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| Ultimate 3D 2.1 beta has been released; The story of a failed April fool hoax | |
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| Topic Started: Apr 2 2008, 06:00 PM (4,219 Views) | |
| Dr. Best | Apr 2 2008, 06:00 PM Post #1 |
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Administrator
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Hi everybody, do you have to believe everything I say? Actually the topic I created yesterday was meant to cause some confusion. I did not expect that anybody would believe it . How credible does it sound, if I create a WiP topic one day before the release, although I have never said anything, that would give you a good reason to think of such an early release date before? Even the post I created with my faked "wako" account didn't bring you away from believing it . Of course you were right, the release really is today, but as you did not doubt the announcement (everybody but GameDeveloper) my unusual April fool hoax, which was meant to fool those who are attentive on first of April, has failed
. I guess I should have written it less credible. Ultimate 3D 2.1 beta really has been released today. And it has all the features I announced yesterday. Since the WiP topic will be unpinned now and I do not want to describe the new features again here is a copy of the description of Ultimate 3D 2.1 from the WiP topic. Ultimate 3D 2.1 revolutionizes the possibilities for collision detection and collision response. This part was a big weakness of Ultimate 3D 2.0, since the ray-tracing could not be used for good collision detection. For this reason some basically new solutions were needed in this area. The solution implemented in Ultimate 3D 2.1 has three advantages compared to the old system:
Though the new collision detection and collision response mechanisms are by far not the only new feature. Here is a detailed list of all other new features:
Whenever I noticed that something is missing in Ultimate 3D I noted it down. The list above is the result. Some of the features sound quite basic and useless, but actually they open important new possibilities. The background mode for model objects is a nice example. Model objects are extremely versatile. Being able to use them for backgrounds is a great new feature. You can make backgrounds fade in and out and you can use shader effects or per pixel lighting for your backgrounds. This can improve the graphics of your game significantly and it can make your outdoor environments look a lot more natural. It makes day-time changing effects possible. With the new math function to retrieve mesh transformations the mesh manipulation functions can finally be used properly for models with bones. The feature to interpolate animations makes animations of character models look a lot more fluent and natural. Linear mip-mapping increases the quality of the graphics significantly. And thanks to the improved SmoothNormals(...) creases in models, which should use per pixel lighting aren't a that big problem anymore (but they still are one since it does not work perfectly). There are also several small bug fixes, but I have not created a detailed list of them during development. All official downloads on Ultimate3D.org are updated now. The only exception is the old demo (the one that came with Ultimate 3D 1.x). I consider it a waste of time to continue updating this. The Tech Demo utilizes some of the new features now. Other than that there are not many changes in it. There are also new versions of the Vegetation Creator, the Model Viewer and the Blender to Ultimate 3D export plugin. The Vegetation Creator has just been updated to Ultimate 3D 2.1, which is necessary since Ultimate 3D 2.1 interprets terrain height maps a bit different. The new version of the Model Viewer contains some important bug fixes and has two small new features. It allows you to get information about materials and it allows you to move the camera. The Blender plugin can export specular powers correctly (the original version could not and this feature is of some use since Ultimate 3D supports per vertex specular highlights now). As usual you need to do some things to update your project to Ultimate 3D 2.1 beta. Details on the process can be found in the documentation. Have fun with the new version, with friendly regards, Dr. Best Known bugs:
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| Eansis | Apr 2 2008, 08:30 PM Post #2 |
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ghost
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Lol Dr. Best, you ARE the best. I was completely unaware that "wako" was you!
