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LLI.T.A.L.K.E.R. 15.10.2011 12:50

Ответ: CryENGINE 3 SDK в свободном доступе!!!
 
А я хотел бы посмотреть пример такой (на подобие Блитз):
Код:

создать камеру
создать кубики и поверхность
перемещение кубика по клавишам.

Такое возможно на CryEngine? (на UDK вроде ещё можно, но сложно муторно)

А не использовать CryEngine (и удк) как обычный редактор карт (МОДов).
А так везде, где не смотри, в сообщестах эти SDK рассматривают как редакторы.

(к примеру зачем используют УДК как редактор, если уже с 2000 годов был встроенный редактор карт)

L-ee-X 15.10.2011 13:05

Ответ: CryENGINE 3 SDK в свободном доступе!!!
 
Цитата:

Сообщение от LLI.T.A.L.K.E.R. (Сообщение 205940)
А я хотел бы посмотреть пример такой (на подобие Блитз):
Код:

создать камеру
создать кубики и поверхность
перемещение кубика по клавишам.

Такое возможно на CryEngine? (на UDK вроде ещё можно, но сложно муторно)

А не использовать CryEngine (и удк) как обычный редактор карт (МОДов).
А так везде, где не смотри, в сообщестах эти SDK рассматривают как редакторы.

(к примеру зачем используют УДК как редактор, если уже с 2000 годов был встроенный редактор карт)

Есть ModSDK непосредственно для написание модов на Crysis а это CryENGINE FreeSDK непосредственно для написания уже ни модов ни карт, а игр...
В нем идет уже открытый исходный код CryGame.dll
Работает он на VisualStudio 2008 SP-1 именно на этой версии, кто знаком с программированием на C++ могут спокойно написать свой лаунчер для запуска уже своей игры, а по части кубика с камерой, позже буду дома попробую выложить пример столь простого чуда на CryENGINE 3 FreeSDK :)

L-ee-X 21.10.2011 18:54

Обновление CryENGINE 3 FreeSDK
 
Обновился движок CryENGINE 3
Ссылка на скачивание CryENGINE FreeSDK
Исправлено много багов.
Список исправлений:
Код:

CryENGINE 3 Free SDK – Build 2572 Changelog
 Added ability to save levels to Projects for use with CryDev Projects Database
 Added redundancy for logoff to prevent “Account Locked” errors
 Added more flexibility to login username/password allowed characters
 Added ability for any CryDev user to load any level within the Launcher
 Added support for building GameDLL using Visual C++ Express
 Added ability for player to switch seats in some vehicles
 Added Time:FrameDelay flownode to delay actions for just one frame
 Fixed several login and logoff crashes
 Fixed crash when creating new levels
 Fixed rare crash when deleting an Animation Graph Editor view, along with several other fixes and adjustments to Animation Graph Editor
 Fixed rare crash if sound system is disabled
 Fixed several warnings/issues specific to 64-bit
 Fixed issue relating to mouse and screen resolution in Launcher
 Fixed issue where AI wouldn’t enter vehicles
 Fixed issue with Material Editor jumping to different materials against users input
 Fixed issue with road tool not aligning correctly with edited terrain
 Fixed “Frozen” material layer
 Fixed HMMWV not loading in Vehicle Editor
 Fixed issue with water volume material not displaying water ripples
 Fixed a few misplaced objects in the Forest sample level
 Made several adjustments to particle system
 Made several fixes made to AI system
 Made several changes to weapon firemodes and other weapon tweaks
 Improved CryTif support (64-bit and newer versions of Photoshop)
 Adjustments made to Flowgraph editor
 Adjusted warning box on Sandbox startup related to NtfsDisableLastAccessUpdate error, users can now ignore this warning or have the registry adjusted to fix
 Fixed TimeofDayTrigger and looping ToD not working correctly
 Fix for 16-bit float image always generate DXT5 instead of DXT1
 Adjusted spawnpoint arrow/icon
 Fixed issue with overlapping water volumes
 Many fixes/improvements to Maya exporter
 Several updates to Abrams Tank & MH60 Blackhawk sample vehicles
 Adjusted motionBlur settings to provide nicer results
 Added several new asset additions to the Forest sample level, including things like water droplet sounds, sounds for falling debris, etc
 Made several beautification updates to Forest level including new textures, additional objects, new materials, etc
 Updated rock assets for improved collision
 Added rooster boid with animations
 Updated turtle boid animations
 Added LODs for several assets, chimneys, railroad tracks, drains, etc
 Improved several particle effects, including bullet/water impact
 Added 3ds Max files for railroad tracks
 Added new low detail texture for terrain
 Added several new destroyable props and replaced lamp post and power poles in Forst with destroyable versions
 Added new outdoor toilet asset for Forest
 Added pickup, pick and throw animations
 Made several adjustments to the Asset Browser
 Fixed: Potential crash if no filename is specified for a static vehicle part. Added proper warnings with references to the part and vehicle causing the problem
 Fixed crash on closing Vehicle Editor when the HMMWW is loaded
 Destroyable object pieces no longer always sink in water ("kwater" prop was applied even when unset)

