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bf-blender / Windows (2004/01/19)

Posted: Mon Jan 19, 2004 12:12 am
by jesterKing
Todays CVS Build:

This CVS build has been obsoleted by a newer build ...

Again, this is build with the SCons, using MSVC7 as the compiler. It has TTF, International, Quicktime and OpenAL support compiled in. I created SConscripts to enable the gameengine, which is now available for the ODE physics, so no Solid yet. The build has been scanned for viruses and is found to be clean.

An extra note on the gameengine: the SConscripts are not yet in CVS, but they do use the CVS code for the engine. And it's ODE only

Number of commits since previous build:
* 6 commits
* last commit 2004/01/17 19:40:22 CET

The relevant parts from the CVS commit logs:

* (bug fix) python script menu Crash for windows fixed.
* (progress) modelling A line to show where area lights are heading is added.
* (progress) displacement dispfact for new mtex is now defaulting at 0.2. Improved scaling of Nor channel.
* (bug fix) editing displist and decimation showing better.
* (progress) yafray particle object dupliverts and armature dupliverts export problems fixed.
* (progress) yafray power slider increment update

notice: clicking an item from the import menu works now correctly. Thanks to IanWill!

This CVS build has been obsoleted by a newer build



Posted: Mon Jan 19, 2004 12:29 am
by Caronte
Hey! jesterKing, Thankyou for give us the new builds every day :wink:

Posted: Mon Jan 19, 2004 12:36 am
by gabio
2.32 is each day more and more near from us.

Posted: Mon Jan 19, 2004 12:39 am
by kencanvey
Thanks jesterKing. :D


Posted: Mon Jan 19, 2004 1:03 am
by Panther
Thanks jesterKing... your effort ( and time ) is greatly appreciated !!! :D

Posted: Mon Jan 19, 2004 8:19 am
by cessen
Thank you very much, jesterking! Both for the builds and for listing the bugfixes and additions of each build! :-)

Posted: Mon Jan 19, 2004 12:06 pm
by Monkeyboi
This is a nice version! Big thanks to the coders!

Posted: Mon Jan 19, 2004 3:05 pm
by kirpre
I was curious to try the Import menu, but mine doesn't show any items in it. I can see the python scripts in the scripts menu, but blender just doesn't seem to see them. Is there any path setting to help these scripts be seen?

Posted: Mon Jan 19, 2004 5:20 pm
by Goofster
you have to set your python path to the script directory.
and be sure to use the scripts that were modified to be used in the list.

I've uploaded some of them:

Posted: Mon Jan 19, 2004 5:30 pm
by kirpre
I reset my python path, but when I hit the "re-evaluate scripts" button I got a console error saying the directory didn't exist (not true). I then tried using my existing python path (c:\python22\lib) and copied the 6 scripts from the distribution to there. It successfully re-evaluated the scripts (no error), but the only script that shows up is the AC3D one, the others are missing.

Posted: Mon Jan 19, 2004 6:34 pm
by jesterKing
For me it works fine if I ensure the path does not end in a trailing slash. I think someone is working on fixing this "feature".


Posted: Mon Jan 19, 2004 7:02 pm
by mathijs
Thank you for the daily Builds jesterKing


Posted: Mon Jan 19, 2004 7:11 pm
by kirpre
Getting rid of the trailing slash took care of the console error I was getting. I see AC3D in the import and export menu and Cal3D in the export, but where do I see the extrudealongnormal, vaults and objio scripts to use those?

Posted: Mon Jan 19, 2004 7:15 pm
by jd-multi
:shock: Great guys, awesome, and I also can't wait until the Game Engine is back. Ooh, soo cool, if you all where girls I would kiss you all. Keep working, I appriciate it soo much, you guys rocks. :D

Posted: Mon Jan 19, 2004 11:39 pm
by jesterKing
This CVS build has been obsoleted by a newer build