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chat icon Blender bf / Windows (2004/01/30)

gabio

Posted: Fri Jan 30, 2004 3:37 pm
Joined: 15 Jan 2004
Posts: 619
Build with MSVC 6, has everything msvc can compile...

This is my first working build, i'm confuse cause mine got 1 mb less than jesterking... Hope everything is in there! Please test:

(EDIT) 2.32 is out , get a bin package today! (EDIT)
www.blender3d.org

Relevant Bf commit:

ianwill
Log:
BPython:
-- fixing a last minute bug: scripts w/o guis that called the file selector were
not being checked for errors, which could cause crash dumps upon exiting.
-- docs: updates for Draw (fixed example) and Material (added tex related methods docs)

Scripts:
-- added some more scripts, all I could get in shape in time (at least they export / import back).
Only tested on linux.

theeth
Log:
NURBS CV Weight button fix for the Editing window and Properties floating panel.

Upped both limit to 100. (in 2.23, the limit in the Nkey window was 100).
Corrected the minimum of the Properties panel (was -10 which made no sense).

ton:
Log:
fix for bug #933, specularity was clipped too soon, especially evident
when using low spec hardness value (1 or 2).

aphex
Log:
last minute commit -- saving .b.blend files on Windows for users
who have set a %HOME% environment var now works again.
Patch provided by Bill Baxter, plus an additional fix for Win9x.

There is still work to be done with this after the 2.32 release...
Log:
second last minute commit! -- removed a trailing slash which prevented
win32 from locating .blender/scripts.
I'm hoping other OSes are a little more forgiving about these things...
but PLEASE test, else we may need to #ifdef it.

ton
Log:
- fix after testing with regression files; the boundary on a sphere, on the
edge where shaded is unshaded, the shadow routine didn't work correctly.
Had to put back an old dot-product check to fix.
Log:
- made f10 mode buttons (shadow/env/ray/etc) all equal height.

theeth
Log:
Lamp Dist limit brought back up to 5000 like it was before. (Hoping it doesn't cause any problems)

ianwill
Log:
- Last minute script addition (blame / thank Theeth Smile -- Theeth's UV Face export script.
- tiny harmless change in module Blender.Material's *doc*.

Last edited by gabio on Tue Feb 03, 2004 4:35 pm; edited 1 time in total
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blendermax

Posted: Fri Jan 30, 2004 5:30 pm
Joined: 19 Jan 2003
Posts: 41
so, basically, a bunch of bugs were fixed?
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pinhead_66

Posted: Fri Jan 30, 2004 6:10 pm
Joined: 16 Oct 2002
Posts: 102
thanks for the build gabio, much appreciated

greets
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kencanvey

Posted: Fri Jan 30, 2004 7:03 pm
Joined: 02 Jun 2003
Posts: 102
Phew thanks for the build, I was stating to get the shakes.... Shocked

Whats happened to JesterKing, is everything OK.

Ken
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gabio

Posted: Fri Jan 30, 2004 7:19 pm
Joined: 15 Jan 2004
Posts: 619
kencanvey wrote:
Phew thanks for the build, I was stating to get the shakes.... Shocked

Whats happened to JesterKing, is everything OK.

Ken

Ya... I was wondering too. Anyway this is probably the last CVS build before 2.32, just by reading the commit, the release is very close now. Maybe jesterking was waiting...
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jd-multi

Posted: Fri Jan 30, 2004 7:35 pm
Joined: 13 Mar 2003
Posts: 122
Oooh great, 1 mb less, a uv map export, the game engine is comming back, Ode works, yafray in it. This is freaking awesome.

Today I told a person on my work about blender, he told me that the blender foundation, I told him about was just a silly joke, like a good free 3d appliaction, huge users count, even opencourse and almost each day a fix or newe build. He said, Your joking, such actions cost money and more money. So I said, you think it's a joke??? well, visit www.blender.org. Afther a 30 minute search and reading, he was like Shocked

So I told him Blender is a great program for people who can't afford prof 3d programs just for a hobby or even daily work. And he told me all the time opensource was crap. Anyways, afther the view on this site, he told me I was pure, and also said, that money runed his physical life of thinking about another people.

