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| 26 Nov 2016 08:42 PM |
As the wonderful new R15 character model has settled into its place on Roblox, I've noticed one big problem with it, one that outweighs almost every good point about it combined. This problem is compatibility.
Let's look at some numbers that I've seen in my own experience so far. These are by no means comprehensive, but I believe they are a decent average of what other users and game makers will see.
- <20% of tools work at all. - 0% of tools work as-intended, with all or most features intact. - 30% of scripted Free Models from the "High-Quality" selection work.
For game makers and other scripters especially, this poses a large problem: many current scripts now have to be carefully and manually fixed with additional lines of code to make their scripts work.
So what is the cause for this? Short answer: *all* of the traditional body parts of R6 got new names to make room for the new parts used in R15. Overall, this makes sense, and doesn't cause a huge problem (Left Arm became UpperLeftArm and LowerLeftArm). The real killer for most of these scripts is that Torso was also separated into LowerTorso and UpperTorso.
Seems like a small change right? In fact, it seems perfectly logical to change the torso's name(s) if it got new parts, just like everything else did. Ah, but here's the problem: scripters have been relying on the name of "Torso" pretty much since scripting was a thing on roblox.
Nearly every single script that manipulates a roblox character in some way (think teleport tools or pads, zombies that chase you, or just plain anything that needs to know the distance between your character and what you're interacting with) uses the Torso instead of any other part.
All of these will now break if you're using an R15 character model instead of the traditional R6. Fixing all of the possible scripts will take each developer at least a month straight to fix their own code (I spent 10-15 minutes going through all the scripts of just one free model trying to make it support both character types, and I edit quickly).
So we reach the "Tl;dr" statement of what I'm trying to say. Change the name of R15's UpperTorso to be just plain Torso.
One change could easily solve more than half of the scripts that R15 breaks.
We care more about things working than we do about Torso names following some new naming convention. |
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| 26 Nov 2016 08:53 PM |
Don't support, We should work around the problem rather than go back into the past
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| 26 Nov 2016 09:02 PM |
It isn't the past though. Both character types are here to stay for the foreseeable future, and they're supposed to be pretty compatible.
Yet, they aren't remotely compatible right now. |
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| 26 Nov 2016 09:09 PM |
or paste this simple line of code
plr = game.Players.LocalPlayer
plr.Character.UpperTorso.Name = "Torso"
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K0VACK
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| Joined: 15 Aug 2016 |
| Total Posts: 73 |
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Potentium
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| Joined: 21 Mar 2016 |
| Total Posts: 46 |
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| 26 Nov 2016 09:14 PM |
Support, there is no easy way to work with both. R15 is intruding in on R6's personal bubble, the only easy solution I see is to allow the Developer(s) to decide in the Place's Configuration, whether to use R15 and R6, and just leave R6 be as it is. Or, another solution, but a bit more... disruptive may I say, is to possibly have "Torso" be the naming of a position at the middle of the torso, same for "Right Arm", "Right Leg", "Left Arm", "Left Leg", etc. As for how to get this position, why maybe something along the lines of:
game.Players.PlayerAdded:connect(function(p) p.CharacterAdded:connect(function(c) local Torso=c.LowerTorso.Position+((c.UpperTorso.Position-c.UpperLower.Position)/2) end)end)
I see using this as a temporary solution until Roblox comes out with a system of compatibility. |
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Potentium
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| Joined: 21 Mar 2016 |
| Total Posts: 46 |
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| 26 Nov 2016 09:17 PM |
| @LightFantom Well, I agree, that would fix some problems in theory, although doesn't Roblox not allow the renaming of base player parts? And I know that some scripts I have used are very... reliant on the exact position of the centre of the torso. |
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Botbulb
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| Joined: 27 Dec 2013 |
| Total Posts: 264 |
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| 26 Nov 2016 09:51 PM |
| Rename to Torso and Torso1 maybe |
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| 26 Nov 2016 10:24 PM |
R15 Avatar Type (BETA). BETA as in not done yet....
RAWR XD |
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| 26 Nov 2016 10:49 PM |
| Agreed, gaara, that's a good thing to keep in mind, and is partly why I decided to post this while the developers are open to changing their mind on its features. |
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| 26 Nov 2016 10:51 PM |
Thanks for clearing that up!
RAWR XD |
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| 26 Nov 2016 11:00 PM |
That is true, Fusion, as long as the character model allows body parts to be renamed. If so, that still requires individual users to edit the default character control scripts to support the torso name, and making a script to manually delete all of the default scripts and replace them with the edited ones.
I personally maintain nearly 50 separate places between several of my own games and a few groups. For someone like myself, changing just those 4 control scripts and adding the custom loader would be a large overhaul. Not to mention I would then be unable to get updates for those without the same trouble each time Roblox updates them. |
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| 26 Nov 2016 11:02 PM |
| Sorry, meant LightFantom** |
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