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XNA Posing Studio XPS 11.1 -- Osiris Isis Edition -- release 178

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XNA Posing Studio XPS 11.1 -- Osiris Isis Edition -- release 178 Empty XNA Posing Studio XPS 11.1 -- Osiris Isis Edition -- release 178

Post by XNAaraL Thu Apr 23, 2015 7:58 am

XNA Posing Studio XPS 11.1 -- Osiris Isis Edition -- release 178

XNA Posing Studio XPS 11.1 -- Osiris Isis Edition -- release 178 Xps_by_xnaaral-d8q102a

XNALara/XPS 11.0  --  release 177 is the current latest published version but
XPS 11.1 is ready for release since Feb 18, 2015

Before you ask, I have no information about the release date of the next version. Decisions about the release date is the job of our publisher.
Much has been made regarding the release date for the version 11.1.  I have no clue what our publisher actually said.

We have spent now over 6 years to develope our app. 177 publicly released versions in 6 years and 2 months, that means 1 publication every 1.8 weeks! And this, even through the time between the first version 11 and the previous versions of 10 was almost a complete year. The next Version 11.1 is now already ready to release since more than 1/4 year,
I’d rather not schedule at all until the date is real and certain. The planned milestone for XPS 11.1 was Feb 20 2015, the 6th anniversary of XNALara/XPS.

This flies against standard publishing practice, however, so it’s a battle that I do not always win.

I think we should allow you to test the next version and we would like to inform you about what we want to do.
Get the current Beta XPS version to start building immersive experiences of your own.

Download link
XNALara_XPS_11.1_Beta_12.zip
Click the big ''Download Now'' button
XNA Posing Studio XPS 11.1 -- Osiris Isis Edition -- release 178 Download
on the right
for the zippyshare download


At this time, there are already 12 release candidate (rc)  developed.
The new XPS 11.1 features, listed below, are made by

  • D1m0s (Preferences Dialog ... Drag & Drop feature for ".scene", ".pose", models ("xps.xps", "Generic_ITem.mesh", "Generic_Item.mesh.ascii", ".obj") and background images (".jpg", ".png", ".bmp") ... requested long time ago
  • and myself


Since february, there are a lot of user who test the comming XPS 11.1 version as "Beta tester"

Here the whole list of the limited audience outside of the programming team known as beta testers:

  1. DIDpedoTED
  2. KSE25
  3. 7ipper
  4. GLaDyGamer
  5. Trahtenberg
  6. ranwolf1976
  7. Laragwen
  8. wadamen
  9. LaraThaRaider
  10. kenran

  11. xXFreakyUnderworldXx
  12. xo-BAHAMUT-ox
  13. AlexFly
  14. SumireHaikuXNA
  15. Anna-Pendleton
  16. tombraider4ever (Isis models ... a lot of tests)

  17. D1m0s (Preferences Dialog ... Drag & Drop ... alpha issue)
  18. XNAaraL (Ctrl+DragRelease and everything else)

Of course, only little or no feedback. Sad

What is new?

  1. All 5 Isis outfits from "Lara Croft and the Temple of Osiris" (ToO) --- State: full tested by tombraider4ever
  2. Preference Dialog (Config-->Preferences) for customizing the settings ... written by D1m0s
  3. Amazing Drag and Drop feature  ... written by D1m0s ... for poses, scenes, models and background image. Ctrl+DragRelease apply the pose to the model under the Cursor (Without Holding down the Ctrl Key, the pose apply to the "Selected Item"
  4. Customizing of the "Default" folders for poses, scenes und images, using Config-->Preferences-->Folders
  5. ToO models use now the swizzle coordinates (Modify-->Flags) +Z
  6. New Shader "Show FPS" (useful test option for modder and porter)
  7. New shader "Blur image"
  8. New Particle effect shader and with 2 different particle textures
  9. "Turntable camera" feature (Shader-->Turntable)
  10. 3D Stereo image feature "Stereocopy" (Shader->Stereocopy) ... Ctrl+F12 ... with 2 different camera settings "Toed-in cameras" and "Parallel cameras"

    1. cross-eyed viewing method (default)
    2. parallel viewing method (Sdie by side)
    3. Red-Cyan method (anaglyph) ... normal and alternate the Dubois algorithm


