Awesome!Whatever you did seems to have fixed it for me.
:thumbup:
Awesome!Whatever you did seems to have fixed it for me.
:thumbup:
I take it that you really like chicken, aren't ya? :rofl:
I take it that you really like chicken, aren't ya? :rofl:
Looks like you had a late dinnerApparently, I'm the one that's hungry. :lol:
I'd prefer you to leave things as they were - it looked much more fun that way :thumbup:Last edited by Mandella; Feb 4th, 2012 at 21:00. Reason: Replaced fast food chicken eatery with Space Center..
Yes, I do have particle effects in my TODO list - there are quite some things that are to be done in that field.
They should work correctly... At least they do for stock DG...Right. Known issue then.
What about local lights? This is the effect of pressing "L" for navigation lights in AMSO (animation works correctly):
I can tell you right away what most likely a problem is. As far as I understand, authors use beacons to display these "lights". And since stock client doesn't actually render lighting from beacons - just beacons themselves - that's an end story for them. But D3D11 client does actually process and render lighting caused by beacons, and this data is being retrieved from beacons' definitions. Since stock client doesn't care much about pretty much every beacon parameter except for a few that are used to render "the light bulb" - such as light color, light size and position - so developers could pass in pretty much anything without any impact on the visual appearance, while our client requires full set of beacon parameters to be set up accordingly. So if I'm right (and I will check this tomorrow if I'll manage to get it working), no one but AMSO devs can fix that - but the way I see it this fix should be very easy and straightforward for them - they will probably need to use D3D11 client to tune up beacons' parameters, as IIRC this client is the only one that renders beacon lighting.Anyways, here is that picture of what the lights look like in the stock client:
Well you can use whatever you want - we will need the client to be tested with all kinds of additions sooner or later - just keep in mind that our first priority is to get stock stuff to work. So if you use some third-party vessel and find a visual bug (like the one with AMSO), please report it here anyways. If it's an easy one (or a "not our bug"-type of thing which is what AMSO issue seems to be all about) - we'll get it fixed right away, while in other cases please understand that we might prefer to defer it to a later time due to a presence of higher-priority things in our current TODO list.But in the meantime, I'll update my XR vessel collection (I love flying them too!) for future testing. Or should I stick with stock vessels for now, such as the base Delta Glider?
Hmm, that's weird. I think we gonna have to ask Glider to take a look, since I've run out of ideas.
It *could* be the reason since we have at least one confirmed case of CTDs due to outdated drivers, when updating them resolved the issue...Okay. Could it possibly be the crusty drivers from Lenovo? The latest posted version is Sept. 2010. I also attempted to install the Intel generic driver from circa Nov. 2011 but the installer wouldn't allow it due to proprietary code requirements on the machine.
I will be changing domiciles in the near future so my forum-checking will be spotty for a few months. I'd still like to keep testing, though. If you need to reach me a PM will be most effective.
Ok it was partially my fault as diffuse lighting did not take falloff into account - it was calculated for specular lighting only. This is now fixed and AMSO looks way better. Allthough I would still recommend AMSO devs to review beacons' parameters, possibly increasing falloff value. Here is a formula and some graphs for different falloff parameter values (horizontal axis is distance from light source to a pixel, vertical axis is attenuation multiplier, the formula is final_color ~= color * attn):Understood! These are just bug reports, not "you gotta get em fixed right now!!" reports.
:lol:
What is the latest workings on the project?