Deviant Login Shop  Join deviantART for FREE Take the Tour
×

:iconxyrus-02: More from Xyrus-02


More from deviantART



Details

Submitted on
October 26, 2011
Link
Thumb

Stats

Views
7,856
Favourites
11 (who?)
Comments
44
×

OMFG finally! What's new? Why 15B?



I promised it - here it is. A bugfix version of Apophysis 7X V15. It's supposed to fix some bugs and improve the Chaotica integration. It's actually not a full new version of Apophysis. V16 is the fancy one with the new, dark interface. This one is to improve the quality of the current version. Thus 15B. Here is the full list of changes:

  • Fixed DPI glitches in "Export UPR", "Gradient Browser" and "Message Log" windows.
  • Fixed a bug which made it impossible to render in slices due to "Out of Memory" errors.
  • Fixed a bug which caused wrong thumbnails after deleting a flame from the list to the left in the main window.
  • Updated Chaotica integration. Only versions since V0.45 of Chaotica are supported now. Directory structure is significant.
  • Added optional editor background preview. It is off by default. When on, the mini preview in the editor is replaced by the flame drawn on the background.
  • All buffer depths except 32 bit integer have been removed. A proper 64 bit-renderer shall be re-introduced in V16 where the only number type will be float.
  • Fixed a bug which caused improper listing of used variations from the final transform in the "Summarize flame" feature and the variation enumeration for Chaotica.
  • Added a link to Tara Roys' Apophysis manual in the help menu.

Notes on the new Chaotica integration features



I'd like to say a few things about the Chaotica integration. Version V15B supports Chaotica 0.45 or higher. In difference to older versions of Apophysis 7X, you now set the Chaotica folder in the settings - not the executable file. This will lead to problems if you had Chaotica integrated before and the setting is still pointing to the executable file.

PLEASE DO THE FOLLOWING IF YOU INTEGRATED CHAOTICA INTO APOPHYSIS 7X PRIOR THIS NEW VERSION USING THE SETTINGS WINDOW OR USING ANOTHER VERSION OF CHAOTICA THAN 0.45 OR HIGHER:
  1. Go to Tools/Settings
  2. Click the environment tab
  3. Remove all text from the Chaotica path setting ("Chaotica 0.45+")

Please make sure you are selecting the top folder of Chaotica - NOT "32bit" or "64bit" in the dialog when you integrate Chaotica 0.45+ into Apophysis.

The file "chk64.exe" is a part of the Chaotica integration. It checks whether your operating system is 32 bit or 64 bit. Apophysis itself can't do that because it always runs in 32 bit mode. CHK64 is a .NET 2.0-executable compiled for "Any CPU". So it runs in 64 bit mode for 64 bit operating systems and in 32 bit mode for 32 bit operating systems. That's how it works. If this file is missing, you will get an error message when you checked "Use 64 bit-version if possible" in the settings and rendering a flame which does not use any DLL plugins.

The last statement brings me to the explaination how Apophysis selects between 32 bit- and 64 bit Chaotica. The 64 bit-version of Chaotica is used when all of the following conditions are met:
  • No DLL plugins are used in the flame you want to render
  • You are running a 64 bit-version of Microsoft Windows (XP, Vista or 7)
  • You checked the box "Use 64-bit version if possible" in the settings window

Note that the 64 bit-version of Chaotica runs significantly faster.

If you need visual assistance on integrating Chaotica into Apophysis 7X, check out this video I made:



DPI glitches / problems with large fonts



I tried to remove all DPI glitches (problems where the user interface is not displaying correctly when the user sets a large font size in his display settings) but they are really hard to track. If there are still some, let me know.

The memory bug



People kept telling me that they were unable to render in slices (with "Memory Limit") - I fixed that. You can now use the memory limiting feature again without seeing the "Not enough memory"-error.

