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virtuali

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Posts posted by virtuali

  1. Yes, there's a new version that supports not only Acceleration/SP2, but also the Stand-alone SP2.

    Please download the Florence installer, that will update both Florence to the latest SP2 version, and the Addon Manager.

  2. We are well aware of the problem, and how to fix it (it's already fixed in our Zurich scenery, that doesn't have the problem in DX10).

    A patch will surely be released, probably after the freely available version of SP2 wil be out. You never know if that one might create other unexpected problems, so better test both (Acceleration and the free SP2 ).

    For the time being, the best solution would be disabling DX10 Preview.

    .

  3. Una piccola precisazione:

    Per reinstallare su un pc diverso ( oppure dopo una riformattazione ), se non si ha fatto il backup della chiave di registrazione, bisogna:

    - selezionare lo scenario dal menù "Addon Manager", e quindi la voce "Buy"

    - quando compare la finestra di dialogo di Esellerate, c'è un bottone "Start"

    - a questo punto, tenere premuto il tasto ALT, il bottone "Start" si trasformerà in "Reinstall"

    - Nella prossima schermata, chiederà il numero d'ordine, che è un numero che comincia per STxxxxxx e si trova nella ricevuta d'acquisto, e l'e-mail usata per acquistare.

    Se tutti i dati sono corretti, verrà riattivato lo scenario.

  4. So, Umberto, is this going to be your position for all airports developed by your company?

    I guess this will be everyone's else position, because Aerosoft's Heathrow has exactly the same "problem". Which, I repeat, it's not a problem when using FSX airplanes, since the scenery works with FSX AI models. And it's a regression introduced only with FSX SP2/Acceleration.

    Is is not so that you are using a technique for ground texture that has its roots in FS9.

    That is the only way to make a scenery that people will buy. And, incidentally, allows to create also an FS9 version out of it fairly easily.

    Not only that, I think the scale is quite lop-sided towards the FS9 aircraft and not towards the scenery.

    We are talking about AI only, NOT "FS9 aircraft" in general. I think the first one making a traffic replacement product, using only 100% native FSX models and improving both quality and fps at the same time (because THIS is what will happen), will have a great commercial success, once users will realize of this new SP2 issue with legacy AI.

    I have to stop thinking about it, because we might very well doing it...

    How many sales do you think you will loose when users find out that all of their FSX packages prevent AI aircraft from displaying properly.

    That's exactly the issue that AI traffic replacement products developers will have to face, if they keep insisting selling legacy FS9 models for FSX, people will start wondering why scenery that works with FSX default AI, stops working just after having installed the additional AI package. As you see, there are two sides of the coin...it's NOT so easy.

    I certainly don't want to tell you how to run your business but I don't think you're going to get more than 500 aircraft developers to change their designs to support the few scenery packages you release.

    It's not, of course, a few sceneries, but it will be everybode else's coming up from now up to the next FS release.

    The main issue is that users do not want to buy scenery without FS9 styled ground, and there's no native FSX solution to do the same. The aircraft developer has at least solutions available that are proven to work.

    If the issue is created by the aircraft model, it would be enough to update the models, something that the original developer can of course do quite easily, since it surely has the Gmax source code. He would only need to re-export it using the FSX plugins.

    If the issue is created by the textures, it would be quite easy to simply batch converting those.

    The scenery developer doesn't have any alternative than using default runways textures, and that will automatically reflects in decreased sales, WAY more that non-compatibility with legacy AI products.

    As you see, the aircraft developer HAS alternatives and solutions available, and the end product will be much better, because by exporting using FSX tools, there would be both performances and visual quality improvements.

    The scenery developer doesn't have, at this time, any alternative than revert to using default FSX ground/runways.

    In addition: you forgot to mention that I have another alternative - this is not to purchase your products.

    Exactlly like people who have another alternative: not to buy AI replacement products based on FS9. This will be an incentive to create AI model sets for FSX with FSX native code, and a good business opportunity for those willing to take the plunge and making it.

