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Releases: ALLAWI32/SCUM-Modding-Studio

3.6.0

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@ALLAWI32 ALLAWI32 released this 23 Oct 00:20

SCUM Modding Studio 3.6.0

Every report from Discord since 3.5.0, fixed or built, plus the 3.5.1 fixes (3.5.1 was never published).

New

  • Ingredient groups: make your own groups of items (CI_Group_<name>), see which items a group holds, reorder a recipe's ingredients, copy and paste ingredients between recipes.
  • No loot inside for objects you place on the map (per object, or as the default).
  • Copies and snapshots of a project on the Projects page: duplicate a project, save a snapshot, open a snapshot as a new project or restore it.
  • Reset a sector to stock on the Map page: one undoable step removes every change inside a sector, after showing what goes.
  • Check my install on the Projects page: reads the game's and the server's ~mods and says in words what is missing, stale, misplaced or hiding your clones (the Registry pak, older paks of the same mod, another mod's registry, paks loose in Paks, a server pak without its .sig).

Fixed

  • Another model on a vehicle part (wheels included) now sits where the part was, at the part's size, and the 3D view shows it at once. Projects made with 3.5 are fixed by the next export.
  • Ingredients with a new tag count in the game the way the game's own tags do; the new-tag option is no longer greyed out for newer items; the export report says what the craft mod needs.
  • Loot changed on the Map is the loot the game gives (override files, not merged with the stock loot), with the install note saying where they go.
  • Big structures built far from where their pieces came from (a bridge across the map) are loaded from a kilometre away in the game; deleting far-placed objects no longer keeps their level streaming in the studio.
  • A broken mesh in the game files no longer stops the Map view; the studio skips it and says so once.
  • The ground near the camera is the game's ground at full detail, so placing on the ground matches the game.
  • The hole tool says why a hole shows only on green ground, and the Map says what it does not draw as the game does (ground grass, far loading).
  • A plane's speed can be changed (the propeller's pull is on the Vehicles page); a bag's rows, columns and weight limit are on the Items page.
  • Every item, weapon and vehicle can be cloned, Premium weapons too, and clones of items the game hides from #SpawnItem are spawnable.
  • Stickers from your own PNG or JPG are kept the right way, and a picture that cannot work says why.
  • "Robot out, NPC area in" writes the NPC area the way the game writes its own (a sub-zone), with honest text about what SCUM spawns.
  • The ZIL trucks' tiles and the railway are no longer white.
  • Install texts: the export card no longer says to copy paks into Paks (it is Paks\~mods), and after a page export without a server folder the line says a dedicated server cannot use the client pak.

Also in this update (the 3.5.1 fixes)

  • The Spawns map is shown the way the game shows it (D4 top-left, Z0 bottom-right).
  • A placed object the game does not have no longer stops the export; a refused export says NOT EXPORTED and never touches the earlier pak.
  • Every export lands in the mod's own folder (<Mod>\Client, \Server, <Mod> - pages).
  • Cabins can be placed (the ghost turns green while you stand inside); Export is in the Craftables header.
  • A warning when a vehicle's stickers are drawn but not applied; Apply paint no longer fails over an unchanged value.
  • The Vehicles Textures tab no longer closes the app on a material with a cube map.
  • Dedicated servers: start with -fileopenlog; the install step names SCUM\Content\Paks\~mods.

The full list is in CHANGELOG.md.

SCUM Modding Studio 3.5.0

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@ALLAWI32 ALLAWI32 released this 17 Oct 22:05

SCUM Modding Studio 3.5.0

New

  • Each page as its own mod: Export this page on Vehicles, Weapons, Items and Spawns, step 6 on Craftables, Export map only on the Map. Page paks work alone or installed together.
  • Spawns: full control of each spawn point: select it, drag it, turn it, change what it spawns, delete it, and Show on the Map.
  • Craftables in six clear steps, saying exactly which menu and section an item appears in.
  • Base buildings like the game's: cabins are built on the ground, upright, with the game's health and decay, plus Needs a flag and Repair cost %.
  • Place in front (experimental): a switch per craftable, so a big building can appear ahead of you instead of around you (distance from its size, or set in metres).

Improved

  • Weapons studio: opens on the AKM, guns look like the game, softer paint with a Strength slider, magazines shown beside the gun, in-game name and spawn command.
  • Vehicles studio: the game's own prisoner for scale, drag a design onto the car, stick decals across every part, 98 redrawn designs, Replace texture with undo, adding and removing parts works, clone names with their #SpawnVehicle command.
  • Map: smoother camera and steadier trees while moving.

