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Thema: CryEngine 3 Free SDK

  1. #191
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    Ich bin ja mal gespannt ob die das heute pünktlich veröffentlichen und ob DX11 jetzt dabei ist
    Auch interessant wird sein, ob sich was bei der Performance zwischen Crysis 2 DX11 und dem CE3 SDK DX11 was tut.

  2. #192
    VIP Avatar von Pat21
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    Zitat Zitat von Cry-Adam
    CryENGINE 3 Free SDK Update – 3.3.9

    Hi CryENGINEERS!

    The latest and greatest version of the CryENGINE 3 Free SDK is now available for download on CryDev! You can find the Crytek press release here.

    The download is available in its usual location, right here: CryENGINE Free SDK 3_3_9_3410

    Crytek GmbH (Crytek), creators of the award-winning Crysis video game franchise and CryENGINE 3D engine technology, announced that Autodesk Scaleform user interface (UI) solution is now integrated into CryENGINE 3. The technology will also be included in CryENGINE 3 free SDK, as part of a new update released today. Scaleform has been Crytek’s UI solution-of-choice for the development of all titles in the “Crysis” franchise.

    “Our licensees and community need top quality GUI solutions to match up to their ambitious goals with CryENGINE and Scaleform delivers that. Crytek has worked exclusively with Scaleform for the last seven years, and our new integration makes CryENGINE the most complete engine available for a single price, offering all the technology needed to create AAA quality games. We’re excited that we’ve come this far and we’ll have another major update to our engine around GDC 2012.” said Carl Jones, Director of Global Business Development CryENGINE.

    Scaleform is a production-proven user interface solution that has been used in more than 1,000 games to date. With Scaleform, users can easily create a whole range of UI assets like mini-maps, heads-up displays (HUDs), game menus, mission objectives, flash projection and more. CryENGINE 3’s new UI-Emulator and UI Actions tools allow for real-time creation and interaction with Autodesk Scaleform UI elements, using the unique “What You See Is What You Play”- philosophy of CryENGINE® Sandbox™.

    “CryENGINE 3 simplifies multi-platform game development with efficient tools for gameplay and environment creation, and unique features that enable the simultaneous real-time editing of game environments across multiple platforms,” said Marc Stevens, Autodesk vice president, product management. “As one of the earliest adopters of Scaleform, Crytek knows first-hand that the UI solution makes a great addition to the broad toolset already offered in CryENGINE 3. Scaleform will help Crytek licensees and community members create immersive UI environments for both AAA and casual games.”

    CryENGINE Free SDK 3.3.9: Adding Scaleform and a Whole Lot More

    In addition to offering Scaleform technology, the Free SDK update will also feature several DirectX 9 rendering improvements, providing POM (Parallax Occlusion Mapping), SSDO (Screen-space Directional Occlusion), Particle GI (Global Illumination) and a new “Very High” graphics configuration to support these new features and offer higher levels of rendering quality.

    The CryENGINE team has also been working to provide fixes for the most prominent issues holding up the community. CryENGINE 3 Free SDK 3.3.9 includes improved SLI/CF support, improved 32-bit driver support, support for 5.1/7.1 surround sound systems and many improvements to CryENGINE 3 Sandbox.
    [youtube]oDrlSmzPBss[/youtube]
    3.3.9 Free SDK update trailer

    Major New Features:

    • DX9 Parallax Occlusion Mapping (POM)
    • DX9 Screen-Space Directional Occlusion (SSDO)
    • DX9 Particle Global Illumination (GI)
    • New “Very High” graphics configuration
    • Added Scaleform support (v3.9.93)


    Important Updates:

    • Improved SLI/CF support
    • Improved 32-bit Editor support
    • Improved support for 5.1/7.1 surround sound setups
    • Improved support for Windows font sizes
    • Improved Sandbox UI
    • Added Visual Studio 2010 support
    • Removed Visual Studio 2008 support


    Full Changelog:

    • Added UI Emulator
    • Added UI Actions
    • Added sample HUD & Launcher menu
    • Fixed multi-GPU (SLI/CF) flickering issue
    • Fixed issue with NVIDIA driver support for 32-bit Launcher/Editor
    • Added new surface explosion effects
    • Restored particle lifetime curves for alpha, size, etc
    • Fixed falling leaves & ground smoke graphical bugs
    • Added and reworked existing sound reverb presets
    • Added aquatic plants
    • Fixed seagull boid error
    • Cleaned up and reworked weapons project (sounds, structure)
    • Cleaned up and reworked environment project (sounds, structure)
    • Fixed LODs of beach trees
    • Added LODs for various vegetation assets
    • Added new assets for Forest level rework
    • Reworked Forest level & improved quality of level, including assets, terrain, area shapes, etc
    • Added POM textures for Forest
    • Added new destroyed texture for vehicles
    • Fixed tire explosion sound
    • Fixed red dot for Rocket Launcher not working
    • Updated props prefab library with many houses included interiors
    • Improved soil & wood impact effects
    • Updated ocean material for Forest
    • Improved Flowgraph Debugger (Support for Breakpoints)
    • Improved surface effects for vehicles
    • Refactored vehicle pfx and vfx libraries
    • Fixed empty Rocket Launcher effects
    • Improved SCAR muzzle flash
    • Added SCAR loop tail sounds
    • Added AI character Civilian, behavior "Wander between points of interest"
    • Added boost functionality to all vehicles
    • Improved house/barrel LOD quality
    • Added support for AI territories & waves for vehicles
    • Adjusted vehicle debris pooling to improve memory management
    • Added more control over XYZ detail material slope
    • Fixed vegetation bending issues
    • Fixed crash when using light shapes
    • Fixed bi-directional rotation params for particles
    • Fixed stack overflow issue for Win x64
    • Fixed level heap violation associated with level unload, temp surfaces and fog volume containers
    • Many adjustments to the sound system
    • Many adjustments to voxel system
    • Fixed crash on Launcher start-up and ALT+TAB functionality
    • Fixed LOD loading bug
    • Further improvements to Asset Browser
    • Fixed geometry issue with light objects
    • Fixed potential crash if no top animation exists in layer for hit death reaction
    • Fixed crash if no raycaster exists anymore
    • Fixed potential issue when animation controls an entity directly
    • Fixed potential crash in renderer
    • Fixed DOF linkage error
    • Fixed DX9 vertex decl. issue
    • Added Mute button to Sandbox UI
    • Fixed incorrect texture reference in default vehicle lights
    • Fixed fakeLight property not working for vehicle lights
    • Fixed terrain SetWaterLevel not updating water level in physics
    • Fixed environment probe crash
    • Fixed issue with Rocket Launcher only dropping after projectile had been destroyed
    • Enabled terrain shadow casting on all specs except Low
    • Re-enable Fresnel tweaking for water
    • Enable dynamic textures and projector texture
    • Fixed issue with non-actor entities not receiving hits
    • Fixed Character Editor crash when using Morph Targets
    • Fixed projection problems with bump map decals applied on vegetation objects
    • Fixed issue with pickable items and AI weapons
    • Fixed boid animations
    • Made several adjustments to boid code
    • Fixed issue with under water sound mood
    • Fixed particle issue when TurbulenceSpeed < 0
    • Fixed rare Editor crash
    • Improvements to rigid entity / fluid interaction
    • Fixed close attack issue with AI losing sight of player
    • Fixed rare issue where using "Save As" in Editor resulted in the .cry file being deleted if an error occurred
    • Improved ocean particle interaction based on wave height
    • Added ability to define tire explosion particle effects (instead of being hard coded)
    • Added ability to define custom params for Rocket Launcher RDS (instead of being hard coded)
    • Updated FMOD (4.38.04) binaries - Fix for 5.1/7.1 surround sound crash
    • Fixed memory leak in Editor
    • Improved emitter debug bounding box drawing, scales correctly, alpha support, etc.
    • Improved vegetation profiler
    • Allow water volumes to be turned on / off
    • Improved scope view for Rocket Launcher
    • Fixed crash for using Windows Font > 100% in size
    • Fixed shadow disappearing when light props are modified
    • Fixed 3rd person camera reset when changing seats in vehicles
    • Fixed crash when using broken_mtl option in surface type
    • Fixed issue with voxel LOD seams
    • Fixed hot reloading of animations in Character Editor not working
    • Fixed animation events at 0.0f not triggering
    • Fixed updating of current ammo pool on ammo pickup
    • Updated latest EAX code
    • Fixed Animation System Assert on startup (last unloading of DBA)
    • Fixed Animation System Assert in PoseBlenderAim
    • Fixed Focus and confine cursor problems in the Launcher
    • Fixed issue with LookIK
    • Fixed Time of Day synchronisation
    • Fixed infinite ammo bug
    • Fixed white spec on the rocket launcher scope glass and renamed ids
    • Fixed ammo pool not updating on pickup ammo
    • Added some missing textures spec & ddn
    • Fixed rendering bugs related to vegetation wind
    • Changed pfx modifications to use only one library. Now all weapons use the weapon_fx.xml
    • Adjustments to civilian AI & reaction to the player
    • Updated MaxCryExport: disable export of vertex animation by default
    • Fixed VehicleLights flownode not working
    • Added ScriptBind and FlowNode for loading TimeOfDay files
    • Fixed Crash on opening WheelMaster dialog in the Vehicle Editor
    • Fixed Vehicle Editor crash after closing WheelMaster dialog
    • Fixed AI Debug Draw TagPoints
    • Fixed Starting 2 material effects while using melee attacks ("No Surface Type") and wrong direction
    • Updated bullet effects for most surfaces
    • Improved dock area assets, collision proxies, LOD’s, scale of objects
    • Fixed collision issue on lower area of light house
    • Added multiple improvements to decal assets quality
    • Added new TOD Street light prefab
    • Added Tractor sample asset
    • Updated Resource Compiler
    • Renamed BehaviorSelectionTree to SelectionTreeEditor
    • Adding Auto Backup option in the File menu to easy enable/disable the auto backup of the level
    • Updated XT Toolkit
    • Being able to start animations from Lua with animation driven motion
    • Rename DefaultVehicle to EmptyVehicle
    • Updated Editor tips
    • Improves the filter edit control behavior in the node tree pane of TrackView by allowing a tab-switch of current matches
    • Added ability to change order of track events in the ‘Edit Events’ dialog
    • Added quick access for Entities using the Animated Character Extension in the context menu
    • Improved civilians reaction to player
    • Allow moving keys to the time between 0 and the sequence start time.
    • Maya: Validate message control system. Allow some validation messages to be disabled by the user
    • Maya: Getting UDP from bone geometries into the game
    • Point Light Shaft Properties added to light entity
    • Audio Caching for Items
    • Added possibility to check for matching rows/colums and wrong ordering in Material Effects with setting mfx_debug to 3
    • Collada: Changed the rotation from Y-up to make the facing correct
    • Added ScriptBind and FlowNode for loading TimeOfDay files
    • Remove old key dialogs from TrackView
    • Updated the SDK character model
    • Maya: Plugin version update
    • Improve the naming of director nodes in TrackView
    • Fixed Terrain collision enabled icon being backwards
    • Fix broken undo/redo of keys and splines after redo adding a entity to TrackView
    • Improved default lighting setup in Character Editor and Animation Graph Editor
    • Launcher: Level.cfg are now loaded
    • Fixed picking an object inside a group/prefab not working
    • Fixed Autostarting a TrackView sequence doesn't hide the player
    • Fixed two-handed pickups
    • Re-factored graphics configs and removed redundant CVars



    Vehicle Updates

    Speedboat
    • Tweaked material & fixed surface type errors
    • Many adjustments to damage behaviors and effects
    • Improved wake/spray effects
    • Improved 1st and 3rd person cameras
    • Added ability to custom define wave effect in XML file (instead of being hard coded)


    Abrams
    • Added gun overheat effect for Abrams, fixed errors
    • Updated Abrams material
    • Fixed faulty left tread
    • Added recoil animation for main cannon
    • Many adjustments to damage behaviors and effects
    • Added new sounds and states (engine stop, exhaust smoke puff, etc)
    • Increased main cannon damage, improved effects & sounds
    • Added lights to Abrams
    • Tweaked main cannon projectile to be visible
    • Added MP modification to Abrams to give separate driver/gunner control
    • Fixed inaccurate Abrams damaged model


    MH60 Blackhawk
    • Fixed decal issue & made general improvements to material
    • Added new texture for downwash effect & improved environment interaction effects
    • Many adjustments to damage behaviors and effects
    • Added navigation lights toggle
    • Added new sounds and states (engine stop, exhaust smoke puff, etc)
    • Fixed control issue when helicopter is at its highest limit
    • Fixed controls locking up when using gamepad
    • Improved handling of rotor animation, uses engine animation, not hard coded
    • Added ability to adjust velocity damping via XML instead of hard coded


    HMMWV
    • Updated HMMWV material
    • Many adjustments to damage behaviors and effects
    • Improved surface interaction and effects
    • Many tweaks to vehicle handling, performance & environment interaction
    • Improved 1st and 3rd person cameras
    Quelle: CryDev - News SDK-Update
    Geändert von Pat21 (23.02.2012 um 19:35 Uhr)

  3. #193
    Professional Avatar von Hamers
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    Sehr schön. Fehlt nur noch die Indie Lizenz und DX11.
    Beides spielt für die Anfangsphase einer Produktion jedoch kaum eine Rolle, daher sollte man jetzt wunderbar loslegen können und zwischendurch kommt dann der Rest

  4. #194
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    Das einzige was mich ärgert ist, das die Ribbon Oberfläche mit dem neuen Build nicht mehr funktioniert

  5. #195
    Professional Avatar von chicken
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    deine map geht noch ?
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    Win7 x64

  6. #196
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    juhu, ScaleForm ist mit dabei, jetzt kann es ja losgehen mit den bastelspaß

    EDIT: hatte grad langeweile, da hab mal ein kurzes video gemacht!
    http://www.youtube.com/watch?v=53EOZ...ature=youtu.be
    Geändert von Mr.H0n$3L (23.02.2012 um 23:36 Uhr)

  7. #197
    Co-Administrator Avatar von Masterside
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    Sehr gelungenes Update wie ich finde.
    CPU: INTEL i7 3770K RAM: 32 GB DDR3 Motherboard: ASUS P8Z77 LE Plus GPU: EVGA GTX 780 SC SSD: ADATA SP900
    HDD1: SAMSUNG HD103UJ HDD2: SAMSUNG HD161HJ HDD3: SAMSUNG HD501LJ PSU: 1000W OS: Windows 8.1

  8. #198
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    Zitat Zitat von ReVan1199 Beitrag anzeigen
    Das einzige was mich ärgert ist, das die Ribbon Oberfläche mit dem neuen Build nicht mehr funktioniert
    Bei mir geht es. Du musst die "RibbonFreeSDK" Datei in "Editor/UI" löschen.


  9. #199
    Professional Avatar von chicken
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    statt dx11 einzubauen solltense erstmal die Fehler wegmachen und nicht wieder neue machen

    http://www.crydev.net/viewtopic.php?f=369&t=77373 usw.

    die very high option haben sie auch vergessen (kann man aber mit sys_spec = 4 aufrufen).
    Intel Core i5-2500K
    ASRock P67 Pro3
    8 GB DDR3-1333
    GTX560 2GB
    Win7 x64

  10. #200
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    Avatar von Mr.H0n$3L
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    hey, ich kann die "CryEngine_GameCodeOnly.sln" im code ordner nicht mehr öffnen, die wurde anscheinend mit einer neueren version abgespeichert.
    weiß jemand ob es möglich ist, die .sln in der 2008er version zu öffnen/importieren.

    EDIT: hab auch die "Microsoft Visual C++ 2010 Express Edition", aber da kriege ich nur error meldungen! (projektmappenordner werden in dieser version nicht unterstützt).
    Geändert von Mr.H0n$3L (25.02.2012 um 14:50 Uhr)

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