Entraides et échanges autour de la technologie Scol - Informations and exchanges on the Scol technology
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Hello Arkeon, is Openspace3D v1.93 will be release soon?
By Aug 31, 2024, app must target Android 14 (API level 34) or higher
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Hi
Arkeon plans to deploy 1.93 before going on vacation in early August. Maybe it will go into 1.94 or an emergency patch will be deployed when he returns from vacation but please advise of this unexpected news.
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Hello,
I only have one week left before vacations, so I will deploy a Beta2 this week so users will have some time to try and test it. The release with updated documentation could come in the end of august.
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Hi!
I can't wait to test beta 2.
Have a good holiday and welcome back at the end of August!
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Hi arkeon, will wait for it. Seems like ChatGPT is a good help for using Openspace. My targets are now Meta Quest 2&3 and i want to start with the beta, is that recommended? I will need that updated physical based materials for my projects.
Hope you'll get a good vacation
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Hi Dethiel
You can try the beta but it is a beta that may have bugs. If you find any, don't hesitate to report it to arkeon on Redmine.
It would be so great if he updated the PBR materials again to have better graphics in OpenSpace3D but except that OpenSpace3D uses Ogre3D for 3D rendering and in terms of graphics I think Ogre3D has reached the maximum for now.
I would like arkeon to look into the OpenSpace3D editor so that it is compatible on Linux thanks to Proton (compatibility layer developed by Valve (Steam) and which allows native Windows applications to work on Linux). An export should also be created for the Steam Deck.
It's great that it integrates AI especially ChatGPT. Let's see if there won't be another AI language model other than OpenAI's in the future.
I'm really looking forward to version 2.0 but we're still far from getting there.
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Hello,
the OS3D 1.93 Beta 2 is there
It includes most of the feature based on your feedbacks.
You can try the Text to speech with many language voices with the updated and new Speech plugIT, Subtitle plugIT, Lipsync plugIT...
The chat GPT plugIT now have an option to set the API URL.
You can use https://jan.ai for exemple to download and use any AI model available offline. Then enable the OpenAI compatible API on local machine. This way you can use the local AI in OS3D with 127.0.0.1:1337/v1 set in the plugIT with no API key and maximum tokens.
This beta is stable enough if you want to start with OpenXR on Meta Quest / Pico
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Nice, thanks @samiux and @arkeon. The beta 2 should then be the best place to my targets for now. The ogre library should be enough for me in graphics.
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Thanks again for the Beta 2 arkeon.
I too am taking a vacation in August. I have now become an uncle today.
Welcome back this fall!
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While testing version 1.93 Beta 2 I just discovered a bug in the Control plug it.
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Hello and congratulations for your nephew
I didn't change anything in the control plugIT, maybe it's old but anyway send a simple exemple with explanation how to reproduce the issue and what is expected, I'll correct this asap.
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She is a goddaughter.
Concerning the Control plugin bug there is the example of the Sinbad keyboard demo in the examples folder.
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I just discovered another bug but it concerns the resolution. At startup the editor window takes a high resolution but much too large for my screen. At startup of the editor when I play the vehicle demo the editor window is no longer in full screen and I am forced to manually put it back in full screen. But when I return to my games and applications the resolution is set to a resolution visible for my screen and no longer adopts the high resolution.
It works like this since I put the objectcontrol plugin from beta 1 in beta 2.
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Hello Arkeon,
Don't forget to update android
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Hi shabbiz,
Arkeon update Android in addition to fixing bugs to release Version 1.93 Final as soon as he returns from his vacation at the end of August in Probably next week or the last week of August.
There is also the decals plugin that i need for my games in development but it will go in the next version.
Also a question: How are animations managed with pathfinding? I know it is managed a bit randomly.
Is there a way to manually manage animations for the pathfinding plugin? For example when the enemy reaches the target that my character plays the injured animation manually and not by another random animation. Otherwise I forgot to think about proposing Actions Events for animations (unless it is done with the animation plugin and the pathfinding and crowd plugin). It will be fine for a next version.
Last edited by samiux (19-Aug-2024 16:30:49)
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What do you think of the UOgreBrowser addon to improve the web browser plugin?
link to the UOgreBrowser addon:https://github.com/twinsen/uOgreBrowser?search=1
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I don't know, there's not much to read and the last update was 15 years ago. Whats that about samiux?
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I asked this question to arkeon
You should think about updating the web naviguator plugin because it seems obsolete because some web and video tags on some sites (except Youtube) no longer work.
I don't need the web naviguator plugin for my games and projects.
I thought the UOgreBrowser addon was a good alternative to the Chromium addon but on rechecking the UOgreBrowser addon is old and obsolete because it has not been updated for 15 years.
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I added other plugit requests on Redmine for nexts version.
On the other hand, you could remove the Clone Plugit request because the problem of instances that freeze with the instantiate plugit is solved (well not for the instantiate user (network) plugit but I added it in the requests).
On the other hand, I don't know if you should remove the game console exports (I know it's still a closed system but the Xbox One and Series offered an open developer mode for homebrew applications but game consoles don't really interest me anymore and I no longer plan to create my games and applications for PC, mobile and VR).
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I modified the instantiateuser.xml file to include the Shown, Hidden and Unloaded events (but is for a next version). I am currently reading the documentation. I understand the Scol language but I am not yet trained enough to create complete plugins.
link to instantiateuser.xml:https://drive.google.com/file/d/1A6VwKOwseQh5KbpxFblDAYVujaDIW4oE/view?usp=sharing
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I started to modify the physicsvehicle plugin to integrate the horn.
https://drive.google.com/file/d/1sAj-ph … sp=sharing
I might also consider integrating the turn signals and headlights.
You ask me in the pathfinding plugin if I want a death and combat animation? Yes, animations for death and combat would be welcome. The pathfinding plugin would also need a manual management system for action and event animations (unless it's already done). On the other hand, it will be for a future version. You must prepare the release of 1.93.
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Hello Arkeon,
Please update Android API level 34 or higher
Thank you very much
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