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Skyline Release 0.8.0 RC1 Beta

Skyline Release 0.8.0 RC1 Beta

Postby StarFire » 01 Jul 2014, 17:01

Hi Friends,

The new version of Skyline 0.8.0 release candidate 1 is available. This is still a private release for a few more weeks then we will be going public Yay! :D
For this release you will need to sign up to the Skyline store and grab your copy from there as we are not providing direct links anymore. We will send out a mass email to let you know the links and a few surprises for you ;)

So keep an eye on your email inbox ;)

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Here is the update log for this release its a biggy!:

NEW
New : System: Skyline has upgraded to Ogre3D 1.9
New : System: Skyline has upgraded to Visual Studio 2013 for future proofing.
New: System: Skyline Editor Upgrade: We have upgraded the editor to look more professional and modern.
New: System: take a screen grab by pressing the F12 key. Works in editor and player.

New: Editor: Skyline will not let you save while in play the game mode.
New: Editor: If saving and in animate mode, then animate mode is disabled; saves and then reenables animate mode.
New: Editor: Colored Status Bars: To indicate when specific editing is happening
New: Editor: Run the Game in the player button, you can now load the level you are working on by hitting a button and update that player when repressed.
New: Editor: Run the Game in the player can now be set fullscreen from the editor settings editor (File->Editor Settings.)
New: Editor: Sound button on the main toolbar to mute/unmute all audio playing
New: Editor: Fly Camera is now much smoother at 60FPS and feels like its on glass
New: Editor: Refresh water plane scene entity - this includes a shader refresh as well.
New: Editor: Lighting: Point Light is now easier to click on in the scene
New: Editor: Lighting: Point light now has a new image.
New: Editor: Without loading a scene, pressing the new scene button will create a new scene without the message box to ask if you have saved your work.
New: Editor: Scene Settings: Look Sensitivity Adjustor
New: Editor: Skyline remembers if the Script editor and asset manager were open last time you used Skyline and if so, re-opens them
New: Editor: Environment Editor: Now has a slider for window opacity.

New: New Project Dialog: There is now a path at the bottom of the project dialog displaying the end output folder, which also updates as you type in the name and path locations.
New: Material Editor now has a "Synchronize Materials" button. This feature will set all entities with the same material as the one being edited to auto update. This means that you will see all real time changes to the material occur on all entities with the same material.

New: Script Editor: save all file command that saves all open scripts !
New: Script Editor: ctrl + F opens the find box
New: Script Editor: ctrl + G opens the goto line box.
New: Script Editor: ctrl + mouse wheel changes the text size in the editor. Press the defaults button to reset
New: External Scripts: When saving the Asset Library/Scripts/Default.lua, Skyline forces you to save as a new file.

New: Terrain Editor: There is now a progress bar when you press the apply terrain physics button
New: Path Editor: Now renamed to path editor instead of spline path editor
New: Path Editor: Choice between circle and line paths

New: Action: Player Camera V2: Built in path follow and look at target.
New: Action: Player Camera V2: Set the camera to fixed, which then returns to fly
New: Action: Vehicles now have a default car file which means any mesh can be driven by simply attaching the action.

New: Scene Settings: Physics Group Header: Adjustable Simulation timestep. Useful for when objects are tunneling.
New: Scene Settings: Physics Group Header: Adjustable Max loop for physics iteration per frame.

New: Lua command- entity
Lua: entity.callFn(obj, targetID,"myFunction", arg1) By calling this command you have access to any function anywhere in your game.
Lua: entity.getDirectionOfEntity( objID ); This will get the direction of the entity without needing 2 points
Lua: x,y,z = entity.getRadialOffset(objID ,radiusOffset,x,y,z); Pass in the parent objects position and this function will return the new position based on the parent objects orientation and the offset distance.
Lua: setTag(int objID, string tagName) sets the objects tag name
Lua: getTagFromID(int objID) returns the objects tag name by passing the object ID
Lua: setDescription(int objID, int TargetID) each scene entity has a non-unique base property called "description" which can be used to define an objects category. Eg zombie, dog, friend,foe,ground etc Useful with AI NPC and other uses.
Lua: getDescription(int objID) returns the objects description.

