: Improved exit conduit visuals and added charge gauge info tile NEW: New event log icons which should fit the overall visual theme better NEW: New Hexter death log message NEW: Added F1 ingame help menu mention as a hint to main menu NEW: New building upgrade log message ------ Thanks for your support!
  15. Dragst

    V0.1.1

    First update of 2018! V0.1.1 Hello, Here's a nice batch of fixes and improvements to get the year started in cyberscape! ------ FIXED: Garage blueprint UV coordinates fixed FIXED: Some typos fixed in Finnish FIXED: Improved and tweaked context menu readability a bit FIXED: Translated missing cargo drone build button label FIXED: Entity info panel was not hidden when build menu was opened FIXED: It was possible to click tutorial placement helpers and see info about marker buildings FIXED: Survey Drone could move through Firewall in Level Mountains of Memory FIXED: Different Entity info buttons were not ordered in any particular way, they should be more consistent now FIXED: Heuristics Module upgrade could be upgraded before Heuristics Module was fully constructed FIXED: While building Survey Station and Heuristics Module at the same time, cancelling Survey Station did not cancel Heuristics Module FIXED: Changed Cargo Drone and Bitmobile build cost FIXED: Lot of tweaking to level Mountains of Memory enemies and hives FIXED: Removed H.U.M.P.E.R. enemies from level Mountains of Memory spawning NEW: GFX Effects options added in Options menu to help running the game on lower end devices NEW: Depot construction projects (Bitmobile and Cargo Drone) can now be cancelled with right-click NEW: Bunker worker slots now automatically get closed when Trooper dies to prevent the meat grinder problem NEW: Stratmap contents and building icons now appear at different zoom levels NEW: Added info about zooming in F1 ingame help menu NEW: Exposed Hive pressure to player and is now visible as bar (when <100%, similar to hitpoints) NEW: Added out of charge status icon to Cargo Drone NEW: Added level Mountains of Memory tutorial to assign Cargo Drones ------ Thanks for your support!
  16. Dragst

    New forum and related discussion

    Following up my own post: I've been tweaking and improving the skin and I'm seeing less and less visual problems. As you've probably noticed Hexters section of the forum has it's own theme, which has no other function except that's how I roll still, if you got something really funky or bad colours or something on your monitor, I'd appreciate if you can post it here so I can fix / improve it.
  17. Wowza, what a good analysis! All titles you mentioned are found in my steam library ;-) I can't address every point you make, but I mostly agree with everything you wrote. One of the main design points of Hexters was indeed the minimalistic approach also to UI, because I don't personally find button-polluted UI exactly fun (which is ironic thing to say considering I got no problems playing bizarro-UI games like Dwarf Fortress, heh). I believe you can have a really good amount of depth - like in FTL as you mentioned above - without having to reflect complexity in UI. We haven't decided exactly what's the "goal" of the skirmish mode, perhaps in optimal scenario that could be also customizable? Anyway, this kind of stuff is really valuable for us since it gives us more insight for the moment we actually have to make decisions!
  18. Dragst

    Cargo Drone

    Not really a bug, we're just missing this currently in the tutorial; when you enter strategic map logistics view there is the assignment button between the sectors as indicated.
  19. - I think that another reason that (some) roguelikes are more replayable than something like XCOM or a generic city builder is that you don't see every possible item on every single playthrough. In contrast, in a generic city builder, you see everything on every playthrough and the terrain is really the only variable thing. In Brogue and FTL, you only get 6-10 central items around which your build revolves and you have to make the game work with those. I don't know how that would work in a colony sim, because the core buildings are probably going to have to be the same. I think good values are a universe of 100 "things" of which in any single playthrough only 12 or so are seen. Of course, in a colony sim, you can't really change the default buildings, but there could be, for example, a crafting system layered over the basic economy. Finding crafting recipes or legendary components on the battlefield would allow the player to craft different items each game. - I really hate it when a game has twenty different categories of statistics. This screenshot is from a tactical multiplayer game called Frozen Synapse. It's a very chess-like, geometrical puzzle. What's nice about it is that there are NO NUMBERS polluting the screen like you have in XCOM or a lot of other roguelikes. And any values like speed or explosion radius have a physical meaning instead of just being some scalar value like bravery, charisma, or whatever. Anyways, Hexters doesn't have lot of numbers floating around either and I like that feature. - The concept of different "systems" that all interact with one another. FTL is a great example of this. Certain events can set a room on fire, and the fire can spread. But if you purge the room of oxygen by opening the doors, then the fire goes out. Alternatively, the crew members can manually extinguish the fire. Most crew member need oxygen to breathe, but there are some alien species that don't, and there are some who are immune to fire. Also, there are certain events that can disable the doors, making it harder to extinguish fires. The doors have another role, however, because they can prevent hostile boarding parties from spreading throughout the ship. The point here is that you have all of these systems (fire, oxygen, crew members, doors, etc) that are simple on their own, but each interacts with the the other so that you get a complex web of interaction when they're all put together. Okay, that's about all I can think of. I guess that this is mostly abstract stuff, but I think it's still useful and fun to think about this kind of abstract stuff.
