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Old World Editor Crashing on Saving+More

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by DuneWulff, Dec 18, 2020.

  1. DuneWulff

    DuneWulff
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    Joined:
    Apr 25, 2016
    Messages:
    1,034
    Basically, the Old World Editor has become unusable because its completely unstable.

    Select multiple obejcts -> delete -> crash to desktop
    Half the time when you save after making changes (Ctrl+s) the old editor will hang and crash, rendering the level unreadable by the game.
    Sometimes changing from Old Editor to New Editor crashes the game.

    I understand the old editor is being left behind, but please, at least fix these pretty major issues for those of us who are slow on the uptake for the New World Editor.
     
    • Agree Agree x 2
  2. Day420

    Day420
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    Joined:
    May 30, 2019
    Messages:
    5
    I second this completely. Last night I was working on a map that I had spent several months on, only to save it with the old editor and have it crash causing all the items.level.json files from the "main" folder to be deleted, forcing me to start most of my work over.
     
  3. ltntai

    ltntai
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    Joined:
    Mar 18, 2017
    Messages:
    656
    I can share the pain of losing and restarting map projects, but the early warning for the editor change came two years ago. And nekitu's order to wrap things up with the legacy editor came last summer. Dinosaurs stuck in the legacy tar pit will get hit by the WE2.0 asteroid straight in the face.
     
    • Agree Agree x 1
  4. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,057
    But if it's not meant to be used then why don't they just remove it altogether? And also they should have COMPLETED the new editor before releasing it and forcing everyone to switch to it. There are still some things you can do ONLY with the old editor. Another thing is that the new one is completely unintuitive. The whole system with 2 editors at the same time is a mess too. It's a compromise between improving the new editor (which is very much needed for the future) and keeping the old one still somewhat usable (which is only useful for people who still use it - which is a lot of people, but only because, let's be honest, the new editor is worse overall, despite having better performance). What the devs should have done imo would be not releasing the new editor until it's complete, then release it and keep both for just 1 update, respond to feedback, improve new editor, and delete the old one afterwards.
     
    • Agree Agree x 1
  5. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

    Joined:
    Aug 5, 2012
    Messages:
    14,683
    That's the plan for the near future, right now it's there just for legacy reasons.
    The old editor is unsupported and untested these days:
    you may keep using it for nostalgia, but at risk of instability and high chance of breaking things and things breaking on you.

    Nowadays the new editor has most of the features from the old editor ported in, many tools with new features on top and new tools in general.
    Internally we are not even using the old editor anymore (the latest few levels have been made with only the new one). The fact that our art team is using it regularly now is helping the dev team tackle down issues and usability problems at a much faster rate (which I believe is plenty visible in the last few major updates)


    The biggest difference between the old and new is in the Interface, and the context of 'Tools/Apps' rather than the old 'Editor Modes'

    ie. There is no Material Editor mode, but you have a Material Editor tool to add to the interface.
    Depending on which tools you add to your interface, you can be using them at the same time without having to switch modes like in the old editor. I can be placing objects, editing materials, browsing libraries and using scriptAI at the same time if I want.

    Also please note that right now we are focusing on the features and making sure they work as meant. Love for the visual interface will come later.

    We have some Documentation there:
    https://documentation.beamng.com/world_editor/overview.html
    but as the New Editor is constantly under development, some things get outdated or changed fast, but it should be good enough for the basics and general use.
    You are warmly invited to start using and experiment with it more, as that will become our default tool soon :)
     
    #5 Nadeox1, Dec 22, 2020
    Last edited: Dec 22, 2020
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