Josh Posted April 24, 2010 Share Posted April 24, 2010 -Save and Load script functions added. Roads are saved and loaded in the SBX file, so they don't have to be rebuilt when they are loaded. -An octree with a hierarchical rendering routine has been implemented. -Entity view distance has been changed from an arbitrary float value to a categorical value of near, medium, far, or infinite. This allows much more efficient culling. -Performance may be up 100% faster or more, under some conditions under demanding scenes. -Vegetation rendering completely rewritten since version 2.31, with a significant increase in performance. -Collision with vegetation is supported. (Newton .phy files need to be reserialized.) Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Pancakes Posted April 24, 2010 Share Posted April 24, 2010 It seems the same as the one I downloaded a couple of weeks ago. It didn't undate anything new using the updater I have. Do you know when the DoF shader fix is going to make it in. I know it's not the most important thing... Quote Core I5 2.67 / 16GB RAM / GTX 670 Zbrush/ Blender / Photoshop CS6 / Renoise / Genetica / Leadwerks 3 Link to comment Share on other sites More sharing options...
ZeroByte Posted April 24, 2010 Share Posted April 24, 2010 That's an impressive list of new features Josh, thank's. @Pancakes, use the drop down box in the updater, select Beta 2.32. 1 Quote Win 7 64, LE 2.31, Liquid Cooled I7-960 @ 4.00GHz, 6GB DDR3 Ram @ 1600mhz, BFG GTX295, Sound Blaster X-FI. Link to comment Share on other sites More sharing options...
Josh Posted April 24, 2010 Author Share Posted April 24, 2010 As far as I know, DOF is fixed in 2.32. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
DaveLee Posted April 24, 2010 Share Posted April 24, 2010 This version seems to be just a little unstable (saving a test scene saved the roads but corrupted everything else - let's hear it for backups), but the performance difference is astounding! The fixed depth of field is excellent as well. Is anyone else getting flat white ploygon smoke from the firepit or instant crashes when attempting to run through their levels? I'm wondering if I have some stray files from the last version causing problems. Quote Link to comment Share on other sites More sharing options...
Josh Posted April 25, 2010 Author Share Posted April 25, 2010 Sorry to hear that. I'll try to produce a problem. It is probably related to the save/load script stuff. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Pancakes Posted April 25, 2010 Share Posted April 25, 2010 Before I was using old updater. Now I have new one. So with the new beta installed, the editor briefly displays a splash screen and then closes without opening a window. Quote Core I5 2.67 / 16GB RAM / GTX 670 Zbrush/ Blender / Photoshop CS6 / Renoise / Genetica / Leadwerks 3 Link to comment Share on other sites More sharing options...
Hans Posted April 25, 2010 Share Posted April 25, 2010 looking forward to the new update josh Quote Link to comment Share on other sites More sharing options...
carlb Posted April 25, 2010 Share Posted April 25, 2010 not sure what is wrong but i did a clean install of the beta and try to run the editor and your get nothing do get the log file so hope it helps Editor.zip seem it not happy with ati lol thanks Quote Asus ROG STRIX B350-F GAMMING AMD Ryzen 7 1700x 32 gb ddr4 15 TB raid 5 HD Nvidia EVGA 1060GTX Win10 64bit Link to comment Share on other sites More sharing options...
Michael Betke Posted April 25, 2010 Share Posted April 25, 2010 I got a crash while trying to add a waterplane. Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
Pixel Perfect Posted April 25, 2010 Share Posted April 25, 2010 My high density scene actually runs slower (getting about half the FPS of the 2.31 editor) otherwise it seems stable. Have you changed the SSAO as it now seems to blur everything in the foreground? Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
Marleys Ghost Posted April 25, 2010 Share Posted April 25, 2010 is this a usable 2.32 ? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
carlb Posted April 25, 2010 Share Posted April 25, 2010 i would say no as its a beta so there a few problem which people have. but unless people tested and say what bug there is, it will never be stable Quote Asus ROG STRIX B350-F GAMMING AMD Ryzen 7 1700x 32 gb ddr4 15 TB raid 5 HD Nvidia EVGA 1060GTX Win10 64bit Link to comment Share on other sites More sharing options...
