Posted: Tue Apr 20, 2004 10:38 pm
Joined: 18 Oct 2002
Posts: 1851
New build available:
http://www.letwory.net/cvsbuilds/bf_blender_windows_20040421.tar.gz
The changelog in the development section on blender3d.org (see InfoCenter) is lagging a bit behind, but I'll be updating it soonish. There is a bugfix on AO and there are more smaller fixes done.
This build has been built with an optimising msvc compiler, and should be much faster than my previous builds.
/jesterKing
Last edited by jesterKing on Sun Apr 25, 2004 6:56 pm; edited 1 time in total
Posted: Tue Apr 20, 2004 10:51 pm
Joined: 04 Mar 2004
Posts: 316
thats an awfully messy package
nevermind, its not in there. try checking the stuff you posted. I unpacked it under win in izarc and got a whole bunch of junk files and some directories.
Posted: Tue Apr 20, 2004 10:55 pm
Joined: 26 Nov 2002
Posts: 543
Thanks for the build! AO seems to be more smooth now.. great!
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Posted: Tue Apr 20, 2004 10:57 pm
Joined: 18 Oct 2002
Posts: 1851
I don't know what you're doing and with what you unpacked it, but it is a regular tar.gz package, which any decent archiving program knows how to handle. I have checked on three different machines, and on all those it unpacks to one directory bf_blender_windows_20040421, which contains a blender.exe, a few dlls and the .blender subdirectory.
/jesterKing
Posted: Tue Apr 20, 2004 11:16 pm
Joined: 26 Nov 2002
Posts: 543
Hmm AO is just as hard as it was before.. damn! The new noise area lights are nice though!
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Posted: Tue Apr 20, 2004 11:40 pm
Joined: 18 Oct 2002
Posts: 1851
| Monkeyboi wrote: |
| The new noise area lights are nice though! |
http://www.blender3d.org/cms/2_33_Development.262.0.html
/jesterKing
Posted: Tue Apr 20, 2004 11:52 pm
Joined: 04 Mar 2004
Posts: 316
sorry about that, looks nice, some nice slider fixes, and the areas look great. And as a plus the executable is .9 MB smaller!
Posted: Wed Apr 21, 2004 1:09 am
Joined: 05 Jun 2003
Posts: 104
I don't understand,...if this is a windows build how come it's a tar ball?
Posted: Wed Apr 21, 2004 1:12 am
Joined: 16 Oct 2002
Posts: 1177
| modron wrote: |
| I don't understand,...if this is a windows build how come it's a tar ball? |
What's wrong with using tar in windows?
Martin
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Posted: Wed Apr 21, 2004 1:41 am
Joined: 16 Oct 2002
Posts: 62
| Quote: |
| What's wrong with using tar in windows? |
nothing really but its just somewhat of a standard to use .zip for windows.
When i sw the link ending in .tar.gz, i automaticly assumed i'd clicked the linux link, but your right, theres nothing really wrong with it.
.
Posted: Wed Apr 21, 2004 2:08 am
Joined: 05 Jun 2003
Posts: 104
lol, except that i have no idea how to unzip it, but that's ok i'll figure it out.
Posted: Wed Apr 21, 2004 2:56 am
Joined: 04 Mar 2004
Posts: 316
get the 21 day demo of 9.0 from winzip.com and use that in explorer, useing classic mode in winzip. you can extract it, and windows can open tar balls. Once you get it it works (duh). I had some trouble with it at first, but the area light features are worth it (demo on elysiun features tests)
Posted: Wed Apr 21, 2004 3:23 am
Joined: 16 Oct 2002
Posts: 166
The bug with things falling through the floor after several runs seems to be better, it takes about 10-12 runs before collisions stop working, instead of 4-5 with the last build.
The issue with adding objects in a few of my blends still hasn't gone away. After some tests, I think it might have something to do with an added object being dynamic and having other objects parented to it. In dragothic, where the added person is a dynamic empty with the head and arms parented to it, if I delete the children of the empty, the slowdown dissapears.
Posted: Wed Apr 21, 2004 4:50 am
Joined: 15 Jan 2004
Posts: 619
| jesterKing wrote: |
New build available:
The changelog in the development section on blender3d.org (see InfoCenter) is lagging a bit behind, but I'll be updating it soonish. There is a bugfix on AO and there are more smaller fixes done.
This build has been built with an optimising msvc compiler, and should be much faster than my previous builds.
/jesterKing |
Congrats. for the optimize... what it is?
Ho and i'm sorry for the lag my build did in the info section...
Posted: Wed Apr 21, 2004 6:59 am
Joined: 18 Oct 2002
Posts: 1851
| Saluk wrote: |
| The bug with things falling through the floor after several runs seems to be better, it takes about 10-12 runs before collisions stop working, instead of 4-5 with the last build. |
There was one commit by Kester for Solid concerning polyheder type bounding, but further there hasn't been really commits for the gameengine. I mainly have been playing with compile options. Apparently these influence the collision model, so I'll have to continue on this path. I should test more on Linux, too, but girlfriend is writing now a paper on it... :/
/jesterKing