New: Lua command- physics
Lua: physics.rayGetDistance(rayID)
Lua: physics.rayGetNormal(rayID)
Lua: physics.rayGetImpactPos(rayID)
Lua: physics.assignGroupCollisionFlag(bodyID,int collision group) set the objects collision group
Lua: physics.setGroupCollisionFlag(int collision group 1,int collision group 2,int state); enable/disable any collision group pair

New Lua command - game:
Lua: game.setMouseTrap(0); -- Locks the mouse xy to the screen and wraps when passed screen edge

New Lua command - sky:
Lua: sky.exit() - forces the player to closed
Lua: sky.exitEnable() enable/disable the players close by ESC key feature.

New Lua command - camera:
Lua: camera.attachToEntity(entityID)
Lua: camera.dettachFromEntity(entityID)
Lua: camera.lookAtEntity(int eID)
Lua: camera.lookAtPos(x,y,z)

New Lua command - vehicle:
Lua: vehicle.getSteeringAngle(vehicleID) -- this is in degrees
Lua: vehicle.getMaxBrakeForce(vehicleID)
Lua: vehicle.getMoveDirection(vehicleID)
Lua: vehicle.setSteeringMulti(vehicleID, float);
Lua: vehicle.getSteeringMulti(vehicleID, float);
Lua: vehicle.enableAutoMaxSteer(vehicleID, int);
Lua: vehicle.getAutoMaxSteerEnabled(vehicleID);

New: Lua command- quat
Lua: quat.rotateOrientation()

New: Lua: command-path
Lua: path.getNodeYaw(string path, int nodeindex) - returns the precalculated rotation of a point

New: Lua: command - resource
Lua: resource.preparePreset("presetname");

FIXES
Fixed: External Scripts: If you make a new script and click cancel, it defaults to Asset Library/Scripts/Default.lua
Fixed: Script Editor: If you clicked on the snippets list while there were no code pages, it would crash
Fixed: MicroScripts: Their enable property failed once animate was pressed or on second play back . Now it works as expected.

Fixed: Physics: debug mesh now clears up on changing scene.
Fixed: Physics: At times with the terrain physics, there would be spikes high or really low, this was due to the height exceeding the min/max range. Now fixed
Fixed: Physics: Physics Crash when removing rigid bodies from collision. This is now solved.
Fixed: Navmesh: If you generate a navmesh while the scene has no model types, then it would have crashed.
Fixed: Editor: Scene Entity List: If you selected a sceneentity with folders in, then click the rename folder, the dialog would have appeared.
Fixed: Editor: Mouse scroll wheel behaved badly when the camera was attached to another object, now works the same as in the editor.
Fixed: Editor: File menu->exit: does not throw or crash on 2 message boxes
Fixed: Editor: Lights will now return with the correct visibility distance
Fixed: Editor: Environment editor remembers last opened state.

Fixed: Vehicles: Change the mesh on a scene entity that has a vehicle action would have crashed.
Fixed: Vehicles: The wheels no longer shoot off when not in contact with ground when play the game is pressed.

Fixed: Show all files on the mesh change on property panel now works and displays all instead of nothing
Fixed: Particles: Now go on top of grass and can go behind trees - this is only if depth write is on the particle
Fixed: Path Editor: When 2 nodes or less, the line is removed.

Fixed: Action: Player Camera V2 - When not using idle, it no longer moves position of camera to starting point.
Fixed: Action: Player Camera V2: If you placed a tag name that didn’t exist into the target options, it would crash.

