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Command Line parameters
Author: maxymaxy      15 Posts  Status: Young recruit Date    08-19-07 03:03

Hi Lynx,

Thanks for adding the possibility of batching areas. I haven't tried it yet but from your post a couple of pages back I have reduced your loops to one
line....

@echo off
setlocal enabledelayedexpansion
start /wait FSEarthTiles.exe --lat 37 58 40 s --lon 145 05 59 E --width 8.0 --height 8.0 --zoom 1 --snap Tiles --fetch
endlocal

My (noob) assumptions about the CLI from this command would be:

8nmx8nm centered around --lat 37 58 40 s --lon 145 05 59 E w/o compiling (airport is YMMB)

Qn1. How do I set the tile res at 1m?
Qn2. Will FSEarthTiles exit after running? I am finding that I have to shut it down then restart to enter new coords because it complains about being
out of memory if I simply enter new coords.
Qn3. If I have to shut FSEarthTiles down, can this be done within the batch?
Qn4. If I put another start /wait FSEarthTiles.exe etc immediately afterwards do I have to put in a wait time? If so how?

Sorry if there are really noob questions.

I am really knocked out by this project.
 
FS2004 option
Author: maxymaxy      15 Posts  Status: Young recruit Date    08-19-07 09:21

Hi HB,

I have tried to use the FS2004 option but haven't had much success with pre03. I have downloaded the tiles and successfully make the FSX BGLs. FSEarth
gets the tiles from the cache OK. The texture seems to be OK but the BGL is only 2KB. The output window when it compiles prints out a whole bunch of
numbers and dots like ...9876.....0.....0......0.....210..........0 etc etc before completing. I have tried LOD13, off etc but it doesn't seem to
make much difference. The texture folder has a new TGA folder and 256kB files in it. What am I doing wrong?
 
Re: FS2004 option
Author: Wolfram Ravenwolf      78 Posts  Status: Pilot    Date    08-19-07 12:23

maxymaxy wrote:
Qn1. How do I set the tile res at 1m?


That's what the "--zoom 1" parameter does.

maxymaxy wrote:
I have tried to use the FS2004 option but haven't had much success with pre03. I have downloaded the tiles and successfully make the FSX BGLs. FSEarth
gets the tiles from the cache OK. The texture seems to be OK but the BGL is only 2KB. The output window when it compiles prints out a whole bunch of
numbers and dots like ...9876.....0.....0......0.....210..........0 etc etc before completing. I have tried LOD13, off etc but it doesn't seem to
make much difference. The texture folder has a new TGA folder and 256kB files in it. What am I doing wrong?


Worked for me: I had a 2 KB Area.bgl in the scenery folder and lots of *.bmp files in the texture folder. The scenery displayed just fine. It's
different than for FSX, where you only need a single but big BGL file, for FS9 you need a small BGL and lots of BMP files.
 
Re: FS2004 option
Author: HB-100      1151 Posts  Status: Living Legend    Date    08-19-07 12:27

maxymaxy wrote:
Hi HB,

I have tried to use the FS2004 option but haven't had much success with pre03. I have downloaded the tiles and successfully make the
FSX BGLs. FSEarth
gets the tiles from the cache OK. The texture seems to be OK but the BGL is only 2KB. The output window when it compiles prints out a
whole bunch of
numbers and dots like ...9876.....0.....0......0.....210..........0 etc etc before completing. I have tried LOD13, off etc but it doesn't seem to
make much difference. The texture folder has a new TGA folder and 256kB files in it. What am I doing wrong?