 Also we wanted to point out that this next build is based off the 3.3.7 version of CryENGINE 3, while the first release was based on 3.3.5. Here are the changes that were added in from 3.3.6. Please note that there may be some changes that are not relevant to the Free SDK:

 3.3.6 Engine Build Changes

 Renderer and 3d Engine
 Fix: Render error when using the check-box \"Use Terrain Color\" for vegetation
 Added: High resolution screenshot support
 Fix: Flickering shadows throughout level
 Fix: Issues with material reloading in engine
 Fix: ATI specific ocean surface aliasing artifact
 Fix: Water dripples
 Fix: Max particle pixel fill now clamped to proper screen size – moved m_Wdith / m_Height members to SParticleRenderContext.
 Fix: Small particle bug with animated textures
 Fix: Particle incorrect positioning with MoveRelEmitter on initial emission
 Fix: Particle sound durations: one-shots now always play to completion. Pulsed emitters don't kill sounds early
 Fix: Restored ability of invisible particles to spawn 2nd-gen visible particles, fixing semantics of IsActive.
 Fix: Simplified ParticleEmitter.GetMaterial, removed unneeded ParticleEffect.FirstActive.
 Fix: Allow serialization/pasting of particle effects without version number; pasting only renames effects with no previous name

 CryCommon
 Fix: Potential crash with CryString.swap()

 CryPhysics
 Fix: Scale on cloth entities
 Improve simulation parameters for the rope object
 Fix: Allow scale on ePT_Fixed constraints mode
 Fix: Issues with non-colliding (thickness 0) cloth
 Fix: Some issues with precomputed rope collider parts

 CrySoundSystem
 Fix: Wrong position of the Sound Listener in the Sandbox Editor when not in-game
 Added: Additional information about which sound event was not found
 Removed obsolete CVars: pl_FootstepSoundsNormalized and pl_AnimationTriggeredFootstepSounds
 Fix: Not able to play sound events properly

 CryAISystem
 Improved: car maneuvering
 Fix: Allow vehicles regenerate paths on the way
 Renamed CPipeUser::m_IsSteering to CPipeUser::IsSteeringAroundObstacle to prevent confusion when reverse-engineering vehicle maneuvering code
 Added: Possibility to switch AI Debug Renders at runtime
 Replaced: "typedef unsigned tNavCapMask;" with "typedef uint32 tNavCapMask;"
 Fix: Network AI Debug Draw: Switch from type size_t to uint32
 Fix: Network AI Debug Draw: Add support for big endian
 Fix: Don't use Network AI Debug Draw on Dedicated Servers in Release
 Fix: Comment out deprecated CScriptBind_AI::GetGroupTarget and CScriptBind_AI::GetGroupTargetCount
 Fix: Stop using unsupported goalop "usecover"
 Removed: Unused AI perception variables
 Fix: AI Actor should be handled as remote client
 Fix: AI vehicle turret guys not always shooting you after a cp load, due to their vehicle not being correctly ignored for their sight tests
 Fix: AI Debug Draw
 Fix: AI Debug Renderer not showing in the Editor before the game start
 Fix: Issue moving backwards in COPTrace::ExecuteManeuver
 Fix: After a checkpoint reload enemies would stop tracking their target much quicker than what they should
 Fix: An helicopter patrolling can have the improper AI
 Fix: PlayerSensor and WeaponSensor to work if input entity changes during runtime
 Fix: Crash in CTacticalPointSystem::BoolPropertyInternal
 Fix: Cover surface message error when the bai file is not present. It explicitly says the file should maybe be regenerated if needed.
 Fix: FlowNode to calculate screen position out of entity position
 Fix: Improve AI debug draw goal pipe display: now shows all active goal ops rather than just the last executed one each goal op can do custom text
 Fix: InsertSubPipe can re-execute completed GoalOp upon return
 Fix: ScriptBind Add constants "InsideRange" and "OutsideRange"
 Fix: Console spam CGoalPipe::PushGoal - Attempting to push goalop "usecover"
 Fix: Goalop COPWait
 Fix: Serialization of goalop "timeout"
 Fix: CGoalPipe::PeekPopGoalResult()
 Fix: Goalop Wait (even XML) should always be blocking and grouped
 Fix: Potential crash in DelayedPipeSelection::DelayedPipeSelection
 Fix: DelayedPipeSelection::DelayedPipeSelection

