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Beta 2.32 update


Josh
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-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.)

My job is to make tools you love, with the features you want, and performance you can't live without.

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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... :)

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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.

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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.

Core I5 2.67 / 16GB RAM / GTX 670

Zbrush/ Blender / Photoshop CS6 / Renoise / Genetica / Leadwerks 3

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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

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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?

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is this a usable 2.32 ?

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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

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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

My job is to make tools you love, with the features you want, and performance you can't live without.

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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

My job is to make tools you love, with the features you want, and performance you can't live without.

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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

Working on LeaFAQ :)

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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.

Core I5 2.67 / 16GB RAM / GTX 670

Zbrush/ Blender / Photoshop CS6 / Renoise / Genetica / Leadwerks 3

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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

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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 <_< .

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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".

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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? :)

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Guest Red Ocktober

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

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