Posted: Wed Jan 21, 2004 10:30 am
Joined: 18 Oct 2002
Posts: 1851
Todays CVS Build:
This CVS build has been obsoleted by a newer build
http://www.letwory.net/cvsbuilds/bf_blender_windows_20040121.zip
Again, this is build with the
SCons, using MSVC7 as the compiler. It has
TTF,
International,
Quicktime and
OpenAL support compiled in. The ODE-powered gameengine is now available,
no Solid yet. The build has been scanned for viruses and is found to be
clean.
Number of commits since previous build:
*
7 commits
* last commit
2004/01/21 10:05:17 CET
The relevant parts from the CVS commit logs:
* (
bug fix)
Python API fixed script hanging Blender, when a script fails
* (
bug fix)
render fixed displacement hollow vs. solid.
* (
bug fix)
layer/bones Fixed the "bones on invisible layers, that are constrained to objects on
visible layers, don't move during transform()" bug.
* (
progress)
Python scripts The default location for scripts has changed to ~/.blender/scripts, and the userpref dir will be searched, too, if set.
* (
bug fix)
Python scripts Trailing slash peculiarity fixed.
This CVS build has been obsoleted by a newer build
Enjoy!
/jesterKing
Last edited by jesterKing on Fri Jan 23, 2004 9:34 am; edited 2 times in total
Posted: Wed Jan 21, 2004 10:40 am
Joined: 18 Oct 2002
Posts: 1851
Hups, I forgot to update the scripts, fixed now.
/jesterKing
Posted: Wed Jan 21, 2004 12:48 pm
Joined: 16 Oct 2002
Posts: 129
I think it's great your providing these builds here daily (altough I build my own), but I have a suggestion to make. You only post the changes since the last build, but if you don't follow up the builds day by day, they don't say much. Would it be possible to also list the most important new features since the last blender release (raytracing, displacement mapping, python scripts in menu's, ...). The information provided now is kind of technical, and expects quitte some familiarity with the internal blender development.
Posted: Wed Jan 21, 2004 1:06 pm
Joined: 07 Jan 2004
Posts: 27
The whole point is to make available the new stuff since yesterday as development speeded up big time, and also to have them tested. I wouldn't expect him to write lengthy posts everyday for those who are new to this.
Posted: Wed Jan 21, 2004 1:08 pm
Joined: 18 Oct 2002
Posts: 1851
@ blendix: I'll take it in consideration. The first time for me to include a more extensive list would be fridayish, but I think it is a nice idea.
/jesterKing
Posted: Wed Jan 21, 2004 1:15 pm
Joined: 18 Oct 2002
Posts: 1851
Contrary to what was meant, it seems that Blender now expects the scripts to be in installdir/.blender/.blender/scripts. This is obviously wrong, so it'll be addressed as soon as possible.
/jesterKing
Posted: Wed Jan 21, 2004 3:05 pm
Joined: 26 Nov 2002
Posts: 543
| Quote: |
Contrary to what was meant, it seems that Blender now expects the scripts to be in installdir/.blender/.blender/scripts. This is obviously wrong, so it'll be addressed as soon as possible.
/jesterKing |
Yes it didn't work for as expected either. Even when I inserted some registered scripts into the scripts folder, they don't appear inside Blender when I execute it.
PS
By the way, does anyone know which (if any) scripts will be available in the official release version? I hope an improved version of the .obj import script will get in (so that you can just use it by going to File>>Import).
_________________
Website: http://www.shadeless.dk
Posted: Wed Jan 21, 2004 7:42 pm
Joined: 10 Jan 2003
Posts: 82
The NLA is still not working.
(The BLENDIN is not working as it should. A 20 frame blendin on an action strip will not register at all and the action will only begin after these 20 frames have passed...)
cheers
Posted: Thu Jan 22, 2004 2:50 am
Joined: 15 Jan 2004
Posts: 619
| Monkeyboi wrote: |
PS
By the way, does anyone know which (if any) scripts will be available in the official release version? I hope an improved version of the .obj import script will get in (so that you can just use it by going to File>>Import). |
I hope The official release will have a lot of python script in it. What a great thing to install an application and every feature is in there ready to run. A good example: the script-fu of gimp. In blender for Example Beast will be such a major feature...
Hope.
Posted: Thu Jan 22, 2004 11:48 am
Joined: 12 Nov 2003
Posts: 20
| soletread wrote: |
The NLA is still not working.
