Librelancer 2022.02
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Win-release: missing sdl2.dll and customized ciumgui.dll for the sake of SystemViewer (reports that igBuildFontAtlas function cannot be found).
Wrong. ok I got it. Both libraries are there, in x64 folder, but I had to copy them to the root of Librelancer for unknown reason. However, cimgui.dll crashes this way: https://i.imgur.com/YKmRAzD.png
(Alright, all libraries from x64 should have been copied to the root. Fixed! Looks like that’s my own problem with dlls resolving, never mind)
Librelancer.Launcher works fine (after installed sdl2 manually). Small report regarding things that actually exists in the engine:
- A/D strafe are flipped! A moves to the right, D to the left.
- Player is spawn on entering new system right behind a gate. Wish move him about +2000m forward and left. Sort of like in the game.
- Selected tradelane is not reflected in Selected Object line(previous printed selection remains).
Can play, but don’t know how to fly off a base after landed)
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The collada support is great news! I was planning export and import tools in the near future. How well does it work?
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I’ll be releasing a point release shortly which will fix a couple of issues that came up (namely me forgetting that SystemViewer needs the x64/x86 boilerplate too). The build will be very similar to the current daily, but the crashing should be a bit more graceful than what it has been in past.
@Schmackbolzen: Given the nature of the collada spec and the fact I have no idea how to work a modelling program, YMMV. It only does geometry for the moment and attempts to create a default material/texture library for the geometry if you let it.
A few people are successfully using the collada importer/exporter in discovery to work with Blender. The output apparently at least opens in all major modelling packages, though importing into LancerEdit you may have to play with your software’s export settings until it works.
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So in general is it possible to map all the properties of a 3db/cmp to collada format (lets assume this direction for simplicity) or is there stuff which is not possible to convert, because the format does not support it?
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I’ve had to make all parts as Fix as I don’t think that quite maps to the collada spec. So basically just the part stuff and the hardpoint data doesn’t carry over. The part/hardpoint editors are reasonably streamlined to help deal with this, though it seems I still have a couple more bugs to work out in them.
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I am using Lanceredit extensively for 5 months now and my pipeline is pretty much set:
1.) make mesh in blender, texture it, export collada, import to lanceredit, export working CMP;
*The DAE export options I use are the default ones (triangulating on export works flawlessly, although mirrored meshes might be better off getting triangulated BEFORE applying the mirror, to keep consistent shading on the tris). I do click on the “sort by object name” option, to make multi-part CMP’s have their parts be sorted by name upon export.
2.) create MAT file (a new method I use is to set Lanceredit to create materials embedded in the CMP, then just grab them and move them to a separate MAT).
**Lanceredit can import any image file format directly and convert it to your desired texture format (DXT1-5 and others), producing incredible quality results.
3.) animate the CMP (I do some of the work in UTF Editor 3, like copy-pasting nodes from my other animated CMPs because its a bit faster with drag/drop).
***Lanceredit can PREVIEW animations (both mesh animations AND texture animations)
4.) make the hardpoints and make use of the “free flight” controls to navigate around the model to see it from any angle I want;
5.) wait for it…. PROFIT!
A big shoutout to Ichiru for making all this possible!
P.S. Did you know you can preview ALE effects and STARSPHERES with Lanceredit? :)))
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Release 2018.12.1 is out, fixing some startup errors and bugs
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@eigos: Thanks for the elaborate explanation! I’ll give this to our modders so they can try it out
For me personally the collada export is helping since I can test out some ideas I had for making old modes look better. Also I was thinking to develop better export and import tools (also open source), since the current ones are not that great. Seems like this might not be necessary, though.
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2019.01 is now released fixing some bugs and improving performance.
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Current state of Librelancer: https://youtu.be/blsVd26WnaE
@Alucard: won’t be doing editing sorta stuff until the ale renderer actually works properly
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2019.08 is now released.
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Amazing! Managed to watch the cut scene in 2560x1440p.
Also flew around New York for a bit. Good work!
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How about some light sources at system editor?
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@Helloween I don’t entirely know what you mean. The system viewer loads the light sources defined in the ini, there is not editing functionality at present and for now I recommend Freelancer Mod Studio for graphical system editing. I don’t expect to write a system editor tool until a lot of the base gameplay is settled, so I can make sure all my stuff is correct.
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Sure all correct.
Just idea to use sytem editor as showcase of new not yet released systems by making their screenshots for example -
Latest SystemViewers work for me, but not gameengine itself. Some of previous daily builds work, some don’t.
And this:
~6 FPS
Here’s that model, Kavash_Base_3:
https://www79.zippyshare.com/v/VNS8ymtR/file.html~6000 meshes of 3 materials.
I fixed that by making meshes of same material lie in one line inside of a vertexbuffer, combined same into single, and eliminated index buffers as well. Current tested snippet in pascal https://pastebin.com/RZy9VNs2
Well, that’s fun, but wrong rendering and black screen are my regular companions)
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The model is from Y-Universe combomod, made of many tiny (4-6 vertices) details being of same material ID. Technically, 65536 vertices are allowed per 3db, I just hope the number is not treated as 32767.
Details in this model are unique, possible optimization approach isn’t clear. However, Freelancer and UTFEditor turned out being able to handle it just fine.
Without looking at above test, the solution is just streaming meshes into vertexbuffer by material, not by the order known as “for i = Ref.StartMesh to Ref.MeshCount”.
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It’s just a very badly exported model. VMeshGroup of same material reference are expected to be pre-merged within block range of single VMeshRef. There’s zero benefit of fragmenting it.
This is clearly a very bad attempt to get around the fact milkshape exporter can’t properly export vertex normals (and exporter being dumb enough not to merge mesh elements by materials).
All in all that fragmentation had led to 6200+ draw calls and that’s the cause of such low FPS. Model doesn’t exceed any buffer limits nor is anywhere close to, it’s just a very bad export case.