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This file was automatically generated from diguy_release_notes.h. Do not edit this file directly; the changes will be lost.Contents:
Also refer to the DI-Guy 9.0 New Features document.
DI-Guy is subject to the terms detailed in the license agreement accompanying it.
| DI-Guy Version 9 Release Notes |
| DI-Guy SDK |
| Version 10.0.0 |
- Release notes pending.
| Version 9.0.0 |
- Added support for the Visual Studio 8 compiler (aka VC++ 2005).
- Added support for Vega Prime 2.2.
| DI-Guy Scenario |
| Version 10.0.0 |
- Release notes pending.
| Version 9.0.0 |
- Scenarios with long paths will use considerably less memory.
- DI-Guy now supports multiple active formations.
- Better support for changing character type and appearance without losing authored content.
- Added new movie maker; DI-Guy Scenario can now directly output AVIs. (Tiff output is still available; see preferences window.)
- New munition system. It is now possible to specify different munition types, with an associated DIS identifier. Munition detonations can have radius effects, and will report impact callbacks.
- Added ability to cull characters that are far away from the camera.
- Scene culling in worlds with xrefs and rotated objects is handled more efficiently.
| DI-Guy AI |
| Version 9.0.0 |
- Improved user interface, stability, added a number of query functions for developing more elaborate responses with decision beads.
- Improvements to scene object grid framework to allow region painting and better collision detection.
- DI-Guy SAF has been renamed to DI-Guy AI.
| DI-Guy Networking |
| Version 9.0.0 |
- Added support for Flat Earth and Geocentric coordinates.
- Munition system improvements, see above.
- Added diguy_module_net.h, replaces the deprecated diguy_module_hla.h, and diguy_module_dis.h header files.
| DI-Guy Version 8 Release Notes |
| Version 8.5.0 |
- Initial DI-Guy SAF release.
- IMPORTANT CHANGES FROM EARLIER VERSIONS: It is intended that DI-Guy is always fully backwards compatible. However, the following two items are areas where backwards compatibility has been sacrificed for improved DI-Guy functionality:
- The default aim algorithm for aiming characters is now algorithm 8 instead of algorithm 7. In almost all cases version 8 exhibits better behavior, but if it breaks some aspect of your scenario you can set the aim algorithm back to version 7 by calling diguyCharacter::set_aim_algorithm().
| Version 8.0.2 |
- Initial DI-Guy 8.0 release. See DI-Guy 8.0 New Features document.
- IMPORTANT CHANGES FROM EARLIER VERSIONS: It is intended that DI-Guy is always fully backwards compatible. However, the following two items are areas where backwards compatibility has been sacrificed for improved DI-Guy functionality:
- DI-Guy characters now fire live rounds by default when functions such as diguyCharacter::fire_weapon() are called. The old behavior can be restore in two ways:
- In DI-Guy Scenario, the Weapon Params tab on the Character Elements palette has a checkbox called "Weapon Fires Live Rounds". The checkbox can be unchecked, followed by pressing the "Copy to All Characters" button.
- In a program using the DI-Guy API, the function diguyCharacter::set_weapon_fires_live_rounds() can be called.
- The concept of a non-zero Tin ("T In") value for scenarios is no longer supported. There is no work-around for this, except to subtract out the old Tin value from the scenario Tout value. Scenarios that have used a non-zero Tin value will have to be changed.
- Removed function diguy_dis_get_action_from_entity_state() from diguy_module_dis.h. diguyCharacter::get_action_from_entity_state() should be called instead to map DIS values to an action.
- DI-Guy 8 for Vega Prime is intended to be compatible with Vega Prime 2.1 and vpNet 2.1.1.