Fixed

  • Objects the Map drew white are painted again (light towers, generator trailers, hangar shelves).
  • No more white and blue blotches in the far view, and far roads are whole again.
  • No more brown puddles with dark rims on the coast or flat smudges on the B_4 airfield.
  • Laika and WolfsWagen: paint and stickers land where you put them.
  • A server export is no longer stopped by an old imported mod (BP_Prisoner / PP_LowLightVision_Inst).
  • Deleting and copying objects in the same map area exports again.
  • A project with clones and craftables exports again.

The full list is in CHANGELOG.md.

SCUM Modding Studio 3.4.0

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@ALLAWI32 ALLAWI32 released this 17 Oct 07:34

SCUM Modding Studio 3.4.0

New

  • Items page: clone any item, not only weapons (coins, medicine, food, materials), with its own name, weight and values.
  • Materials per skill level: set what a recipe costs at each Engineering / Survival level (the game's own per-level amounts).
  • Craftables: your own asset names and folders, a large fridge for food, clothes in the gallery and the ingredient picker.
  • Every craftable shows its own picture in the game's crafting menu (a bed shows a bed, a fridge a fridge).
  • Vehicle decals like the game's tattoos: the game's own designs, layers, presets, PNG/SVG import, mirror to the other side.
  • Replace a sentry robot with NPC guards at its posts.
  • Holes in the ground for bunkers (experimental, switch in Settings).

Fixed

  • A drawn bridge now blocks at its railings, not only on the road.
  • Crafted items are the game's own items (clothes can be worn).
  • Every export is checked before it is packed: a broken pak is stopped with a clear message.
  • Import on the Economy page shows EconomyOverride.json again.
  • Dragging a decal no longer stutters.

The full list is in CHANGELOG.md.

SCUM Modding Studio 3.3.0

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@ALLAWI32 ALLAWI32 released this 16 Oct 22:41

SCUM Modding Studio 3.3.0 — the big second update: new tools and many fixes, a lot of them straight from community reports.

New

  • Spawns page with the game's 2D island map: categories (vehicles, zombies, NPCs, animals, players), pick a sector or draw/resize your own area, choose exactly what a zone spawns, make new spawn places (not clones), and find spawners stuck under the ground.
  • Economy in two views — Numbers (traders, prices, fame) and Code (your EconomyOverride.json, checked as you type). Import your server's economy file; every value editable.
  • Craftables: pick ingredients in 3D from any item in the game, Build vs Craft-to-bag, and a crafted bed/chest/lamp behaves like the real thing.
  • Vehicles studio on a cloned vehicle: import textures, materials per part (gold, chrome, matte…), decals, and move/swap parts.
  • Smoother Map: a far view that draws the game's own distant models, forests as impostor cards in the distance, a Smooth switch and a render distance.
  • Settings › Graphics card: your GPU info, a one-click switch to a laptop's fast card, and a graphics-driver crash check (render level … --gl-debug). A near clip control for tight rooms.
  • Edit weapon values inherited from a parent. Place your own 3D models on the Map. Go to coordinates. Esc cancels a move. Axis views and wireframe. Load several levels at once and Isolate.

Fixed

  • Cloned vehicles no longer crash the game after a restart. (Jenni, m7ammed)
  • Phantom fridges — a new Clean saved items tool removes what a deleted item spawner left in a world, without a wipe. (defolt_0999, O Piqueno)
  • AMD graphics cards: two real driver faults found and fixed; the studio no longer goes down on a graphics error. (Pheidian)
  • Trees and bushes no longer flicker after you delete or move them. (defolt_0999)
  • Rocks, shelves and cabinets no longer turn purple-blue on the Map. (seviscache, defolt_0999)
  • Copied lights, fire, smoke and Niagara effects no longer break the level. (seviscache)
  • The server no longer crashes from a joining player. (taishan_song)
  • Setup refuses the dedicated server's Paks folder as the game folder. (Markus6789)
  • Update errors shown in full; the console opens after errors; the gallery finds every item. (seviscache)
  • Safer exports, map textures, spawns, economy and more — see CHANGELOG.md.

A few smaller features (per-item craftable pictures, bunker holes, bridge railing collision, vehicle tattoos, NPC patrols) are coming in the next update.

Thanks to everyone who reported and tested: defolt_0999, seviscache, Pheidian, Jenni, m7ammed, igor8802, CwHedgehog, O Piqueno, Qraox, taishan_song, Markus6789, HexTer, thezombie_97, Blondiiile.

