Quest Machine 1.1.3 Released!

Announcements, support questions, and discussion for Quest Machine.
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Tony Li
Posts: 22107
Joined: Thu Jul 18, 2013 1:27 pm

Quest Machine 1.1.3 Released!

Post by Tony Li »

Quest Machine 1.1.3 is now available on the Unity Asset Store!

Highlights include:
  • Editor improvements: auto-arrange nodes, quest list in gear menu.
  • Big improvements to articy:draft import.
  • Opsive character controller integration.
  • Updated integration for Dialogue System, ORK, uMMORPG, uSurvival.

Version 1.1.3 Release Notes:
  • Changed: When quest becomes successful|failed|abandoned, it sets any active nodes inactive.
  • Updated assembly definition files to include Wrappers; renamed Common to PixelCrushers.
  • Added: Quest Editor has now Arrange Nodes feature.
  • Added: Quest Editor gear menu now shows quest list for easier quest switching.
  • Added: Quest Editor gear menu can now move all loose text to a Text Table asset.
  • Improved: QuestGiver.StartDialogueWithPlayer() finds GameObject with QuestJournal if multiple GameObjects are tagged Player.
  • Improved: New quest counters’ max value now initialized to 999; shows warning if min & max values are invalid.
  • Improved: Editors now handle issues with outdated third party assemblies more gracefully.
  • Improved: Can now assign requirement function assets to procedural quest generator action assets.
  • Improved: Can now drag scene object into Instantiate Prefab Quest Action’s Location field.
  • Improved: QuestSubasset.quest and questNode properties are now public.
  • Improved: Moved UI art assets used by Quest Machine prefab from Demo folder to Prefabs folder.
  • Fixed: QuestCondition.SetTrue() now calls StopChecking().
  • Fixed: MessageSystem bug when removing listeners while sending a message.
  • Fixed: UIPanel timing bug when animations cause outgoing panel to overlap incoming panel.
  • Fixed: When parent node becomes true, it only sets child nodes active if the quest is still active.
  • Fixed: Can no longer parent a node to itself in Quest Editor.
  • Save System: Calling LoadGame() w/Save System > Save Current Scene unticked now also updates internal saved game cache.
  • Save System: ScenePortal.UsePortal() is now virtual.
  • TextTable: Large text areas now word wrapped.
  • Articy: Improvements to importing quests; nodes are auto-arranged; input pins are new imported as condition quest nodes; when creating templates, folders are created if they don’t exist.
  • Dialogue System: Can now show other text (e.g., “no quests”) as conversation; added PlaySequenceQuestAction; bridge now forwards UpdateTracker messages to Quest Machine UIs.
  • Opsive Character Controllers: Added support.
  • ORK Framework: Updated for 2.21.0.
  • uMMORPG: Updated for 1.155.
  • uSurvival: Updated for 1.34.
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nathanj
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Joined: Sat May 28, 2016 12:30 am

Re: Quest Machine 1.1.3 Released!

Post by nathanj »

Big set of updates today! Thanks for all the awesome additions.

Can’t wait to test this all out.
GorkaGames
Posts: 178
Joined: Fri Sep 21, 2018 8:38 pm

Re: Quest Machine 1.1.3 Released!

Post by GorkaGames »

Thats great! Whats the Opsive character controller integration about?

Is it the new UCC2?
Is it the save system? Or any additional features?

Thanks!
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: Quest Machine 1.1.3 Released!

Post by Tony Li »

nathanj wrote: Wed Jan 30, 2019 3:30 pmBig set of updates today! Thanks for all the awesome additions.
Many of the improvements came from your suggestions, so thanks! :-)

GorkaGames wrote: Wed Jan 30, 2019 4:19 pmThats great! Whats the Opsive character controller integration about?

Is it the new UCC2?
Is it the save system? Or any additional features?
It's for all of Opsive's version 2 character controllers: UFPS v2, Third Person Controller v2, Ultimate Character Controller, etc.

It includes the save system, a UCC automatic ability that freezes the player during quest dialogue, and quest conditions and actions to work with the controllers' attributes and inventory systems.
fbit
Posts: 30
Joined: Fri Nov 30, 2018 9:30 am

Re: Quest Machine 1.1.3 Released!

Post by fbit »

Great update, thanks for taking account of all the suggestions!

My team has just got the DialogSystem for Unity as well, but I fail to import the integration package for QuestMachine. After importing, it says:

Code: Select all

error CS2001: Source file `Assets/Pixel Crushers/Quest Machine/Third Party Support/Dialogue System Support/Scripts/Quest UIs/Dialogue System Quest Dialogue UI/DialogueSystemQuestDialogueUI.cs' could not be found
Is it just me or does this error occur since the integration package has been updated?

Kind regards,
Franca
Last edited by fbit on Tue Feb 05, 2019 10:33 am, edited 2 times in total.
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: Quest Machine 1.1.3 Released!

Post by Tony Li »

The file path might be too long for Unity to pass through the OS to the compiler. As a test, in the Unity project view please try renaming this folder path:

Code: Select all

Assets/Pixel Crushers/Quest Machine/Third Party Support/Dialogue System Support
to this:

Code: Select all

Assets/Pixel Crushers/QM/Support/DS
Let me know if the error goes away. Unity passes the entire path from the root (e.g., C:\Users\...) so it could end up being over the OS limit if your project is in a deep folder structure.
fbit
Posts: 30
Joined: Fri Nov 30, 2018 9:30 am

Re: Quest Machine 1.1.3 Released!

Post by fbit »

Tony Li wrote: Tue Feb 05, 2019 10:10 am The file path might be too long for Unity to pass through the OS to the compiler.
Yes, you were absolutely right! I moved the project to my root folder and now it works fine, I'm sorry!

Thanks for the quick response!

Kind regards,
Franca
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: Quest Machine 1.1.3 Released!

Post by Tony Li »

Glad to help! In the next update, I will be shortening some folder names. Since the GUIDs of these folders will be the same, the folder names will not change when you import the update into an existing project. But if you delete Quest Machine and reimport it, you will get the shorter folder names. It might not fix everything if the project is already inside a deep path, but it should help most cases.
GorkaGames
Posts: 178
Joined: Fri Sep 21, 2018 8:38 pm

Re: Quest Machine 1.1.3 Released!

Post by GorkaGames »

I don't find the Opsive integration on the integrations folder, where can I find it?

Thanks.
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: Quest Machine 1.1.3 Released!

Post by Tony Li »

Hi,

Opsive hosts it. Select Tools > Opsive > Ultimate Character Controller > Integrations Manager. It will link you to Opsive's download page for integrations.
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