Entraides et échanges autour de la technologie Scol - Informations and exchanges on the Scol technology
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Hello shahbiz8
Arkeon has updated the Android API. However, the release will be a little delayed because it must go through VMs for the new Linux and Android builds, which may take some time.
Otherwise, I have modified the Spanish page of OpenSpace3D on Wikipedia to update the information. All that remains is to add an English Wikipedia page on OpenSpace3D.
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Yes I have see the update here https://redmine.openspace3d.com/project … ions/14090
I had email Arkeon to send me the file so I can replace old file.
Some files I can download from the link and some files are not there.
I'm still waiting Arkeon reply my email.
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Otherwise I have nothing else to propose for this version.
I would like them to improve the pathfinding plugin (with the addition of animation for death and combat but with a manual animation system in event and action) and add the decals plugin but it will be fine for version 1.94.
Otherwise I proposed a generic plugin called ''Replay'' that allows to record the actions of a 3D model and to recreate a ghost. For example it is useful to create a ghost (a bit like racing games Time Trials) but it could be used for example in more generic applications like for example using the ghost to show the user where to go or what to do or to review the best performances and scores for each person.
Otherwise I am taking a break for September but I will keep up to date with what is happening with OpenSpace3D and Scol.
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Otherwise, by testing the pathfinding_crowd_p example again, I noticed that the enemies applied an animation of injury and death if they were hit by the explosion of the grenades. How is it possible to manage the animations with the crowd and pathfinding plugin because I have not found how to do it.
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I still work on the beta so the delay for the release still grow.
QT system on Linux / Raspberry is not functional anymore. I try an implementation of SDL library to manage default window on this systems. Once I get it work a new beta will come before the release.
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Take the time you need for Linux and Rapsberry builds.
Otherwise for the pathfinding plugin. Is it possible to play for example a specific animation among the hit animations like for example the death animation in the hit animation like for example when the enemy's life is at zero or the animation of being injured when the life decreases without reaching zero? For example, I want for example when he has a contact (with the physics contact plugin) that the enemy plays the death animation among the hit animations.
Last edited by samiux (16-Sep-2024 21:53:30)
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Hello Arkeon. Due to my busy schedule, I haven't been able to follow up and release products for a while. Is metal shader currently supported (for iOS and MacOS)? Or will it be supported?
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Hello,
metal shaders should be supported using Ogre unifiedshaders.
Meanwhile I still don't have the hardware (Apple computer compatible with latest OS) to build OS3D for this. I can only try to maintain on Mac X86_64 computers and IOS supported by my xcode version
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Hi arkeon.
Could you modify the pathfinding and crowd plugin? I detected a bug when launching the application with the enemies that sink into the ground.
It would also be missing the Events Run, Walk, Idle and Hitted.
It also lacks the possibility to manually choose an animation in Action or Event. For example I would like that when there is a physics contact between the enemies and for example the shooting of the rifle bullet of my character for example that my character plays the death animation among the hits animations and other various animations. Or for example when such animation is played in Event that it triggers a specific action.
Last edited by samiux (14-Oct-2024 18:21:11)
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crowd plugIT is already complex, I could make it more complex by adding more animations and a character life gauge but this will also need a way to make damage value from hits and also a way to resurrect them.
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I also saw in the animations for the death of the character and for the fight (with a life bar).
Is SDL2 supported for all platforms or for Linux and Android???
Is there much left before the release of the next beta?
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SDL2 replace QT on Linux and Raspberry PI export for now. Android export manage all using native API, no need of SDL.
I did some tests to make the Chat GPT plugIT compatible with Ollama over openAI API service with tiny AI models on raspberry PI 5. Also I try to optim voice recognition and Vocal TTS on RPI to be able to build autonomous AI agent on RPI. This allow to use streamed AI responses with TTS and subtitle.
No it's almost there, I still test / debug some optims, Have to retest / recheck all (maybe a new beta soon for that), build the legacy Mac export (looking for a reconditioned Mac studio M2 pro to be able to port to next generation), update the documentation, try to remember all the changes for this release ^^.
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I tested the new beta and the Object Control plugin has the same problem in beta 2.
Otherwise I will test beta 3 if there are no other bugs.
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Will version 1.93 be released soon in December?
For the next version, a record plugin should be added for the speech plugin to record the synthesized voice because I find the speech plugin very practical, especially for creating voiceovers for Youtube videos.
I'm using OpenSpace3D less at the moment. It doesn't mean that I won't use OpenSpace3D anymore, but I'm trying other game engines that are more suited to my game projects.
Otherwise, happy holidays and take the opportunity to rest when you finish publishing version 1.93. 2024 has been an incredible year for OpenSpace3D and I wish OpenSpace3D the best in 2025.
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Hello,
Yes it will be released soon. I update the plugITs documentations and make more tests. Then it will be ready.
thanks Yes it could be possible to save the audio buffer into a raw file for speech.
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Hi arkeon
I found another bug. The config file plugin and its saves/loads don't work on Linux. Same for the draw plugin or its saves/loads for drawing don't work on Linux.
The Object Control plugin has the same issues as in the previous beta. I tested the sinbad demo and it still has the same problem. Fortunately I put the old Object control plugin and it worked.
Last edited by samiux (13-Dec-2024 23:00:47)
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