SCUM Modding Studio 3.2.0

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@github-actions github-actions released this 12 Oct 18:24

Fixed

  • Exports are safer: names that end in a number are written the way the game reads them, the asset list in the pak is the game's own plus your additions, and the Craftables pak never replaces a game file.
  • The studio no longer reads your own installed mod paks as if they were game files.
  • Deleting a fireplace or a fire barrel removes its flames, smoke, light and sound too. Delete takes everything that belongs to the object (Shift+Delete removes only the object).
  • Trees and bushes near a bridge you placed no longer flicker in game.
  • Update no longer fails with "Access to ...exe.old is denied", and a second window no longer stops your project from saving.
  • The brush plants evenly, keeps its spacing, never plants on roads, water or rocks, and shows where it will plant before you click.

New

  • Smoother trees and grass: no more shimmer in far forests (Settings › Anti-aliased foliage).
  • 3D previews like in the game: full-size textures, real colours, trees that did not show before, see-through glass, a 1.8 m person for scale.
  • A tidier Map: no Drone button (hold the right mouse button to fly), choose which toolbar buttons you see (Settings › Map toolbar), load the whole island or only one sector.
  • Craftables: choose where a recipe shows in the game's crafting menu.

Coming next
A second update will follow with what is still in the works: copies that keep their bends, materials, loot and patrol routes, a new Spawns page with the island map (choose which zombies and NPCs spawn where, new spawn points), the economy as editable code with import of your server's file, crafting ingredients picked from any item in 3D, sharing your work with other users inside the app, smoother far views, and vehicle textures, liveries and stickers.
I will work on these one by one, at a calmer pace, so each one arrives finished and tested.
I have not forgotten the other problems you reported: the next update will be a big one.

Thanks to seviscache, igor8802, zarkos6175, jenni_1129, Qraox, defolt_0999, m7ammed and everyone who sent reports and ideas on Discord.

SCUM Modding Studio 3.1.0

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@github-actions github-actions released this 09 Oct 18:20

Hotfix and additions

Fixes for the problems you reported on Discord since 3.0, and the features you asked for.

Fixes

  • No more "Function does not accept floating point Not-a-Number values" errors. Dragging an arrow while looking almost along it flung the object kilometres away, and from there every mouse move failed. The drag now holds still until the mouse turns back, and no edit can put an object at an impossible place, so such a value never reaches your project or mod.
  • The sun and moon no longer jump when you turn the view.
  • Replace shows the new model at once. A replaced building part or object kept its old model in the 3D view, although the change was saved and exported. Ctrl+Z / Ctrl+Y switch it back and forth.
  • Copied sentry robots spawn. A duplicated or pasted sentry is now added to its zone's list, so the game spawns it; pasted where there are no sentries, it brings a zone of its own.
  • Doors of a copied building open and close every time.
  • Hangars and buildings in their real colours. The airfield hangars were drawn white; the game darkens and tints each material, and the studio now does the same (roofs, trims and floors elsewhere too).
  • Nothing spawns inside what you build. "Clear grass and spawns under it" (on by default for placed objects) also removes the vehicle and zombie/NPC spawn points that stand inside the object. Points on a road under a bridge stay.
  • Craftables. Removing every craftable now also deletes the old Craftables pak; names in Arabic and other scripts no longer collide; a mistyped ingredient tag no longer breaks the recipe.

New

  • Craftables: Add from the game. A gallery of every object (15,800+) and every item you can pick up (weapons, ammunition, tools, food, clothes, 2,700+) in 3D pictures, plus imported mods and DLC packs. Click one to make it craftable.
  • Any item as a craftable. Weapons, tools, food and the rest get a recipe of their own with your ingredients, in the right section of the crafting menu.
  • Import 3D model. Bring an FBX or OBJ (a table, a sign, a prop) into the Craftables page; the studio cooks it for SCUM with Unreal Engine 4.27 if you have it installed (the first import takes a few minutes).
  • NPCs instead of zombies. Spawns › Zombies now names each group of a threat zone (Zombies, Armed NPCs, Animals, Drones): set Zombies to 0 and the zone spawns armed NPCs instead.
  • Time of day with the game's own night. A Time slider in the Map on SCUM's clock (sunrise 06:00, sunset 21:00); the night uses the game's moon, night light and exposure, so it is as dark as in game.
  • Lighter 3D view switches in Settings: spawn places as 3D models or simple shapes (simple shapes stop the constant redraw), animated sea on/off, lighting on/off.
  • Plant on a timer in Brush › Plant, and the ground up close with the relief of its paint layers.

