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Brace Yourselves - Crytek Released Cryengine 3.4.5 Sdk


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#1 zmeul

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Posted 27 February 2013 - 02:51 PM

Quote

CryEngine 3.4.5 Changelog:

Fixed
-Out of memory crash and random snow appearance in levels.
-Remove deprecated “merge static geometry” option.
-Scrolling was sending wrong mouse coordinates which makes the rotate screen flip out.
-Potential crash when a server session shuts down and a client tries to connect at the same time.
-Player profile (no save implementation) uses incorrect SaveProfile signature.
-Animations don’t update after player revives.
-Client side collision handling.
-Fixed Mounted Gun pointing to incorrect particle effect.
-ALT-Tabbing from Editor game mode doesn’t confine cursor anymore.
-Fixed possible/rare crash with null shader pointer in EF_AddParticle.
-Fire particle needs to be reloaded to turn on/off debug draw.
-Fixed muzzle-flash delay, connect-to-origin particles, and other issues: CParticle.Update() is again called in all cases from CParticle.Init(), handles negative ages.
-FG: The ‘Door’ Entity Locked/Unlocked function cannot be triggered using flowgraph.
-Vehicle Editor component bound size.
-Making a change to a level, creating a new level and Cancelling when asked if you want to save your current level crashes the editor.
-Wrong set of sound velocity when updating particle sounds (velocity is calculated internally).

Tweak
-Changed SphereRandomPos function algorithm to be single-pass, using parametric phi/theta/z coords.
-Set AreaBezierVolume entity to invisible as it’s obsolete.
-Removed destroy vehicle on submerge in DM gamerules.
-Increased flash memory space to 64MB on PC, set to 32MB for console.
-Select Objects tool: realigned elements, fixed elements artifacting from resize, limited minimum window size to ensure all content is displayed.
-Set Gravity entities to use same Editor gravity icon.
-Updated flag entity model and Editor icon.
-Set gravitysphere entity to place icon at pivot, not at top of sphere.
-Increased vegetation sprite texture resolution.
-Tweaked SCAR muzzleflash light to be more orange, added muzzleflash light to single firemode.
-Pressurized object, set to canister model, changed leak particle effect.

New Feature
-Added OffsetInnerScale param, to define inner emission volume.
-Change ca_UseIMG_AIM = 1, ca_UseIMG_CAF = 1.
-Added scroll wheel support for Flash in Launcher.



can't wait for PGI to screw things up, here's their chance ;)

#2 Tennex

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Posted 27 February 2013 - 02:53 PM

they cant even get DX11 to work. i dont think it would be prudent to risk the engine upgrade

but maybe it will fix some of the bug.

Edited by Tennex, 27 February 2013 - 02:53 PM.


#3 One Medic Army

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Posted 27 February 2013 - 02:57 PM

They're modified the engine they're using fairly massively as I understand it, to the point I doubt they'll be using any updates for the base engine from Crytek.

#4 Chavette

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Posted 27 February 2013 - 02:58 PM

They said they wont be upgrading for any time soon, possibly never after the recent upgrade, because they had to re-optimize alot of stuff they changed again

#5 GODzillaGSPB

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Posted 27 February 2013 - 02:58 PM

View Postzmeul, on 27 February 2013 - 02:51 PM, said:



can't wait for PGI to screw things up, here's their chance ;)


And...how exactly did they screw up the last time they updated the engine? I mean apart from bugs that have been fixed rather quickly? The game looks awesome in it's current state imho.

#6 zmeul

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Posted 27 February 2013 - 03:02 PM

View PostGODzillaGSPB, on 27 February 2013 - 02:58 PM, said:


except for that still missing DX11 support?!

oh, and let's not forget the 4FPS bug that haunted a lot of people for very long time, some say it never went away

let's add 4x zoom to the mix, just for fun

oh, they still haven't figured out that texture vanishing act on city maps

ps: how much U wanna bet they will upgrade to the new version?

Edited by zmeul, 27 February 2013 - 03:12 PM.


#7 WVAnonymous

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Posted 27 February 2013 - 03:04 PM

View PostOne Medic Army, on 27 February 2013 - 02:57 PM, said:

They're modified the engine they're using fairly massively as I understand it, to the point I doubt they'll be using any updates for the base engine from Crytek.

Possibly true, but the cited code reconstruction I recall was client-server interaction to get the damage on the server-side. If the engine is modular enough, maybe the custom code can be ported?

