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Skyline Release V0.9.7.3 - Pandora

Skyline Release V0.9.7.3 - Pandora

Postby SolarPortal » 16 Nov 2015, 22:04

Hey Skyline Developers,

Here is the next update for you all to play with. This time we focused on fixing bugs and improving the stability of the engine and we would love to know how it all goes for you.

As usual, here is the new changelog:
http://home.aurasoft-skyline.co.uk/changelog-archive/skyline-changelog-v0-9-7/

We are updating the commercial and free version main installers. This will ensure any fresh installs are instantly up to date :)

Happy Developing and look forward to hearing from you all :D
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Re: Skyline Release V0.9.7.3 - Pandora

Postby CreativeOcclusion » 16 Nov 2015, 23:40

Happy Developing and look forward to hearing from you all


Awesome job on the 3D sound...I had to add the sound to the action again to get it to work, but it works perfect...Thanks
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Re: Skyline Release V0.9.7.3 - Pandora

Postby TattieBoJangle » 16 Nov 2015, 23:43

I agree with creativeocclusion nice little update :) thanks
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Re: Skyline Release V0.9.7.3 - Pandora

Postby StarFire » 16 Nov 2015, 23:53

:D
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Re: Skyline Release V0.9.7.3 - Pandora

Postby CreativeOcclusion » 17 Nov 2015, 00:02

How do I add the advanced collisions for the elevator?
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Re: Skyline Release V0.9.7.3 - Pandora

Postby SolarPortal » 17 Nov 2015, 00:15

thanks everyone :)

If you are using an SCC, then you can set it on the properties. It will be called "SCC Advanced Collisions".
If you are using a Player Controller action, then set it on the properties like the SCC but with "PC".
If you are using a DCC, then set it using the lua command: controller.setAdvancedCollisions(dccID, state)

SCC can also be controlled from the lua scripts. character.setAdvancedCollisions(dccID, state).

For the FPS Player, this is using the Player Controller, go to the FPS Player Properties > PC Controller Properties > Check the PC Advanced Collisions at the bottom of that group of properties.

It might shake a bit as it goes up the elevator, but we will address this later using lua or modules :)
Rotating doors will also knock you out of the way.
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Please provide as much information as possible when asking for help.


Specs: OS: Win 10 64bit, CPU: Intel i7 3770 3.4ghz x 4 core(8 threads), GPU: Nvidia GTX 1060 6GB, Ram: 16gig DDR3, Windows on 250gb Samsung Evo 860
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Re: Skyline Release V0.9.7.3 - Pandora

Postby CreativeOcclusion » 17 Nov 2015, 00:25

For the FPS Player, this is using the Player Controller, go to the FPS Player Properties > PC Controller Properties > Check the PC Advanced Collisions at the bottom of that group of properties.

Thanks...This works great...I have been working on this for a while now....Thanks

It might shake a bit as it goes up the elevator, but we will address this later using lua or modules


I get NO shake at all...It works perfect...YEA!, Your the best ...Thanks, again...
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Re: Skyline Release V0.9.7.3 - Pandora

Postby SolarPortal » 17 Nov 2015, 00:33

awesome news and your welcome :D
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Re: Skyline Release V0.9.7.3 - Pandora

Postby CreativeOcclusion » 17 Nov 2015, 01:12

Can I enable and disable the advanced collision in code?

I am trying to enable it when I enter the trigger box and disable it when I exit...The advanced collision seems to be affecting the jump of the player and he gets hung against models and I have to back up and jump from farther away....
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Re: Skyline Release V0.9.7.3 - Pandora

Postby SolarPortal » 17 Nov 2015, 01:26

If it was an SCC or DCC which are the programmable controllers, then it is possible. But the Player Action is different and i wasn't expecting to turn that one on/off lol :P

I know its possible as the others can do it, but not in your version. I will program it in for the next release which i may be able to push out quickly in the next few days lol :P

Sorry about that :)
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Please provide as much information as possible when asking for help.


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Re: Skyline Release V0.9.7.3 - Pandora

Postby CreativeOcclusion » 17 Nov 2015, 01:32

Sorry about that


No problem....Thanks
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