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Skyline Release Version 0.6.5 - Follow the White Rabbit

Skyline Release Version 0.6.5 - Follow the White Rabbit

Postby StarFire » 31 Mar 2013, 18:42

Hi Friends and welcome to our new users,

We have uploaded a new version of Skyline containing a few new feature requests and fixes some of you needed. The big new addition to this release is the introduction of the new vehicle system. With this system you can emulate any multi wheeled vehicle type with the option for adding drive per wheel(2wd ,4wd,8wd) each vehicle can be set up to act as a arcade racer or a simulation. The system can be used as an action requiring data from an external setup file or can be used dynamically from Lua. There have been many lua commands created to fully open the system up for you to experiment and develop your own vehicles.

Please see the following list for the complete update log:

  • New: Material Editor - Editor now remembers it size and position next time you open it.
  • New: Material Editor - The material lod distance can now be set from the editor.
  • New: Material Editor - Material lod can now UV scale to match to the adv material
  • New: Material Editor - you can now turn on/off whether the editor stays on top of other windows
  • New: Material Editor - The textures can be quickly hidden/un-hidden by a tool icon
  • New: Lua physics bodies can have their collision flag set on creation to enable collision callbacks:
  • New: Player Damage action for use on exploding objects.
  • New: FPS player can now shoot!
  • Fixed: The RMB context menu now doesn't open in play the game mode
  • Fixed: debug line colors now work
  • Fixed: lua scripts can now be loaded form a project.
  • Fixed: lua spawned physics bodies can now trigger the collision event
  • Fixed: Lua Spawned rigid bodies can now be set as either dynamic or static. The existing flag was broken.
  • New: Camera Speed Multiplier
  • New Tech Demo: Non Scripted Monster Truck
  • New Tech Demo: Scripted BKC_NeoCharger
  • New Tech Demo: Set Entity Material
  • (WIP) New Tech Demo: FPS Development_ A1 - Note: This scene when loaded will need loaded again to work properly. We have included this as a couple of you have requested that this be added.
  • Lua Commands:

    The current version of the vehicle system has yet to have its steering formula added. With out this, turning at high speed will not be correct but you can still have some fun ; )
    • PHYSICS LIBRARY
    • New: physics.setCollisionEnable_OnStart(bodyID)
    • New: physics.setCollisionEnable_OnStay(bodyID)
    • New: physics.setCollisionEnable_OnEnd(bodyID)

    • VEHICLE LIBRARY
    • New: vehicle.createVehicle(string "VehicleName", string "vehicleBody.mesh", float posX, float posY, float posZ, float rotW, float rotX, float rotY, float rotZ);
    • New: vehicle.getVehicleID(string "VehicleName");
    • New: vehicle.destroy(int vehicleID);
    • New: New: vehicle.createPhyicsBody(int vehicleID);
    • New: vehicle.setNumOfChassis(int vehicleID, int numChassis);
    • New: vehicle.addChassis(int vehicleID, int chassisIndex, float posX, float posY, float posZ, float scaleX, float scaleY, float scaleZ);

    • New: vehicle.getNumOfChassis(int vehicleID);
    • New: vehicle.getNumOfWheels(int vehicleID);

    • New: vehicle.setMaxSpeed_MPH(int vehicleID, float speedMPH);
    • New: vehicle.setMaxSpeed_KPH(int vehicleID, float speedKPH);
    • New: vehicle.getMaxSpeed_MPH(int vehicleID);
    • New: vehicle.getMaxSpeed_KPH(int vehicleID);

    • New: vehicle.steerLeft(int vehicleID);
    • New: vehicle.steerRight(int vehicleID);
    • New: vehicle.accelerate(int vehicleID);
    • New: vehicle.decelerate(int vehicleID);
    • New: vehicle.handBrake(int vehicleID, float torque);
    • New: vehicle.setMotorTorque(int vehicleID, int wheelIndex, float torqueAmt)
    • New: vehicle.setBrakeTorque(int vehicleID, int wheelIndex, float torqueAmt)
    • New: vehicle.setPosition( int vehicleID, float posX, float posY, float posZ );
    • New: vehicle.setOrientation( int vehicleID, float rotW, float rotX, float rotY, float rotZ );