Thanks to igor8802, seviscache and everyone who reported in #bug-reports and #feature-requests.

SCUM Modding Studio 3.0: new 3D look, traders anywhere, craftables, vehicle parts, loot editor

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@github-actions github-actions released this 09 Oct 08:14

What's new

  • A new look for the 3D view. A sky with the sun, haze over distant hills, a sea with moving waves, reflections and clear turquoise shallows (lakes and rivers too), soft sun shadows, and materials with their normal maps and highlights. Textures stay compressed on the graphics card, so the view uses less memory than before.
  • Traders anywhere. Assets › Traders (or search "trader" / "shop") and Economy › Place a trader put a complete working trader on the map: trade post, NPC, outpost and economy section. Exports come with a note on where EconomyOverride.json goes for servers and single player.
  • Economy page. Every trader's stock, prices, sale prices and fame, with item pictures. Deleted outposts drop out by themselves.
  • Craftables page and its own mod. Make almost any object craftable and placeable in game (furniture, crafting stations, generators) with a recipe suggested from its material and size.
  • Vehicle parts and weapon attachments. Choose the parts each vehicle spawns with, per spawn preset, or leave a slot empty. Let a weapon take other magazines, rails, muzzles or sights, or take one away.
  • Loot editor. Copied lockers, safes, crates and cabinets stay lootable with their loot, and any searchable object can become decoration or get other loot presets.
  • Clear grass under it. Placed objects (bridges, floors, buildings) remove the grass and bushes under them in game. One checkbox per object, on for new ones.
  • Brush. Select or Plant right under the toolbar; planting spaces trees, bushes and rocks 1–3 m apart at random, on the ground.
  • Gizmo like Blender. A real move/rotate/scale gizmo with Global, Local or View orientation (comma key).
  • Fit to ground in the toolbar (and the End key): the selection lands on whatever is under it, ground, road, roof, wall, vehicle or a bridge you bent, without sinking in.
  • Multi-selection buttons. Copy, Paste and Delete next to the selection. A copied building pastes anywhere on the island.
  • Roads and bridges. Every road and bridge piece bends, rises and curves in an S, and Snap joins pieces moved with the gizmo arrows too.
  • Duplicate in place. The copy appears exactly where the original is and stays selected for 2 seconds so you can drag it off.
  • Prefabs, Replace and mechanic's lifts. Save groups as prefabs, swap a mesh for another, place a mechanic's lift and link it to a mechanic.
  • Faster. Levels load 2–4 times faster and the island streams in smoothly while you fly.

Fixes

  • Copied roads are no longer pink in game. Road pieces are written the way the game places them. Export your project again to fix roads already placed.
  • Deleted outposts and objects are really gone in game: traders, stalls, fires, lights and invisible collision included.
  • Two crates moved together no longer leave one floating.
  • Placed rocks keep their collision, so knocked-out players no longer fall under them.
  • The camera no longer flies on by itself, also while you are in another app, and the mouse no longer jumps.
  • Fit to ground no longer tips cars into the ground when their corners stand on different things (a deck and the ground below).
  • Ctrl+C / Ctrl+V on a multi-selection work every time.
  • A selected object is always lit orange.
  • No more freezes on Ultra and no more "Cannot access a disposed object" error.
  • Tilted spawn points keep their exact turn when copied.
  • A big delete can no longer stop halfway, and a project whose journal no longer replays still opens.

Install

Already on 0.2.0 or newer: press Update at the top of the app. New here: download SCUM-Modding-Studio-3.0.0-win-x64.zip below and unzip it anywhere.

SCUM Modding Studio 0.2.7: Support and Report a problem, Discord, spawn points, copied trees chop

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@github-actions github-actions released this 06 Oct 17:55