  11. Some Performance tunings
  12. New menu item "Modify-->Create bone name list" to save the bone names as BoneDict.txt. _useful for renaming bones, using the Wardrobe Editon "ChangeBoneNames feature" --- State: Strg+Shift+S cannot works ... will be changed
  13. New Pose script (Commands-->Run pose script) to determinate the missing bones (Saved as file MissingBones.txt inside the .exe folder)
  14. Closing the 3D render window (x) invoke now the File-->Exit dialog
  15. For wavefront .OBJ file, if the Material Template Library file (. MTL@ ) is missing, there is a dialog to search the file. This feature is only available using "Modify-->Load static obj ..." Test model .
  16. If the wavefront .obj file not refer a MTL (usemtl MTL_file), then a white texture is assigned. Test model
  17. BUG-Fix: Render group parameter (specular maps shine) are now saved, for the new result model, after using "Options-->Add to ..." . Reported there  ... Previous workaround
  18. A rare issue with a 2nd Control Window is solved. Reported there and there
  19. BUG fix for "Modify-->Fixing moving gaps between mesh parts" to prevent wrong vertex group assignment
  20. BUG-Fix: Some small Bug fixes for "File-->Reset scene"
  21. BUG-Fix: The shader Celmap for ToO models works now without shading issues (Bumpmap enable/disable)
  22. BUG-Fix: "Bubble head puppet" are now related to the "selected Item" ... and not the "Global game"



I will explain each new feature later.
Get the Beta XPS version to start building immersive experiences of your own.


Last edited by XNAaraL on Mon Jul 20, 2015 7:05 am; edited 1 time in total

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XNA Posing Studio XPS 11.1 -- Osiris Isis Edition -- release 178 Empty Re: XNA Posing Studio XPS 11.1 -- Osiris Isis Edition -- release 178

Post by ankka Tue Jun 23, 2015 6:24 pm

well. what can i say ? it crashed once when i just tried to reload a texture. i don't know, maybe there was too many clone model i don't know. i have a report but i don't know where to post.

the stereoscopy is an extremely interesting feature ! thank you for that !! but the problem is, being a shader, it won't render images bigger than the window.
it should have its own renderer. i don't know, something not different from the already existing "save image" but that saves 2 images in a row. it saves a picture from left side, then it saves another picture for the right side.
Or maybe you just name your picture for exemple "3dtv.jpg" once and for all, and the renderer creates 2 separate images, one for left and one for right: 3dtv_l.jpg and 3dtv_r.jpg
i don't know if you understand me.


another point is when the memory is overloaded (in my case, 2GB. i'm on windows xp), the program doesn't allow you to add more model on the scene. i personally don't like it !
i am used to previous versions where i could always hide some models i'm not working on, or tricking the program by enabling "cel map" shader, so it doesn't slow down. and if it still slows down, just hide more models until the speed is acceptable to work with.

could you please, instead of forbid the user to import more models, replace it with a warning ? like "are you sure to continue ?" something like this ?


apart from that i don't see anything worth mentioning.
a big thank you you and your team !!! cheers

ankka
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XNA Posing Studio XPS 11.1 -- Osiris Isis Edition -- release 178 Empty Re: XNA Posing Studio XPS 11.1 -- Osiris Isis Edition -- release 178

Post by ankka Tue Jun 23, 2015 6:27 pm

sorry if doublepost. i just thought it would be helpful to share the report anyway. feel free to delete it after you read it if it helps.

