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Skyline Release 0.6.8 The Gremlin Hunters

Skyline Release 0.6.8 The Gremlin Hunters

Postby StarFire » 16 Sep 2013, 18:46

Hi Friends :D

Well after a long wait its finally here; The new more stable version of Skyline. Yay! After many hours testing and crash fixing we have chased out many of the Skyline gremlins leaving amuch more stable core system behind.

The main areas of the gremlin hunt are:
    Main scene editing: This is now so much more stable, to the point where levels can be designed with out the pain of restarts.
    Asset importing: Many new fixes have been added to make this part of the workflow solid and if there are any mesh/model errors caused by external applications Skyline will trap these errors and inform you that the asset may be corrupted, all without a crash.
    Material Editing: So much has been done here to fix errors and improve the workflow.

Obviously there will still be many bugs to hunt down so keep any reports coming our way. Also many thanks to the testers ( you know who you are ) who have helped in tracking down these issues. We still have a huge hill to climb , getting all the other systems stable and usable.

We have spent time creating some large complex levels to bug fix and showcase some of the new game mechanics and we hope to release these in the next few weeks once we can get the performance satisfactory. There will be a forum post on these projects soon, for now here are a few images….

Image
Image
Image

So many new features have been added, game mechanics, workflow upgrades, new editors most with new lua commands to give you control over your scenes. Check out the update log below for a full list of changes.


Various New Editors:

Weapons Editor - Designed to work with all Skylines game mechanics systems. This editor gives you control over how the weapons will perform and look.
Image

Mesh Magick Editor - Fix errors and issues with many imported meshes and save the result back to the mesh file. This will help your meshes work seamlessly within Skyline. Available mesh options are; rescale, reposition ( moves the mesh axis ) great for setting up dynamic / static objects.
Image


Various upgrades:

Material Editor - Upgraded with many new features and stability.
Image

Road Editor - Upgraded with new tools and a new deform/smooth for quickly creating great roads.
Image

CEGUI - Layouts can be loaded via lua with basic commands to perform actions on the widgets. Currently only buttons can be registered please see the CEGUI tech Demo and the API for more information.
Image


New Systems:

Game Mechanics -Vehicles( on-going development) many ways to get your vehicles moving along with a specific set of vehicle lua commands. New vehicle demo is in development and will be release to the forum as soon as possible ;)
Image

Game Mechanics -FPS Starter kit( on-going development) full FPS kit complete with fps player, very customisable pickups, damage system for exploding objects fully customisable from lua with its own set of commands. See the FPS/Neon Shooter - With Arm Tech demo, This demo will demonstrate how to use the pickup system to create items such as; ammo pickup, bonus, weapon and even damaging fire!
Image

Particle System: more stable and includes the external Particle Universe Plugin. To create any particle universe effect you will need to purchase the PU editor or you can use any of the effects provided by Skyline. http://www.fxpression.com/
Image


Update Log:

  • New: Console Command - getCamera prints out the current editors camera position and orientation which then can be used in luas camera cmds
  • New: Console Command - resetCamera, if your camera seems to flip upside down, then call this command
  • New: Tech Demo: FPS Level.
  • New: Tech Demos: Multi Vehicle Demo with GUI. - this is a full world to drive 3 different cars around, also used CEGUI
  • New: Tech Demo: Glow Material.
  • New: Tech Demo: CEGUI Demo
  • New: Tech Demo: Particle Universe Demo
  • New: CEGUI basic functionality via lua:
  • New: CEGUI now resizes to the screen if the layout has been set to work with resize events.
  • Fixed: CEGUI layouts can be change dynamically from lua with out intermittent crash.
  • New: Selected Scene Entity Refresh separate from Reload Resources. This is a rapid development feature
  • New: Auto Refresh button which enables a timer that refreshes the selected scene entity every "N" seconds.. This is a rapid development feature.
  • New: We now have an editor settings menu. If you think we should place something in this settings instead of scene settings, then please post it on the forums.
  • New: menu File->Exit can now be used to close Skyline.
  • New: Editor Settings now contain controllable refresh Scene Entity Update Time Delay Value
  • New: Terrain Roads now use a physics collision mesh
  • New: Terrain Road Editor: Deform Terrain now smoothly creates a road surface that carves through the terrain, instead of the previous system which created very unsmooth surfaces and straight edges.
  • New: Terrain Road Editor: Deform Terrain has a controllable edge smoothness properties..
  • New: Terrain Editing: We now have an average smoothing tool.
  • New: Renamed the older smooth tool to leveller.
  • New: FPS System action . Rewritten FPS System now works in conjunction with Lua
  • New: Damage system action to work along with any game system, also includes micro script for internal events.
  • New: Pick action for use with game systems such as the FPS system.
  • New: Lua library (fpsSystem.function) to work alongside the new FPS System
  • New: When the vehicle action is applied to a car body, the wheels are immediately in the scene.
  • New: Multi-Timers enable the use of many timers to be used per script or micro script.
  • New: Action for use on physics colliders. This action will make the object invisible when pressing paly.
  • New: Integrated the Third party Particle Universe system. This is an external product for creating special effects with its own editor ( requires purchased from the particle universe site. Skyline has a few premade PU effects for you to use.
  • New: PU - action to quickly add PU effects to your scene.
  • New: 3D Audio can be used in lua, with changeable pitch.
  • New: 3D Audio can be used in lua, with changeable volume.
  • New: 3D Audio can be used in lua, with changeable position.
  • New: Vehicle: no longer need to attach camera as action, as the .car files allow you to easily set up vehicle cameras with up to 99 cameras per car.
  • New: Vehicle: Can now setup a steering wheel for interior view driving.
  • New: Vehicle: Steering wheel rotates in conjunction with the wheels steer angle. There is also an adjustable steering ratio.
  • New: Vehicle .car file: Now includes MAX_BRAKEFORCE
  • New: Vehicle .car file: Now includes MAX_HANDBRAKEFORCE
  • New: Vehicle .car file: Now includes STEERING_WHEEL_MESH
  • New: Vehicle .car file: Now includes STEERWHEEL_POSITION
  • New: Vehicle .car file: Now includes STEERWHEEL_PITCH
  • New: Vehicle .car file: Now includes STEERWHEEL_RATIO
  • New: Vehicle: vehicles now have an increasing throttle with a controlled increase value between 0 and 1.
    ['*] New: Vehicle car file: Now includes THROTTLE_RATIO - which controls how fast the acceleration pedal is pressed.
  • New: Vehicle action now contains a setAsPlayer. Note: Only one vehicle should have setAsPlayer set to true in the properties.
  • New: Vegetation now uses a wind shader by default.
  • New: Vegetation has an editable wind factor control for the X(side to side sway) and Y(up and down movement) directions in the vegetation mode editor panel.
  • New: Vegetation: Models wind effect for leaves use an up and down motion plus side to side, whereas trunk only operates on the side to side
  • Updated: Microscript editor clear all, now contains a catch.
  • Updated: Terrain Road material looks much better.
  • Updated: Base_Multilight_V1_AlphaSmooth has been edited to stop the additive blending.
  • Updated: Preset Manager: Saving of the folder structure has been improved.
  • Updated: Action - Entity LOD: Changed Generate to Generate Now
  • Updated: Action - Entity LOD: Removed asad from Edit Material0
  • Updated: Terrain Editor panel style upgrades
  • Updated: Material Editor: Renamed label "Lod 0 Distance" to "Mat Lod Dist"
  • Updated: Material Editor: Basic materials can edit and save UV Tiling.
  • Updated: Material Editor: Basic materials can edit and save Diffuse Color.
  • Updated: Material Editor:No longer saves the "NoMaterial" material that may get tagged into a material file that is exported.
  • Updated: Material Editor: Now only displays the same material name once.
  • Updated: Material Editor features:
    • New: Emissive Color for Basic Material
    • New: Emissive Brightnessfor Basic Material
    • New: Depth Buffer for Basic Material
    • New: Alpha Depth Buffer for Basic Material
    • New: Convert to Advanced material button.
    • New: Now saves basic materials back.
    • New: Property Tabs select the Texture Display Tabs and vice-versa
    • New: Material Editor now updates the material the entity is using when selected to be up-to-date.
    • Updated: Property values can now be typed in
    • Updated: Property buttons now set the color chosen back to the button
    • Updated: Property color dialogs open with the previous color