 Entity System
 Improved: es_DrawProximityTriggers indicates enabled/disabled and entered/exited
 Fix: Entity:EntityInfo low-node can check if an entity is also an AI object
 Fix: Translucency problem with es_DrawProximityTriggers

 CryAction and GameDll
 Fix: Weapon State driven serialization
 Improved: Some cosmetic changes about pAIVisualDebugRenderer in CCryAction::ConnectCmd and CCryAction::DisconnectCmd
 Fix: Improve FlowActorSensor Node
 Added: function to get ZoomModeName to IWeapon
 Added: UIManager (singleton access to all game code relevant UI classes)
 Fix: Change HUD UIAction to use FlowActorSensor node
 Fix: Change HUD to display proper death message (don't show in spectator mode)
 Added: Minimap Nodes to FlowMinimapNodes
 Added: OnZoomChanged callback to IWeaponListener
 Added: WeaponSensorNode
 Fix: AIActions also prompt if it has unsaved changes
 Added: Display of custom picture on level load
 Added: New flownode to help setting mc's in screen space (0-1)
 Fix: Disallow pause in MP
 Fix: UI FlowNodes to flush all events that are used in UIAction FlowGraphs that are on the event stack
 Fix: gfx_reload_all command
 Fix: AI Actors not using player prediction code
 Fix: Crash in FlowActorSensor Node
 Fix: FlowWeaponSensor Node to receive correct name for zoom mode
 Fix: Potential crash on opening a Flowgraph
 Fix: Unregister FlowWeaponSensor from IItemSystem on unload level
 Fix: UIActionEvents if no level xml exists
 Fix: Picking up breakage pieces
 Fix: Client can't reload in a MP session
 Fix: Wrong first person muzzle flash effect
 Fix: Unsafe way to flush UI events in FG
 Fix: LocalPlayer Node does not trigger output if local player id changes
 Fix: HUD UIAction for MP
 Fix: Client not visible on Server after first spawn
 Fix: Client health above 100 after first spawn
 Fix: Health value returned from FlowActorNode to be int rather then float
 Fix: Crash in CanPerformPickUp
 Fix: Network hot fixes
 Fix: Disable Layer activation in MP
 Fix: Call IGame:Shutdown even if "ExitOnQuit" is set to 1

 Scripts
 Updated: DestroyableObject
 Added: DeadBody entity properties not available in Sandbox
 Fix: Foley and footstep system tweak
 Fix: Add character sounds to Grunt_x
 Improved: Weapons: Binoculars, RocketLauncher
 Updated: Game/Scripts/AI/Coordination/Coordination.lua
 Fix: Changes default model of Door entity to be a door rather than a sphere

 Sandbox Editor
 Refactored: the file change notification system, now it also reports the change type and skips duplicate notifications
 Removed: "Browse for Layer Texture", it is no longer supported
 Fix: Change FileChangeMonitor to use 32bit tick count
 Fix: Add context menu to all objects in editor view-port. Following items are added: "Show in Asset Browser" and "Properties".
 Removed: Unused UI elements from asset browser
 Added: New system to handle files that are not linked to the level
 Improved: Solid system reliability by excluding invalid data before updating a rendering data
 Removed: 'Use Custom Terrain size' check-box from the "Create new level" dialog
 Removed: "X" button does not function correctly in the Asset Browser
 Fix: Several leak within the file change monitor, added also clear() to MTQueue
 Fix: resize of the PropertiesPanel
 Fix: Cloud sync in LiveCreate
 Fix: Console hot update for CGFs
 Fix: Crash when sandbox is open with material editor
 Fix: Invalidate a HyperGraphNode without changing the "modification" state
 Fix: Potential crash bug when updating solid brush
 Fix: Crash bug happening when hiding and undoing a solid box.
 Fix: Crash while setting material in Updating Mesh with Solids Editor
 Fix: MaterialEditor layout problem on SwitchingUI twice (The actual controls were destroyed but never recreated)
 Added: keyboard shortcuts for particle item Enable and Enable All
 Fix: Spline tool-tips now show values with 3 rather than 2 digits precision, accurate for 8-bit quantization
 Fix: Bug about surface type drop-down menu so as for the list to have all surface items in Particle Editor
 Fix: Saving library creates useless Libs/ folder in root dir

 3ds Max Exporter
 Added: MaxScript interface to exporter log
 Fix: Overwrite message boxes disabled when called from MaxScript
 Fix: set_bone_list setting node list actually
 Fix: Crash after Reseting a scene
 Fix: Animation - Subrange window doesn't stay open when you move away from the utilities tab
 Fix: Animation - Subrange window being unable to be resized makes it difficult to work with large names
 Fix: CrySkin crashes max if copy/pasted to another object
 Fix: NamedRanges dialog not wrapped into CNamedRangesDialog
 Fix: Bone selection was always reset when you click on the bone in the bone list
 Fix: Some of the text labels in CrySkin were wrong because of the conflicting string resource identifiers. MaxCryExport resource IDs are bumped by 2000