#8 liku

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Posted 27 February 2013 - 03:43 PM

View PostGODzillaGSPB, on 27 February 2013 - 02:58 PM, said:


And...how exactly did they screw up the last time they updated the engine? I mean apart from bugs that have been fixed rather quickly? The game looks awesome in it's current state imho.

For me they can screw it 2 times if they fixe and improve as they did. It will be a welcome gift

#9 Novawrecker

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Posted 27 February 2013 - 03:52 PM

View Postzmeul, on 27 February 2013 - 02:51 PM, said:

can't wait for PGI to screw things up, here's their chance ;)


Joking or not, this is one of the vast reasons many gaming companies ignore many posts.

oh yeah .... " :D "

#10 Lord of All

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Posted 17 March 2013 - 08:19 PM

View PostNovawrecker, on 27 February 2013 - 03:52 PM, said:


Joking or not, this is one of the vast reasons many gaming companies ignore many posts.

oh yeah .... " :wub: "

Some people have no clue.

#11 Lonestar1771

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Posted 17 March 2013 - 09:33 PM

View PostLord of All, on 17 March 2013 - 08:19 PM, said:

Some people have no clue.


You should count yourself among them considering you haven't been here long enough to see how often and consistently PGI screws up.

#12 xenoglyph

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Posted 18 March 2013 - 12:24 AM

They won't be doing an engine upgrade any time soon.

#13 Ralgas

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Posted 18 March 2013 - 12:51 AM

It's all going to depend on how hard it is to implement. I do remember a post somewhere that 3.4 launched missing features that pgi was counting on......

Edited by Ralgas, 18 March 2013 - 12:52 AM.


#14 Sam Slade

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Posted 18 March 2013 - 01:09 AM

worth the trouble if there is a solid collision fix

#15 xenoglyph

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Posted 18 March 2013 - 01:18 AM

View PostSam Slade, on 18 March 2013 - 01:09 AM, said:

worth the trouble if there is a solid collision fix


The "collision fix" is several things. First off, the actual detection is server side. The other 2 parts are: proper client sync to prevent the teleport effect, and fixed/updated animation.

#16 Ghogiel

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Posted 18 March 2013 - 05:54 AM

View PostRalgas, on 18 March 2013 - 12:51 AM, said:

It's all going to depend on how hard it is to implement. I do remember a post somewhere that 3.4 launched missing features that pgi was counting on......

Pretty sure what you are referring to was a middleware integration that didn't happen> scaleform.


This update will likely be quite painless. It's a fairly basic point release and it's mostly just bug fixes.

#17 Zero Neutral

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Posted 18 March 2013 - 06:01 AM

View Postzmeul, on 27 February 2013 - 02:51 PM, said:



can't wait for PGI to screw things up, here's their chance :)

Get over yourself.

#18 Texugo87

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Posted 18 March 2013 - 06:06 AM

View Postzmeul, on 27 February 2013 - 03:02 PM, said:

except for that still missing DX11 support?!


Apparently it's in testing currently, when we get it depends on how testing goes.

From ATD:32

Quote

Silpher K: Any news or update on DX11? even if it's only a tentative date, or time frame? official SLI/Crossfire support/fix?
A: DX11 is in test. No ETA yet, we’re still working through bugs. This is a big one that could hurt performance, so we’re being very careful.

Edited by cjmurphy87, 18 March 2013 - 06:06 AM.


#19 DaZur

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Posted 18 March 2013 - 06:06 AM

View PostTennex, on 27 February 2013 - 02:53 PM, said:

they cant even get DX11 to work.

Correct me if I'm wrong... But I believe DX11 is currently integrated and is in testing in their in-house builds? (I'm pretty sure I read that somewhere)...

Ninja'ed. :)

Edited by DaZur, 18 March 2013 - 06:07 AM.


#20 mekabuser

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Posted 18 March 2013 - 06:13 AM

well, just did re instal now. I have had months where the game was unplayable, then months where it was perfection.. to I must have ctd8 times last night..
SO, lets see if re instal does the trick.. If it doesnt, something is amiss. I know when my cpu is running on all cylinders .

THey introduced some serious instability about 6 to 8 weeks ago<crash reports went through the roof> Im not entirely sure they fixed the problem..

Edited by mekabuser, 18 March 2013 - 06:14 AM.






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