Although, I have some problems with collision response, but I'm sure they can be fixed. I have this code: move_vector=AttemptMoveToPosition(-1,model.id,x,y,z+height/2+1.21, x,y,z+height/2+1.21, 0,0,0,7,7,7,-1) move_vector_x=GetVector(move_vector,1) move_vector_y=GetVector(move_vector,2) move_vector_z=GetVector(move_vector,3) if move_vector_x!=x and move_vector_x!=y and move_vector_z!=z+height/2+1.21 { x+=move_vector_x y+=move_vector_y z+=move_vector_z } ReleaseVector(move_vector) When there is a collision, nothing seems to happen. I changed the destination vector to +1 and when a collision happens, the player goes so far away from the model that it becomes invisible. I'll go ahead and make a topic in the U3d questions forum. |
VOTE FOR BUDDY ROEMER HE'S A STRAIGHTFORWARD, DOWN TO EARTH AMERICAN GUY WHO ISN'T PART OF THE BIGBROTHER CONSPIRACY
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| Eansis | Apr 2 2008, 09:50 PM Post #3 |
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ghost
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Got it to work, for solution see other topic. Very nice work Dr. Best, now I don't have to worry about completing DreamSpace!
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VOTE FOR BUDDY ROEMER HE'S A STRAIGHTFORWARD, DOWN TO EARTH AMERICAN GUY WHO ISN'T PART OF THE BIGBROTHER CONSPIRACY
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| Samuraikill | Apr 2 2008, 10:53 PM Post #4 |
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Elite Member
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Nice release
It feels like a odd game
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| Electricity | Apr 2 2008, 11:24 PM Post #5 |
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Chaos vs. Cosmos
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Omg nice!
hail der doctor!
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| Michael | Apr 2 2008, 11:34 PM Post #6 |
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Violent Pornographer
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Great release, the collisons are 100% better and I think thats what makes this release so good. Keep up the good work Doc. BTW: The outdoor area in the Tech Demo is very dark compared to the orginal release, is the because of the changes made to the per-pixel lighting? |
| Yes it's xygthop3 from the GMC | |
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| skarik | Apr 3 2008, 05:12 AM Post #7 |
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Sky and Earth
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Hallelujah!!
Great! More work!
Never mind!! Woohoo!!!!
YES!!!!
Okay, um, this is too good to be true... :worry:
Yay!
Yay! More deleted code!!
Yay! Now I don't have a worthless room! Let me finish polar tetris and I'll work on my game!! Wow, I leave for a week hoping only that a miracle could happen and BANG!!!! Edit:
YESS!!!!! H.O.M. BABY!!!! THAT'S EXACTLY WHAT I NEED!! |
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| gamemakerguy1560 | Apr 3 2008, 06:24 AM Post #8 |
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Creator of Expedition: Prehistory
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well, i think i may have a few bugs with the terrain... and by the way, i'm getting serious about this, bug reporting is actually a fairly useful skill for game development. a serious game can have up to 25,000+ errors. thankfully U3D is not anywhere near the serious commercial game level, so i'd only expect 300 or so, most we won't ever find. ------------------------------------------ Bug -tr#0001-0001- problem: light map calculation errors after deforming terrain. single editing of the terrain (I.E. 1 step or click worth of deforming) works as expected. if deforming is continued in the same area, regardless of continuous or repeated deforming (I.E. not stopping deforming or repeatedly clicking in the same area), the light map calculation stops working correctly. Subtractive deforming has less visible error than additive deforming, though it still exists. possible causes:
examples: ![]() ![]() ------------------------------------------------------- Bug -?#0001-0002- problem: decals do not adapt to the terrain it it has been deformed. possible causes: may just be an engine limitation instead of a bug examples: ![]() ------------------------------------------------------- bug naming format i used: Bug -<abbreviation of what part of the engine the bug involves>#<number of the bug in respect to the list of bug belonging to this group>-<number of the bug on the main list>- examples: Bug -m#0000-0000- this would be a math error Bug -X#0000-0000- this would be a class A or otherwise know as a show-stopping bug. this is the worst kind, as it crashes the engine usually without warning. Bug -?#0000-0000- this would be an error that its cause can't be determined and so on... so there you go, there are my errors. |
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| Dr. Best | Apr 3 2008, 11:08 AM Post #9 |
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Administrator