2KByte BGL for FS2004 is correct. Different to FSX the FS2004 compiler creates a small BGL + a lot of FS specific .bmp files in the texture
folder. The numbers you see 9876 .. 0 ..0 ... are the out put of the FS2004 scenery compiler..don't know more about that.

well check your FSEarthTiles.ini file

FSXSceneryCompiler = resampleFSX.exe
FS2004SceneryCompiler = resampleFS2004.exe
FS2004SceneryImageTool = imagetoolFS2004.exe #if missing the FS2004 compilation stops with the .tga's (no complete
FS2004 executable scenery)

The FS2004SceneryImageTool has to be active and my not be commented out in order to get a full and working scenery in FS2004.
I just checked with pre v0.4 I get the complete scenery... so i don't know what causes the problem in your case.
Only suggestion i can do is to try with my original version v0.3 (no command line) and check if it is also not working there, if so let me
know.

oh and also check the generated Area.inf file in the working folder if the decimal numbers are really wirtttin with a decimal '.' there and not
with ',' the FS2004 compiler reacts alergic to a comma.

The outofmemory problem when trying to run a second pass is known and will be ok in v0.4...
 
Re: FS2004 option
Author: maxymaxy      15 Posts  Status: Young recruit Date    08-19-07 13:16

Thanks Wolf & HB. Getting the hang of this now. It looks just fabulous in FSX without the blurries. I have still to investigate two things though...

1. FSX has started to crash about 5 mins into the flight. Ummm... not sure about that one. I will begin turning off things in the background to see
what is causing it. I haven't used FSX for a few months.
2. I am getting micro stutters. Might be just the resolution I am running (3840x1024). Something else to look into.

I have covered most of Melb. metro now at 1m. It takes about 30min to get 8x8nm and around 9mins to compile it. One more interesting thing is Melb
Intl. in Y!maps seems to line up much better now with photoscenery than before. But maybe that's a placebo :)
 
Re: FS2004 option
Author: HB-100      1151 Posts  Status: Living Legend    Date    08-19-07 18:04

maxymaxy wrote:
1. FSX has started to crash about 5 mins into the flight. Ummm... not sure about that one. I will begin turning off things in the background
to see
what is causing it. I haven't used FSX for a few months.


If you run Vista I recomment to do the 3GByte FSX.exe tweak. I had a lot of FSX crashes still before FSEarthTiles because it run into it's
2GByte limit. Also I had a problem with my physical Memory once I upgraded from 4GByte to 8GByte Had to lower the RAM clock a little
that the PC stayed stable..FSX runs very stable at the moment for me except that it always crashes when I close it. Not sure where this
comes from.. I tend to blam that on FSInn.. :)

maxymaxy wrote:
2. I am getting micro stutters. Might be just the resolution I am running (3840x1024). Something else to look into.

I have covered most of Melb. metro now at 1m. It takes about 30min to get 8x8nm and around 9mins to compile it. One more interesting
thing is Melb
Intl. in Y!maps seems to line up much better now with photoscenery than before. But maybe that's a placebo :)


Well hope you are aware of the Area Snap Off Texture Map bug in v0.3 wolf has discovered.
1m/pix is sure fine but a lot data FSX has to handle. So I guess that when you overdo it will lead to problems.

I tend to use 2m/pix. That gives good details at acceptable space.
I somehow I believe that MIPBias = 6, and negative lod clamp setting helps to make the texture look better but I cant tell for sure.
At last this setting makes the plane and building slooking sharp as FS2004 again. So I set that. Negative is it somehow kills the cool
water reflection on rwy of FSX or it comes from a different setting I tweaked that it lost it's quality there.


Somehow that Free Display Mode gave me more work than what I thought. Ok I had to programm it twice because the result of my first
way wasn't satisfying.
It's now running but still has some ..hmm trouble/problem points.


I am undecided whether I shall give out pre v0.4 today as it is at the moment or continue working the days it will takes to improve it.
I am not there with this pre version where I wanted to be.

