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98 | Feature Requests | Have the Game Manager LUA script running in editor mode | High | 1 | New | |
epsilonion | 07.04.2019 | |
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
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93 | Feature Requests | To have TrackIR intergrated as standard would be great. | Very Low | 1 | New | |
epsilonion | 07.11.2018 | |
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:
and many more...
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92 | Feature Requests | AI Visual Mechanics kinda thing - Behaviour Trees | Medium | 1 | Completed | |
epsilonion | 25.08.2018 | |
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..
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66 | Feature Requests | RTT - Render to texture | Medium | 1 | Processing | |
epsilonion | 07.03.2018 | 08.08.2018 |
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.
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62 | Feature Requests | Web Access / DRM usage etc | Low | | New | |
epsilonion | 03.03.2018 | 03.03.2018 |
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..
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60 | Bug Report | Material Editor - No object selected | High | | Completed | |
epsilonion | 01.03.2018 | |
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
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59 | Bug Report | Material Editor - Material Filtering | Medium | | Completed | |
epsilonion | 28.02.2018 | |
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.
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57 | Bug Report | Mesh merger crash | Medium | | New | |
epsilonion | 21.02.2018 | 21.02.2018 |
Ticket Description
See video
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51 | Feature Requests | Asset Manager - Filter | Low | | New | |
epsilonion | 20.02.2018 | |
Ticket Description
Videos .ovg shuld be added to the filters so you can see them..
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49 | Bug Report | Translation Utility does not open under the editors men... | Medium | | New | |
epsilonion | 19.02.2018 | |
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.
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47 | Bug Report | GUI Editor - libRocket vcustom bar | Medium | | New | |
epsilonion | 18.02.2018 | |
Ticket Description
GUI Editor - libRocket vcustom bar shows after exiting the GUI editor
Picture in the link
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45 | Feature Requests | Game analytics | Low | | New | |
epsilonion | 17.02.2018 | |
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,
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42 | Feature Requests | Feature Request - Gen 1 Ocean System | Low | 1 | New | |
epsilonion | 16.02.2018 | 22.03.2018 |
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
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41 | Feature Requests | Feature Request - Gen1 Volumetric clouds Ported to Gen2 | Low | 1 | New | |
epsilonion | 16.02.2018 | |
Ticket Description
The System in gen 1 for volumetric clouds was a great system it would be great to see it in Gen 2.
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40 | Bug Report | Spline Paths - Rotational speed | Low | | New | |
epsilonion | 16.02.2018 | |
Ticket Description
Rotational speed does not seem to make a difference when set to 25 normal and 25 rotational.
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39 | Bug Report | Spline Path Editor - When selcting the gizmo on one of ... | Low | | New | |
epsilonion | 16.02.2018 | |
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
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38 | Bug Report | Spline Path Editor - Can Not change line colour | Low | | New | |
epsilonion | 16.02.2018 | |
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.
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22 | Feature Requests | Getting NavMesh Data (helpful for AI programming) | Medium | 1 | Processing | |
epsilonion | 10.02.2018 | 08.02.2019 |
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.. :)
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