  20. Introduction I would like to give my general thoughts about skirmish mode for a colony building sim which are based on my experience of playing games in genres that include colony builders, RTS, squad tactic games, roguelikes/lites, and also chess. In my other post I argued that there should be at least two types of free play modes: an unwinnable sandbox style mode and a winnable, supremely balanced mode that can be won or lost. This post is about my thoughts on the latter mode and how I think it could incorporate select features of the roguelike. Please remember that all of this is only my opinion, even though it might read like a list of demands. I don't want to waste space by writing "I think that" or "In my opinion" before every single point I make , but I will differentiate what is fun for me from what I think is objectively better. I think that a skirmish mode needs replay value to be objectively good, if you will permit such an oxymoron, at least as it pertains to the quality of video games. Whereas a platform game or an RPG can be enjoyed on a single-play through and put away forever, a skirmish mode is better if it makes you want to play it again. A skirmish mode is akin to a board game like chess, which itself is almost like a "skill" because it demands mastery by the player. The genre of the roguelike (and its derivative form, the rogue-lite) is based around this idea of mastery, so essentially what I'm suggesting is a sort of hybrid between a roguelike or rogue-lite (such as Brogue or Faster-than-Light, respectively) and a colony sim. Applying Structural Features of the Roguelike to a Skirmish Mode The features of the roguelike are similar to those of a real-life sport. A roguelike (such as brogue) typically has the following properties: - A single "competitive" mode with settings that have ultimately been picked by the game developer. The unified mode is important because it forces players to adapt their play to the game rather than the other way around by tinkering with settings or whatever. It also sets a standard that can be used for seed competitions in order to build the community around the game, which can be quite important for sustaining interest and spurring further development of the game (see /r/brogueforum for an example). Personally, I don't prefer roguelikes that allow you to endlessly tinker with classes and other such initial values; the competition just feels somehow grander if you know that everyone else is starting off with the same conditions as you are. - Permadeath is probably necessary if the central theme of the game revolves around the player reacting to random events. While save-loading is fine for a sandbox mode or campaign mode, there isn't much point in even allowing saving as an option because it only tempts the player to cheat. If a save file is allowed to be reloaded after the player dies, then whatever results from further play should just be considered practice or void (i.e., the game drops from the skirmish mode back into sandbox mode). In Hexters, I suppose having your hub destroyed would be the death criterion. If there is no permadeath, then there needs to be some fixed duration over which the player must score as high as possible. - A simple win condition that is preferably a binary outcome (win or lose), possibly quantified by a single scalar value. Such a system makes tracking progress over a long series of games much easier. I think it's best if the game can either be won or lost, because it frees the player from having to play in a certain way. For example, if a roguelike had a score which was based on how many monsters were killed, then any stealth playstyle would be inferior to a fighter playstyle. If there is a score, then it should capture the essence of the game. In Brogue, the score is based on the amount of gold collected because exploration, not combat, is the central theme of the game. But the player also gets a large gold bonus for recovering the amulet. For Hexters, good candidates for the metric of score could be the amount of time survived, the peak power generation in watts, or the maximum number of hexters alive at once, because all of these are the core of the game. Regardless of what is used for scoring, the average score should be tracked over the last x games, whether it's simply the win percentage, or something more complicated. - A short game length (lasting from 90 to 150 minutes) follows if there is an expectation that the player is not going to win every game, there is permadeath, and the sole scoring metric is a binary outcome. If you have a 15-hour game, the threat that you're going to die at any point has to be reduced so that the player has a reasonable chance at winning, but this reduces the game from a series of gutsy strategic decisions to one of crossing t's and dotting i's. If there is a scalar scoring metric, then the game can be a bit longer. In addition to all of that, it's easier for humans to retain interest over a shorter period of time, no matter what the subject is. Any individual game is like a sports game or a piece of theatre. Although fans of cricket or Wagner might disagree, the average length to tell a good story seems to be 90 minutes to a few hours. Conclusion I actually had an entire second section to add, but since it brings in my experiences with other types of games besides roguelike (such as colony sims, strangely enough), I'll make a second topic for that. Hopefully this has provided some food for thought.