  • Fixed: Reload resources crashed when post FX were enabled.
  • Fixed: Refresh Post Fx Editor Crash
  • Fixed: After Refresh works, couldn’t enable any post Fx using checkboxes.
  • Fixed: Vegetation: models would lose their material and crash after you have reloaded the resources.
  • Fixed: Main script editor now opens to all files when loading a file.
  • Fixed: Material Editor: Uv Tiling would when when material was basic.
  • Fixed: Material Editor: If editing a water plane, then it would have crashed.
  • Fixed: fire up the editor. On the right click on Road/Paths == Crash
  • Fixed: When importing a filetype other than mesh, it would crash when trying to edit material and say the mesh doesn't exist.doe
  • Fixed: Vehicle gearing was not working and only ever had 1st and reverse gear. Now solved.
  • Fixed: File checks for properties are now case sensitive, which prevents crash on spelling error
  • Fixed: micro scripts in multiple actions would fail to pass data to the correct action, this is now fixed.
  • Fixed: micro scripts would not open the editor in certain circumstances, this should now be fixed.
  • Fixed: micro scripts open and save correctly if they follow other actions on the entity action chain.
  • Fixed: Preset Manager: If the import entity button is pressed when no library is selected, then it would crash
  • Fixed: Entity LOD was changing and editing the last selected entity when the game was stopped.
  • Fixed: Progress bars left on screen.
  • Fixed: Vegetation: when deleting a model icon from the editor, it would crash on trees that stored the original names and not the mesh name the icon is storing.
  • Fixed: Terrain Road texture isnt squished at edges no more
  • Lua: cegui:
    • Lua: cegui.createScheme("TaharezLook.scheme");
    • Lua: cegui.loadLayout("tahz_test1.layout");
    • Lua: cegui.showUI ( int state);
    • Lua: cegui.createMouse("TaharezLook", "MouseArrow");
    • Lua: cegui.setText("testText","Hello world!");
    • Lua: cegui.setTextColor("testText","F4440FFF");
    • Lua: cegui.registerButton("testButton",script_objID);
    • Lua: cegui.setProperty("TextColours", "tl:FFFFFFFF");
  • Lua: quat:
    • Lua: quat.getXAxis_RotationTo
    • Lua: quat.getYAxis_RotationTo
    • Lua: quat.getZAxis_RotationTo
  • Lua: camera:
  • Lua: camera.setPosition(x,y,z);
  • Lua: camera.getOrientation();
  • Lua: camera.setOrientation(w,x,y,z);
  • Lua: camera.getDirection();
  • Lua: camera.setDirection(x,y,z);


  • Lua: vehicle:
    • Lua: vehicle.getActiveVehicleID
    • Lua: vehicle.setAsPlayer
    • Lua: vehicle.isPlayer

    • Lua: vehicle.applyForce
    • Lua: vehicle.applyForceAtPoint
    • Lua: vehicle.applyLocalForce
    • Lua: vehicle.applyLocalForceAtPoint
    • Lua: vehicle.applyImpulseAtPoint
    • Lua: vehicle.applyLocalImpulse
    • Lua: vehicle.applyLocalImpulseAtPoint

    • Lua: vehicle.getWheel_ContactGround
    • Lua: vehicle.getWheel_ContactPoint
    • Lua: vehicle.getWheel_ContactPosition
    • Lua: vehicle.getWheel_ContactNormal
    • Lua: vehicle.getWheel_ContactForce
    • Lua: vehicle.getWheel_LateralDirection
    • Lua: vehicle.getWheel_LateralImpulse
    • Lua: vehicle.getWheel_LateralSlip
    • Lua: vehicle.getWheel_LongitudalDirection
    • Lua: vehicle.getWheel_LongitudalImpulse
    • Lua: vehicle.getWheel_LongitudalSlip

    • Lua: vehicle.setCurrentThrottle
    • Lua: vehicle.getCurrentThrottle
    • Lua: vehicle.setCurrentGear
    • Lua: vehicle.getCurrentGear
    • Lua: vehicle.getRPM

