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User avatar   Beginner BeginnerMember since: 07.02.2010, 10:22Posts: 33Location: USS Constitution Likes: 0
 

 Post Topic: Re: Free SDK 3.3.9 (3410) Update - Now Available!
PostPosted 25.02.2012, 07:01 
Umm, I seem to be having issues with the UI Emulator...

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  Beginner BeginnerMember since: 22.09.2011, 15:13Posts: 15 Likes: 0
 

 Post Topic: Re: Free SDK 3.3.9 (3410) Update - Now Available!
PostPosted 25.02.2012, 11:15 
I would be glad to see some deffered shading with compute shader tile in the next increment.

Just kidding.

Maybe with the incoming next gen console.
User avatar   Community Manager Community ManagerMember since: 09.01.2008, 01:11Posts: 8374Location: Crytek HQ Likes: 39
 

 Post Topic: Re: Free SDK 3.3.9 (3410) Update - Now Available!
PostPosted 25.02.2012, 11:26 
Quote by jlea:
The view rotation in vehicles was really slow last update, but now it's really fast. Couldn't we just get an XML modifier to change it?
Sure you can, it's in SDK\Code\Game\GameDLL\ :)

Quote:
Umm, I seem to be having issues with the UI Emulator...
Try this: http://freesdk.crydev.net/display/SDKDO ... t+Settings



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  Trainee TraineeMember since: 05.11.2011, 14:22Posts: 141Location: Bendigo, Australia Likes: 0
 

 Post Topic: Re: Free SDK 3.3.9 (3410) Update - Now Available!
PostPosted 25.02.2012, 15:08 
Anyone tested the update with a 4096+ size map with a 400+ metre altitude to see if the 'stepped terrain' issue has been resolved? Cry-Adam, can you answer this for me?


User avatar   Crytek Staff Member Crytek Staff MemberMember since: 27.08.2010, 00:10Posts: 66Location: FFM Likes: 0
 

 Post Topic: Re: Free SDK 3.3.9 (3410) Update - Now Available!
PostPosted 25.02.2012, 15:42 
Quote by newoldmate:
Anyone tested the update with a 4096+ size map with a 400+ metre altitude to see if the 'stepped terrain' issue has been resolved? Cry-Adam, can you answer this for me?

what teh heck?!? can you please explain what kind of game you're trying to do? such sizes dont really make sense in normal game environments! if you really want to do something that big, you have to carefully think about different concepts (scaling, streaming, different movement principles etc)...
  Beginner BeginnerMember since: 23.09.2011, 17:31Posts: 75 Likes: 0
 

 Post Topic: Re: Free SDK 3.3.9 (3410) Update - Now Available!
PostPosted 25.02.2012, 15:54 
When trying to compile on Release I get these errors:
Code:
1>GameDll.obj : error LNK2001: unresolved external symbol _CryModuleFree
1>GameDll.obj : error LNK2001: unresolved external symbol _CryModuleMalloc
1>GameDll.obj : error LNK2001: unresolved external symbol "struct SSystemGlobalEnvironment * gEnv" (?gEnv@@3PAUSSystemGlobalEnvironment@@A)
1>GameDll.obj : error LNK2001: unresolved external symbol "long __cdecl CryInterlockedIncrement(int volatile *)" (?CryInterlockedIncrement@@YAJPCH@Z)
1>GameDll.obj : error LNK2001: unresolved external symbol "long __cdecl CryInterlockedDecrement(int volatile *)" (?CryInterlockedDecrement@@YAJPCH@Z)
1>GameDll.obj : error LNK2001: unresolved external symbol _ModuleInitISystem
1>GameStartup.obj : error LNK2001: unresolved external symbol "private: static unsigned __int64 CLCGRndGen::m_seed" (?m_seed@CLCGRndGen@@0_KA)
1>GameStartup.obj : error LNK2001: unresolved external symbol "class CLCGRndGen g_random_generator" (?g_random_generator@@3VCLCGRndGen@@A)
1>GameStartup.obj : error LNK2001: unresolved external symbol _CreateGameFramework
1>Actor.obj : error LNK2001: unresolved external symbol "float __cdecl cry_frand(void)" (?cry_frand@@YAMXZ)
1>Actor.obj : error LNK2001: unresolved external symbol "unsigned int __cdecl cry_rand(void)" (?cry_rand@@YAIXZ)
1>Shark.obj : error LNK2001: unresolved external symbol _CryModuleMemalignFree
1>Player.obj : error LNK2001: unresolved external symbol "public: void __thiscall CMTRand_int32::seed(unsigned int)" (?seed@CMTRand_int32@@QAEXI@Z)
1>HitDeathReactions.obj : error LNK2001: unresolved external symbol "private: void __thiscall CMTRand_int32::gen_state(void)" (?gen_state@CMTRand_int32@@AAEXXZ)
1>ClientSynchedStorage.obj : error LNK2001: unresolved external symbol "public: void __thiscall CryLock_CritSection::Lock(void)" (?Lock@CryLock_CritSection@@QAEXXZ)
1>ClientSynchedStorage.obj : error LNK2001: unresolved external symbol "public: void __thiscall CryLock_CritSection::Unlock(void)" (?Unlock@CryLock_CritSection@@QAEXXZ)
1>Game.obj : error LNK2001: unresolved external symbol "public: __thiscall CryLock_CritSection::~CryLock_CritSection(void)" (??1CryLock_CritSection@@QAE@XZ)
1>Game.obj : error LNK2001: unresolved external symbol "public: __thiscall CryLock_CritSection::CryLock_CritSection(void)" (??0CryLock_CritSection@@QAE@XZ)
1>Game.obj : error LNK2001: unresolved external symbol _CryGetMemoryInfoForModule
1>Radio.obj : error LNK2001: unresolved external symbol "unsigned int __cdecl cry_rand32(void)" (?cry_rand32@@YAIXZ)
1>UIEntityDynTexTag.obj : error LNK2001: unresolved external symbol _CryModuleMemalign
1>AutoTester.obj : error LNK2001: unresolved external symbol "bool __cdecl CrySetFileAttributes(char const *,unsigned int)" (?CrySetFileAttributes@@YA_NPBDI@Z)
1>StdAfx.obj : error LNK2001: unresolved external symbol "void __cdecl CryDeleteCriticalSectionInplace(void *)" (?CryDeleteCriticalSectionInplace@@YAXPAX@Z)
1>StdAfx.obj : error LNK2001: unresolved external symbol "void __cdecl CryCreateCriticalSectionInplace(void *)" (?CryCreateCriticalSectionInplace@@YAXPAX@Z)