  21. Thanks for purchasing DIM and DTU! While we do support both of the assets, they're not currently in active development and these things tend to happen when Unity goes and wrecks havoc in their API. I will check it out soon, and submit fixed version. Your suggestion seems like a good fix.
  22. Thanks, I'll look into this as soon as we start focusing on the Linux build. I'm currently optimizing the memory consumption which might help with the crashes. Having said that, unfortunately in the log it's not immediately obvious what is the reason for the crash. That null pointer exception seems to come from the Unity player, not the game scripts.
  23. Burns

    Cargo Drone

    I was not able to assign the cargo drone to any sectors. It shows no options for this.
  24. OK, I figured out the cause of the fatal error. The error at line 307 of DTUPyxelEditToUnity2D.cs is in this chunk of code: #if UNITY_5 // do nothing, no need to set the animation type in Unity 5 #else AnimationUtility.SetAnimationType(def.animationClip, ModelImporterAnimationType.Generic); #endif The problem is that Unity is very literal about its #defines. I am not running Unity 5, I am running unity 2017.2, so instead of defining the UNITY_5 variable, Unity defines UNITY_2017 and UNITY_2017_2 variables. Perhaps it would be better to change the #if to check if UNITY_4 was defined, and put the SetAnimationType call in the if, rather than the else. Lynn
  25. Greetings, I just purchased DTU...I was really impressed with the Draconus Icon Manager. I am having trouble with DTU. (BTW, the support and "More Info" links in the Asset Store, as well as the support link in the ReadMe file, go to a dead link: http://forum.draconus.com/viewforum.php?f=22) Bringing DTU into a fresh project, Unity asks if it can change the scripts because the API has changed. The only changes it makes are to lines 542 and 544 in TextureUtils.cs, and lines 662 and 664 in EditorTextureUtils.cs, where it changes "UnityEditor.TextureImporterType.Advanced" to "UnityEditor.TextureImporterType.Default". I get the following errors and warnings: Script 'Tilemap' has the same name as built-in Unity component. AddComponent and GetComponent will not work with this script. Some scripts have compilation errors which may prevent obsolete API usages to get updated. Obsolete API updating will continue automatically after these errors get fixed. Assets/DTU/Script/TextureUtils.cs(568,12): warning CS0618: `UnityEditor.TextureImporter.textureFormat' is obsolete: `textureFormat is no longer accessible at the TextureImporter level. For old 'simple' formats use the textureCompression property for the equivalent automatic choice (Uncompressed for TrueColor, Compressed and HQCommpressed for 16 bits). For platform specific formats use the [[PlatformTextureSettings]] API. Using this setter will setup various parameters to match the new automatic system as well as possible. Getter will return the last value set.' Assets/DTU/Script/TextureUtils.cs(570,9): warning CS0618: `UnityEditor.TextureImporter.textureFormat' is obsolete: `textureFormat is no longer accessible at the TextureImporter level. For old 'simple' formats use the textureCompression property for the equivalent automatic choice (Uncompressed for TrueColor, Compressed and HQCommpressed for 16 bits). For platform specific formats use the [[PlatformTextureSettings]] API. Using this setter will setup various parameters to match the new automatic system as well as possible. Getter will return the last value set.' Assets/DTU/Script/TextureUtils.cs(688,24): warning CS0618: `UnityEditor.TextureImporter.textureFormat' is obsolete: `textureFormat is no longer accessible at the TextureImporter level. For old 'simple' formats use the textureCompression property for the equivalent automatic choice (Uncompressed for TrueColor, Compressed and HQCommpressed for 16 bits). For platform specific formats use the [[PlatformTextureSettings]] API. Using this setter will setup various parameters to match the new automatic system as well as possible. Getter will return the last value set.' Assets/DTU/Script/TextureUtils.cs(690,24): warning CS0618: `UnityEditor.TextureImporter.textureFormat' is obsolete: `textureFormat is no longer accessible at the TextureImporter level. For old 'simple' formats use the textureCompression property for the equivalent automatic choice (Uncompressed for TrueColor, Compressed and HQCommpressed for 16 bits). For platform specific formats use the [[PlatformTextureSettings]] API. Using this setter will setup various parameters to match the new automatic