Anyways, I still appriciate the work that developers put into it, and Blender is still the best free program and the best 3d program I know. I hope Blender will have a huge future. Ton, and all another people, thanks, blender really needs a best free program award. Cool
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jesterKing

Posted: Fri Jan 30, 2004 10:45 pm
Joined: 18 Oct 2002
Posts: 1851
gabio wrote:
kencanvey wrote:
Phew thanks for the build, I was stating to get the shakes.... Shocked

Whats happened to JesterKing, is everything OK.

Ken

Ya... I was wondering too. Anyway this is probably the last CVS build before 2.32, just by reading the commit, the release is very close now. Maybe jesterking was waiting...


Yeah, I am waiting for the 2.32 release. Expect new msvc7 builds after 2.32 has come out.

/jesterKing
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JoOngle

Posted: Fri Jan 30, 2004 11:15 pm
Joined: 24 Jan 2004
Posts: 158
Just want to say THANK YOU!!!! to all coders & contributors!
You're doing awesome work, and I'm following every test-release like
someone hooked on drugs Smile

I've just finished Part-1 (for beginners) Blender Guide (in Danish for now)
for the 2.31, it will be modified for the 2.32 when it's released officially.
http://www.hamsterking.com/blender/blender.htm (In danish)

Again - thanks for your awesome work, people!
Just because of your HUGE efforts - new free public fora's have
appeard here over in Denmark because more and more professionals
starts to belive in you.

greetings,
Tommy Helgevold
(JoOngle)
www.hamsterking.com
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steve_t

Posted: Sat Jan 31, 2004 2:47 am
Joined: 05 Nov 2002
Posts: 62
Armatures are MUUUUUUCH faster in this build.
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Guest

Posted: Sun Feb 01, 2004 12:15 am

on the screw in edit mode it doesn't screw any longer. I tried out the previous build and that one is fine.
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gabio

Posted: Sun Feb 01, 2004 12:25 am
Joined: 15 Jan 2004
Posts: 619
steve_t wrote:
Armatures are MUUUUUUCH faster in this build.

Realy? build of jan. 28 wasn't?
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Rhysy

Posted: Sun Feb 01, 2004 7:36 pm
Joined: 01 Feb 2004
Posts: 8
First off - thanks for all the great builds ! It's great to use new features as they're implemented and not wait for the official releases.

I'm not sure if this is the place to post bug reports, I know there's a bug tracker but it's not clear if that's only for official releases or not. So here goes : I get some nasty artificats (random dark patches) when using the only shadow material and raytraced shadows from a sun lamp. Doesn't seem to happen when I have a normal buffer shadow spot light present.

Also, any chance of having soft ray shadows put back in ? They were so useful!

Eagerly awaiting 2.32 ! Very Happy
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Zarabadoo

Posted: Sun Feb 01, 2004 11:47 pm
Joined: 16 Oct 2002
Posts: 5
try making all your normals face to the outside of the mesh. enter edit mode, select all vertices, and press ctrl+n. this has solved my problem when i get that error.
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Guest

Posted: Sun Feb 01, 2004 11:56 pm

screw doesn't work in this build.
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JoOngle

Posted: Mon Feb 02, 2004 7:32 pm
Joined: 24 Jan 2004
Posts: 158
I'm working on using Blender as an alternative to dropping my Max 4.2
wich I bought and paid for (basically because I LOVE Blender)
and I want it to succed, so I'll use it professionally also to help
blender grow.

How do you make the new yafray integration render faster?
I render with

- No reflection/refraction
- A simple cartoon character
- No alpha
- No opacity
- No transparency
- Full GI
- No extra photon settings
- Quality High
- 1 Spotlight
- 2 Normal blender lamps
- 1 shadow
- Blender BF build .28
- Windows 2000 Pro - service pack 4
- AMD XP 2500
- 1 Gig 400 mhz ram

Compared to eg. vray in 3dstudio max it takes forever to
render just 1 simple scene with 2 boxes as a background
and a simple cartoon character with 3 lights.
Heck..it takes forever to render 800 x 600 just with a box
and a plane. The internal blender render zaps the scene
in a few seconds while Yafray use 30 minutes with the same
scene, looking better of course - but...is there a way to
decrease the render time?

Cheers,
Tommy/JoOngle
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