System.NullReferenceException: La référence d'objet n'est pas définie à une instance d'un objet.
à XNALara.PoseFilterDialog.listBox_SelectedValueChanged(Object sender, EventArgs e)
à System.Windows.Forms.ListControl.OnSelectedValueChanged(EventArgs e)
à System.Windows.Forms.ListBox.OnSelectedValueChanged(EventArgs e)
à System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e)
à System.Windows.Forms.ListBox.SetSelected(Int32 index, Boolean value)
à XNALara.PoseFilterDialog.ConstructorMethode(Game game, String dialogTitle, String labelText, ICollection`1 boneNames, Boolean allSelectedByDefault, SelectionMode selectionMode, Boolean showSelectedItem, Item item)
à XNALara.PoseFilterDialog..ctor(Game game, String dialogTitle, String labelText, ICollection`1 boneNames, Boolean allSelectedByDefault, Boolean multi, Boolean showSelectedItem, Item item)
à XNALara.ControlGUI.makeItemsOptionalToolStripMenuItem_Click(Boolean askVisibleByDefault)
à XNALara.ControlGUI.makeItemsOptionalToolStripMenuItem_Click(Object sender, EventArgs e)
à System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
à System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
à System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
à System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
à System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
à System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
à System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
à System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
à System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
à System.Windows.Forms.Control.WndProc(Message& m)
à System.Windows.Forms.ScrollableControl.WndProc(Message& m)
à System.Windows.Forms.ToolStrip.WndProc(Message& m)
à System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
à System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
à System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
à System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Assemblys chargés **************
mscorlib
Version de l'assembly : 2.0.0.0
Version Win32 : 2.0.50727.3655 (GDR.050727-3600)
CodeBase : file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
XNALara-XPS
Version de l'assembly : 1.0.0.0
Version Win32 : 11.1.0.0
CodeBase : file:///Z:/XNALara_XPS/XNALara%20XPS.exe
----------------------------------------
Microsoft.Xna.Framework.Game
Version de l'assembly : 3.0.0.0
Version Win32 : 3.0.11010.0
CodeBase : file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.Xna.Framework.Game/3.0.0.0__6d5c3888ef60e27d/Microsoft.Xna.Framework.Game.dll
----------------------------------------
Microsoft.Xna.Framework
Version de l'assembly : 3.0.0.0
Version Win32 : 3.0.11010.0
CodeBase : file:///C:/WINDOWS/assembly/GAC_32/Microsoft.Xna.Framework/3.0.0.0__6d5c3888ef60e27d/Microsoft.Xna.Framework.dll
----------------------------------------
System.Windows.Forms
Version de l'assembly : 2.0.0.0
Version Win32 : 2.0.50727.3645 (GDR.050727-3600)
CodeBase : file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Version de l'assembly : 2.0.0.0
Version Win32 : 2.0.50727.3644 (GDR.050727-3600)
CodeBase : file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Version de l'assembly : 2.0.0.0
Version Win32 : 2.0.50727.3644 (GDR.050727-3600)
CodeBase : file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
msvcm80
Version de l'assembly : 8.0.50727.6195
Version Win32 : 8.00.50727.6195
CodeBase : file:///C:/WINDOWS/WinSxS/x86_Microsoft.VC80.CRT_1fc8b3b9a1e18e3b_8.0.50727.6195_x-ww_44262b86/msvcm80.dll
----------------------------------------
System.Windows.Forms.resources
Version de l'assembly : 2.0.0.0
Version Win32 : 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase : file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms.resources/2.0.0.0_fr_b77a5c561934e089/System.Windows.Forms.resources.dll
----------------------------------------
mscorlib.resources
Version de l'assembly : 2.0.0.0
Version Win32 : 2.0.50727.3655 (GDR.050727-3600)
CodeBase : file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
System.resources
Version de l'assembly : 2.0.0.0
Version Win32 : 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase : file:///C:/WINDOWS/assembly/GAC_MSIL/System.resources/2.0.0.0_fr_b77a5c561934e089/System.resources.dll
----------------------------------------
System.Configuration
Version de l'assembly : 2.0.0.0
Version Win32 : 2.0.50727.3654 (GDR.050727-3600)
CodeBase : file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Version de l'assembly : 2.0.0.0
Version Win32 : 2.0.50727.3654 (GDR.050727-3600)
CodeBase : file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

****

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XNA Posing Studio XPS 11.1 -- Osiris Isis Edition -- release 178 Empty Re: XNA Posing Studio XPS 11.1 -- Osiris Isis Edition -- release 178

Post by XNAaraL Fri Jul 03, 2015 6:40 am

ankka wrote:
...
another point is when the memory is overloaded (in my case, 2GB. i'm on windows xp), the program doesn't allow you to add more model on the scene. i personally don't like it !

System.NullReferenceException: La référence d'objet n'est pas définie à une instance d'un objet.
...
************** Assemblys chargés **************
mscorlib
   Version de l'assembly : 2.0.0.0
   Version Win32 : 2.0.50727.3655 (GDR.050727-3600)
   CodeBase : file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
...
Microsoft.Xna.Framework
   Version de l'assembly : 3.0.0.0
   Version Win32 : 3.0.11010.0
   CodeBase : file:///C:/WINDOWS/assembly/GAC_32/Microsoft.Xna.Framework/3.0.0.0__6d5c3888ef60e27d/Microsoft.Xna.Framework.dll
----------------------------------------
...
****

Allocation de plus de 2Go par XPS avec XNA 3.0  sous Windows XP 32bit ?