system as well as possible. Getter will return the last value set.' Assets/DTU/Script/TextureUtils.cs(2234,22): warning CS0219: The variable `flip' is assigned but its value is never used Assets/DTU/Examples/Editor/DTUPyxelEditToUnity2D.cs(307,34): error CS0619: `UnityEditor.AnimationUtility.SetAnimationType(UnityEngine.AnimationClip, UnityEditor.ModelImporterAnimationType)' is obsolete: `SetAnimationType is no longer supported' Assets/DTU/Script/Editor/EditorTextureUtils.cs(31,101): warning CS0618: `UnityEditor.TextureImporterFormat.AutomaticTruecolor' is obsolete: `Use textureCompression property instead' Assets/DTU/Script/Editor/EditorTextureUtils.cs(31,143): warning CS0618: `UnityEditor.TextureImporterFormat.Automatic16bit' is obsolete: `Use textureCompression property instead' Assets/DTU/Script/Editor/EditorTextureUtils.cs(89,16): warning CS0618: `UnityEditor.TextureImporter.textureFormat' is obsolete: `textureFormat is no longer accessible at the TextureImporter level. For old 'simple' formats use the textureCompression property for the equivalent automatic choice (Uncompressed for TrueColor, Compressed and HQCommpressed for 16 bits). For platform specific formats use the [[PlatformTextureSettings]] API. Using this setter will setup various parameters to match the new automatic system as well as possible. Getter will return the last value set.' Assets/DTU/Script/Editor/EditorTextureUtils.cs(92,12): warning CS0618: `UnityEditor.TextureImporter.textureFormat' is obsolete: `textureFormat is no longer accessible at the TextureImporter level. For old 'simple' formats use the textureCompression property for the equivalent automatic choice (Uncompressed for TrueColor, Compressed and HQCommpressed for 16 bits). For platform specific formats use the [[PlatformTextureSettings]] API. Using this setter will setup various parameters to match the new automatic system as well as possible. Getter will return the last value set.' Assets/DTU/Script/Editor/EditorTextureUtils.cs(118,16): warning CS0618: `UnityEditor.TextureImporter.textureFormat' is obsolete: `textureFormat is no longer accessible at the TextureImporter level. For old 'simple' formats use the textureCompression property for the equivalent automatic choice (Uncompressed for TrueColor, Compressed and HQCommpressed for 16 bits). For platform specific formats use the [[PlatformTextureSettings]] API. Using this setter will setup various parameters to match the new automatic system as well as possible. Getter will return the last value set.' Assets/DTU/Script/Editor/EditorTextureUtils.cs(118,68): warning CS0618: `UnityEditor.TextureImporter.textureFormat' is obsolete: `textureFormat is no longer accessible at the TextureImporter level. For old 'simple' formats use the textureCompression property for the equivalent automatic choice (Uncompressed for TrueColor, Compressed and HQCommpressed for 16 bits). For platform specific formats use the [[PlatformTextureSettings]] API. Using this setter will setup various parameters to match the new automatic system as well as possible. Getter will return the last value set.' Assets/DTU/Script/Editor/EditorTextureUtils.cs(119,16): warning CS0618: `UnityEditor.TextureImporter.textureFormat' is obsolete: `textureFormat is no longer accessible at the TextureImporter level. For old 'simple' formats use the textureCompression property for the equivalent automatic choice (Uncompressed for TrueColor, Compressed and HQCommpressed for 16 bits). For platform specific formats use the [[PlatformTextureSettings]] API. Using this setter will setup various parameters to match the new automatic system as well as possible. Getter will return the last value set.' Assets/DTU/Script/Editor/EditorTextureUtils.cs(119,68): warning CS0618: `UnityEditor.TextureImporter.textureFormat' is obsolete: `textureFormat is no longer accessible at the TextureImporter level. For old 'simple' formats use the textureCompression property for the equivalent automatic choice (Uncompressed for TrueColor, Compressed and HQCommpressed for 16 bits). For platform specific formats use the [[PlatformTextureSettings]] API. Using this setter will setup various parameters to match the new automatic system as well as possible. Getter will return the last value set.' Assets/DTU/Script/Editor/EditorTextureUtils.cs(120,16): warning CS0618: `UnityEditor.TextureImporter.textureFormat' is obsolete: `textureFormat is no longer accessible at the TextureImporter level. For old 'simple' formats use the textureCompression property for the equivalent automatic choice (Uncompressed for TrueColor, Compressed