What's done:
- Memory Problem Second Start hopefully solved (Large Bmp Dispose)
- GUI Size adapted, should be usable for Windows Normal Font + Windows +125% Font now. (+125 Font has a larger GUI+Display)
- Abort Button working
- Area Snap Off mode bug fix (untestet)
- Free Display Mode (Moveable Map with Mouse + Input and Snap Area Display, but the input area is still not directly editable yet in the
display)
- New Area Snap Mode LatLong To Snap Long Lat coords on whole minutes.
- Area Snap Grid on the Free Display Mode. (connected to the Download Resolution and Area Snap selection)
- Internal Display Cache.
- v=17 changed to v=18

Problems I know that version has:
- Free Display will probbaily not work correct at Longitude overrun (means switch from +180 to -180)
- Polar regions can not be handled correct and causing display problems if you zoom out to 17 or 18 (whole earth) and drag the map.
- Area Snap Snapping logic / epsilon problem i.e. if you enter the exact coords as the snapped Area, the Areay may (mostly will) or may
not snap to the next larger size (grid line).

What's not done yet:
- a alot that I still have in my todo queue... the most importands for you maybe: AreaNameing, Server variants, MissingTiles
handling/auto retry.
 
FS Earth Tiles Pre V0.4
Author: HB-100      1151 Posts  Status: Living Legend    Date    08-19-07 20:01

FS Earth Tiles Pre V0.4

is uploaded (check first post in this thread)

What's new is in the post above. Mainly the Free Display mode where you now can see the Area drawn and also move the Map around by simple click into the Display and drag it.

I very briefly checked the Area Snap Modes with FSX (remember Pre V0.3 Area Snap Off has an accuracy bug) and couldn't detect any
inaccuracy anymore in any mode. However I would welcome if you can check again wolf. (or anybody)

The two Button on top of the Displays are inactive. There are no function behind in V0.4 (-> ToDo for v0.5)

enjoy.
HB-100 :)

p.s. one thing I forgot to tell you, you can also Zoom with the mouse wheel when you first click into the Zoom box. However you need to go into the Windows System Settings mouse and make sure that the wheel increment is set to1. else it zooms in or out multiple levels.

p.s.2 another thing I forgot to tell. For developers: The Display is not bound to a fix size. That means you can increase it's size in the designer if you like a large Display of the map.



Post Edited ( 08-19-07 20:13 )
 
Re: FS Earth Tiles Pre V0.4
Author: maxymaxy      15 Posts  Status: Young recruit Date    08-20-07 00:10

Thanks for your continued time on this project HB. I have got the new pre04...it took a few tries to get it from rapidshare. I really appreciate that
you have shared this great tool with us.
 
Re: FS Earth Tiles Pre V0.4
Author: maxymaxy      15 Posts  Status: Young recruit Date    08-20-07 01:37

Hi Guys,

With the batch files using the switch [-fetch] fetches but doesn't compile. Can I assume that [-compile] switch syntax does the compiling?



Post Edited ( 08-20-07 02:09 )
 
Re: FS Earth Tiles Pre V0.4
Author: royboy99      7 Posts  Status: Young recruit Date    08-20-07 12:43

Hi Wolfram. Thanks setting "v=18" brought in the highest level of zoom for Pietermaritzburg South Africa. Also notice has already been
changed in pre-version V0.4 .
 
Re: Patch for pre-v3
Author: lynx      108 Posts  Status: Confirmed Pilot    Date    08-20-07 17:37

HB-100 wrote:
Well I let it up to you to decide you have to know what you like.. I can pack what you need in another package if you like.

Still have to check your command line thing. But if you decide to go that separate way I skip the integration of it.

Well, integrate it if you like it (and if it doen't clash too much with new features). I probably won't create a seperate app. I don't see the benefit of that, FS Earth Tiles works just fine as a downloader,
and I actually like the GUI, that you see the bounding box coordinates, current tile, and so on.

skyhawk263 wrote:
Have you noticed the problem with it naming saved tiles?

Yes. I haven't investigated it, though, so I'm not really sure what's happening there - probably a stupid typo somewhere in the calculations that convert decimal degrees to degree, minutes,
seconds. However, I have reverted back to using the internal area codes anyway. That way I can roughly correlate the files in the cache with the saved area bitmaps. I had some problems with
corrupted files in the cache, probably because I was running out of disk space, and these caused the whole download of the affected areas to fail (that is fixed already, it just downloads the
corrupted tiles again now).

maxymaxy wrote:
start /wait FSEarthTiles.exe --lat 37 58 40 s --lon 145 05 59 E --width 8.0 --height 8.0 --zoom 1 --snap Tiles --fetch
[...]
Qn1. How do I set the tile res at 1m?

As Wolfram has already said, that's what the --zoom switch is for. However, this is not the resolution in m/pixel, but the zoom level you would enter into the GUI boxes. Look at the table in the GUI
for the mapping.

Qn2. Will FSEarthTiles exit after running?

Yes, if the --fetch switch is present, it will. Without the --fetch switch, only the coordinates etc. are entered into the boxes, and the program will keep running.

Qn4. If I put another start /wait FSEarthTiles.exe etc immediately afterwards do I have to put in a wait time? If so how?

That's exactly what the start /wait part is for. Without it, all the FS Earth Tiles instances would start at once and run simultaneously. Not nice to the servers. ;)

maxymaxy wrote:
With the batch files using the switch [-fetch] fetches but doesn't compile. Can I assume that [-compile] switch syntax does the compiling?

Yes. Normally, --fetch will switch the "Compile Scenery" combo box to "No". The --compile switch prevents this, so it will stay at "Yes", resulting in the compiler beeing started after the fetch run.
Note that you need two hyphens in front of all the switches, however.


 
Re: Patch for pre-v3
Author: lynx      108 Posts  Status: Confirmed Pilot    Date    08-20-07 18:23

*Deleted*

The contents of this post appears below exactly as it was, minus the spurious blank lines in the code...



Post Edited ( 08-20-07 18:33 )
 
Re: Patch for pre-v3
Author: Wolfram Ravenwolf      78 Posts  Status: Pilot    Date    08-20-07 18:30

HB-100 wrote:
FS Earth Tiles Pre V0.4


lynx, are you going to upload a patched version again? I absolutely need the "No Tile Found" fix, cache, and area (re)naming to really make use of FS
Earth Tiles. That's why I'm still at preversion 3.0-p1!
 
Re: Patch for pre-v3
Author: lynx      108 Posts  Status: Confirmed Pilot    Date    08-20-07 18:31

Here is a slightly more sophisticated version of the batch file I posted above. This will now accept arbitrary areas. It may or may not work for eastern longitudes or southern latitudes, I have only
tested it for the north western quater-sphere (Is that a word, actually? ;) ). In the first block of set commands, customize the paths and the step size (StepSize=5 means 5 degrees of latitude times 5
degrees of longitude chucks), then, from the command line, start it with something like this

fetch "25 14 4 N" "82 38 0 W" "24 59 9 N" "81 48 36 W"

The coordinates are the northern, western, southern, and eastern borders, respectively (or the NW and SE corners, if you like).

By the way, how do I make the blank lines in the [ code ] block go away? I haven't entered them?

Edit: Huh? OK, disregard the question above. In the preview, there was a blank line every line of the code.
Edit2: Damn it. Now they're there again.

===== Code starts here =====
@echo off
rem
rem Usage:
rem fetch North West South East
rem
rem where each parameter is in the format
rem
rem "Deg Min Sec Hem"
rem
rem Will fetch an area one degree of latitude and one degree of longitude
rem large, in chunks of 5x5 minutes, starting at lat, lon
rem This will work on the north-western quarter-spehre only
rem

setlocal enabledelayedexpansion

rem Customize these:

set FSET=F:\FSEarthTiles\FSEarthTiles.exe
set WorkFolder=F:\Work\Temp
set StepSize=5

:main
    set North=%~1
    set West=%~2
    set South=%~3
    set East=%~4

    set E=%East%
    call :Add "%E%" %StepSize%
    set W=%ToString%
    set LonHem=%Hem%

    :Lon
        call :IsGreaterOrEqual "%W%" "%West%"
        if %GreaterOrEqual% EQU 1 set W=%West%

        set S=%South%
        call :Add "%S%" %StepSize%
        set N=%ToString%
        set LatHem=%Hem%

        :Lat
            call :IsGreaterOrEqual "%N%" "%North%"
            if %GreaterOrEqual% EQU 1 set N=%North%

            if %LatHem%==N (
                if %LonHem%==W (
                    echo --south %S% --north %N% --east %E% --west %W%
                    start /wait %FSET% --south %S% --north %N% --east %E% --west %W% --zoom 1 --snap Tiles --fetch
                ) else (
                    echo --south %S% --north %N% --west %E% --east %W%
                    start /wait %FSET% --south %S% --north %N% --west %E% --east %W% --zoom 1 --snap Tiles --fetch
                )
            ) else (
                if %LonHem%==W (
                    echo --north %S% --south %N% --east %E% --west %W%
                    start /wait %FSET% --north %S% --south %N% --east %E% --west %W% --zoom 1 --snap Tiles --fetch
                ) else (
                    echo --north %S% --south %N% --west %E% --east %W%
                    start /wait %FSET% --north %S% --south %N% --west %E% --east %W% --zoom 1 --snap Tiles --fetch
                )
            )

            call :Add "%S%" %StepSize%
            set S=%ToString%
            call :Add "%N%" %StepSize%
            set N=%ToString%

            call :IsGreaterOrEqual "%S%" "%North%"
            if %GreaterOrEqual% EQU 1 goto EndLat

            goto :Lat
        :EndLat

        call :Add "%E%" %StepSize%
        set E=%ToString%
        call :Add "%W%" %StepSize%
        set W=%ToString%

        call :IsGreaterOrEqual "%E%" "%West%"
        if %GreaterOrEqual% EQU 1 goto EndLon

        goto :Lon
    :EndLon


    mkdir %WorkFolder%\Thumbnails
    move %WorkFolder%\*_Thumbnail.bmp Thumbnails
    ren %WorkFolder% "%South% %East% - %North% %West%"

goto :eof



:ToDegMinSec
    set Deg=%1
    set Min=%2
    set Sec=%3
    set Hem=%4
goto :eof



:ToString
    set ToString=%1 %2 %3 %4
goto :eof



rem Usage: call Add "Deg Min Sec Hem" AddMin

:Add
    call :ToDegMinSec %~1
    set AddMin=%2

    set /a Min=%Min% + %AddMin%
    if %Min% GEQ 60 (
        set /a Min=%Min% - 60
        set /a Deg=%Deg% + 1
        rem Don't even think about making Deg overflow! ;)
    )
    call :ToString %Deg% %Min% %Sec% %Hem%
goto :eof



rem Usage: call IsGreaterOrEqual "Deg1 Min1 Sec1 Hem1" "Deg2 Min2 Sec2 Hem2"
rem sets GreaterOrEqual=1 if Coord1 >= Coord2, 0 otherwise

:IsGreaterOrEqual
    set GreaterOrEqual=0

    call :ToDegMinSec %~1
    set Deg1=%Deg%
    set Min1=%Min%
    set Sec1=%Sec%
    set Hem1=%Hem%

    call :ToDegMinSec %~2
    set Deg2=%Deg%
    set Min2=%Min%
    set Sec2=%Sec%
    set Hem2=%Hem%

    if not %Hem1%==%Hem2% goto :eof

    if %Deg1% LSS %Deg2% goto :eof
    if %Deg1% GTR %Deg2% (
        set GreaterOrEqual=1
        goto :eof
    )

    if %Min1% LSS %Min2% goto :eof
    if %Min1% GTR %Min2% (
        set GreaterOrEqual=1
        goto :eof
    )

    if %Sec1% LSS %Sec2% goto :eof
    if %Sec1% GTR %Sec2% (
        set GreaterOrEqual=1
        goto :eof
    )

    echo PANIC: Control should never pass through here!
    exit

goto :eof

endlocal



 
Area nameing
Author: HB-100      1151 Posts  Status: Living Legend    Date    08-20-07 18:50

lynx wrote:
Well, integrate it if you like it (and if it doen't clash too much with new features). I probably won't create a seperate app. I don't see the
benefit of that, FS Earth Tiles works just fine as a downloader,
and I actually like the GUI, that you see the bounding box coordinates, current tile, and so on.


Fine. I plan to integrate it. But it will be more toward the end (Final V1.0) of the project.

Another point..the Area naming you used:
L2_N44'25'14_E8'50'28_N44'24'45_E8'51'31.bmp


And this might be importand for those that already use your version. I will probabily integrate a different naming, I am sorry:

More Something like that:

Area_Lp2_N044251400_N044244500_E008502800_E008513100.bmp

or maybe that (I see it's more readable with your " ' " and if they dont create a problem):
Area_Lp2_N044'25'14-00_N044'24'45-00_E008'50'28-00_E008'51'31-00.bmp

well and for knowing which Area can be put together it requires the AreaSnapMode also
Area_Lp2_SnapLOD13_N044'25'14-00_N044'24'45-00_E008'50'28-00_E008'51'31-00.bmp

I would like to add the selected Service also but I guess it's better not to do that, it's too much of a give away.

Something like that

I know that might cause trouble for you but the Reason for my plan on a different nameing system:

- The Resolution level can become negative in the future -1 would mean 0.25m/Pix -> Lm1
- I see the need to have the 100th second in the description also.
- Sorting within a directory and manual comparing and or assembling is simpler if the Latitude coords are grouped together and comes
first. The Area is defined through it's sides as well as through it's corners. (I thought about makeing the GUI entring the sides coords
instead the 2 corner points but decided that thsi would be too uncommon for the most)
- And with AreaSnap mode information you know which Area can be connected (all with the same mode and the same border coords)
without a gap.


But I haven't done the naming yet. It's on my plan ToDo.
 
Re: Patch for pre-v3
Author: lynx      108 Posts  Status: Confirmed Pilot    Date    08-20-07 18:53

Here's another batch file. This one collects all the individual inf files created by the script above into one multi-source inf file, ready to compile. Start with something like

compile D:\FSEarthTiles\work multisource.inf "D:\FSX\AddOn Scenery\FSEarthTiles" MyBigArea.bgl

then compile with

resample multisource.inf

This uses the tail utility, which is available for example from the GNUWin32 project's CoreUtils package at http://gnuwin32.sourceforge.net/packages/coreutils.htm

@Wolfram:
There won't be a v0.4 patch in the next couple of days. v0.3 works for me quite well so far, and I probably won't have enough time to spare within the next few days.

===== Code of compile.bat starts here =====
@echo off
rem
rem compile srcfolder inffile dstfolder bglname
rem

setlocal enabledelayedexpansion

set Folder=%~f1
set InfFile=%~n2.inf
set TmpFile=%InfFile%.tmp
set DstFolder=%~f3
set BGLName=%~n4.bgl
set c=0

echo Folder = %Folder%
echo InfFile = %InfFile%
echo TmpFile = %TmpFile%
echo DstFolder = %DstFolder%
echo BGLName = %BGLName%

for %%f in (%Folder%\*.inf) do (
    set /a c=c+1
    echo [Source!c!] >> %TmpFile%
    echo Type = Custom >> %TmpFile%
    echo SourceDir = %Folder% >> %TmpFile%
    tail -n7 %%f >> %TmpFile%
    echo. >> %TmpFile%
)

echo [Source] >> %InfFile%
echo Type = MultiSource >> %InfFile%
echo NumberOfSources = !c! >> %InfFile%
echo. >> %InfFile%

type %TmpFile% >> %InfFile%

echo [Destination] >> %InfFile%
echo DestDir = %DstFolder% >> %InfFile%
echo DestBaseFileName = %BGLName% >> %InfFile%
echo BuildSeasons = 0 >> %InfFile%
echo UseSourceDimensions = 1 >> %InfFile%
echo CompressionQuality = 85 >> %InfFile%
echo LOD = Auto >> %InfFile%
echo SplitDirLOD = 2 >> %InfFile%
echo SplitFileLOD = 5 >> %InfFile%

del %TmpFile%

endlocal



 
Area snap
Author: HB-100      1151 Posts  Status: Living Legend    Date    08-20-07 18:59

byway

There is a little bug in the new LatLong Area Snap mode on the south half of the earth. It snaps the area + 1 minute toward the north..
(probabily same problem with West - East). The compiled Area is ok, it's just not the Area you wanted but one +1 minute more in the north.



Post Edited ( 08-20-07 19:00 )
 
Re: Patch for pre-v3
Author: lynx      108 Posts  Status: Confirmed Pilot    Date    08-20-07 19:08

HB-100 wrote:
I will probabily integrate a different naming, I am sorry:

That's fine with me. Your points are all good and valid, and I don't care too much about the actual naming scheme used anyway. The most important thing is that the area files don't overwrite each
other. As I wrote above, I have mostly discarded my naming scheme (not least because it produced wrong longitude coordinates ;)) and switched back to using the internal area codes (eg.
L1X35400Y56385-X35405Y56402.bmp - guess where that is 8)). Granted, that might not be the most obvious or user friendly choice for those not familiar with the source code. :)
 
Re: Patch for pre-v3
Author: lynx      108 Posts  Status: Confirmed Pilot    Date    08-20-07 19:18

BUG ALERT ;): There's a bug in the fetch.bat script above. Towards the end of the first indented block, please find the section

mkdir %WorkFolder%\Thumbnails
move %WorkFolder%\*_Thumbnail.bmp Thumbnails
ren %WorkFolder% "%South% %East% - %North% %West%"


and replace the middle line with

move %WorkFolder%\*_Thumbnail.bmp %WorkFolder%\Thumbnails

Sorry for the inconvenience. I can't edit the post above, or blank lines will be inserted after every line.



Post Edited ( 08-20-07 19:19 )
 
Re: Patch for pre-v3
Author: HB-100      1151 Posts  Status: Living Legend    Date    08-21-07 23:59

Wolfram Ravenwolf wrote:
HB-100 wrote:
FS Earth Tiles Pre V0.4


lynx, are you going to upload a patched version again? I absolutely need the "No Tile Found" fix, cache, and area (re)naming to
really make use of FS
Earth Tiles. That's why I'm still at preversion 3.0-p1!


Did lynx make a patch for you now?

If you have some patient ... a lot what you need to work will come soon. Probabily with the overnext version..or maybe even with the next.
Step by step.

At the moment I have just finished the direct Area drawing possibility for v0.5 thought there is still some work for the 'border exceptions'
It's a cool thing but the tile download time blocks a smooth playing and kills the fun. :(

You can experience this already in v0.4 if you click into the display drag the map around with the mouse. Also the application start
suffers from this because it starts direct with tile accessing and waits for them.

It screams to implement multithreading. I dislike that a little because it makes the code and debugging a little more complicate and also
less readable for everyone. So that's the burning point from my developing side at the moment.

But when that AreaDraw is finish the most importants bugs eleminated, then the
NoTileFound option, The AreaNameing and the Tile-AutoMissRetry (no cacheing) is on my list. ;)


p.s. I read somewhere that with Scenery Builder X it's also now possible to download Tiles form Earth Services. Might help you in the
meantime maybe. I have no clue how well this works there. Never tested Scenery Builder. What I read is that it's shareware.



Post Edited ( 08-22-07 00:03 )
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