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In principle there are no changes to per-pixel lighting. Maybe I just changed the intensity of the light sources or the ambient lighting in the Tech Demo, but if I did so I can't remember it. I have got a TFT with a very good gamma now and to me the area seems to be rather too bright than too dark. @ skarik It was obvious that you would like the new features .@ gamemakerguy1560 Thanks for the detailed bug reports. Regarding bug -tr#0001-0001-: Your idea what may cause it is basically right. Every terrain object creates a height and normal map from its height map (as LoadHeightMap(...) does). When the terrain is modified the height map in the alpha channel is modified and then the normal map gets recomputed from the modified height map. There must be some mistake in this mechanism. I have added this to the known bugs list and will fix it for the next release. Regarding bug -?#0001-0002-: This is the intended behavior, I just forgot to document it. After their creation terrain decals are absolutely independent from the terrain they belong to. They can be modified independent from the terrain and they will continue existing, if the terrain has been destroyed. If you want to update them, to reach that changes, made to the terrain, effect them, you simply have to destroy and recreate them like this:
If you have modified them after their creation you have to do this again. I have not added this to the known bugs list, but I have added it to my personal list of things I need to correct in the documentation. |
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| gamemakerguy1560 | Apr 3 2008, 01:30 PM Post #10 |
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Creator of Expedition: Prehistory
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one more thing, it isn't a bug, just a little request. it's awesome that now we can deform the terrain in realtime, but i haven't seen any function for saving the edited height map... being able to save the new terrain would be really useful... |
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| Eansis | Apr 3 2008, 01:53 PM Post #11 |
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ghost
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The ambient lighting has definitely gotten darker since U3d 2.0, I have compared the same models with them. Maybe because of the new function SetMaterialSpecular()? |
VOTE FOR BUDDY ROEMER HE'S A STRAIGHTFORWARD, DOWN TO EARTH AMERICAN GUY WHO ISN'T PART OF THE BIGBROTHER CONSPIRACY
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| Electricity | Apr 3 2008, 06:06 PM Post #12 |
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Chaos vs. Cosmos
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I tried the 2.1 Tech Demo and WoW it loaded almost 40% faster than 2.0 Tech Demo
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| Despellanion | Apr 3 2008, 06:35 PM Post #13 |
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Suck it, Wolverine
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One question: how do I enable the loging function? I've tried but that doesn't seem to do much. In the manual it says that passing a string like e.g "u3d_log.txt" would create a new log-file which it writes to. |
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| zz man | Apr 3 2008, 06:52 PM Post #14 |
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Member
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nice
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| Dr. Best | Apr 4 2008, 12:52 PM Post #15 |
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Administrator
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Well, yeah, I could certainly add that, if you can live with the fact that it would export to *.bmp files only . BTW: This is a good example for how one new feature, leads to other new feature requests. I hate that effect .
I have compared the brightness in the collision example (U3D 2.0 version compared to U3D 2.1 version) and could not notice any difference. Are you talking about the brightness of ambient lighting in general or just about the brightness of the ambient lighting in the Tech Demo? It certainly is not related to SetModelMaterialSpecular(...). Unless you specify values, which do not equal zero for the spec_r/g/b variables of a light source specular lighting does not have any effect at all.
You are using this piece of code in the Ultimate3DOptions() script, right? Because that is where it should be used. If it already is placed there and it is still not working, please tell me which download this project is based on (the SDK, the GEX, the Collision Example?). It may be that there is something wrong in one of the downloads. I still have to update the Game Maker files manually and during this process mistakes can occur. |
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![]](http://z1.ifrm.com/static/1/pip_r.png)
. How credible does it sound, if I create a WiP topic one day before the release, although I have never said anything, that would give you a good reason to think of such an early release date before? Even the post I created with my faked "wako" account didn't bring you away from believing it
. Of course you were right, the release really is today, but as you did not doubt the announcement (everybody but GameDeveloper) my unusual April fool hoax, which was meant to fool those who are attentive on first of April, has failed
. I guess I should have written it less credible.


It feels like a odd game




.
11:59 AM May 18