Fixed: Lua: globalFn() now works with micro scripts!
Fixed: Lua: game states now work correctly from a micro script.
Fixed: Lua: controller.doStrafe() did not work. This has been fixed and now works as expected.
Fixed: Lua: sound.play3DSound - if a broken/non-existant id was sent through it would crash
Fixed: Lua: sound.changeVolume - if a broken/non-existant id was sent through it would crash
Fixed: Lua: sound.changePitch - if a broken/non-existant id was sent through it would crash
Fixed: Lua: sound.changePosition - if a broken/non-existant id was sent through it would crash
Fixed: Lua: Vehicle.getVehicleID would have crashed if incorrect values sent through.
Fixed: Lua: The lua time delta has been fixed for characters and dynamic controllers as they did not run at the same speed at all frame rates. If your character runs to slow please set a new move value.
Fixed: Lua: Time Delta passed from onUpdate(timeDelta) now comes in as a divided value to save cpu load by doing this in your script.
MIGRATION NOTE: This will have changed any movement values so you will need to change any speed multipliers. Sorry for any inconvenience but this will save performance on a larger project.

Fixed: Action: 2D Audio - couldn't change sound and the sound is also cleared from the system.
Fixed: Action: 3D Audio - couldn't change sound and the sound is also cleared from the system.

Fixed: Terrain: If you created a new scene then loaded a terrain scene, it would potentially crash.
Fixed: Terrain: Road: All buttons now do not crash when clicked if no terrain in scene.
Fixed: Terrain Editor Bugs

Fixed: Audio: Took out the print for caudio when a sound is created as this kept pausing the game slightly every creation
Fixed: Audio: Stopped a crash when a wav file that cannot be decoded fails to load.

Fixed: GUI: sliders are now integer only. if you require decimal this has to be done in lua. Eg Res = value*0.01
Fixed: GUI Editor: If texture resource doesn't exist, it will not crash.
Fixed: GUI Editor: The resource system checks if a there are any new assets in the folder you are loading from when loading a document.
Fixed: (Stability)Core System: Actions had issues removing param ids
Fixed: (Stability)Core System: Actions have had a major fault and never deleted the last action on the list.
Fixed: Asset Manager loses current layout when closing the main editor. Asset manager now remembers current layout if the main Skyline editor is closed.
Fixed: Material Editor: When opening an entity material, the pointer to the entity is reloaded and could cause a crash
Fixed: Material Editor: Any material from the data folder will now load without crashing
Fixed: Material Editor: Materials from the base data directory can now be saved back to.
Fixed: Lua: getIDFromTag would have crashed If you sent a tag through that doesn’t exist.
Fixed: Lua: Attempting to delete an existing scene entity from lua shows console warning in all eventualities.

Fixed: Reloading a sceneEntity that has visible enable set to false, stays invisible now.
Fixed: Reloading a sceneEntity that has cast shadows enable set to false, stays off now.
Fixed: Changing a sceneEntity model with invisible set to false always reenabled it. Now it stays off.
Fixed: Changing a sceneEntity model with set cast shadows set to false always reenabled it. Now it stays off.

Fixed: Attach action: now attaches objects on load.
Fixed: Attach action: Now tags can be overwritten and removed or added with no crashes.
Fixed: Attach action: Invalid tags are caught
Fixed: Attach action: you cannot add the tag of an entity which is already added.
Fixed: When loading another terrain scene, the there is no terrain in your scene, please make one does not appear.
Fixed: Reload SceneEntity: When refreshing an entity that did not have an existing material, then it would have crashed.

