January 13 Update - 0.9.8.4 (Autosave! Scaling fixes!)
25 replies, posted
[URL]http://store.steampowered.com/news/12198/[/URL]
It's around 60mb.
[QUOTE]Source Filmmaker version 0.9.8.4 has been released. This update will be applied automatically when your Steam client is restarted. The major changes include:
[B]implemented autosave[/B] (add -sfm_noautosave to your commandline to disable)
fixed applying rigs or locks to scaled models, and a variety of other scale bugs
fixed camera animation export
updated TF assets [I](apparently they actually forgot to ship this, oops)[/I][/QUOTE]
Autosave, neat.
Neat, the updated TF2 assets really needed.
Autosave! About darn tootin' time, Valve! Now I can remove this autosave script. Thanks!
(Also, woot woot! Scaling fixes!)
How does the autosave work? Does it save each 2 minutes or whenever the program crashes or something...
[QUOTE=Arxin;43523742]How does the autosave work? Does it save each 2 minutes or whenever the program crashes or something...[/QUOTE]
probably the same way hammer does it. it autosaves every now and again though i don't know how much time in between. then when you crash itll ask next time if you want to start from the autosave.
[QUOTE=Arxin;43523742]How does the autosave work? Does it save each 2 minutes or whenever the program crashes or something...[/QUOTE]
Like the old user script, it seems to be on a timer. Crash save would be nice, but that's fairly advanced so I'm not expecting that right now.
What assets did we get?
[QUOTE=Ardowalalin;43524506]What assets did we get?[/QUOTE]
everything from the last update to now
[QUOTE=OneFourth;43524797]everything from the last update to now[/QUOTE]
Is there another way you could phrase that? I'm a bit dense.
[QUOTE=Razi The Red;43524845]Is there another way you could phrase that? I'm a bit dense.[/QUOTE]
the content in sfm matches the content in tf2
oh come on.
I JUST downloaded a autoscrave script.
[QUOTE=The Kins;43523350]
[QUOTE]implemented autosave (add -sfm_noautosave to your commandline to disable)[/QUOTE][/QUOTE][url="http://wiki.teamfortress.com/w/images/9/9c/Taunt_wormsHHG.wav"]"[i]Hallelujah, hallelujah![/i]"[/url]
[QUOTE=The Kins;43523350][URL]http://store.steampowered.com/news/12198/[/URL]
It's around 60mb.[/QUOTE]
TF2 assets is not 60MB.
Is anyone else getting a 920MB update?
[QUOTE=r_S;43527408]TF2 assets is not 60MB.[/QUOTE]
they just pushed it
[QUOTE=ShadeslayerFP;43527560]Is anyone else getting a 920MB update?[/QUOTE]
look up
The gods have answered our prayers! FINALLY!
What was in that 920mb update?
[QUOTE=GodMan;43527867]What was in that 920mb update?[/QUOTE]
read before posting
[QUOTE=OneFourth;43528089]read before posting[/QUOTE]
Yeah but we had a 60 mo update then we get 920 mo update . I would like to know what i'm downloading okay for all the scale stuff what is update TF asset? (i use sfm for cs:go)
And also i would like to know camera animation export (is it what i'm thiking of , export camera path to program such as after effect ? )
Best regards Ey3shi3ld
[QUOTE=Grub;43523790]Like the old user script, it seems to be on a timer. Crash save would be nice, but that's fairly advanced so I'm not expecting that right now.[/QUOTE]
Save on every single spawn / delete / camera change / constraint create / constraint remove / release of mouse / creation of bookmark / application of motion-editor layer changes.
That is what we need for Autosave.
Because SFM is prone to unceremoniously crash on any of those, without any rhyme or reason.
Saving the undo roster would be nice, too, so if SFM does crash while you were in the process of undoing something, or about to undo something, you can load up the last save, and be able to ctrl-Z to undo the last changes that were made at the time of the save.
While I'm sitting here in fantasy-land, an ability to see the undo roster would be nice, too, so you can selectively undo certain things (EG keep the last change, but undo the one before it; for example, you delete Animset A, then delete Animset B, and then decide to undo deleting Animset A while not undoing the deletion of Animset B).
My reflexes of pressing CTRL+S every 5 seconds can be retired.
[QUOTE=Gmod4ever;43529984]Save on every single spawn / delete / camera change / constraint create / constraint remove / release of mouse / creation of bookmark / application of motion-editor layer changes.
That is what we need for Autosave.
Because SFM is prone to unceremoniously crash on any of those, without any rhyme or reason.
Saving the undo roster would be nice, too, so if SFM does crash while you were in the process of undoing something, or about to undo something, you can load up the last save, and be able to ctrl-Z to undo the last changes that were made at the time of the save.
While I'm sitting here in fantasy-land, an ability to see the undo roster would be nice, too, so you can selectively undo certain things (EG keep the last change, but undo the one before it; for example, you delete Animset A, then delete Animset B, and then decide to undo deleting Animset A while not undoing the deletion of Animset B).[/QUOTE]
I have a large DMX that takes around 15 seconds to save
I would be [I]unspeakably[/I] irritated on it re-saving on every mouse release or application of floating layer changes
Obviously with the ability to disable, or even better yet adjust, the saving.
[QUOTE=revzin;43530133]I have a large DMX that takes around 15 seconds to save
I would be [I]unspeakably[/I] irritated on it re-saving on every mouse release or application of floating layer changes[/QUOTE]
Yeah, a good deal of my DMXs take a pretty long time to save, too. But optimally, it would give you the option of how you want to set auto-save.
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