- We have experienced issues with 7900 GTX graphics cards when running DI-Guy Scenario. These include GL_SELECT being performed in software instead of hardware, and issues with DI-Guy Scenario being recognized as a graphics program. These issues were resolved by rolling back drivers from the latest update from the chipset manufacturer to the driver version provided by the computer manufacturer. If you encounter unusual performance problems with DI-Guy when migrating to such a machine, please let us know so that we can improve our support and understanding of this issue.
| DI-Guy Version 7 Release Notes |
| Version 7.0.11 |
- Enabled DI-Guy for Vega Prime to interoperate successfully with all the different earth models provided in vpNet, including Flat Earth.
| Version 7.0.10 |
- Upgraded VR-Link version to 3.9.6. This also means that DI-Guy for Vega Prime customers should use vpNet 2.1 with Vega Prime 2.0.
| Version 7.0.9 |
- Enabled DI-Guy Scenario to broadcast in 1278.1 format by setting "protocol_version" in the network.cfg file to "5".
- Improved behavior of DI-Guy characters when networking and varying character speed.
- Enhanced DI-Guy characters' abilities to find the best action when driven from the network using standard PDUs.
- Fixed problem with hands on some flight deck characters; increased available appearances for flight deck characters.
| Version 7.0.8 |
- Fixed "ignore script events" checkbox in Camera Control of DI-Guy Scenario. Improved handling of bogus numeric input.
- Removed VR-Link license dependency from DI-Guy for Vega Prime.
- Added documentation for the vpDiguy classes.
- Added static libraries to distribution for DI-Guy for Vega Prime.
- Added example for creating a vpDiguyCharacter at runtime.
- Fixed glitches when creating and deleting particle descriptions.
- Fixed minor bug with opening textures in DI-Guy Scenario.
- Improved network settings page responsiveness in DI-Guy Scenario.
| Version 7.0.7 |
- Formalized support for just-released vpNet 2.0 in DI-Guy for Vega Prime. NOTE: In order to increase reliability of vpNet interaction, the reading of UTM coordinates out of scenario objects (terrains) has been disabled in vpDiguy. It is recommended that the UTM coordinates for a simulation be explicitly defined in the vpNet Connection gcf panel.
| Version 7.0.6 |
- Fixed problem where character's initial path has incorrect name.
- Added fixes for destruction and reference counting in DI-Guy for Vega Prime.
| Version 7.0.5 |
- Fixed a crash that sometimes happened while reading comments out of texture .attr files.
| Version 7.0.3 |
- Fixed a problem with the diguyGraphicsShape::update() function not always being called.
- Fixed various bugs with VR-Link and DI-Guy time sync code.
- Added warning if diguyCharacter::set_desired_action() is called with 0.0f as the speed.
| Version 7.0.2 |
- Fixed a problem with gazing and aiming not zeroing in on the correct positions when using DI-Guy for Vega Prime.
| Version 7.0.1 |
- Deprecated "named_callback" functions in diguyApp. Event handler functions should be used instead.
- Renamed some diguyViewCamera functions:
- diguyViewCamera::get_world_offset_position() has become diguyViewCamera::get_segment_origin
- diguyViewCamera::get_local_position() has become diguyViewCamera::get_position_segment_offset()
- diguyViewCamera::get_local_fix() has become diguyViewCamera::get_fix_segment_offset()
- Added function diguyCharacterGroup::update_all_members(), and deprecated function diguyCharacterGroup::set_all_members_t()
- Fixed problem with deleting one scenario and creating another causing a crash.
- Fixed crash problem with function diguy_set_cfg_file().
- Changed the default settings of automatic switching of graphics LODs and motion LODs, as set by diguyScenario::set_automatic_graphics_lod_switching() and diguyScenario::set_automatic_motion_lod_switching(). Previously automatic LOD switching was always enabled unless explicitly disabled by calling the above functions. Now automatic LOD switching will be disabled by default in DI-Guy API applications, but remain enabled by default in DI-Guy Scenario.
- Added the following functions for adding and removing appearances:
- diguyScenario::add_custom_appearance() deprecated; use diguyScenario::add_appearance().
- diguyScenario::add_custom_appearance_based_on_existing_appearance() deprecated; use diguyScenario::add_appearance_based_on_existing_appearance().
