Petr Ohlídal

Results 340 comments of Petr Ohlídal

**RESOLVED: it was a stupid typo regarding `float beam_t::maxnegstress` - initial spawn set it to positive value (wrong), resetting set it to negative value (correct). Kudos to @tritonas00 for pinpointing...

**Purpose:** My great personal amend - to make the vehicle parsing/spawning work at least as well as in v0.4.0.7 (year 2013, before I started working on it). **Estimate:** 2 man...

Very interesting, I've never seen anything similar. @I-Dont-Exist-007 Please post RoR.log and describe what graphics hardware and (most importantly) drivers/versions you use. I suspect this is a linux/driver issue. Flexbodies...

From RoR.log: ``` 12:26:14: [RoR] Rigs of Rods (www.rigsofrods.org) version 2020.03 12:26:14: *-*-* OGRE Initialising 12:26:14: *-*-* Version 1.11.6 (Rhagorthua) 12:26:14: RenderSystem Name: OpenGL Rendering Subsystem 12:26:14: GPU Vendor: unknown...

I just noticed `hookgroup` section support is missing in upstream, and also in docs. This means we can't create hooks which only lock ropables, although the update code is still...

Interesting, looks like the custom shaders on Deuce don't receive light from the basic sky. I'll test myself later, I'm at work now.

I just tested, download: http://archives.rigsofrods.net/repo/#search=Deuce, Platform: windows 7 x64, VisualStudio2017 - x64 build, rendering: tried both OpenGL + D3D9, sky setting: tried both sandstorm(skybox) and Caelum. Perhaps it's a Linux...

o.O Well, that can only mean zziplib (which is behind Ogre::ZipArchive) can't do it. Let me see... ... well, no: https://github.com/OGRECave/ogre/blob/master/OgreMain/src/OgreZip.cpp#L106 - the file is opened via `_openFileStream()` helper which...

> Wrong code, we use 1.11.6, not latest OGRE master True, I should really 💤 instead. 😄 Well, I was right, it uses zzip (master uses assimp) https://github.com/OGRECave/ogre/blob/3fc7c8e8e95204894865576d2b45cd4606d6d262/OgreMain/src/OgreZip.cpp#L182 EDIT: Though...

Sneak preview of what's coming. This script tests the new procedural road APIs and will become an useful tool later. The window only appears in terrain editing mode (hotkey `Ctrl+Y`)....