    • New: vehicle.setNumberOfWheels(int vehicleID, int numWheels)
    • New: vehicle.addWheel(int vehicleID, int wheelIndex, bool driveWheel, bool steerWheel, float posx, float posy, float posz )
    • New: vehicle.createWheels(int vehicleID )
    • New: vehicle.setWheelMesh(int vehicleID, "meshname.mesh");
    • New: vehicle.getWheelMeshName( int vehicleID );
    • New: vehicle.setWheelRadius(int vehicleID, int wheelIndex, float radius)
    • New: vehicle.getWheelRadius(int vehicleID, int wheelIndex)
    • New: vehicle.getWheelGlobalPosition(int vehicleID, int wheelIndex)
    • New: vehicle.getWheelLocalPosition(int vehicleID, int wheelIndex)
    • New: vehicle.getSpeed_Mph(int vehicleID);
    • New: vehicle.getSpeed_Kph(int vehicleID);
    • New: vehicle.getVelocity(int vehicleID);

    • New: vehicle.setInverseWheelMass(int vehicleID, int wheelIndex, float amt);

    • New: vehicle.useAirResistance(int vehicleID, bool true/false);
    • New: vehicle.setAirResistance(int vehicleID, float baseValue, float multiplier);

    • New: vehicle.useAntiRoll(int vehicleID, bool true/false)
    • New: vehicle.setAntiRollAmount(int vehicleID, float antiRollAmt );

    • New: vehicle.setTorqueCurveSlot(int vehicleID, int rpm, int torqueValue);

    • New: vehicle.setNumberOfGears(int vehicleID, int numGears)
    • New: vehicle.setGearRatio(int vehicleID, float gearRatio);

    • New: vehicle.setRPM(int vehicleID, int minRpmToGearDown, int maxRpmToGearUp, int minRpm, int maxRpm);

    • New: vehicle.setMass(int vehicleID, float mass);
    • New: vehicle.setDownforce(int vehicleID, float downforce );
    • New: vehicle.setNoWheelsDownforce( int vehicleID, float downforce );
    • New: vehicle.setPairDownforce( int vehicleID, float downforce );

    • New: vehicle.useWheelParticle(int vehicleID, int WheelIndex, int used 1/0);
    • New: vehicle.setWheelParticle(int vehicleID, int WheelIndex, "ParticleName");
    • New: vehicle.setWheelParticlePosition(int vehicleID, int WheelIndex, int posX, int posY, int posZ);
    • New: vehicle.setWheelParticleEnabled(int vehicleID, int WheelIndex, int enabled 1/0);

    • New: vehicle.setCenterOfMass(int vehicleID, float offsetX, float offsetY, float offsetZ );

    • New: vehicle.setLatWheelFrictionStiffness( int vehicleID, int wheelIndex, float stiffnessFactor );
    • New: vehicle.setLongWheelFrictionStiffness( int vehicleID, int wheelIndex, float stiffnessFactor );
    • New: vehicle.setLatWheelFrictionSettings( int vehicleID, int wheelIndex, float asymptoteSlip, float asymptoteValue, float extremumSlip, float extremumValue, float stiffnessFactor);
    • New: vehicle.setLongWheelFrictionSettings( int vehicleID, int wheelIndex, float asymptoteSlip, float asymptoteValue, float extremumSlip, float extremumValue, float stiffnessFactor);

    • New: vehicle.setSuspensionSettings(int vehicleID, int wheelIndex, float damperAmt, float springAmt, float targetValue, float suspensionTravel);

    • New: vehicle.showDebug(int vehicleID, bool true/false);