Josh Posted April 25, 2010 Author Share Posted April 25, 2010 You can use this for the firepit script to get rid of the heat haze emitter. I'm not sure yet why it is not working correctly: require("scripts/class") local class=CreateClass(...) class.sound=LoadSound('abstract::campfire_01_15.wav') function class:CreateObject(model) local object=self.super:CreateObject(model) --[[object.model.aabb.x0=-5 object.model.aabb.x1=5 object.model.aabb.y0=-5 object.model.aabb.y1=5 object.model.aabb.z0=-5 object.model.aabb.z1=5]]-- --Create light object.light=CreatePointLight(4,model) object.light:SetColorf(1,0.6,0.25,1,1) object.light:SetPositionf(0,1.2,0,0) object.light:SetShadowOffset(0,0.91,0) object.light.castshadows=3 --Create emitters if fw~=nil then SetWorld(fw.transparency.world) --[[object.heathaze=CreateEmitter(10,450,Vec3(0,1,0),0,nil) object.heathaze:SetPositionf(0,0.5,0) object.material_heathaze=LoadMaterial('abstract::heathaze.mat',0) object.heathaze:Paint(object.material_heathaze,0) object.heathaze:SetRadius(0.25,0.25) object.heathaze:SetWaver(0) object.heathaze:SetOrder(1,0) object.heathaze:SetVelocity(Vec3(0,0.375,0),Vec3(0,0.05,0)) object.heathaze:SetRotationSpeed(0.01) object.heathaze:SetArea(Vec3(0.2,0.0,0.2)) object.heathaze:SetPositionf(0,0.25,0,0)]]-- object.fire=CreateEmitter(25,750,Vec3(0,1,0),0,nil) object.fire:SetPositionf(0,0.25,0,0) object.fire:Paint(LoadMaterial('abstract::fire.mat'),0) object.fire:SetRadius(0.4,0.1) object.fire:SetColorf(0.2,0.2,0.2,1,1) object.fire:SetWaver(1) object.fire:SetVelocity(Vec3(0,1.5,0),Vec3(0,0.05,0)) object.fire:SetRotationSpeed(0.01) object.fire:SetArea(Vec3(0.2,0.1,0.2)) object.sparks=CreateEmitter(5,800,Vec3(0,1,0),0,nil) object.sparks:Paint(LoadMaterial('abstract::fire.mat'),0) object.sparks:SetRadius(0.01,0.01) object.sparks:SetColorf(1,0.6,0.25,1,1) object.sparks:SetVelocity(Vec3(0,1.5,0),Vec3(0.05,0.5,0.05)) object.sparks:SetRotationSpeed(0.1) object.sparks:SetArea(Vec3(0.4,0.0,0.4)) object.sparks:SetWaver(5) object.sparks:SetPositionf(0,0.25,0,0) --object.heathaze:SetMatrix(object.model.mat) object.fire:SetMatrix(object.model.mat) object.sparks:SetMatrix(object.model.mat) SetWorld(fw.main.world) end --Emit fire sound if class.sound~=nil then object.model:EmitSound(class.sound,10,1,1) end --Declare initial values object.fluctuation=1.0 object.smoothedfluctuation=1.0 function object:SetKey(key,value) if key=="color" then elseif key=="intensity" then else return self.super:SetKey(key,value) end return 1 end function object:Free() --self.heathaze:Free() self.fire:Free() self.sparks:Free() end --Force the bounding box to be bigger --[[function object:UpdateMatrix() object.model.aabb.x0=object.model.mat.tx-5 object.model.aabb.x1=object.model.mat.tx+5 object.model.aabb.y0=object.model.mat.ty-5 object.model.aabb.y1=object.model.mat.ty+5 object.model.aabb.z0=object.model.mat.tz-5 object.model.aabb.z1=object.model.mat.tz+5 object.model.aabb:Update() end]]-- function object:UpdateMatrix() --self.heathaze:SetMatrix(self.model.mat) self.fire:SetMatrix(self.model.mat) self.sparks:SetMatrix(self.model.mat) end function object:GetKey(key,value) if key=="color" then elseif key=="intensity" then else return self.super:GetKey(key,value) end return value end function object:Draw(camera) self.fluctuation=self.fluctuation+math.random(-100,100)/1000.0*AppSpeed() self.fluctuation=math.min(1.8,self.fluctuation) self.fluctuation=math.max(0.2,self.fluctuation) self.smoothedfluctuation=Curve(self.fluctuation,self.smoothedfluctuation,5.0/AppSpeed()) self.light:SetColorf(1.0*self.smoothedfluctuation,0.6*self.smoothedfluctuation,0.25*self.smoothedfluctuation,1,0) end end Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted April 25, 2010 Author Share Posted April 25, 2010 This script will fix the heat haze emitter: require("scripts/class") local class=CreateClass(...) class.sound=LoadSound('abstract::campfire_01_15.wav') function class:CreateObject(model) local object=self.super:CreateObject(model) --[[object.model.aabb.x0=-5 