Dose anyone know anything about this or how to fix it?

EDIT:
I found out that the _RELEASE in the Preprocessor Definitions is the cause of those errors, but the older version compiles ok with the _RELEASE preprocessor. :unsure:


Katoun


Last edited by katoun on 25.02.2012, 16:50, edited 1 time in total.
  Beginner BeginnerMember since: 30.10.2008, 01:36Posts: 4 Likes: 0
 

 Post Topic: Re: Free SDK 3.3.9 (3410) Update - Now Available!
PostPosted 25.02.2012, 16:03 
Add castrated skaleform date. They killed a normal rendering.
User avatar   Trainee TraineeMember since: 23.08.2011, 19:16Posts: 127 Likes: 0
 

 Post Topic: Re: Free SDK 3.3.9 (3410) Update - Now Available!
PostPosted 25.02.2012, 20:00 
Great job Crytek! Well done!

Apparently my first post was removed so I'll write it again.

You had us wait 5 months for an update introducing POM (which was already there) , fixing important issues like scope improvement in Rocket Launcher and introducing new bugs some of which are more severe than any
in the previous version.

Now you can't render a cubemap over 256 nor use supersampling nor custom_res.

How long do we wait for a reasonably seamless Sandbox?
I think what you guys do is really a shame.
User avatar   Crytek Staff Member Crytek Staff MemberMember since: 11.07.2008, 20:25Posts: 11626Location: Frankfurt am Main Likes: 10
 

 Post Topic: Re: Free SDK 3.3.9 (3410) Update - Now Available!
PostPosted 25.02.2012, 20:31 
There's a balance between bug-free software and actually releasing things. We can do QA and add new features till the heat death of the universe, but we won't ship anything. ;)

I also notice you intentionally skipped the rather important addition of Scaleform, as well as all the actual fixes...


*face specialist, anti-flowgraph campaigner.
User avatar   Media Support Media SupportMember since: 04.12.2007, 03:23Posts: 6854Location: Norway Likes: 29
 

 Post Topic: Re: Free SDK 3.3.9 (3410) Update - Now Available!
PostPosted 25.02.2012, 20:37 
Yes he seemed to have ignore the rather huge changelog (biggest one yet), and that the community received the VERY expensive software known as Scaleform GFx for free. Strange he didn't see this :cheesy:

Now i am sure Crytek is working very hard on fixes and additions to the next SDK update. And as Ruan stated above there is a balance to everything. I'm extremely happy they are giving us everything we need to build a game (for free) without costs.


 
 
 

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User avatar   Community Manager Community ManagerMember since: 09.01.2008, 01:11Posts: 8374Location: Crytek HQ Likes: 39
 

 Post Topic: Re: Free SDK 3.3.9 (3410) Update - Now Available!
PostPosted 25.02.2012, 20:37 
Quote by frmdbl:
Great job Crytek! Well done!

Apparently my first post was removed so I'll write it again.

You had us wait 5 months for an update introducing POM (which was already there) , fixing important issues like scope improvement in Rocket Launcher and introducing new bugs some of which are more severe than any
in the previous version.

Now you can't render a cubemap over 256 nor use supersampling nor custom_res.

How long do we wait for a reasonably seamless Sandbox?
I think what you guys do is really a shame.

There's a vast difference between feedback & harassment. The sarcasm and pointless bantering is not welcomed but as this post is slightly better than the original i will leave it in tact. In future, please deliver your feedback in a constructive manner or not at all.

Thanks.



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User avatar   Beginner BeginnerMember since: 07.02.2010, 10:22Posts: 33Location: USS Constitution Likes: 0
 

 Post Topic: Re: Free SDK 3.3.9 (3410) Update - Now Available!
PostPosted 25.02.2012, 20:43 
Thank you, Cry-Adam! That makes things ALOT easier for me!
User avatar   Skilled Modder Skilled ModderMember since: 26.08.2011, 08:39Posts: 631Location: Internet Likes: 0
 

 Post Topic: Re: Free SDK 3.3.9 (3410) Update - Now Available!
PostPosted 25.02.2012, 21:09 
You know you've made a stupid content when 2 admins and a news guy bash you sarcastically.
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User avatar   Beginner BeginnerMember since: 10.04.2011, 06:08Posts: 38Location: Sherman Oaks Likes: 0
 

 Post Topic: Re: Free SDK 3.3.9 (3410) Update - Now Available!
PostPosted 25.02.2012, 22:15 
Hey guys, where's the "Very High Quality" setting? When I roll down the config spec list it only has the 3 from the previous release.

- Nghia
User avatar   Community Manager Community ManagerMember since: 09.01.2008, 01:11Posts: 8374Location: Crytek HQ Likes: 39
 

 Post Topic: Re: Free SDK 3.3.9 (3410) Update - Now Available!
PostPosted 25.02.2012, 22:18 
Hey Nghia, some info on that here: viewtopic.php?f=326&t=84383 :)



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