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Skyline Auto Update 0.8.2 + license upgrade to Indie

Skyline Auto Update 0.8.2 + license upgrade to Indie

Postby StarFire » 18 Sep 2014, 14:44

Hi friends,

We have a new auto update available, just fire up your copy of Skyline, ensure you are online and the update will automatically begin. Note this will only work from the 0.8.1 patch.

license upgrade to Indie!!!
Some good news for all of the users that already have the non-commercial license. We have decided that this license is pretty much useless these days so we are upgrading all of them to a commercial indie/hobby license which will allow you to earn up to £20,000 GBP per game which will be great for anyone starting out. The text on your license will be upgraded to reflect this new commercial upgrade agreement. We will make all of the necessary licenses changes over the next few weeks. :D

Ok over to the new Skyline features and fixes.
Release 0.8.2 - Beta Update Log:
    New:
  • New: Terrain Editor: When changing a diffuse texture for painting, if the texture does not exist, you will be prompted to add or add as temp
  • New: Terrain Editor: When changing a normal texture for painting, if the texture does not exist, you will be prompted to add or add as temp
  • New: Terrain Editor: When loading a blendmap layer, if the texture does not exist, you will be prompted to add or add as temp
  • New: Road Editor: When loading a diffuse texture, if the texture does not exist, you will be prompted to add or add as temp
  • New: Road Editor: When loading a normal texture, if the texture does not exist, you will be prompted to add or add as temp
  • New: Road Editor: When loading a specular texture, if the texture does not exist, you will be prompted to add or add as temp
  • New: Asset Manager: Assimp files and FBX files have their own icon in the asset manager
  • New: Path Editor: You can now choose whether the show in game is active
  • New: Path Editor: You can now choose whether to display the path while editing or not
  • New: Path Editor: Your options now show back on the panel after loading.
  • New: Template: Grass Meadow with post FX
  • New: Tech Demo - clickable Objects
  • Lua: Screen
  • Lua: screen.getMouseDelta() - in case the sky.getMouseDelta() version is hard to find
  • Lua: sound
  • Lua: sound.setMaxDistance(soundID,distance)
  • Lua: sound.setMinDistance(soundID,distance)
  • Lua: sound.setRolloff(soundID,rolloff)
  • Lua: bone
  • Lua: bone.getLocalPosition()
  • Lua: bone.getWorldPosition()
  • Lua: bone.getLocalOrientation()
  • Lua: bone.getWorldOrientation()
  • Lua: bone.getScale()
  • Lua: bone.setLocalPosition()
  • Lua: bone.setWorldPosition()
  • Lua: bone.setLocalOrientation()
  • Lua: bone.setWorldOrientation()
  • Lua: bone.setScale()
  • Lua: bone.pitch()
  • Lua: bone.roll()
  • Lua: bone.yaw()
  • Lua: bone.scale()
  • Lua: bone.getInitialPosition()
  • Lua: bone.getInitialOrientation()
  • Lua: bone.getInitialScale()
  • Lua: bone.printBones()
  • Lua: bone.getHandle()
  • Lua: bone.setManuallyControlled()
  • Lua: bone.storeAnimTracks()
  • Lua: bone.destroyAnimTracks()
  • Lua: bone.restoreAnimTracks()
  • Lua: bone.getPositionOffset()

  • Lua: anim
  • Lua: anim.setBlendMaskEntry()
  • Lua: anim.getBlendMaskEntry()

    Updated:
  • Updated: getMouseDelta now returns 0 when mouse is not moved, but command is called.
  • Updated:When loading, the window titlebar shows the new scene filepath first before loading.
  • Updated: Resources: When Converting a non skyline mesh file, it did not use the material on load.
  • Updated: Resources: When converting multiple non skyline meshes from the same folder, only the first one would be loaded.
  • Updated: Resources: The Load Mesh Resource routine has been improved.
  • Updated: Asset Manager: You can now delete multiple files at once.
  • Updated: Terrain: Parallax mapping has been removed as it causes weird artefacts. The effects have not been used that much though.