    • ENUM LIBRARY
    • New: enum.vehicleSound_TickOver()
    • New: enum.vehicleSound_EngineLow()
    • New: enum.vehicleSound_EngineHigh()
    • New: enum.vehicleSound_Exhaust()
    • New: enum.vehicleSound_Turbo()
    • New: enum.vehicleSound_GearChange()
    • New: enum.vehicleSound_TireSlip()
    • New: enum.vehicleSound_Handbrake()

    • ENTITY LIBRARY
    • New: entity.setMaterialName(objId, "materialName");
    • New: entity.setSubMaterialName(objId, subentityIndex, "materialName");
    • New: entity.getMaterialName(objId, subentityIndex);
    • New: entity.getNumSubEntities()


IMPORTANT NOTE: Please ensure you copy your preset thumbnails if you have added your own as the install will over right them and they will be lost forever! Once the new Skyline is installed you can then copy your thumbnails back to their folder. You can find your thumbnails here Data\Thumbnails\Presets.

Downloads:
All Files will need to be downloaded to extract the single installer from all archives.
http://www.chi-ad.com/Skyline/downloads ... x86.7z.001
http://www.chi-ad.com/Skyline/downloads ... x86.7z.002
http://www.chi-ad.com/Skyline/downloads ... x86.7z.003
http://www.chi-ad.com/Skyline/downloads ... x86.7z.004
http://www.chi-ad.com/Skyline/downloads ... x86.7z.005
http://www.chi-ad.com/Skyline/downloads ... x86.7z.006
http://www.chi-ad.com/Skyline/downloads ... x86.7z.007
http://www.chi-ad.com/Skyline/downloads ... x86.7z.008


Note: As usual you may experience some new bugs, please post your findings to the forum complete with an explanation on the process used to make it fail.
Also Note: If a tech demo fails to work correctly please reload the demo and try again :D

Your Skyline Developer Team
Enjoy!
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Re: Skyline Release Version 0.6.5 - Follow the White Rabbit

Postby Vortex » 31 Mar 2013, 19:44

Thanks, it's a beautiful!! You are the best!! :D
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Re: Skyline Release Version 0.6.5 - Follow the White Rabbit

Postby diedir » 31 Mar 2013, 21:44

really top news excellent downloading atm thank you
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Re: Skyline Release Version 0.6.5 - Follow the White Rabbit

Postby Sir.Tiddlesworth » 01 Apr 2013, 00:08

It has been quite a while since I have downloaded a new release.
Let's see what has changed since last year.
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Re: Skyline Release Version 0.6.5 - Follow the White Rabbit

Postby iamcheeseontoast » 01 Apr 2013, 01:10

OOOOOOH I LOVE NEW TOYS

Any notes, tutorials on getting vehicles ingame, max export setup and skyline side ?
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Re: Skyline Release Version 0.6.5 - Follow the White Rabbit

Postby Shando » 01 Apr 2013, 01:41

Just had a quick play (my son's hogging the desktop playing Hitman: Absolution :roll: ), but looking good so far.

Keep up the good work guys.

Regards

Shando

PS: Any chance of just releasing updates (as well as the full 700+ MB download) each time for existing users? It'll not only make it easier for me to download, but it'll save your bandwidth as well when more and more people get on board ;)
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Re: Skyline Release Version 0.6.5 - Follow the White Rabbit

Postby dbest » 01 Apr 2013, 04:26

Shando wrote:
PS: Any chance of just releasing updates (as well as the full 700+ MB download) each time for existing users? It'll not only make it easier for me to download, but it'll save your bandwidth as well when more and more people get on board ;)


Like!
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Re: Skyline Release Version 0.6.5 - Follow the White Rabbit

Postby SolarPortal » 01 Apr 2013, 11:34

Thanks for all the support :D

It has been quite a while since I have downloaded a new release.
Let's see what has changed since last year.

Lots lol :D

Any notes, tutorials on getting vehicles ingame, max export setup and skyline side ?

ill see about putting something together, maybe a video or Tutorial.