UPDATES
Updated: Material Editor: Save as has been upgraded to save the materials with the same name as the file.
Updated: Material Editor: When Saving as a new material, it is applied to the entity afterwards
Updated: Material Editor: You cannot save as a new material for material files that contain more than 1 subentity(plans have been made for future improvement)
Updated: Material Editor: Does not display white when loading material
Updated: Material Editor: Displays progress bar when selecting an entity to let you know its doing something

Updated: Path Editor: We now use arrows instead of cubes
Updated: Path Editor: The arrows point in the direction of the path
Updated: Path Editor: A message box will appear if you try to add, remove, or edit nodes with no paths in the scene
Updated: Path Editor: Pin on top now comes back from the last state selected

Updated: Presets: All presets must be unique names across all resources.
Updated: About: Corrected spelling errors
Updated: Projects: No Longer care about Scenes folder name. name it what you want.
Updated: Scene Priority Settings: No longer needs the projectUsed, projectName, projectPath variables

Updated: Script Editor: When inserting snippets, functions or code modules, the scrollbar goes to the correct position
Updated: Script Editor: File -> Exit button now works
Updated: Script Editor: Pin to stay on top remembers what is when closing down.
Updated: Script Editor: Closing a page dialog now stays on top at all times.
Updated: Script Editor: ctrl+f find option puts carrot in the find word box.
Updated: Script Editor: If you press cancel when Adding a new script, it will cancel adding the script
Updated: Script Editor: If you press cancel when adding an existing script, it will cancel adding the script
Updated: Script Editor: Rewritten entire file loading process for ease. Scripts are loaded from anywhere by simply passing the script name plus extension
Updated: Script Editor: All Scripts must be unique names
Updated: Script Editor: All your script properties need to be updated to the new set of properties. Please remove the script and add a new one.
Updated: Script Editor: Micro scripts are now removed from the editor once the object is removed from the scene or on scene load. This prevents incorrect data from overwriting current micro script data if a previous scenes micro script was left open and you clicked save.
Updated: Script Editor: An open scene script will be replace by the opening scene's, scene script.

Updated: Asset manager: Save yourself time by dragging the script on to the object from the asset manager
Updated: Message Box: Set text Dialog(used for creating folders, paths etc..) now sets focus to the line edit to type right away.
Updated: Terrain Brush Size: Now much faster to change the size of the brush.
Updated: Actions: Vehicle: Press animate and you cannot become the car player, only if you press the play the game button
Updated: Tech demo: set Action Param: Changed keys text from "2/3" to "3/4"
Updated: System: Refresh all resources: This has been disabled for the time being due to the new resource system. This would crash
Updated: System: Auto Updater: Windows 8 had problems with the batch script command find, now replaced to find str
Updated: Scene loading: if scene has unsaved changes, then you will be prompted with a save dialog.
Updated: Translation Panel: When changing position, the gizmo is updated to the new position.
Updated: Material Editor: When changing diffuse or tiling, both the advanced materials ambient and lighting passes get updated.

Updated: Fog colour now returns the colour it was left with.

Updated: Camera now resets correctly when stop has been hit.

Updated: Lua: entity:
  • entity.addScript() - no longer need a path to folder, simply call the scripts name

Updated: Physx Action: now has assignable collision groups which can also be set via lua
Updated: Physx Action: Complete remodelling of the properties
Updated: Physx Action: Linear damping property
Updated: Physx Action: Angular damping property
Updated: Physx Action: Max Angular damping property
Updated: Physx Action: Skin Width Property
Updated: Physx Action: Each physx object now has its own material, so bounce and friction work independent to each object.
Updated: Physx Action: The Micro Script on the physx rigidbody action has been depreciated, so people need to remake all rigidbody actions.
MIGRATION NOTE: Since the rigidbody has been changed drastically, you will need to remake all PhysX Rigidbodies in all of your scenes. Sorry for the inconvenience, we have upgraded this for beta.

Updated: Navmesh now clears on scene load or new scene.
Updated: Script Editor: If minimized and you choose to edit a script, then the window restores
Updated: When saving, the script editor layout is saved
Updated: Scene Script scrollbar does not reset when saving.

Updated: Core: Scene Entity names have to contain filename compliant characters only.

