Support Tickets

IDDue In VersionSummarySeverityStatusProgressOpened by  ascOpenedLast Edited
 78 Bug Report Importing models - Bounding box is out CriticalClosed
100%
epsilonion23.03.2018 Ticket Description

When importing models the bounding box seems to be out when importing from FBX..

The pivot point resets to where the bounding box is on the model (in other software)but the bounding box is way out.

Thanks to tattie he found the problem...
you have to untick the 2 animation check boxes when preparing the folder for skyline... (may be set to off as default) not all models have animations.

 52 Bug Report GO - Stamping options HighClosed
100%
epsilonion20.02.2018 Ticket Description

Game Objects stamping

pressing the 5 key to toggle grid snap on/off doesnt work (does not do anything when pressed)
Pressing alt+< and alt+> just sets the random min and max to one and no other value.

60Bug ReportMaterial Editor - No object selectedHighCompleted
0%
epsilonion01.03.2018 Ticket Description

trying to replicate Karma’s error’s with changing colours on presets and well I get a strange one.

Placed a GO object in the scene, changed the textures and saved as preset.
deleted the object from the scene and placed the same GO object in the scene.
RMB material editor when object is selected and get no object selected error message.

Video attached

Seems to have sorted itself out and is working again.. hmm

 65 Feature Requests GUI Editor - Drag and drop of textures to be exposed  High1Closed
100%
2epsilonion06.03.201813.07.2018 Ticket Description

To expose dragging and dropping of textures feature that is already in the GUI system that is used..

This way you could easily drag from the inventory to the tool bar (press 1 for gun press 2 for medikit etc) that the player uses a sort of equipped items like you see in nearly every game these days..

It would save on time and workflow of users allowing them to quickly get a player system up and running asap..
it would replace having to code and track the mouse location while LMB is held and released to a co-ord on the screen and if that co-ord is xxx container then put it in slot xx.. then change textures of these slots etc etc..

Just using the existing system you could just use it through the hooks that could be exposed and miss half of the coding needed..

98Feature RequestsHave the Game Manager LUA script running in editor modeHigh1New
0%
epsilonion07.04.2019 Ticket Description

Since the Game manager LUA script keeps running above all scenes etc it would be great to be able to have it running in editor, this will enable the following and more.

Passing of tables and data like player stats between scenes (levels).
Verify that data written to tables etc in the Game manager script when in editor.
Testing and verifying that all data passed to the manager script is OK..

Having functions in the scene manager script would save from having to copy and paste them into each and every scene and speed up the load times of levels/scenes.

overall I think it would be a great benefit to have it running in editor

22Feature RequestsGetting NavMesh Data (helpful for AI programming)Medium1Processing
0%
2epsilonion10.02.201808.02.2019 Ticket Description

I.e. get navmesh concave so you can get the npc to lean in and fire, the NPC would know that there is an object at a location because of the navmesh data and will know where corners are so it can lean while firing and stay in cover..

There are many many uses for Navmesh data in AI related programming and it gives you more precise control and positioning while seeking out cover than other methods (and the least time consuming) so much better then manually placing cover objects in a scene and getting the npc to position correctly on the corner, manually placing cover objects can be very very resource heavy especially if your doing a full 20km x 20km map.

You can use the Navmesh data with other flags/data on objects in a scene to let the NPC know its a small wall or a object that it can not fire over, overall its about getting the NPC positioning correctly.

This is the preferred method of most AAA and serious game makers.. :)

I.e. get navmesh concave so you can get the npc to lean in and fire, the NPC would know that there is an object at a location because of the navmesh data and will know where corners are so it can lean while firing and stay in cover..

There are many many uses for Navmesh data in AI related programming and it gives you more precise control and positioning while seeking out cover than other methods (and the least time consuming) so much better then manually placing cover objects in a scene and getting the npc to position correctly on the corner.

You can use the Navmesh data with other flags/data on objects in a scene to let the NPC know its a small wall or a object that it can not fire over, overall its about getting the NPC positioning correctly.

This is the preferred method of most AAA and serious game makers.. :)

 44 Bug Report FPS Player GO displays error MediumClosed
100%
1epsilonion17.02.201822.02.2018 Ticket Description
  • Default scene (Click new scene).
  • Dropped FPS Player from the GO system (the right hand side one) into the scene.
  • Press Play..

You get this in the Skyline Console

< Skyline Game Is Running! >

Error: Lua Error: JSON file cannot be found
The file: [GameData/playerData.SkyQuest_PD] could not be found in resources.

