• SFM Update July 31st 2013 Thread
    69 replies, posted
[URL="http://steamdb.info/app/1840/#section_history"]The public branch of SFM was just updated[/URL], update size is reportedly ~1GB. [editline]31st July 2013[/editline] [QUOTE] Source Filmmaker 0.9.8.1 Released Product Update - Valve 14:24 Source Filmmaker version 0.9.8.1 has been released. This update will be applied automatically when your Steam client is restarted. The major changes include: Workshop: removed ugc/steamid filename restriction on workshop files - models/jon_smith/props/bucket.mdl is now a valid workshop model name added basic filename conflict resolution on downloading workshop files fixed unsubscribed from workshop item not removing files if those are the last items added UI for updating workshop files (updating artwork and videos is done through the community website) Scripting: updated python to version 2.7.5 added PySide Qt bindings for Python scripts improved Script Editor user interface added global scripts menu Misc: added Add/Remove Override Materials menu item to right-click menu on models in the animationset editor dragging one animationset onto another now locks all controls in one to all (non-hidden) controls in the other of the same name added example playerclass scripts, to make it easier to change the player models (for recording running around as the robot scout, for example) fixed bug where UI would appear to let you reorder an animationset between another animationset and its children updated tf_movies scout with bodygroups that are in game, and added pack bodygroup Fixed studiomdl bug when compiling helper bones with or in the vrd [/QUOTE]
beat me to it.. god... DAMNIT... by 3 minutes... was just gonna post it
How does THAT constitute 1gb?
[QUOTE=Freeze;41662796]How does THAT constitute 1gb?[/QUOTE] content sync
[QUOTE=OneFourth;41662801]content sync[/QUOTE] but that wasn't in the patch notes ;_;
-dragging one animationset onto another now locks all controls in one to all (non-hidden) controls in the other of the same name- Oh my god.
[QUOTE=Freeze;41662851]but that wasn't in the patch notes ;_;[/QUOTE] It definitely happened, though.
So the workshop is now better, and Python is now better too! Though it's not as big as someone would expect from 20,000 builds. > Fixed studiomdl bug when compiling helper bones with or in the vrd Does anyone know if these actually do something on SFM puppets? > added PySide Qt bindings YES
[QUOTE] [URL="http://sourcefilmmaker.com/post.php?id=11191&p=1"][B]Happy (Belated) Birthday To Us All![/B][/URL] July 31, 2013 - SFM Team Has it been a year already? It doesn't seem that long ago that we released the SFM, helped host the second annual Saxxy Awards, or added the SFM Workshop. On the other hand, it feels like you, the SFM community have been around for much longer than a year, looking at the number and quality of images, videos, guides and workshop items that you have created so far! Speaking of the workshop, one of the biggest hurdles in creating assets for the workshop has been the naming restrictions we added to ensure that users downloading those assets didn't run into naming conflicts. In retrospect, it's clear that we erred on the side of caution in that case, so we're removing the naming restriction for all future workshop items, leaving the task of keeping asset names unique up to the creators. Check out the other exciting changes in this update, including the script extensions that allow you to create entirely new UI within the SFM! So Happy Birthday to the SFM community, and of course to the SFM itself! We can't wait to see what you surprise us with next! [/QUOTE]
Awesome! All totally so awesome! And it's great to hear the Scout finally gets all his bodygroups together. (but still no auto-save... will my dreams ever come true? :3 )
[QUOTE=Hogie bear;41662854]-dragging one animationset onto another now locks all controls in one to all (non-hidden) controls in the other of the same name- Oh my god.[/QUOTE] O_O YAY.
[QUOTE=DevinWatson;41662700]updated tf_movies scout with bodygroups that are in game, and added pack bodygroup[/QUOTE] Dreams do come true.
A solid improvement to the workshop. Good news for everybody. Now about maps...
...Frig the New SFM doesn't like Tkinter and my Material proxies so the Color and Cloaking scripts are down for the count at the moment.
I hope this means more stuff on the workshop; developing for it [del]is[/del] was a pain in the ass.
[quote]added example playerclass scripts, to make it easier to change the player models (for recording running around as the robot scout, for example)[/quote] This will prove useful.
I'm curious about this add/remove/ override materials thing, any idea what that does?
[QUOTE=PalmliX;41665704]I'm curious about this add/remove/ override materials thing, any idea what that does?[/QUOTE] Overrides the material, so that you can replace any of the textures with something else [t]http://puu.sh/3QpwC.png[/t]
I guess I should stop compiling models with skin-groups then
[QUOTE=Lt_C;41666120]I guess I should stop compiling models with skin-groups then[/QUOTE] No still do that as even replacing materials in this new way doesn't exactly work. Its kind-of like a faster way to create the proxies my scripts were making. In fact if I can get Python to work with that command I could get 100% accuracy on all of my color/cloaking scripts
[QUOTE=Lt_C;41666120]I guess I should stop compiling models with skin-groups then[/QUOTE] No don't because there's a script out there that allows you animate skin groups and it's very handy to be able to do that! I'm not sure if this method would allow you to use the script or not.
How come the tf_movies Scout still lacks any bodygroups for me? I've also tried opening the model in the element viewer to change the bodygroup, but nothing happened, any one else getting this?
Has anyone had issues with python script windows not coming up? For example when I run one of the coloring scripts, no window will pop up to let me use it. I'll try verifying integrity of SFM on Steam, but other than I have no idea what would be causing this.
[QUOTE=krailyx;41667991]Has anyone had issues with python script windows not coming up? For example when I run one of the coloring scripts, no window will pop up to let me use it. I'll try verifying integrity of SFM on Steam, but other than I have no idea what would be causing this.[/QUOTE] Doc posted that the recent sfm update broke his scripts.
Just uploaded a model that had its own directory to the workshop, worked like a charm. I did notice that my codependent mods broke though. I had set usermod to pull resources from submods I created, and it couldn't even recognize resources from them.
Damn, they still haven´t fixed this yet [url]http://i.imgur.com/CXHN6m6.jpg[/url] Eh, maybe next update.
I managed to figure out how to fix The Tkinter and Material Proxy Incompatibility Copy all the files in game/sdktools/python/2.7/win32/tcl and paste them in game/sdktools/python/2.7/win32/lib this will make the Various scripts that use tkinter (physics, cloaking, color, and painting) compatible again.
I don't know what the 'Tkinter' is, but this fixes the coloring scripts and any script that opened windows to use it. Thanks for this
[QUOTE]updated tf_movies scout with bodygroups that are in game, and added pack bodygroup[/QUOTE] Is it just me, or does tf_movies scout still not have the 'set body groups' option? Nevermind, seems i'm not the only one. I was really looking forward to finally removing Scout's hat for good. Also removing legs would be useful. I've always wanted to use the Buck Turner All-Stars. Removing Demoman's legs as a body group would be a welcome update also.
[QUOTE=Doc ock rokc;41664288]...Frig the New SFM doesn't like Tkinter and my Material proxies so the Color and Cloaking scripts are down for the count at the moment.[/QUOTE] This is the only reason I dread SFM updates. They always break these.
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