Known Issues:
There are a few known issues, but we wanted to get this version out to you as early as possible.
  • There is a crash with certain low level physics generally on the Rigid body action
  • Progress bars are currently broken and will be upgraded
  • Player may need to be destroyed as a process as at times as it fails to close down by pressing the windows [x] use esc key instead.
  • Shadows can cause the scene to black out, just reload the scene or hit new scene as a reload generally makes the shadows work as expected.
  • On screen info does not minimise.
  • Layouts can crash on small monitors. Just delete the currentLayout.layout from the data editor folder.
  • Tech demo Sky metal and glass will crash in the player.
We will get these fixed and have you updated via the auto update ASAP Thanks for being patient ; )

So on to the new features....

NEW FEATURES

NEW: Asset Manager:
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In this release, we now have the new asset manager which was built to depreciate the preset manager, due to the new preset changes in this release.
It is an instant open and load with access to any folder on any hard drive. Many features accept drag and drop from the asset manager such as scripts, images, materials.

Features:
  • Displays all major skyline filetypes, this includes .mesh, .preset, .xpreset, texture files, scene and project files, plus many more
  • Single presets: This means we no longer use the preset libraries. Each mesh can be saved off as a preset with setup stuff such as actions and scripts. It is stored on the harddrive like any other file.
  • Single Presets: We now have working binary and xml versions of the preset.(.preset, .xPreset) Binary is less filesize and very fast to load, best used for end games.
  • Drag drop presets, meshes, materials and textures to the scene from the asset manager
  • create presets multiple ways, either by RMB in main scene with selected scene entity or drag from the scene entity list to the asset manager, or use the button located in the AM
  • Create materials from textures that were dragged onto an entity. Use RMB save as material when applicable.
  • Delete, rename files in the viewer using RMB context or f2 to rename.
  • Copy or move files to another folder. Hold CTRL when moving to copy.
  • Delete, move folders in the explorer view
  • Automatic thumbnail generation for mesh and material files. Thumbnails are stored in "Data/_cache"
  • Manual thumbnail generation for preset and scene files.
  • If thumbnails auto generated already, then the folder loads quicker.
  • RMB context on file to regenerate thumbnail if need be.
  • RMB context on file to reload textures and meshes.
  • AM -> Tools menu, clear cache
  • Specific icons made for each filetype in the manager.
  • Full filter list to help narrow down results.
  • Layouts save off when closed.
  • Material display as advanced and basic depending on existance
  • Play Audio in the view from the right click menu.
  • Open Text files in notepad
  • Drag and drop .lua script files onto sceneEntities and apply them as a microscript or external script.
  • Detail or thumbnail view
  • Double click .lua files to view


NEW: Resource Manager:
Image
Skyline now uses a new resource system that has better memory efficiency and very fast software loading times.
It stores all assets within the added directories into several .cfg files stored in the Data/Resources folder.
It does mean assets need to be managed a bit more, but not much and in return it gives better memory usage.
The asset manager has all the connections needed in order to manage these lists.
  • Better memory usage by only loading what is required
  • Faster skyline booting times - helps with lots of assets and stop a 1 & 1/2 minute wait
  • Access to many more folders simply by adding them to the list
  • Temporary asset usage from folders that are not part of the list. This means you don’t need to add your files to the list to use them, but they wont load back in.
  • Easy addition of base materials or scripts with shaders into the system that can be stored anyway, but guarenteed to be loaded first.
  • Lua: Resource
    • new resource Library added
    • resource.prepareMesh() - use this in the initialiser to load any assets into the system, so spawning is fast. Otherwise you will see a pop the first time you spawn
    • resource.prepareMaterial() - use this in the initialiser to load ant material assets needed. This saves any popping when setting materials.
  • Easy access to regenerate all resource lists for asset library and projects

NEW: Resource Collector:
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This tool allows you to grab all assets/resources that your scene uses such as textures, meshes, materials, base materials, shaders, skyboxes, scripts and much more.
All files will then be copied into the directory of your choosing with the added option of organising.
Useful when building packages for release as this will only grab files that are used in the level which also keeps filesize down.