    Fixed:
  • Fixed: Script Editor: Crashed when opening a file from the open button or menu option.
  • Fixed: Character Controller: It would have crashed if in a collision with a deleted rigidbody
  • Fixed: Terrain Editor: Changing diffuse texture - It crashes if you load a texture that did not exist in resources
  • Fixed: Terrain Editor: Changing normal texture - It crashes if you load a texture that did not exist in resources
  • Fixed: Lua call to path getNumNodes(pathName) would crash if the path name did not exist.
  • Fixed: Lua call to path followPath(...) would crash if the path name did not exist.
  • Fixed: Skyline Player: It would have crashed if a terrain existed due to storing texture information using Qt still.
  • Fixed: When using the First Person Camera action, 3D positional audio will now work.
  • Fixed: Set Text Dialog sometimes wouldn't go above other windows.
  • Fixed: A window could not be unpinned from staying on top - due to the Qt4 to QT5 upgrade.
  • Fixed: Action - 3D UI Label - the text was always offset to the left.
  • Fixed: Terrain Layer 0 always came back in with tiling of 10(default value).
  • Fixed: Mesh Editor: When saving the temp directory is now created,

New: Skyline FBX Converter
Yes its finally here, the long wait is over for this revision of the FBX Importer. There is still much more that needs to be done but most bases have been covered. If you do have any issues please contact support and we will help you resolve them. Also if you have any difficult models, send them over to us so we can ensure the importer can overcome similar problem meshes in the future.

We have tried importing FBXs from many of the popular commercial and free modeling applications and had a good % of conversions. Every now and then there is a normal issue which we have found to be due to a mesh normal error in the models design. Most characters have imported with their animations and materials. There is a new document being developed to help you with your FBX pipeline.

The mesh editor has been improved to work with the FBX workflow with the addition of an animation timeline to help extract animations from a single track or to import new animations. These new tools help speed up your character workflow.

You can now convert FBX Files into .mesh, .skeleton and .material files.
The Mesh Editor has been upgraded to include animation tools such as extraction, addition and deletion of animations.
If you do any tweaks to the mesh/skeleton animations in the mesh editor, then use the reload sceneEntity to update the in scene versions.

  • New FBX Converter exe in the release folder
  • Convert any FBX File to .mesh, .skeleton and .material - if it fails convert to another format, then back to FBX
  • Mesh Editor: Timeline for animation with drop down of all existing animations.
  • Mesh Editor: Timeline - RMB context menu
  • Mesh Editor: Timeline - Start and End Loop for extraction of animations
  • Mesh Editor: Timeline - Clear loop.
  • Mesh Editor: Timeline - Extract the animation inside the chosen loop and give it a new name. Reload the sceneEntity to get new animations
  • Mesh Editor: Timeline - Add another FBX files animation to the .mesh and .skeleton file without having to reconvert. Need to share same skeleton.
  • Mesh Editor: Timeline -Remove current playing animation
  • Mesh Editor: Mesh position, rotation and scale edits are applied when the mesh is saved, no longer do you need to use the apply button.
  • Mesh Editor: Timeline - Full control interface with stop, play, next frame, previous frame, last frame and first frame
  • Mesh Editor: Timeline -Built in ability to scrub through animation
  • Mesh Editor: When working on a mesh, it is completely separate to the scene entity.
  • Mesh Editor: Rescale a character skeleton - something a lot of engines and modelling packages struggle with :D
  • Mesh Editor: the Skeleton reloads to stop any weird behaviours
  • Mesh Editor: The rotation Axis never worked, now it does :D

New: AI Sensor System
You Skyline now has a set of tools to detected any object with a defined query mask from with in a spherical range. This is a fast physics detection method well suited for use with AI characters and other combat/quest mechanics. The sensor is provided as a set of Lua commands and a sensor action. When combined with the FPS system/damage system some real fun can be had : )

There as a few new tech demos to demonstrate the use of this new system.
  • Action - AI Sensor. Based on the new sensor class.
  • AI Sensor System: Tech Demo - Sensor Complex. Demos the new sensor system for NPC
  • AI Sensor System: Tech Demo - Sensor Patrol. Demos the new sensor system for NPC and player with AI visibility occlusion.
  • Lua: sensor
  • Lua: Event - onSensorContact_Enter(targetID)
  • Lua: Event - onSensorContact_Exit(targetID)
  • Lua: Event - onSensorContact_Stay(targetID,targetDistance)
  • Lua: Event sensor.setTargetMode_Single(obj, target_ID);
  • Lua: Event sensor.setTargetMode_Faction(obj, "Description");
  • Lua: Event sensor.setTargetMode_Closest(obj);
  • Lua: Event sensor.setTargetMode_Random(obj);
  • Lua: Event sensor.enableVisibilityCheck(obj, 1);