The editor background



Months back, I added a second preview mode to the editor. Instead of a small one on the top right, there is now a preview behind the triangles in the editor. It measures correctly to the positions of the triangle. Some users prefer this view where others prefer the mini-preview. The default is the mini-preview. To change that, go to Tools/Settings, the Editor-tab and check "Enable editor preview".

The editor preview requires a lot of CPU-power. So Apophysis performs generally worse when this is activated. Make sure your computer is strong enough.

That's it. Now download!



The download of the new version is here! Enjoy!

PS



As always, I'd like to ask you to consider a donation to support this project :) Thank you!
  • Mood: Adoration
  • Listening to: Swallow the Sun - Plague of Butterflies
  • Watching: Fringe Season 4
  • Playing: GTA IV: EFLC
  • Eating: Twice-baked potatoes
  • Drinking: Cherry juice
Add a Comment:
 
:icondeleveled:
DeleveleD Featured By Owner Jan 23, 2012
Hi, I'm switching from Apophysis 2.08 3D hack to Apophysis 7x.

However, I noticed that, whenever I make the slightest change to a transform, the rendering angle and position get reset "randomly".

Is this intended? Is there a way to prevent this from happening?
Reply
:iconxyrus-02:
Xyrus-02 Featured By Owner Jan 31, 2012  Professional Digital Artist
It's not intended. Try to reset your settings according to the Apo FAQ: [link]
Reply
:icongraphiclia:
GraphicLia Featured By Owner Nov 14, 2011
Minor Bug report: The oversample value reads "2" when it was set for "1". Speck of dust in the scheme of things.
Reply
:iconmorphapoph:
morphapoph Featured By Owner Feb 3, 2012
Hmmm... I'm sure Apo stores the "Quality" settings on the Rendering tab separately from the settings you see on the Display tab in Options. So you would in fact see different values if the oversample value for your last render was different from the value you've set in Options.
If you look at oversample values in parameters files (in fact all values in the Rendering tab "Quality" box), those values may also be different from the corresponding values in flames you've saved directly from Apo. Flames created with Scripts will generally, by default, use values taken from the "Display" tab settings in Options even though those "quality" values are labeled "Rendering".
I think I have that all correct..
Reply
:icongraphiclia:
GraphicLia Featured By Owner Feb 3, 2012
:wave: Thanks for the reply! :lol:
Reply
:icongraphiclia:
GraphicLia Featured By Owner Nov 3, 2011
:wave: Bug Report: The resize while maintaining aspect ratio differs between the adjustment and render screens. The adjustment screen returns 1024/682 when resizing a resolution of 1280/960 and the render screen returns the expected 1024/768. Easy enough to work around as long as one is aware of it.
Haven't used everything yet but it's behaving nicely! :)
Reply
:iconmorphapoph:
morphapoph Featured By Owner Feb 3, 2012
I've seen something like that.
On the Image tab in the Adjustment window I know that I sometimes have to press a button twice to get the true size to appear.
I remember having some similar problem when entering values in the Width and Height boxes although I don't ordinarily have a check in "Maintain aspect ratio" when I change image sizes.

What I usually do if I'm in doubt is copy the flame that's generated, paste it into Notepad and see what the values for size= actually show.
I change those values if I need to and paste the flame back into Apo and all is good.
(But I agree the Image size functions should work a little more intuitively).
Reply
:iconfengda2870:
fengda2870 Featured By Owner Oct 29, 2011
very like the editor background feature!!!
Reply
:iconyasny-chan:
Yasny-chan Featured By Owner Oct 28, 2011
you are the fucking boss!! :la:
Reply
:iconzephyrtronium:
zephyrtronium Featured By Owner Oct 27, 2011  Hobbyist General Artist
Why remove the other buffer depths? At least for me, 48-bit was big enough never to top out, but small enough to allow me to render wallpaper-size images with 4x osa or higher. Although this complaint did just give me an idea for greatly reducing memory usage in my own renderer when I return to it. Thanks! :dummy:
Reply
Add a Comment: