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      2019 Drive   05/31/2019

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Mue, first a big thank for this wonderful tool.

I also have the problem of very slow execution (menus, rotations, any interaction with the program ...), which is better after some time, or if program closed and immediately relaunched. I also had a windows memory error (not enough memory), one time.

I also had a data file that could not be loaded (<no data file>), but the file was there (and loaded ok with version 0.5.2). By comparaison with a working file I have found that this was due to the character '°' (complete comment line : "// -60°, 100 meter  level") that prevented the load. The data file was in ANSI (again no problem with 0.5.2). Conversion to Unicode also fixed the problem for 0.6.0.

Hope this will help.

Edited by pvince
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On 8.6.2019 at 6:10 PM, ludo.m54 said:

I made several tests with different aircrafts (the Mirage F1EQ for example) and the result is always the same.

 

I downloaded and tested this Mirage F-1EQ . Because of the 4K Textures my development system (Windows 7 with an old 8800 GTS 512) struggles. It gives me a slide show. But it doesn't crashed. On another computer with a GTX 660 I have no problem.

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18 hours ago, Gatling20 said:

The little A5M Claude (6000 polys), for example, gives no problems, but Veltro2k's B-26 Marauder or the A-Team's new B-26 Marauder (both 42,000 polys) freeze every time, usually at the very first attempt to rotate or shift the model.

Any ideas on this?

I tested this package. I don't see any freezes or crashes :dntknw:

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59 minutes ago, Gatling20 said:

That is one of the aircraft I have been looking at which causes the system freeze, so maybe it is just my PC.

I don't think "it's just your PC", since other users also have problems with the LODViewer.
Unfortunatelly, I have no clue what the cause of the problems is, because I don't see it on my computers.

I have a request:

  • please enable OSG logging (Extras->Settings->Debugging->Write OSG log file). It writes a logfile "osg_logfile.txt" in the lodviewer.exes directory.
  • restart the LODViewer
  • load the Marauder
  • if the "osg_logfile.txt" is written, please send it to me. Thank you!

Maybe the logfile gives me some pointers.

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Mue

I have just tried the new V0.60 LOD Viewer on my PC at work, and it works fine, moving and rotating that B-26 without any freeze.

Here is the OSG file from that.

I will try V0.60 on my other PC, the one that has been having the system freezes, later today, and send you the OSG file from that.

osg_logfile.txt

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9 hours ago, mue said:

I downloaded and tested this Mirage F-1EQ . Because of the 4K Textures my development system (Windows 7 with an old 8800 GTS 512) struggles. It gives me a slide show. But it doesn't crashed. On another computer with a GTX 660 I have no problem.

Thanks for your help, it should come from me.

I'm going to make some researches to find what's wrong.

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Mue

Here is the logfile from the PC which is giving the system freezes, from just after a freeze. It may be a coincidence, but after turning on the OSG logfile option in Debug it took a lot longer to freeze.

 

osg_logfile.txt

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3 hours ago, pvince said:

Mue, this logfile has been generated on a model with slow execution. There are warnings in it. Maybe it helps.

osg_logfile.txt

 

41 minutes ago, Gatling20 said:

Mue

Here is the logfile from the PC which is giving the system freezes, from just after a freeze. It may be a coincidence, but after turning on the OSG logfile option in Debug it took a lot longer to freeze.

 

osg_logfile.txt

Could both of you please (re)create log files with the "write osg log file" option already enabled at program start (just restart LODViewer with this option enabled). Some information will only be written to the log file at program start. If the log option is enabled only after the program start, then that information are missing in the logfile. 

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Version 0.6.1 was uploaded.

Changelog:

Version 0.6.1
-added decal texture file loading fallback: If numbered texture file is not found, it’ll then look for unnumbered file.
-added option for using vertex buffer objects (Extra->Settings->Display->Use Vertex Buffer Objects)
 Maybe "Use Vertex Buffer Objects" helps with the performance problem some users have experienced with Version 0.6.0.
 Beware! Enabling this option while simultaneously "Write OSG log file" is enabled, writes A LOT to osg_logfile.txt.
-bugfix: "Write Info File" didn't work in Version 0.6.0
-bugfix: Couldn't save UV Mapping as jpg file

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Many thanks Mue, I have given v0.61 a good workout and it seems to be working fine, without the system freezes I was consistently getting with v0.60.

Great job, and an essential tool!

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The new version (0.6x) is not compatible with ANSI code (version 0.52 has not the issue). It is probably the combination ANSI + some special characters in the file. Typical problems then:

- data file not loaded

- numbers.lst : numbers not shown in individual markings dropdown list (detected because of  '°' in the text file)

- textures.ini : texture not loaded (suspected character is 'é' in 'Aéronavale' )

And for your info, unfortunately still very slow for me also with 0.61. Sometimes it improves after some time after the model is loaded.

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Mue, does this mean you've dropped 32-bit support or what am I overlooking as I can't get this version to even open...(I hope not, that would be a bad idea IMHO). 

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Now everything is working nicely. It reads all kinds of decals. Next step is showing weapons and show things added via FakePilot. When that day comes, my life will be complete and will be ready for the passage!!! :)

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On 14.6.2019 at 10:41 PM, KJakker said:

GroundObject decals do not work. Hull numbers and ship names can not be viewed.

I didn't know that there is also a decal system for ground objects. After a first glance, it seems it only works with ships? It uses the *_names.ini (that contains [ShipXXX) entries) instead of numbers.lst. Is this correct? Are there other types besides ships?

Until I implement the ground object decal system, you can view the hull numbers with this workaround: copy a NUMBERS.LST file that contains sufficient numbers, e.g. I used F-4B\USMCGREY1\NUMBERS.LST (contains numbers 0 - 99) into the texture folder. Then you can select the hull number via Individual Markings.

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On 15.6.2019 at 9:57 AM, pvince said:

The new version (0.6x) is not compatible with ANSI code (version 0.52 has not the issue). It is probably the combination ANSI + some special characters in the file. Typical problems then:

- data file not loaded

- numbers.lst : numbers not shown in individual markings dropdown list (detected because of  '°' in the text file)

- textures.ini : texture not loaded (suspected character is 'é' in 'Aéronavale' )

Will be fixed in the next version.

On 15.6.2019 at 9:57 AM, pvince said:

And for your info, unfortunately still very slow for me also with 0.61. Sometimes it improves after some time after the model is loaded.

That means the "Use Vertex buffer objects" option doesn't help? Does the slowdown happen also with stock objects? Do you use 4K textures?

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On 16.6.2019 at 5:01 AM, swambast said:

Mue, does this mean you've dropped 32-bit support or what am I overlooking as I can't get this version to even open...(I hope not, that would be a bad idea IMHO). 

Yes, currently only 64-bit support:

  1. Even though I compile the OpenSceneGraph library myself, I rely on the prebuild dependency packages for OSG. Those I only found as x64 version. And to compile the dependency packages myself, I didn't find the time and motivation yet.
  2. I need the 64-bit OpenSceneGraph library anyway for a FlightGear related project.
  3. I didn't thought, that 32-bit Desktop-OS is still a thing.

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Really a piece of art Mue! :good:

the only thing i have noticed is that the refresh button isn´t there anymore...

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52 minutes ago, Soulfreak said:

Really a piece of art Mue! :good:

the only thing i have noticed is that the refresh button isn´t there anymore...

The "T" tab in the upper left corner or using the R key on the keyboard does it now.

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9 hours ago, mue said:

Will be fixed in the next version.

That means the "Use Vertex buffer objects" option doesn't help? Does the slowdown happen also with stock objects? Do you use 4K textures?

No the option does not help but yes they are 4k, however, in 0.52 the same with 4k textures is not slow (only loading is longer).

Another remark from later use, version 0.6x is case sensitive for node names. If case is not exactly the same in the .LOD and in the data.ini, hitboxes and CollisionPoints will not show up when node is selected.

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