< Skyline Game Is Stopping! >
47Bug ReportGUI Editor - libRocket vcustom barMediumNew
0%
epsilonion18.02.2018 Ticket Description

GUI Editor - libRocket vcustom bar shows after exiting the GUI editor

Picture in the link

49Bug ReportTranslation Utility does not open under the editors men...MediumNew
0%
epsilonion19.02.2018 Ticket Description

Translation Utility does not open under the editors menu but you can open it when you have a mesh sleceted and click it in the main editor screen settings thingy where the snap to grid options are.

57Bug ReportMesh merger crashMediumNew
0%
3epsilonion21.02.201821.02.2018 Ticket Description

See video

59Bug ReportMaterial Editor - Material FilteringMediumCompleted
0%
epsilonion28.02.2018 Ticket Description

When messing around trying to break things I came accross Material Filtering and setting it to BILINEAR or any other option gives the following result in the console.

nUpdating Sampler Blocks Error: Invalid Texture.
Texture [ ] is not part of the resources.

66Feature RequestsRTT - Render to textureMedium1Processing
10%
1epsilonion07.03.201808.08.2018 Ticket Description

This is an old request.

Been able to render to texture using a camera in scene would help when making mini-maps, CCTV (say cameras in a prison and they monitor the inmates.

Been able to use a camera as a transmitter for Render to Texture would be awesome.

 90 Feature Requests Attach to a BONE. Medium1Closed
100%
2epsilonion06.07.201813.07.2018 Ticket Description

I am working on hit boxes and would like to be able to attach hit boxes to bones, this allows the box to move with the arms and legs making shooting the NPC/players better as we have all complained about games with bad hitboxes in the past or large hitboxes when they could not be attached using the method that i would like to here..

 91 Bug Report GUI Editor Crashes Medium2Closed
100%
1epsilonion28.07.201818.12.2018 Ticket Description

The GUI editor seems quite unstable with several crashes when pressing refresh

I know your going to do another run at the GUI editor to sort some issues out with it so I made a ticket..

Hope its sooner than later

92Feature RequestsAI Visual Mechanics kinda thing - Behaviour TreesMedium1Completed
0%
epsilonion25.08.2018 Ticket Description

Is it possible for you to create a feature within the Visual Mechanics for AI..

Something like

//forums.unrealengine.com/filedata/fetch

//forums.unrealengine.com/filedata/fetch

There are some lib’s on github for cover, suppression etc that you could look into for this feature.
Having a built in AI editor or an extension of the Visual Mechanics would help skyline appeal to gamers for making games and is already a part of the BIG engines out there and would help skyline shine above all other indie engines..

38Bug ReportSpline Path Editor - Can Not change line colourLowNew
0%
epsilonion16.02.2018 Ticket Description

Spline Path Editor - Can Not change line colour

When Changing the colour of a line in the Spline Path Editor its just stays black, the nodes are also hard to distinguish from the Path.

39Bug ReportSpline Path Editor - When selcting the gizmo on one of ...LowNew
0%
epsilonion16.02.2018 Ticket Description

Spline Path Editor - When selecting the gizmo on one of the axis it also selects the object beneath this can also make you move the object below the gizmo if not careful

YouTube Video Here

40Bug ReportSpline Paths - Rotational speedLowNew
0%
epsilonion16.02.2018 Ticket Description

Rotational speed does not seem to make a difference when set to 25 normal and 25 rotational.

41Feature RequestsFeature Request - Gen1 Volumetric clouds Ported to Gen2Low1New
0%
epsilonion16.02.2018 Ticket Description

The System in gen 1 for volumetric clouds was a great system it would be great to see it in Gen 2.

42Feature RequestsFeature Request - Gen 1 Ocean SystemLow1New
0%
1epsilonion16.02.201822.03.2018 Ticket Description

the Ocean system in gen 1 was powerful, easy to use and gave you all the options you could ever want (or need) at a couple of clicks of the mouse, this system would be wasted if not brought into the Second generation of Skyline Game Engine

45Feature RequestsGame analyticsLowNew
0%
epsilonion17.02.2018 Ticket Description

Implementation of Game Analytics maybe a good feature for gaining analytics on the fly while users are playing the end game..

Commands could contain:
Disable
Enable
Send generic Event
Send Progress event
Send Error Event
etc etc

You can check for error that users may have, Player progression, Find your top performing audiences for future advertising, see how gameplay influences player retention,

 50 Bug Report End Game - Packer LowClosed
100%
1epsilonion19.02.201822.03.2018 Ticket Description

When dropping some trees on the default “new” scene and the FPS player and running the end game exporter it gives a message about saving your scene first even though I just saved it.

When its done compiling the end game it gives loads of warnings about textures missing even though they are not included in the created scene..