- Promoted the following functions from experimental to official status:
- diguyCharacter::get_label_text()
- diguyCharacter::set_label_text()
- diguyCharacter::get_label_is_visible()
- diguyCharacter::set_label_is_visible()
- diguyCharacter::set_label_text_color()
- diguyCharacter::get_label_text_color()
- diguyCharacter::set_label_background_color()
- diguyCharacter::get_label_background_color()
- Removed diguyLoadManager camera functions (load manager camera now always tracks the scenario's primary view camera):
- diguyLoadManager::add_camera()
- diguyLoadManager::add_view_camera()
- diguyLoadManager::move_camera()
- diguyLoadManager::change_view_camera_settings()
- diguyLoadManager::remove_camera()
- diguyLoadManager::remove_all_cameras()
Version 7.0.0
- Fixed problem with diguyCharacter::set_speed(). The set speed was being reset to the action's default speed after a short time, which is not correct behavior.
- Changed values returned by diguyCharacter::get_aim_azimuth() and diguyCharacter::get_aim_elevation() to be character- relative rather than world-relative.
- New character types:
- chem_bio_pedestrian
- fdc_chock_and_chains
- fdc_fuelman
- fdc_grounding
- fdc_pallet
- fdc_pedestrian
- firefighter
- fireman_silver
- vehicle_wheels
DI-Guy Version 6 Applications Notes Note that most changes to the DI-Guy API also apply to DI-Guy Scenario.
DI-Guy API
Version 6.1.6
- Removed unused variable "working_directory" from bdiExFaceInit structure. Replaced with variable "placeholder", leaving the option open for future init variables. Calls passing NULL for the bdiExFaceInit structure to diguy_exface_initialize() will not need to change.
Version 6.1.4
- Removed unused functions from diguySensorRegion class:
- diguySensorRegion::get_characters_in_region()
- diguySensorRegion::update_characters_in_region()
- diguySensorRegion::update_candidate_characters_in_region()
Version 6.0.8 - For Win32, DI-Guy DLLs now include version information in their filenames, to make it easier for multiple versions of DI-Guy to exist side-by-side.
Version 6.0.6
- Made all characters default to not using stepping gaze. This fixes a backwards incompatibility problem where some version 5 characters that were gazing would leave their path on version 6 and thus not complete the actions specified by their path.
Version 6.0.1
- Removed deprecated diguyCharacter functions:
- diguyCharacter::force_action_by_name()
- diguyCharacter::get_desired_action_name()
- diguyCharacter::set_desired_action_by_name()
- diguyCharacter::force_partial_path_by_name()
- diguyCharacter::force_path_by_name()
- diguyCharacter::push_path_by_name()
- diguyCharacter::set_parent_by_name()
- Removed deprecated diguySensorRegion function diguySensorRegion::contains_character_by_name().
- Removed deprecated diguySignal function diguySignal::play_sound().
- Removed deprecated diguyScenario function diguyScenario::find_or_create_face_expression().
Version 6.0.0
- Users who are upgrading their earlier versions of DI-Guy should uninstall their existing DI-Guy Applications, DI-Guy Data, (and DI-Guy for Vega Prime for Vega Prime users), and then install the 6.0 versions.
- Uninstalling will not delete your existing customizations located in the "custom" folder. You can copy that folder to the new installation.
- Users with FLOATING LICENSES must upgrade to the latest version of the license manager. The necessary files and documentation are in the folder %DIGUY%\3rdparty\flexlm\diguy_flexlm_10.1_win32. Existing DI-Guy 5 license files will work with the new license manager. To upgrade your license server:
- Shutdown the old license server:
- Start the OLD lmtools.
- On the Server/License file tab, select the OLD DI-Guy license server
- On the StartStopReread tab, click "Stop Server"
- On the Config Services tab, click "Remove Service"
- Exit lmtools
- To be really certain the old server is gone, you can check the services control panel applet and verify the DI-Guy license server is no longer there. To be compulsively certain, reboot the server and make sure DI-Guy license server doesn't come back.
