Comments on: WorldEditor 1.6 Release Candidate 1 Is Here https:/2017/06/worldeditor-1-6-release-candidate-1-is-here/ Developer resources for the X-Plane flight simulator Thu, 15 Jun 2017 12:45:11 +0000 hourly 1 https://wordpress.org/?v=6.6.1 By: Daniela Rodriguez Careri https:/2017/06/worldeditor-1-6-release-candidate-1-is-here/#comment-20669 Thu, 15 Jun 2017 12:45:11 +0000 http://developer.x-plane.com/?p=7716#comment-20669 In reply to Ben Supnik.

Can’t wait!

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By: Ben Supnik https:/2017/06/worldeditor-1-6-release-candidate-1-is-here/#comment-20587 Tue, 13 Jun 2017 00:31:37 +0000 http://developer.x-plane.com/?p=7716#comment-20587 In reply to Daniela Rodriguez Careri.

Agreed – our art team is mainly on Mac, that’s how it got this way so long. The long term plan is to have an output log visible somewhere in-sim, plus in-sim on the fly script reload.

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By: Daniela Rodriguez Careri https:/2017/06/worldeditor-1-6-release-candidate-1-is-here/#comment-20577 Mon, 12 Jun 2017 21:38:24 +0000 http://developer.x-plane.com/?p=7716#comment-20577 In reply to Ben Supnik.

Thanks! I’m kind of a “art gal” myself and my experience doesn’t include C++ so I guess no recompiling from source for me 🙂

FYI, on Windows, error messages seem to go to /dev/null 🙂 they are not output to stdout nor the log.txt or even the Developer Console inside XP, so it would be super nice to have XLua emit its output *somewhere* 😛

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By: Ben Supnik https:/2017/06/worldeditor-1-6-release-candidate-1-is-here/#comment-20556 Mon, 12 Jun 2017 16:05:33 +0000 http://developer.x-plane.com/?p=7716#comment-20556 In reply to Crashtender.

Not easily. We do want to make per-airport mesh editing in the future, but that requires a lot of coding first.

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By: Ben Supnik https:/2017/06/worldeditor-1-6-release-candidate-1-is-here/#comment-20554 Mon, 12 Jun 2017 16:00:27 +0000 http://developer.x-plane.com/?p=7716#comment-20554 In reply to Daniela Rodriguez Careri.

Right – our assumption was that you’d use a scripting language so that .snd files didn’t have to be Turing complete. And…the more “real” languages you know, the more Lua will drive you insane. Our art guys love it, but from what I can tell it was designed to troll C programmers.

Right now XLua errors are sent to console (I think) – at least on OS X and Linux if you run from command line you’ll see the errors there. I am not entirely sure where they go on Windows. We could add some kind of sane support.

If your other programming languages include basic C/C++ you can also just recompile XLua and redirect output…I’m pretty sure we checked in the MSVC projects.

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By: Crashtender https:/2017/06/worldeditor-1-6-release-candidate-1-is-here/#comment-20536 Mon, 12 Jun 2017 12:45:53 +0000 http://developer.x-plane.com/?p=7716#comment-20536 Great work on the improved software, thank you very much!
As it is possible now to do per-airport-flattening does that implies it can also be made possible to add the elevation data of the airport into the scenery doing per-airport-elevation, making the curved runways look awesome and independent of underlying elevation data that is causing the quirky bumps?

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By: Daniela Rodriguez Careri https:/2017/06/worldeditor-1-6-release-candidate-1-is-here/#comment-20529 Mon, 12 Jun 2017 04:45:23 +0000 http://developer.x-plane.com/?p=7716#comment-20529 Another quick question. 🙂

Since the .snd format is a bit limited about triggering sounds on complex conditions, I’ve turned into XLua in order to program the conditions there and create custom dataref on which to base the .snd triggers on.

The problem is, I’m a programmer on other languages but Lua syntax is new to me, and X-Plane is not helping because it “eats” Lua errors :-P. I couldn’t find a way to see any output of the Lua program or even the interpreter pass, so common things like syntax errors cannot be debugged.

Is there any way to debug Lua programs under XLua?

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By: Daniela Rodriguez Careri https:/2017/06/worldeditor-1-6-release-candidate-1-is-here/#comment-20526 Sun, 11 Jun 2017 21:24:40 +0000 http://developer.x-plane.com/?p=7716#comment-20526 In reply to Ben Supnik.

Thanks!

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By: Michael https:/2017/06/worldeditor-1-6-release-candidate-1-is-here/#comment-20509 Sun, 11 Jun 2017 03:27:09 +0000 http://developer.x-plane.com/?p=7716#comment-20509 In reply to Markku Uttula.

“probability as close to zero as it gets”
I guess google has quantified that residual and its not 42. From the wikipedia page on SHA-1:

On February 23, 2017 CWI Amsterdam and Google announced they had performed a collision attack against SHA-1, publishing two dissimilar PDF files which produce the same SHA-1 hash as proof of concept.

I think those two documents were the WED and ObjectEditor manuals.

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By: Ben Supnik https:/2017/06/worldeditor-1-6-release-candidate-1-is-here/#comment-20506 Sun, 11 Jun 2017 02:21:43 +0000 http://developer.x-plane.com/?p=7716#comment-20506 In reply to Michael.

Oops – sorry, I stand corrected — what Michael said! WED 1.6 was mostly done by Ted and Michael, so I’ve lost track of what went in and what got held.

I think we can get art assets in for 11.10 without trouble.

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