and HQCommpressed for 16 bits). For platform specific formats use the [[PlatformTextureSettings]] API. Using this setter will setup various parameters to match the new automatic system as well as possible. Getter will return the last value set.' Assets/DTU/Script/Editor/EditorTextureUtils.cs(120,55): warning CS0618: `UnityEditor.TextureImporterFormat.AutomaticTruecolor' is obsolete: `Use textureCompression property instead' Assets/DTU/Script/Editor/EditorTextureUtils.cs(158,74): warning CS0618: `UnityEditor.TextureImporter.textureFormat' is obsolete: `textureFormat is no longer accessible at the TextureImporter level. For old 'simple' formats use the textureCompression property for the equivalent automatic choice (Uncompressed for TrueColor, Compressed and HQCommpressed for 16 bits). For platform specific formats use the [[PlatformTextureSettings]] API. Using this setter will setup various parameters to match the new automatic system as well as possible. Getter will return the last value set.' Assets/DTU/Script/Editor/EditorTextureUtils.cs(160,35): warning CS0618: `UnityEditor.TextureImporter.textureFormat' is obsolete: `textureFormat is no longer accessible at the TextureImporter level. For old 'simple' formats use the textureCompression property for the equivalent automatic choice (Uncompressed for TrueColor, Compressed and HQCommpressed for 16 bits). For platform specific formats use the [[PlatformTextureSettings]] API. Using this setter will setup various parameters to match the new automatic system as well as possible. Getter will return the last value set.' Assets/DTU/Script/Editor/EditorTextureUtils.cs(162,16): warning CS0618: `UnityEditor.TextureImporter.textureFormat' is obsolete: `textureFormat is no longer accessible at the TextureImporter level. For old 'simple' formats use the textureCompression property for the equivalent automatic choice (Uncompressed for TrueColor, Compressed and HQCommpressed for 16 bits). For platform specific formats use the [[PlatformTextureSettings]] API. Using this setter will setup various parameters to match the new automatic system as well as possible. Getter will return the last value set.' Assets/DTU/Script/Editor/EditorTextureUtils.cs(199,60): warning CS0618: `UnityEditor.TextureImporterFormat.AutomaticTruecolor' is obsolete: `Use textureCompression property instead' Assets/DTU/Script/Editor/EditorTextureUtils.cs(202,38): warning CS0618: `UnityEditor.TextureImporterFormat.AutomaticTruecolor' is obsolete: `Use textureCompression property instead' Assets/DTU/Script/Editor/EditorTextureUtils.cs(387,74): warning CS0618: `UnityEditor.TextureImporter.textureFormat' is obsolete: `textureFormat is no longer accessible at the TextureImporter level. For old 'simple' formats use the textureCompression property for the equivalent automatic choice (Uncompressed for TrueColor, Compressed and HQCommpressed for 16 bits). For platform specific formats use the [[PlatformTextureSettings]] API. Using this setter will setup various parameters to match the new automatic system as well as possible. Getter will return the last value set.' Assets/DTU/Script/Editor/EditorTextureUtils.cs(389,35): warning CS0618: `UnityEditor.TextureImporter.textureFormat' is obsolete: `textureFormat is no longer accessible at the TextureImporter level. For old 'simple' formats use the textureCompression property for the equivalent automatic choice (Uncompressed for TrueColor, Compressed and HQCommpressed for 16 bits). For platform specific formats use the [[PlatformTextureSettings]] API. Using this setter will setup various parameters to match the new automatic system as well as possible. Getter will return the last value set.' Assets/DTU/Script/Editor/EditorTextureUtils.cs(391,16): warning CS0618: `UnityEditor.TextureImporter.textureFormat' is obsolete: `textureFormat is no longer accessible at the TextureImporter level. For old 'simple' formats use the textureCompression property for the equivalent automatic choice (Uncompressed for TrueColor, Compressed and HQCommpressed for 16 bits). For platform specific formats use the [[PlatformTextureSettings]] API. Using this setter will setup various parameters to match the new automatic system as well as possible. Getter will return the last value set.' Some scripts have compilation errors which may prevent obsolete API usages to get updated. Obsolete API updating will continue automatically after these errors get fixed. Thanks for your help, Lynn
  26. Thanks for the log! Good to know it's linux version as well :-)
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