NEW: Environment Editor:
Image
Environment components such as sky and ocean can now be edited from a single window with a much improved work flow. This editor will be developed over time to add cool new environment tools and expand on current environment features.

  • New editor.
  • Includes SkyBox Section
  • Includes Ocean Section
  • Includes SkyX Section
  • Fixed the ocean crashes so this side is now more reliable
  • Fixed SkyX crashes
  • Scenes containing environments can now safely be opened with out strange issues
  • Ocean can now be edited on scene load back.
  • Upgraded SkyX to latest version.
  • New volume clouds with greater control.
  • New lightning system
  • Improved workflow

NEW: Scene Script:
Image
Skyline's scripting has a new addition in the form of a scene script. This script is run before any other scripts in the scene so is perfect for any set up code, also all of this scene scripts events are called prior to entity microscripts and external script events. This script can be opened by RMB in the scene and selecting the top menu item.
Note: This script has no attached entity and therefor has no scene entity ID but any calls to this script can be done by passing the sceneScriptID which can be returned by calling sky.getSceneScriptID()

New: Lua Scene Script command:
Lua: sky.getSceneScriptID() returns the id of the scene script .

NEW: Simple Console for end game/player:
Simple Console for the player and end game. This console is a simple text overlay on the game view and can be accessed from lua to provide a text feedback system where the main log/console can not be used. This will be common in the end game exe and Skyline player.

New: Lua Simple Console
Lua: sky.ui_changeInterface(String MyFolder, String MyUI); Change the simple console interface to your own version.
Lua: sky.print("Hello",lineState); Output text to the simple console. The optional 2nd arg lineState [1/0] forces text to be on a single line.


NEW: Joystick Events:
Image
Skyline can now respond to joystick events passed through to lua. We have tested on the XBox360 game pad and all controls return a value so most joysticks should be fine. In the editor joystick events only occur when in Play the game mode the stand alone player and the end game exe are fully supported.
New: Lua Joystick events:
Lua: onJSButtonReleased(int button)
Lua: onJSButtonPressed(int button)
Lua: onJSAxisMoved(int axis, int value)
Lua: onJSPovMoved(String direction);
Lua: onJSliderMoved(int sliderID);


NEW: Skyline Output Platform: PC
Skyline now has its first output platform. Finally …. :P
The PC output comes with a stand alone folder that does not require skyline to be installed to work.
  • Standalone game folder with game directory structure.
  • The end game can be given to anyone even if they do not have skyline installed.
  • You can have your own game icon applied to the exe
  • The end game has a loading screen when booting.
  • End Games are made from projects and grabs all assets in that directory.(make sure all assets exist in project at end game creation).
    Use the resource collector if unsure to find all those hidden files hehe….
  • Ark files and zip files can be loaded, but they have to be made manually for now.
  • Soon to come… end game installer generation.

NEW: Skyline Auto Scene Upgrader
Skyline will now auto upgrade your scene when it loads and detects that actions are out of date. But in stead of it replacing the action and resetting the properties, it will store and use your older values to save you any work.
  • Auto upgrades action that have been improved in code. These you would manually of had to do before.
  • When we depreciate an action with built in microscript in favor of the singular microscript, your code is copied from the inbuilt and dropped on a new microscript action. The only problem is when you already have a microscript, it will add 2 which you need to sort out.

So lots of new goodies to play with plus there have been speed improvements in certain areas and other small work flow changes to make this he biggest Skyline version so far.