2^32 = 4294967296 = 4Go (2Go + 2go)


  • Microsoft XNA Framework 3.0 ne propose pas de bibliothèques 64 bit.
  • En 32 bits, l'espace mémoire réservé pour un processus est de 2 Go. Les deux autres gigaoctets sont réservés pour le système.
  • Pour conclure, chaque process sous Windows XP 32bits n'a effectivement accès qu'a 2Go (ou 3Go) de mémoire virtuelle.


Hello,

La limite observée semblait tourner autour de 1,7 Go, pas très loin (mais différente) de 2Go...

Ca ne vous dit rien, une "XNA Framework 3.0" qui ne sait pas allouer plus de 2Go? Pourtant, le même problème se pose sur de nombreux jeux, initialement prévus pour les machines et systèmes 32bits. Là, si le PC dispose de 4Go de mémoire, le système se réserve 2Go, et par défaut, les applications ne peuvent allouer plus de 2Go.
:
XPS est-il compilé pour le 32bits, XNA est compilé en 32bits, Windows XP est compilé en 32bits, peut-on lever cette limitation et comment?

Non!

Ah oui: les problèmes intervenaient en dessous de 2Go, certes. Mais quand une requête d'allocation est émise alors que le programme occupe déjà 1,7Go, et pour une taille qui risque de faire dépasser les 2Go, il est normal que ça pète!

Etant compilé en mode 32bits, XPS ne peut allouer plus de 2Go.

J'ai été curieux et j'ai essayé de compiler le jeu en mode 64 bit... pas de problèmes de compilation.
Par contre, surprise ! XNA Framework ne propose pas de bibliothèques 64 bit. On est obligé de compiler en 32 bit.

Bien joué Microdaube ! La totalité des PC sont désormais en 64 bit et ils ne proposent rien pour développer des jeux facilement en 64 bit !

Bref, aucune solution pour passer en 64 bit..

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Post by xranger60 Wed Jul 08, 2015 2:56 am

XNAaraL, is there any way that you can offload some of the RAM used into VRAM instead? I understand your response that XNA Framework does not have any 64 bit libraries, but it would be nice to have some other method to be able to use more available resources without hitting into the 2GB RAM limit. I noticed that VRAM usage and system RAM usage appear to be identical or a bit higher on the VRAM side- but why so much system RAM usage if VRAM is used anyway?

Also, for anyone interested and with a 64 bit OS, you can at least use a patcher such as "4GB patch" by "NTCore" (unable to post link, new member) that allows up to a theoretical 4GB ram limit (but in reality, the program will throw an out of memory exception at somewhere from 3.4-3.6GB used).
Moderator EDIT:
Spoiler:


On another note, it would be cool if you could make the "optional items" checkboxes not require opening up the menu again on each item selection- is that possible?

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XNA Posing Studio XPS 11.1 -- Osiris Isis Edition -- release 178 Empty System memory limits. Closer than you expect

Post by XNAaraL Wed Jul 08, 2015 11:29 am

Long answer: http://www.codeproject.com/Articles/483475/Memory-Limits-in-a-NET-Process
Short answer: http://stackoverflow.com/questions/11702830/can-an-xna-game-use-more-than-1-5gb-of-ram-and-not-crash

Abstract:
In addition to that, if your application is being developed in .Net, you will find that the Runtime itself introduces a remarkable memory overhead (around 600-800 MB). So, it’s not strange to start receiving OutOfMemory exceptions when reaching 1.2 or 1.3 GB of memory used. This blog talks further about this.

So, if you are not in one of those cases, where the address space is expanded beyond 2 GB, and your are developing in .Net, your actual memory limit will be around 1.3 GB.

In the context of this article, fragmentation is a big issue, because if you need to allocate an 10 MB contiguous array, even if there’s 1 GB of free memory available for your process, you will receive an OutOfMemory exception if the system cannot find a contiguous chunk of memory for the array. And this happens more frequently than you may expect when you deal with big arrays.

Maybe you don’t know it, but all versions of .Net until the last one (1.0, 2.0, 3.0, 3.5 and 4.0) have a limit on the maximum size a single object can have: 2 GB. No matter if you are running in a 64bit or 32bit process, you cannot create anything bigger than that, in a single object. It’s only since version 4.5 when that limit has been removed (for 64 bit processes only).

Spoiler:

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Post by xranger60 Wed Jul 08, 2015 4:38 pm

Thanks for the response. As far as my other question, do you think leaving the menu open during optional item selection is a possibility?

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Post by XNAaraL Fri Jul 10, 2015 9:03 am

Why ?

Just type the shortcut A inside the "3D Render Window" to popup the Accessories menu. Wink

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