As always any issues please contact support and we will happily assist you :D

Have a great day, have fun!
Your Skyline development team :D
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Re: Skyline Auto Update 0.8.2 + license upgrade to Indie

Postby AroraI4M » 18 Sep 2014, 20:58

I recently had to fix my computer 'cos the hard drive died and i got a new hard drive on it now. I just downloaded a new install of skyline but when i go to paste in my license key to start the editor it says that it is already activated and says it will now shut down the skyline editor. After that it says that i can start the free version to start the trial out but it will not start the editor in free trial mode or in any mode ! How do i get this to work ? thanks
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Re: Skyline Auto Update 0.8.2 + license upgrade to Indie

Postby StarFire » 18 Sep 2014, 21:07

@AroraI4M: We have reset you account for you and sent you a PM ;)
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Re: Skyline Auto Update 0.8.2 + license upgrade to Indie

Postby ant0N » 19 Sep 2014, 10:13

Great job guys! Waiting for the lua API for pathfinding. :D :D :D :D

Questions about licencee:
1) Glad to hear about a new license! It will be available to all or only to beta testers? :)
2) Is it possible to make so that you yourself can detach the license from your computer?
For example, in Corona SDK is possible in menu engine to disable the license, in order to connect it on another computer.
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Re: Skyline Auto Update 0.8.2 + license upgrade to Indie

Postby SolarPortal » 19 Sep 2014, 10:52

1) Glad to hear about a new license! It will be available to all or only to beta testers? :)

This license upgrade is to replace all the non-commercial licenses everyone has got from the store allowing you to earn money from your apps and games made on skyline. As the license you downloaded from the store was the £75 version of skyline.
We believe the non-commercial license is of no use to anyone these days and will be used for the free version instead.
The free version of skyline will not support an end game compiler, but will be non-commercial in use and have a few extra less features.
This will be released when we put the price on the current store version.

2) Is it possible to make so that you yourself can detach the license from your computer?
For example, in Corona SDK is possible in menu engine to disable the license, in order to connect it on another computer.

This is already planned in soon as we have had quite a few people with this issue. It will reduce the amount of mails sent to support aswell lol :p
Good idea about putting it in the main menu, although the deactivation process will have to happen online in the store for security reasons.
It will also be added to the activation screen.

Thanks again for your support :D
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Re: Skyline Auto Update 0.8.2 + license upgrade to Indie

Postby ant0N » 19 Sep 2014, 11:20

SolarPortal wrote:We believe the non-commercial license is of no use to anyone these days and will be used for the free version instead.
The free version of skyline will not support an end game compiler, but will be non-commercial in use and have a few extra less features.
This will be released when we put the price on the current store version.


it is not clear how it will be possible to develop commercial games in the free version of the engine without having the compiler of the game? :)
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Re: Skyline Auto Update 0.8.2 + license upgrade to Indie

Postby StarFire » 19 Sep 2014, 12:24

The free version of Skyline will be basically a version to try out and see if the product is to your liking rather than a time limited trial version. Then if you like the product they would then purchase the £75 indie version. (concessions and regional pricing is still our policy). There will still be a player to see what the end game would look like and how it could perform.

With us being a backroom project( not a corporation or even big team) we have no money to keep developing Skyline without making some form of income from the Skyline project at some point. We could not exist with a free commercial version of Skyline as it would make no sense to us, as there would be no reward or exchange for our years of continuing devotion to the project.

The Beta testers now have the £75 commercial Indie version as a reward for being with us throughout the unstable testing phase of development. ;)
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Re: Skyline Auto Update 0.8.2 + license upgrade to Indie

Postby ant0N » 19 Sep 2014, 15:24

thanks, now I understand everything! :D This is the right decision!
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Re: Skyline Auto Update 0.8.2 + license upgrade to Indie

Postby AroraI4M » 19 Sep 2014, 21:13

Thanks ! I finally have Skyline running again and with the 0.8.2 update ! This is getting exciting !
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