(The BLENDIN is not working as it should. A 20 frame blendin on an action strip will not register at all and the action will only begin after these 20 frames have passed...)
cheers |
I don't have any problems with the blendin on NLA's. Could you post a .blend with the problem?
BTW: Have you tried motionblender.blend from the old NAN demofiles. You can find it here:
http://download.blender.org/demo/demo225.zip
Regards
Kasper
Posted: Thu Jan 22, 2004 4:13 pm
Joined: 15 Oct 2002
Posts: 215
I think this would be a good time to remind folks that
this forum is *not* the bug tracker.
Also, reports like 'The NLA is still not working' is
not very helpful ... does 'still' mean since Blender 2.31?
Since 2.25? Since Tuesday? Don't forget to
mention what OS and graphics card you are using
... now go to the tracker!
Chris
Posted: Thu Jan 22, 2004 9:06 pm
Joined: 10 Jan 2003
Posts: 82
Ghost:
Thanks for the lead. I downloaded the demos and yes, the motionblender.blend file works fine. However there IS a problem in the NLA. I have a blend file that works with 2.31 official realease and in tuhopuu. I need webspace to post unfortunately.
Hos wrote:
| Quote: |
I think this would be a good time to remind folks that
this forum is *not* the bug tracker. |
This is what I got from this forum intro:
| Quote: |
| If you have feedback, problems, bug reports or any other information that's relevant, please post it as a reply to the topic that you downloaded the build from. |
I am confused and I thought the bugtracker was for official releases only? And that would make sense because bugs can be applicable to this build only.
This forum is slightly different to the others on this site in that individual topics are actually connected and posts in one actually follow in the next. Hence comments like this:
| Quote: |
| 'The NLA is still not working' |
Should be acceptable due to the fact that a more detailed post was submitted twice before this one.
Now where do I go to get this problem seen to?
Cheers
Posted: Thu Jan 22, 2004 10:16 pm
Joined: 15 Oct 2002
Posts: 215
| soletread wrote: |
Ghost:
This is what I got from this forum intro:
| Quote: | | If you have feedback, problems, bug reports or any other information that's relevant, please post it as a reply to the topic that you downloaded the build from. |
I am confused and I thought the bugtracker was for official releases only? And that would make sense because bugs can be applicable to this build only.
This forum is slightly different to the others on this site in that individual topics are actually connected and posts in one actually follow in the next. Hence comments like this:
| Quote: | | 'The NLA is still not working' |
Should be acceptable due to the fact that a more detailed post was submitted twice before this one.
|
Fair enough, but please know that I do not read this
forum every day to see every post in every thread.
| soletread wrote: |
Now where do I go to get this problem seen to?
Cheers |
Maybe here:
http://www.amazon.com/exec/obidos/tg/detail/-/0131103628/qid%3D1074805798/002-2962433-2233600
Chris
Posted: Fri Jan 23, 2004 5:45 am
Joined: 15 Jan 2004
Posts: 619
I don't know how you are doing you daily compile with scons.
(edit) But it's a great idea and Big thank you for that.
I tried some much but it always retourn the same error:
blender_FTF.lib(FTF_TTFont.obj) : error LNK2001: unresolved external symbol "__d
eclspec(dllimport) public: int __thiscall FTFont::Error(void)const " (__imp_?Err
or@FTFont@@QBEHXZ)
blender.exe : fatal error LNK1120: 1 unresolved externals
scons: *** [blender.exe] Error 1120
scons: building terminated because of errors.
I know it's the ftgl but the lib are already in the source doesn't it? and scons is supposed to work first hand. or is something i forgot to do?
-python 2.2.3
-scons for windows
-qtdevwin move to lib\windows
-The daily checkout with winCVS.
-msvc 6.0 sp5 (i don't know if it's used anyway)
Posted: Fri Jan 23, 2004 8:39 am
Joined: 18 Oct 2002
Posts: 1851
| Quote: |
blender_FTF.lib(FTF_TTFont.obj) : error LNK2001: unresolved external symbol "__d
eclspec(dllimport) public: int __thiscall FTFont::Error(void)const " (__imp_?Err
or@FTFont@@QBEHXZ)
blender.exe : fatal error LNK1120: 1 unresolved externals
scons: *** [blender.exe] Error 1120
scons: building terminated because of errors. |
I had this same problem when building with msvc 7.0. I got it resolved by remving the const from the Error- fucntion from the ftgl lib. You could try this: ftgl package.
/jesterKing