Have a great day
Your Skyline Developer Team :D
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Re: Skyline Release 0.8.0 RC1 Beta

Postby ant0N » 02 Jul 2014, 04:41

wow! :o it cost expectations. Asset Manager looks great! :D
give it to me immediately!!!! :D :D :D
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Re: Skyline Release 0.8.0 RC1 Beta

Postby StarFire » 02 Jul 2014, 16:43

Fanfare of trumpets! New Download is now available

We have posted the new download instructions, so please check your emails. If by any chance you did not receive the email please give me a PM :D
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Re: Skyline Release 0.8.0 RC1 Beta

Postby StarFire » 02 Jul 2014, 18:09

Just thought we should pass you the link the new store just in case you lost your email ;)

http://www.chi-ad.com/Skyline/Store/

Please note we are currently developing this store as there is so much still to do before we get the main public site ready.
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Re: Skyline Release 0.8.0 RC1 Beta

Postby Talidan » 02 Jul 2014, 18:45

I am confused as to what to do once the "purchase" is completed. I have a serial number and that's about all I've got to go on that I can see.
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Re: Skyline Release 0.8.0 RC1 Beta

Postby pgadesertrat » 02 Jul 2014, 19:03

Talidan wrote:I am confused as to what to do once the "purchase" is completed. I have a serial number and that's about all I've got to go on that I can see.


Same here, signed up and placed order which was accepted. I couldn't locate a download link anywhere for the RC1 Beta version.

Anyway, very exciting time for Aurasoft. I wanted to personally thank you for the free non-commercial license.

Edit: Ahh, nix that. Just received an e-mail from the Skyline store which includes a link to the file download :). I would propose you add the download info to be included in the order details.


Rat
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Re: Skyline Release 0.8.0 RC1 Beta

Postby SolarPortal » 02 Jul 2014, 19:08

Hi guys, thanks for all the support :D

in the emails you receive from the store, the serial number has a space on the end of the numbers.
make sure this is not copied in when activating, otherwise it will fail.
We shall improve the activator to not care about this.

For those who cannot find the download links, they are also in the email. :P
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Re: Skyline Release 0.8.0 RC1 Beta

Postby StarFire » 02 Jul 2014, 19:12

Again thanks for the support :D

And also thank you for being patient whilst we iron out these few purchasing issues.

We will be active tonight to ensure we get you all up and running :D

Just thought to mention your browser may show the download manager as unsigned we would like to assure you that it is safe.
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Re: Skyline Release 0.8.0 RC1 Beta

Postby Talidan » 02 Jul 2014, 19:28

Ah, it took about half-an-hour to receive the emails for the order. All good now!
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Re: Skyline Release 0.8.0 RC1 Beta

Postby StarFire » 02 Jul 2014, 19:35

great we are pleased to hear that Talidan :D
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Re: Skyline Release 0.8.0 RC1 Beta

Postby StarFire » 02 Jul 2014, 19:48

We have just upgraded the shop so that your account order will show the download link if you press the "details" button.
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Re: Skyline Release 0.8.0 RC1 Beta

Postby Talidan » 03 Jul 2014, 05:42

I had to go help move a restaurant all day, but I came home all eager to check it out to find that the shortcut placed on my desktop can't find any .exe
I go to the file C:>Aurasoft and look, but nothing.

I uninstalled it all and tried again in case me interrupting the reboot at the end of the installation messed something up, but still nothing. Am I derping hard here, or what? :(
I considered posting this elsewhere, but it's not really a bug or a problem within the engine, so I hope here is alright.

Also, is it just me or are the forums kind of dead? I bailed some after the community game crumbled apart, but it seems like little of the forums is alive...
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Re: Skyline Release 0.8.0 RC1 Beta

Postby StarFire » 03 Jul 2014, 09:53

We have noticed that some anti virus software will strip the exe away ( thanks Greek ;) ) so if you can not find the download after the manager has completed please ensure your antivirus will let the exe through.

Over the past day we have many users with successful activations and we are thinking more and more that there could be a problem with antivirus and possibly firewalls blocking the activation process on the end user machine. If are having issues with activation or can not find exe please see if your pc is blocking the activator or removing the downloaded exe.

We are working hard to find any other reason so we can get you all up and running. Thank you again for your patience.

@Talidan:Also, is it just me or are the forums kind of dead? I bailed some after the community game crumbled apart, but it seems like little of the forums is alive...