object.model.aabb.x1=5 object.model.aabb.y0=-5 object.model.aabb.y1=5 object.model.aabb.z0=-5 object.model.aabb.z1=5]]-- --Create light object.light=CreatePointLight(4,model) object.light:SetColorf(1,0.6,0.25,1,1) object.light:SetPositionf(0,1.2,0,0) object.light:SetShadowOffset(0,0.91,0) object.light.castshadows=3 --Create emitters if fw~=nil then SetWorld(fw.transparency.world) object.heathaze=CreateEmitter(10,600,Vec3(0,1,0),0,nil) object.material_heathaze=LoadMaterial('abstract::heathaze.mat',0) object.heathaze:Paint(object.material_heathaze,0) object.heathaze:SetRadius(0.5,0.5) object.heathaze:SetWaver(0.5) object.heathaze:SetOrder(1,0) object.heathaze:SetVelocity(Vec3(0,1,0),Vec3(0,0.05,0)) object.heathaze:SetRotationSpeed(0.01) object.heathaze:SetArea(Vec3(0.2,0.0,0.2)) object.heathaze:SetPositionf(0,0.25,0,0) object.fire=CreateEmitter(25,750,Vec3(0,1,0),0,nil) object.fire:SetPositionf(0,0.25,0,0) object.fire:Paint(LoadMaterial('abstract::fire.mat'),0) object.fire:SetRadius(0.4,0.1) object.fire:SetColorf(0.2,0.2,0.2,1,1) object.fire:SetWaver(1) object.fire:SetVelocity(Vec3(0,1.5,0),Vec3(0,0.05,0)) object.fire:SetRotationSpeed(0.01) object.fire:SetArea(Vec3(0.2,0.1,0.2)) object.sparks=CreateEmitter(5,800,Vec3(0,1,0),0,nil) object.sparks:Paint(LoadMaterial('abstract::fire.mat'),0) object.sparks:SetRadius(0.01,0.01) object.sparks:SetColorf(1,0.6,0.25,1,1) object.sparks:SetVelocity(Vec3(0,1.5,0),Vec3(0.05,0.5,0.05)) object.sparks:SetRotationSpeed(0.1) object.sparks:SetArea(Vec3(0.4,0.0,0.4)) object.sparks:SetWaver(5) object.sparks:SetPositionf(0,0.25,0,0) --object.heathaze:SetMatrix(object.model.mat) object.fire:SetMatrix(object.model.mat) object.sparks:SetMatrix(object.model.mat) SetWorld(fw.main.world) end --Emit fire sound if class.sound~=nil then object.model:EmitSound(class.sound,10,1,1) end --Declare initial values object.fluctuation=1.0 object.smoothedfluctuation=1.0 function object:SetKey(key,value) if key=="color" then elseif key=="intensity" then else return self.super:SetKey(key,value) end return 1 end function object:Free() self.heathaze:Free() self.fire:Free() self.sparks:Free() end --Force the bounding box to be bigger --[[function object:UpdateMatrix() object.model.aabb.x0=object.model.mat.tx-5 object.model.aabb.x1=object.model.mat.tx+5 object.model.aabb.y0=object.model.mat.ty-5 object.model.aabb.y1=object.model.mat.ty+5 object.model.aabb.z0=object.model.mat.tz-5 object.model.aabb.z1=object.model.mat.tz+5 object.model.aabb:Update() end]]-- function object:UpdateMatrix() self.heathaze:SetMatrix(self.model.mat) self.fire:SetMatrix(self.model.mat) self.sparks:SetMatrix(self.model.mat) end function object:GetKey(key,value) if key=="color" then elseif key=="intensity" then else return self.super:GetKey(key,value) end return value end function object:Draw(camera) self.fluctuation=self.fluctuation+math.random(-100,100)/1000.0*AppSpeed() self.fluctuation=math.min(1.8,self.fluctuation) self.fluctuation=math.max(0.2,self.fluctuation) self.smoothedfluctuation=Curve(self.fluctuation,self.smoothedfluctuation,5.0/AppSpeed()) self.light:SetColorf(1.0*self.smoothedfluctuation,0.6*self.smoothedfluctuation,0.25*self.smoothedfluctuation,1,0) end end Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
VeTaL Posted April 25, 2010 Share Posted April 25, 2010 1) Got a problem with new vegetation system: screen is filled by trees. Is screenshot needed or its already a reported problem? 2) Also, Josh, please, add landscape movement, its not too long (as looking from my top of view). I dont need too large terrain (1K * 1K is enough), but i need to load them manually... and load it in separate thread, if possible We really need this, our art-people are waiting, because they cant create first location 0_o Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