    • Lua: NOTE: the getVehicleID function has changed and requires you now pass the entID of the vehicle as well. vehicle.getVehicleID(objID, "Vehicle_MyCar"));
  • Lua: fpsSystem:
    • Lua: fpsSystem.setHasAmmo(int entityID, int State);
    • Lua:fpsSystem.playWeaponReloadSound(int entityID);
    • Lua: particle.attach( int particleFX_HND, int EntityID ) attaches the particle effect to an object, note this is self managed
  • Lua: physics:
    • Lua: physics.setRotation(int bodyID , float w , float x , float y , float z); Rotates a physics body

  • Lua: Multi-Timer:
    • Lua: time.startMultiTimer(timerID,obj,Interval);
    • Lua: time.stopMultiTimer(timerID, obj);
    • Lua: function onMultiTimer(timerID)
  • Lua: Entity:
    • Lua: float getElevation(int objectID, int TargetID);//get the pitch angle between the 2 objects
    • Lua: float getHeading(int objectID, int TargetID);//get the yaw angle between the 2 objects
    • Lua: float getSquaredDistance(int objectID, int TargetID);//same as getDistance but less accurate and faster
    • Lua: float getDistance(int objectID, int TargetID);
  • Lua: particle:
    • Lua: particle.attach() has improved to contain a position offset and a arg for flipping the direction attach(FXID, objID,x,y,z,flip)
    • Lua: particle.PU_setRenderOrder(int PU_ID, int order); [PU - Particle Universe effect]
    • Lua: particle.PU_Pause(int PU_ID, int pauseTime);
    • Lua: particle.PU_Stop(int PU_ID, int fadeoutTime);
    • Lua: particle.PU_Run(int PU_ID, float posx, float posy, float posz);
    • Lua: particle.PU_Create();
    • Lua: particle. setVisibleDistance(float distance);


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
http://www.chi-ad.com/Skyline/downloads ... x86.7z.009
http://www.chi-ad.com/Skyline/downloads ... x86.7z.010


Note: As some of the users requested, this download of skyline is the last large version download required apart for new users to skyline, and update patches will go with the next release to make a quick download and install of only the required sections.

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.
Note: Some of the tech demos will need opened on a fresh load of skyline :D

Your Skyline Developer Team :D
Enjoy!
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Re: Skyline Release 0.6.8 The Gremlin Hunters

Postby pgadesertrat » 16 Sep 2013, 19:33

Sweeet! From the lengthy list of new goodies and fixes it sure looks like this update was well worth the wait :) .


Thanks guys!
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Re: Skyline Release 0.6.8 The Gremlin Hunters

Postby Jaguar » 16 Sep 2013, 23:19

Awesome!!
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Re: Skyline Release 0.6.8 The Gremlin Hunters

Postby macklebee » 16 Sep 2013, 23:58

fantastic looking stuff! I cant wait until this coming weekend to try this out. :)

once you get the Recast/Detour that was introduced in Skyline V0.6.4 - Evolution Release accessible with lua and usable with character controllers, this will be one hell of an engine... amazing progress guys - very impressive!
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Re: Skyline Release 0.6.8 The Gremlin Hunters

Postby Shando » 17 Sep 2013, 00:41

Hi Guys,

Great release :)

I've been playing with the Material Editor (again :evil: ) and come across a couple of things.

I'll start a new thread under "Shaders n Materials" rather than clutter up this one.

Keep up the great work.

Regards

Shando
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Re: Skyline Release 0.6.8 The Gremlin Hunters

Postby ant0N » 17 Sep 2013, 02:38

Hi guys! it's just a huge update! At this pace you will not be equal. :D :D
Thanks for a great number of useful new Lua commands. ;)
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Re: Skyline Release 0.6.8 The Gremlin Hunters

Postby StarFire » 17 Sep 2013, 10:50

Thanks guys for the kind words of encouragement =)

We are planning to get the AI up and running next, so lua and nav mesh will be accessible soon ;)

@Shando: Doh! Thought we had caught all errors with the material editor, together we will eliminate these remaining gremlins!
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Re: Skyline Release 0.6.8 The Gremlin Hunters

Postby Martyn » 17 Sep 2013, 11:46

Will be downloading this when I get back home! Looks like loads of improvements, impressive work.
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Re: Skyline Release 0.6.8 The Gremlin Hunters