These include:
mp2_debris
mp2_smoke
T_weapons
Scar_01 and 02
MarbleBlue2

all could not be found in the resource group(s)

Also when hunting for errors I found in the compiled game \Bin\Win64 SkylineEXE.log the following:

11:57:45: Plugin successfully installed
11:57:45: *-*-* OGRE Initialising
11:57:45: *-*-* Version 2.1.0unstable (Tindalos)
11:57:48: Compiler error: unknown error in atomicity.pu(1): token class, system, unrecognized.
11:57:48: Compiler error: unknown error in atomicity.pu(11): token class, renderer, unrecognized.
11:57:48: Compiler error: unknown error in atomicity.pu(16): token class, emission_rate, unrecognized.
11:57:48: Compiler error: unknown error in atomicity.pu(36): token class, rotation_speed, unrecognized.
11:57:48: Compiler error: unknown error in atomicity.pu(44): token class, xyz_scale, unrecognized.
11:57:48: Compiler error: unknown error in atomicity.pu(51): token class, observer, unrecognized.
11:57:48: Compiler error: unknown error in atomicity.pu(53): token class, handler, unrecognized.
11:57:48: Compiler error: unknown error in atomicity.pu(57): token class, handler, unrecognized.
11:57:48: Compiler error: unknown error in atomicity.pu(61): token class, handler, unrecognized.
11:57:48: Compiler error: unknown error in atomicity.pu(67): token class, observer, unrecognized.
11:57:48: Compiler error: unknown error in atomicity.pu(69): token class, handler, unrecognized.
11:57:48: Compiler error: unknown error in atomicity.pu(78): token class, renderer, unrecognized.
11:57:48: Compiler error: unknown error in atomicity.pu(87): token class, all_particle_dimensions, unrecognized.
11:57:48: Compiler error: unknown error in atomicity.pu(99): token class, all_particle_dimensions, unrecognized.
11:57:48: Compiler error: unknown error in systemTest.pu(1): token class, system, unrecognized.
11:57:49: WARNING: SkyDome.mesh is an older format ([MeshSerializer_v1.8]); you should upgrade it as soon as possible using the OgreMeshTool tool.
11:57:50: WARNING: Emitter.mesh is an older format ([MeshSerializer_v1.8]); you should upgrade it as soon as possible using the OgreMeshTool tool.

51Feature RequestsAsset Manager - FilterLowNew
0%
epsilonion20.02.2018 Ticket Description

Videos .ovg shuld be added to the filters so you can see them..

 56  Mesh merger crash LowClosed
100%
epsilonion21.02.2018 Ticket Description

See video

62Feature RequestsWeb Access / DRM usage etcLowNew
0%
1epsilonion03.03.201803.03.2018 Ticket Description

I have been thinking about the endgame and if Skyline releases to the steam distribution platform.

Steam seems to be very easy to crack every piece of software/game is available as soon as it comes out via torrents
This way you could create your own DRM to an effect...

Pull data from a steam purchase to a database on your dedicated server/VPS.
When your game loads ask user to login and use there steam email address
Check the email address against your database. etc..

To do this you would have to have access via LUA and pass secure information to and receive it from the server..

1. Lua Web Socket Handles SSL, encryptions etc etc..
2. Use raknet but you would have to write your own Lua lib to work around passing data into lua via curl and passing teh certificate in lua code.

Option 2 would be better for later development when SGE exposes C++ or C# i guess.. and exposing all C++ libs to C# would mean that developers can do this them selves..

93Feature RequestsTo have TrackIR intergrated as standard would be great.Very Low1New
0%
epsilonion07.11.2018 Ticket Description

If you can not afford a VR rig many people look towards TrackIR, its been around for longer than the concept of VR and is in many many games.
You could have it switched on or off (off as standard)

Featuring a wide field of view, high frame rate, and 6DoF tracking technology, the TrackIR 5 dramatically increases situational awareness, adding depth to the PC gaming experience and pulling you further into the game.

When I first requested this (approx 2 years ago) it was free and you only had to register your game with the software to access the API I dont know about now but it still should be free..

  • It’s a massive competitive edge in flight and space sims. It changes the game. There’s no going back. It’s that important
  • The added immersion and freedom puts you close enough to the virtual world for you to lose yourself in it
  • No doubt about it, TrackIR is a significant advantage in combat, and frankly a far more immersive experience. I can’t play my games without it anymore.

Some of the games using there system:

  • Star Citizen
  • Insurgancy
  • DayZ
  • ArmA 3
  • Rust
  • Dirt Rally
  • Assetto Corsa
  • Elite Dangerous
  • Flight Simulator X
  • European and American truck simulators

and many more...

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