Pancakes Posted April 26, 2010 Share Posted April 26, 2010 Finally got my editor to open. The updated version doesn't start but I did a fresh install into another folder and it's working: The only things I notice are: 1) Performance seems much faster though I can't do a direct comparison due to the fact that my old install is now broken =(. The increase of speed might be the tweaks that you made to SSDO too. 2) Atmosphere renders pure white. 3) There is a motion blur effect along the border of the skyline and anything that breaks the skyline particularly visible in the alpha transparency of vegetation. 4) DoF is nice! 5) The UI is stuck in vanilla windows color, though the properties panels still have the proper colors depending on what color scheme you have loaded. Quote Core I5 2.67 / 16GB RAM / GTX 670 Zbrush/ Blender / Photoshop CS6 / Renoise / Genetica / Leadwerks 3 Link to comment Share on other sites More sharing options...
Sean Posted April 26, 2010 Share Posted April 26, 2010 Hi, some quick issues i noticed over 2.31 with the terrain_arctic.sbx scene.. The terrain material is missing, or completely transparent. Trees pop in and out (sometimes in large areas) close to the camera. Did not notice this with 2.31 i made this quick video to show what is going on youtube video Quote AMD Phenom II X6 Black Edition, 8GB, 120 GB SSD, 2TB HDD, nVidia GTX 570 1.2GB, Win 7 x64 Intel Core i5, 4GB, 120GB SSD, NVidia 360M 1GB, Win 7 x64 Link to comment Share on other sites More sharing options...
Youngin Posted April 26, 2010 Share Posted April 26, 2010 trying the beta for 2.32 but whenever i create a terrain it seems to want to crash with the message EXCEPTION_ACCESS_VIOLATION. Also does this when trying to open an existing map. although my atomspheres finally show up . Quote Intel®Core™2 Quad Q8200 @2.33GHz 2.34GHz 4GD DDR2 SDRAM AT 800MHZ,GMT Nvidia Geforce GTS 250, 1GB Vid Mem Window 7 Professional x64 bit LE 2.3 Admin account on computer in use Link to comment Share on other sites More sharing options...
Gilmer Posted April 27, 2010 Share Posted April 27, 2010 how i can download the update?? Quote Link to comment Share on other sites More sharing options...
omid3098 Posted April 27, 2010 Share Posted April 27, 2010 just run SDK updater, choose 2.32Beta and hit update.. (and care your previous version with a backup) Quote Omid Saadat OD Arts Blog AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86 AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc) Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop) Link to comment Share on other sites More sharing options...
Gilmer Posted April 27, 2010 Share Posted April 27, 2010 If i simply give ok and download the files, it downloads the version already 2.23? Or cotinues downloading the 2.1? Because after downloading, the file "version.txt" continues informing that the version 2.1 is the most current. And i not find this option "2.32Beta". Quote Link to comment Share on other sites More sharing options...
omid3098 Posted April 27, 2010 Share Posted April 27, 2010 I think you are using old updater. you should use one of these updaters. and there is no 2.2x versions there.. Edit: as I saw in another thread, you already have 2.3x (with editor) so I got confused why you don't have 2.32beta in your updater? Quote Omid Saadat OD Arts Blog AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86 AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc) Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop) Link to comment Share on other sites More sharing options...
Gilmer Posted April 27, 2010 Share Posted April 27, 2010 thanks omid3098, i has using the old updater... Quote Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted April 28, 2010 Share Posted April 28, 2010 hey Josh... do you want bug reports posted on the beta... so far i'm also getting the same issues reported above in the editor... also... river nodes don't "stick" to terrain like road nodes do... actually, i guess they shouldn't, but if they don't, they're gonna need a depth value added or some way to fix how far down the river is going to extend... --Mike Quote Link to comment Share on other sites More sharing options...
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