Basically export your car body and wheel from max(certain rotations may be required, export same as normal mesh), apply "PhysX Vehicle action" to the imported car body and place a .car file(best to copy one from the SkylineSDK/Asset Library/Models/Vehicles) in the same directory as the name of the car body with the .car filetype suffix.

e.g. carbody.mesh, carWheel.mesh, carbody.car.

In the .car file, change the properties to change the way the vehicle drives. Simple.

- Scripted vehicles can access more wheels and chassis parts and do more with the vehicles.
- .car file is limited to 4 wheeled vehicles.

Use the Show physics property found on the scene settings panel to help set your car up.

PS: Any chance of just releasing updates (as well as the full 700+ MB download) each time for existing users? It'll not only make it easier for me to download, but it'll save your bandwidth as well when more and more people get on board

We agree that the large downloads will eventually take their toll. We shall look into a way of releasing a smaller update installer(patch) between the last and latest versions, those who have a copy of skyline that is'nt the latest would need to install the larger packages aswell as new users would.

We have to find a workflow that is easy on us to get both updates out as a full release is a time taker anyway.

The other problem is that the Skyline folders are version numbered which means, the folder name will have to go from "Skyline_${VERSION}" to "Skyline" for the patch updates(as version numbers would change). Only the installer / About page would say what version number skyline is.

We shall look into a way of doing this :D
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Re: Skyline Release Version 0.6.5 - Follow the White Rabbit

Postby drwbns » 01 Apr 2013, 13:31

Patch system would be awesome but seriously you guys are developing fast, great job! Btw, are you guys going to release an SDK with libs / headers, or are you planning to keep it closed source?
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Re: Skyline Release Version 0.6.5 - Follow the White Rabbit

Postby SolarPortal » 01 Apr 2013, 17:30

are you guys going to release an SDK with libs / headers, or are you planning to keep it closed source?

The main skyline code will be closed source, but we do have the action SDK planned in at some point.

With the action SDK, you will be able to make your own .dll that will plug into skylines main editor and be accessed through the action editor, to use in your game.
With this power, you will be able to create anything you require for your game. Not only will you be able to access Skyline through its dll. But you will be able to access full ogre3D source and the full physics library.

Using this system, you could integrate your own libraries that you want directly into skyline.

Please bear in mind that the action SDK is currently in a planning stage and wont happen for a little while until the Lua scripting is a complete solution.
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Re: Skyline Release Version 0.6.5 - Follow the White Rabbit

Postby pgadesertrat » 01 Apr 2013, 19:12

Thanks for the update folks! Have to agree that an SDK would be very much welcome.
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Re: Skyline Release Version 0.6.5 - Follow the White Rabbit

Postby UT2007 » 08 May 2013, 08:35

very nice ..... good good good, congratulation for the good job .... keep going
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Re: Skyline Release Version 0.6.5 - Follow the White Rabbit

Postby SolarPortal » 08 May 2013, 12:01

thank you all for the good comments : )
We will be back soon ...

@UT2007: Welcome to the Forums :D
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Re: Skyline Release Version 0.6.5 - Follow the White Rabbit

Postby ant0N » 08 May 2013, 15:00

I was delighted, thought the new release. :lol:
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Re: Skyline Release Version 0.6.5 - Follow the White Rabbit

Postby SolarPortal » 08 May 2013, 20:46

lol sorry anton :P
We have managed to fix a few issues aswell as improve skylines features a little bit in the spare time we have had, especially in the terrain road area, there is a new debug system for the terrain instead of the tiny, hard to locate emitter nodes lol.

The terrain brush now smoothly moves across the surface of the terrain without jumping from vertex to vertex.

There are a few more fixes, updates and new things.
These will become known in the next skyline release changelog(no release date finalized yet).
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Re: Skyline Release Version 0.6.5 - Follow the White Rabbit

Postby ant0N » 09 May 2013, 02:02

Thanks for the info... the Good news! :D Looking forward to the release.
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