- Remove the old license server files: lmtools.exe, lmgrd.exe, bdilm.exe. DO NOT Delete the license file.
- Copy %DIGUY%\3rdparty\flexlm\diguy_flexlm_10.1_win32 to the license server computer
- Copy the license file to the new folder.
- Start the NEW license service with the new license manager daemon and the copied license file. Follow the instructions in %DIGUY%\3rdparty\flexlm\diguy_flexlm_10.1_win32\diguy-win32-server.txt.
- Test by running a DI-Guy app on a client.
- Removed support for character history types DIGUY_HISTORY_TYPE_FIRST and DIGUY_HISTORY_TYPE_LAST. Characters saved using these history types will have their history type set to DIGUY_HISTORY_TYPE_COMPLETE.
Note that most changes to the DI-Guy API also apply to DI-Guy Scenario.
DI-Guy Scenario
Version 6.0.8
- In DI-Guy Scenario, incoming networked characters will now automatically be assigned to groups "net_opposing", "net_friendly", or "net_neutral" based on their network force id. Outgoing networked characters will check if a character belongs to such a group when setting its network force id.
Version 6.0.0
- DI-Guy Scenario may play sounds too fast on some PCs equipped with hardware sound accelerators. (This may also be true for DI-Guy SDK programs using diguy_module_sound_gap). We are working on the problem. A work-around is to reduce the level of hardware acceleration for audio playback. To change the acceleration:
- Open Control Panel.
- Open Sounds and Multimedia.
- Open the "Audio" tab.
- Under "Sound Playback" click "Advanced".
- Open the "Performance" tab.
- Move the "Hardware acceleration" slider to the left.
- Click Okay to close "Advanced Audio Properties".
- Click Okay to close "Sounds and Multimedia Properties".
- Test to see if sounds play correctly.
DI-Guy Motion Editor
Version 6.0.6
- Fixed DI-Guy Motion Editor bug where some repeated actions caused performance degradation.
- Enhanced DI-Guy Motion Editor importing to support non-base 6-DOF joints.
- Made all characters default to not using stepping gaze. This fixes a backwards incompatibility problem where some version 5 characters that were gazing would leave their path on version 6 and thus not complete their performance.
DI-Guy for Vega Prime
Version 6.0.8
- Fixed problems to improve interaction with HLA - update recommended for HLA Vega Prime users.
Version 6.0.7 BACKWARDS INCOMPATIBILITY NOTICE FOR DI-GUY FOR VEGA PRIME:
- Fixed problems with dumping .cpp from LynxPrime using DI-Guy for Vega Prime.
- Fixed bug where isectors did not work on some DI-Guy characters in Vega Prime.
- Fixed bug where including DI-Guy in a Vega Prime application would block keystrokes being sent through the display window.
- Two new examples, "view_settings" and "simple" have been added to coding examples for DI-Guy for Vega Prime.
ACF files made using early versions of DI-Guy 6 will require users to find all strings in the file that use "DI-Guy" and replace them with "Diguy". The vpDiguy.h and vpDiguy classes have been replaced with vpDiguySettings.h and the vpDiguySettings class.
Version 6.0.5 DI-Guy for Vega Prime now works with DIS/HLA for Vega Prime. As of version 6.0.5, DI-Guy for Vega Prime works with Vega Prime 1.2.2 from MultiGen Paradigm and vpNet 1.2.2 from MAK Technologies.
DI-Guy Version 6 Data Notes
Version 6.1.2
- Fixed problem with config file appearance syntax. The item "shapeset:shape" format caused a crash; it now works again.
- Replaced default scene object (setsdefault_stagedefault_stage.flt) with new default (setsdefault_stage7flt/default_stage7.flt). The new default_stage7.flt scene object has a number of different areas in which example scenarios can be placed.
Version 6.1.1
- Added new appearance "invisible_human"; Using this appearance for a human character will remove all geometry from the character, effectively making it invisible.
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