We're ready to start the 3.0 Alpha process. This is a mega-update, and while we've tested a lot, we're doing an alpha phase to validate that nothing explodes.
MUST READ!
Download link is below, but you have to understand the following before getting on the alpha train:
Assume the risk is high. Worst case, be prepared to lose your work in 3.0 and having to start over. If you can't afford experimentation, wait for the final release.
It is a HARD REQUIREMENT to submit crash reports with logs, email address and description. If you're unwilling to do this, you cannot be an alpha tester.
We care most about stability issues.
When opening existing documents, check for missing or incorrect data.
We'll handle immediate polish, but don't expect action on feature requests.
Most crashes aren't crashes, but booby-traps we've put in. Don't panic, just submit a crash report. We'll release every other day for a while.
Install the alpha from https://www.hollywoodcamerawork.com/causality-alphas.html
Hi, I just discovered a big bug on latest Causality release on Mac OS latest version. I sent an email to support.
I'd like to know if I'm the only one : some beats content disappears and some other get duplicated. The file becomes corrupted and part of work is lost. I work with my partner, who uses Windows and the version before Alpha (2 and I don’t remember the number), and she doesn’t seem to be affected.
What version should I download to have things back in order ? Thanks !
But that's it, it's not even a node graph. It's nothing, it's boxes and lines that move along with each other if they're close to each other. And it doesn't express a fraction of the relationship components that are possible in Causality.
This is why I call it a conceptual failure, because this does not in fact describe relationships, and digs a hole that prevents us from properly describing relationships. It makes no effort at to fit together with a future dependency graph which is where character arcs happen, it doesn't give relationships their own folders forcing a weird choice about which character "owns" the relationship, and it has no clear way to interact with emotions, which is where the progress or balance of power in a relationship reside. So in my view, and I'm the one who came up with it, it's kind of more like a Star Trek UI that only works if you squint. It's a movie prop.
It's not that it's per-se wrong to organize things visually in some way. The current implementation is just the tail wagging the dog by allowing this concept to deny many other more important concepts.
The right solution will likely be integrated with the coming dependency graph, and then maybe this kind of layout can exist as a separate navigator that summarizes the relationships from the data we have. But as a drawing program, it solves 10% of the problem and the blocks solving all the other aspects. So it needs to be rebooted and based on a proper understanding of what relationships are in a Causality context. I feel that we need emotions and a dependency graph before we can really say for sure if this captures it.
That would be a shame. Sometimes being able to quickly visualize a node graph can be pretty handy. Hopefully you'll keep it going for a while until it really has to go. Final Draft 12 seems to have implemented a node graph / relationship canvas approach. I wonder where that idea came from?
Indeed, that doesn't happen in that file. I've created a ticket.
You should now that we're not in love with the relationship canvas. It was a loose idea that was implemented prematurely, without answering what relationships really are in terms of the rest of the app, especially emotion tracking, and treating relationships as separate from the characters. While it might be fun to arrange things visually, this canvas is just a micro drawing program bolted in, and I think that it's conceptually a failure, and an example of how not to design software. I don't fully expect the relationship canvas to survive in the long run, at least not in its current form.
Sent to support@hollywoodcamerawork.com
I can't really explain that. The same thing works here. Can you email the file?
Moving Clarisse would move all the white labels on the lines. Moving Maya or any of the other single connections will not.
I tested, and it works here. Can I see a screenshot of your exact situation?
Yes. That's what I was doing. Doesn't seem to stick to the line anymore. Maybe I'm doing something wrong?
edit:
Ok, it seems to only stick to the line when I move the object on one side of the line only, when you have multiple connections to the object on that side.
It hasn't been removed. However, what you stick isn't labels, it's simply other folders. So just drag other folders in and stick them to the line.
Has the ability to stick a label to a relationship line been removed in version 3?
There will also be mobile apps, but they'll be after collaboration. Our logic is that mobile apps don't really work without a smooth way for the data to move around and not accidentally forking your document.
Causality is built in a cross-platform UI framework from the get-go, so making mobile apps doesn't mean starting over. We even mostly know how the UI will be laid out, basically going back and forth between screens, like E.T. on Atari 2600 with portals out the sides of the screen so you can easily drag things between areas.
The main work that needs to be done is that a lot of things are very formatted for desktop. And we need to basically rewrite the mouse-handling across the app to use more modern types of events that include multi-finger touch and gestures. While this isn't no work at all, it's much more repurposing UI than rewriting things from scratch.
It'll be some time, only because the main pressure is around collaboration, for which we've now come a very long way and are ready to go into a home stretch. And then there are some novelist / printing features that are overdue. So right now, it's mostly about getting 3.0 properly out of the gate (releasing confronts a lot of things), and then concentrating on the biggest ticket feature, which is multi-user. This is a major pain point. We're losing TV shows that want to work in it, and lots of small writing teams that are dying to us