What's new

  • Support and Report a problem. The heart button at the top opens the Support card: PayPal, e-mail, and a report box. Write in your own language: it is translated to English and reaches the developer's Discord with the app's version and the last log lines. One report a minute.
  • Discord. The new button at the top (and the Community block in the Support card) opens the community server: help with your mod, mods by others, bug reports, release news and the video tutorials.
  • Spawn points move, copy and delete. A sentry's patrol points and a spawner group's loot points are each their own object: drag one with the gizmo, Duplicate adds one beside it, Delete removes it. Spawn places are drawn as half-transparent 3D stand-ins (a person-sized capsule, a car shop's vehicle box at its real size, a crate at a loot point) instead of flat pins.
  • A copied tree can be chopped. Duplicating or pasting a tree, bush or rock of the game's foliage now adds a new instance of the same foliage, so in game it is chopped, harvested and collided like the stock ones.
  • Pins for fires, lights, NPCs and markers. Actors with nothing to draw (fire effects, lamps, smoke, sounds, fog, NPCs, quest markers) show an orange or grey pin. Click it to select, move or delete the actor, so deleting a camp takes its fire effects with it. Two new legend layers switch them off.
  • DLC levels. The sublevels the game's feature plugins add (the Wild Hunter traders' grottos) are listed with their cell, open with it and export into the pak, so the traders can be moved or removed.
  • Local axes. The gizmo's arrows can follow the selected object's own front, side and up instead of the world's (Map toolbar → Local axes). A drag along an axis is smooth now; the grid snap applies only while Snap is on.
  • French and Vietnamese interface languages (Settings → Language).

Fixes

  • Fit to ground works on a multi-selection and on the game's trees: every selected object is set down; a tree, bush or rock stays upright with its foot on the ground, a building is tilted to the slope under it.
  • A level you open stays open. Picking a cell in the world tree (or loading levels from a tool) no longer gets replaced by the island's streaming half a second later.
  • Narrow windows. Below 1420 px the tabs show icons only (their names stay in the tooltips), so nothing in the title strip overlaps.

Install

Already on 0.2.0 or newer: press Update at the top of the app. New here: download SCUM-Modding-Studio-0.2.7-win-x64.zip below and unzip it anywhere.

SCUM Modding Studio 0.2.6

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@github-actions github-actions released this 06 Oct 15:31

What's new

  • Place any Blueprint from Assets. "Place in map" (and the Map's Add object box) now takes Blueprints: the app finds one the game placed somewhere on the island and copies it to where the camera aims, even when that level is not loaded. Items (a drill press, a chest, a lamp) are placed the way the game places fixed items: a world item spawner set to spawn that item.
  • Machines in houses. The drill presses, lathes, stoves and fridges a building spawns are now drawn on the map. Click one (or its pin) to select its spawn point and move it. Car shop vehicle spots can be selected and moved too.
  • Imported mods. Each imported mod has an In my pak switch: turn it off for a big map that players and the server install on their own. A level inside a game plugin folder now goes into the pak, and tools' JSON dumps and pictures are left out of the import.

Fixes

  • Objects missing from the map. Chairs, wheelie bins, wall lights, speakers, cameras, lavender and other objects the game ships without their finest detail level were not drawn (about 193,000 of them). They are drawn now, and can be selected, copied, exported and saved as glTF/OBJ from the Assets page.
  • The abandoned city (cell C_0) now loads in the whole-island view and when you open its cell.
  • A copied door opens in the game. Clicking a door's leaf now takes the whole door, not a plain copy of its mesh, and a door duplicated in its own building's level is no longer tied to the original building. On a dedicated server, install the server pak too: the server opens doors.
  • Map header. The loading text no longer runs into other text; it has its own line with room in every language.

Install

Already on 0.2.0 or newer: press Update at the top of the app. New here: download SCUM-Modding-Studio-0.2.6-win-x64.zip below and unzip it anywhere.

SCUM Modding Studio 0.2.5

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@github-actions github-actions released this 03 Oct 21:26

What's new

  • Landscape menu on the Map page. Everything in it changes the whole island in your mod (client and server paks):
    • Ground look: Game, Snow, Desert, Autumn or All grass. Grass, forest floor, fields, soil and beaches get another ground of the game, and the grass growing there becomes snow plants or dry plants. Roads, rocks, rivers and the sea floor stay. Faraway ground keeps the game's colour.
    • Trees: pick a tree and the tree to draw in its place. Every one of them on the island changes, collision included. Put back undoes a swap.
    • Fit to ground: lays the selected house (or every object of a multi-selection) on the slope under it: tilted the way the ground runs, its bottom on the ground. It is in the Shape menu too.

Fixes

  • No more freezes with many edits. With hundreds of edits (about 980), moving an object froze the app for seconds: after every edit the 3D view went through all of the map's parts once per edited object. Now it takes a few milliseconds.
  • Houses no longer bend like bridges. Only long, narrow objects bend (walls, fences, pipes, bridges). Houses, churches and other wide objects tilt, turn and fit to the ground; the bend slider is hidden for them. This also ends the drop to 1–3 frames a second while bending a building.
  • The World panel on the left is narrower.

Install

Already on 0.2.0 or newer: press Update at the top of the app. New here: download SCUM-Modding-Studio-0.2.5-win-x64.zip below and unzip it anywhere.