Postby iamcheeseontoast » 18 Sep 2013, 01:36

And here's me with 2 weeks holiday beginning at the end of the week..... Time to get my ass back into gear..
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Re: Skyline Release 0.6.8 The Gremlin Hunters

Postby Sir.Tiddlesworth » 18 Sep 2013, 04:37

Wow!
Skyline sure has come a long way since I last checked (half a year ago).
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Re: Skyline Release 0.6.8 The Gremlin Hunters

Postby AroraI4M » 24 Sep 2013, 03:34

Wow :!: Awesome new features :!: Looking forward to the new AI too.
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Re: Skyline Release 0.6.8 The Gremlin Hunters

Postby SolarPortal » 24 Sep 2013, 11:49

thanks for all the support guys :D
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Re: Skyline Release 0.6.8 The Gremlin Hunters

Postby zoum » 01 Oct 2013, 18:39

Hi i tried to download all the files but i have corrupted error when i extract :?
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Re: Skyline Release 0.6.8 The Gremlin Hunters

Postby StarFire » 01 Oct 2013, 19:43

Hi zoum welcome to Skyline, sounds like the file corrupted on download, if you can please re-download the corrupted file and try again. Hopefully it will be fine ;)
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Re: Skyline Release 0.6.8 The Gremlin Hunters

Postby Muman » 03 Oct 2013, 04:47

Hi,

Downloaded and extracted but 7zip has assumed the .extension but cannot open the resultant file.
What should the extension read or how can I open the unzipped installer?

Thanks...
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Re: Skyline Release 0.6.8 The Gremlin Hunters

Postby SolarPortal » 03 Oct 2013, 18:22

@Muman, here is a picture to help:
Image
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Re: Skyline Release 0.6.8 The Gremlin Hunters

Postby Muman » 04 Oct 2013, 01:28

Thanks, much appreciated...

Cheers.
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Re: Skyline Release 0.6.8 The Gremlin Hunters

Postby SolarPortal » 04 Oct 2013, 10:58

its good that you are up and running now :D
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Re: Skyline Release 0.6.8 The Gremlin Hunters

Postby timnwells » 14 Oct 2013, 06:49

I'm new to Skyline and haven't had much chance to experiment yet. I've been away for a bit but getting back to things now. Downloading this update with the hopes I can get stuck in and make some progress and report any issues at the same time. This update looks huge. I'm looking forward to it! :D
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Re: Skyline Release 0.6.8 The Gremlin Hunters

Postby Ryzon » 15 Oct 2013, 22:33

Welcome back Tim!
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Re: Skyline Release 0.6.8 The Gremlin Hunters

Postby Muman » 17 Oct 2013, 01:30

I have been trying to install this release for a while now, not noticing that this version is x86.

Do you have x64 versions?
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Re: Skyline Release 0.6.8 The Gremlin Hunters

Postby iamcheeseontoast » 17 Oct 2013, 01:36

Currently no 64bit version

(NAG NAG) (you listening here, Jayce, Dave))))))))

However it should run fine on 64bit machine. I think most guys here are running 64bit with no problems.
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Re: Skyline Release 0.6.8 The Gremlin Hunters

Postby Muman » 17 Oct 2013, 02:07

Thanks, so after running compatibility modes and selecting run as admin, I got the error stating this version couldnt be run on my window7.
Then I posted and after reading your response, went back and chose 'run as admin' and lo and behold, its installing now...so I finished writing up this post and its waiting for me...yehaaa.

Thanks again, much appreciate your patient responses :) (*slinks off hoping they dont think Im tooooo much of a noob)

Cheers....
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Re: Skyline Release 0.6.8 The Gremlin Hunters

Postby StarFire » 17 Oct 2013, 15:54

Yes we run it on a 64 bit win 7 pc, yes @cheese we hear you lol :lol: it is planned for in the not toooo distant future :roll:
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Re: Skyline Release 0.6.8 The Gremlin Hunters

Postby ilined » 19 Oct 2013, 12:03

Hi , Im whit 0-6-6 version but I have one problem I cant click in DirectX11 when im open the engine is give me option only for DirectX9 but Im whit Nvidia Geforce GTX650 OC edition Why I cant use DirectX 11 :?
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