 If you have feedback on this latest release, we'd love to hear from you and we've set up a dedicated section of the forum to make sharing information as easy as can be right here: Latest Build Feedback

 NOTE: The 32-bit version of Sandbox/Launcher may not run with the latest NVidia graphics drivers. We apologize for this problem and recommend you use the 64-bit Editor/Launcher if possible. If you'd still like to use the 32-bit executables, you can download the compatible 275.33 drivers for 32-bit Windows Vista/7 here.


moka 21.10.2011 19:14

Ответ: CryENGINE 3 SDK в свободном доступе!!!
 
Видно неплохо пашут. И в самом начале, сразу же указали насчёт проектов. Видимо теперь можно без проблем работать над проектом командой.

L-ee-X 21.10.2011 19:40

Ответ: CryENGINE 3 SDK в свободном доступе!!!
 
Ну думаю по части кубика с простым передвижением там сделать очень легко!!! Но все же, если кому то интересно то могу продемонстрировать, только на видео, так как лаунчер будет работать только через инет!!! :) А впрочем все очень понравилось в нем, в дальнейшем я думаю все будет еще на много прекраснее.... Рендер очень впечатляет!!! Да и сам редактор очень компактный! Переписав и подредактировав скрипты которые уже там присутствуют можно написать довольно таки не плохую игру для начала на нем!!! :) Всем кто его изучает желаю удачи! :)

pax 21.10.2011 21:20

Ответ: CryENGINE 3 SDK в свободном доступе!!!
 
Запиши на видео плиз, мне ставить лень, а посмотреть охота)

L-ee-X 22.10.2011 21:07

Ответ: CryENGINE 3 SDK в свободном доступе!!!
 
Видео на стандартный пример из CryENGINE 3
Позже выложу другие видео!
http://www.youtube.com/watch?v=cE4lW42nKTw
Еще очень порадовало, что в нем видео можно записывать прям из движка :)

L-ee-X 22.10.2011 23:06

Ответ: CryENGINE 3 SDK в свободном доступе!!!
 
Перспективы развития: CryEngine 3 будет поддерживать Adope Flash.

Компания Crytek подтвердила тот факт, что её передовой игровой движок CryEngine 3 вскоре может стать еще более кроссплатформенным. Crytek рассматривает возможность оптимизировать движок для платформы Adobe Flash.
Директор по развитию бизнеса Crytek Карл Джонс, в своем недавнем интервью изданию Edge, подтвердил информацию о том, что компания рассматривает возможность портирования CryEngine 3 на Adobe Flash.

NitE 22.10.2011 23:13

Ответ: CryENGINE 3 SDK в свободном доступе!!!
 
Лучше-бы они этого не делали.

L-ee-X 22.10.2011 23:22

Ответ: CryENGINE 3 SDK в свободном доступе!!!
 
А почему бы и нет!? Возьмем тот же Unity3D так же хотят сделать поддержку Flash'a, я думаю CryENGINE FreeSDK ни чуть не хуже Unity3D...

Lestar 22.10.2011 23:29

Ответ: CryENGINE 3 SDK в свободном доступе!!!
 
Цитата:

Сообщение от L-ee-X (Сообщение 206628)
http://www.youtube.com/watch?v=cE4lW42nKTw
Еще очень порадовало, что в нем видео можно записывать прям из движка :)

Больше порадовал счетчик FPS

L-ee-X 22.10.2011 23:41

Ответ: CryENGINE 3 SDK в свободном доступе!!!
 
Цитата:

Сообщение от Lestar (Сообщение 206639)
Больше порадовал счетчик FPS

Ну извиняй, комп не такой уж и мощный у меня!!! А выше я уже писал, что движок ресурсоемкий....

h1dd3n 22.10.2011 23:44

Ответ: CryENGINE 3 SDK в свободном доступе!!!
 
Цитата:

Сообщение от L-ee-X (Сообщение 206641)
движок ресурсоемкий....

лалала.
напишешь быстрые шейдеры - будет быстрый.

Reks888 22.10.2011 23:45

Ответ: CryENGINE 3 SDK в свободном доступе!!!
 
Цитата:

Adope Flash
Это наебалово вроде Abibas?

St_AnGer 23.10.2011 00:17

Ответ: CryENGINE 3 SDK в свободном доступе!!!
 
Скачал, побаловался с редактором (на основе примера Forest). Понравилось. Ковыряемс дальше :) так может и танки свои на CryEngine переведу :-D


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