We have been here all the time developing the engine but we don't have time to nurture a community as developing is our highest priority for now. But we welcome we anyone to become active on the forums ;)
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Re: Skyline Release 0.8.0 RC1 Beta

Postby SolarPortal » 03 Jul 2014, 12:32

hi all, we have found that their is an error in the routines linked between the activator and the software.
This has caused many peoples activation's to fail! :shock:

We will need to upload a new version to the FTP for new users.

Anyone who has already got the download with the issue we are going to provide and exe patch to prevent the need for a long download again. We will keep you posted.

Stay tuned and thanks for your patience. :D
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Re: Skyline Release 0.8.0 RC1 Beta

Postby genart » 07 Jul 2014, 13:00

Good afternoon!

At me it is impossible to download,
since SkylineDownloadManager - isn't the 32-bit program.

I have WinXP-32.

How to download?

:?:
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Re: Skyline Release 0.8.0 RC1 Beta

Postby SolarPortal » 07 Jul 2014, 14:38

the skyline download manager is a 32 bit software, but it does require the vs2013 Redist x86 located at this link: http://www.microsoft.com/en-gb/download/details.aspx?id=40784

i hope it works on xp, as we have not yet tried. :P
if it does not work, then we will think on how to support older OS systems.
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Re: Skyline Release 0.8.0 RC1 Beta

Postby genart » 07 Jul 2014, 14:48

SolarPortal wrote:the skyline download manager is a 32 bit software, but it does require the vs2013 Redist x86 located at this link: http://www.microsoft.com/en-gb/download/details.aspx?id=40784

i hope it works on xp, as we have not yet tried. :P
if it does not work, then we will think on how to support older OS systems.


Hi SolarPortal,

many thank!
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Re: Skyline Release 0.8.0 RC1 Beta

Postby genart » 07 Jul 2014, 15:06

Not.
Don't work. ((
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Re: Skyline Release 0.8.0 RC1 Beta

Postby SolarPortal » 07 Jul 2014, 15:14

ahh, what message is displayed.
Please contact support@aurasoft.co.uk to continue this conversation :D
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Re: Skyline Release 0.8.0 RC1 Beta

Postby genart » 07 Jul 2014, 17:21

I found out in what a problem.
For start of this appendix installation of both versions of a VCR 2013 package - both 32-bit, and 64-bit is necessary.
Naturally, the 64-bit version on WinXP can't be established.
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Re: Skyline Release 0.8.0 RC1 Beta

Postby genart » 07 Jul 2014, 18:15

The same and concerning the editor.
It isn't started in the absence of the 64-bit vcr2013 version.
To be exact - in the absence of both versions - and 32, 64-bit.

Thus, the editor can be established and work only on Win7 64.

:(((
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Re: Skyline Release 0.8.0 RC1 Beta

Postby StarFire » 07 Jul 2014, 19:06

We have been doing some tests on an old PC and it is looking sadly like our current build is only Vista compatible and works with win 7/8. :(

If anyone has a solution we could try we would love to hear it :)

@genart: Sorry that this version doesn't work on your pc, can you not get a hold of a newer OS?
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Re: Skyline Release 0.8.0 RC1 Beta

Postby StarFire » 07 Jul 2014, 19:54

Update on the XP issue.

We have run a successful test patch on XP, so far so good. This required XP service pack 3 and a special recompile of the application. We are running some more tests and will keep you informed.

@genart: There is hope! ;)
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Re: Skyline Release 0.8.0 RC1 Beta

Postby genart » 07 Jul 2014, 21:52

NightHawk, ok!
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Re: Skyline Release 0.8.0 RC1 Beta

Postby StarFire » 07 Jul 2014, 22:11

XP Update:

We have managed to get Skyline up and running on our XP test PC. :D

Our test PC only has a small GFX card with 256mb vram so we are now looking at ways to get skyline to run on low powered/spec machines.

@genart: what spec is your PC. what gfx card are you running and what video memory? etc
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