    If you want to buy a legacy-AI-compatibile scenery, we did a fairly good rendition of Orlando, all 100% FSX native code, that doesn't have issues with legacy AI or any AI, and it will probably be the only scenery out there that will probably run even in the next FS version.

    I guess that, after all this mess created by backward compatibilty that doesn't always work or change behaviour between service packs, many user will perhaps rediscover KMCO...

    If anyone discovers a way to create custom ground/runways, without breaking compatibility with FS9 AI (under SP2 only, BTW), that's good and we'll certainly be happy to implement it. But right now, aircraft developers DO have a fix, and that would be exporting using FSX SDK. Scenery developers do not have a readily available fix we know of, except that going back to default ground, and that it's not commercially feasible.

  5. This issue is not associated with FSX default traffic and legacy traffic moved over from FS9. I don't have this problem any where else except with the new FSX sceneries.

    Yes, it is associated with FS9 AI models. The problem only happens in SP2, and only with legacy FS9 AI models when used in *combination* with runway lights over a custom painted runway. The same scenery will work with FSX native AI models.

    So, the "offending" files to remove might either be considered the sceneries, or the AI, it's your choice.

    The real solution would be updating AI models with FSX native ones, because in that case you would also get a marked improvement on fps, instead of having to fly without runway lights.

    Unfortunately, you have to choose between having runway lights or AI, and there's no solution, other than reverting to default runways that people seems to hate so much...

  6. Sorry guys, but it looks like there's a bug in the 1.01 version of the installer, and it does't look like being related to the VC++ runtimes, it's something else and because of that bug, the installation aborts and never finish copying files and configuring the scenery. The original 1.00 version didn't had this issue.

    Expect an updated installer soon.

  7. If the installer can't automatically install VC++ runtimes for any reason, the solution it's not to uninstall the runtimes, but to install them manually.

    Download from here:

    http://www.microsoft.com/downloads/details...;displaylang=en

    Or here, if you have a 64 bit version of Windows:

    http://www.microsoft.com/downloads/details...;DisplayLang=en

    If still in doubt if the runtimes are correctly installed, you can first uninstall the runtimes and the reinstall, but it's important to understand that, without those runtimes correctly installed, the program will never run.

  8. They still haven't released a 64-bit Addon Manager update and it is rather disappointing.

    As we said already, the new version Aerosoft is using, is now 100% compatibile with Vista, both 32 and 64 bit versions, and it has been released by Cloud9 as well last week.

  9. An important point: while it's true that *one* of the Addon Manager feature is to handle activation, it's NOT the only one. And, of course, together with activation also comes free Trial, you can't have one without the other.

    However, I would like to dispel the notion that the only need for the Addon Manager is the handling of protection+trial, because it's not.

    The scenery use Addon Manager for several features totally unrelated to protection:

    - FPS: there is a reason why all FSX sceneries done with it have better fps than a standard FSX (even when 100% native) scenery. It's because the Addon Manager handles the objects intelligently, allowing the developer for optimizations that were possibile in FS9, but are no longer possible with standard FSX SDK.

    - More interaction with FSX engine, scenery can be notified of runway conditions, weather, time of the day, year, week, and many other condition, and react accordingly, allowing for more features. FlorenceX do not use them all, but the support is there, a the developer's disposal.

    - Pseudo-random Events depending on timers

    - Automatic detection of airplane type at the gates and automatic detection of the gear position, so you can precisely park any airplane (even 3rd party airplane who doesn't know anything about the scenery ) at the precise spot, without having to unrealistically dial com2 frequencies, and without having to use specifically prepared airplanes.cfg.

    I hope this will clarify why the scenery couldn't work without Addon Manager, regardless of the sale/protection/activation issues.

  10. The order of loading doesn't matter BUT, there is a known FSX bug:

    If two addons in the same sessions, generate a dialog to trust the module, only the first one in the list will load, in that session. If one replies Yes to both Windows AND FSX requests to trust the module, then exists FSX cleanly, the next time FSX is started, there wouldn't be any trusting dialogs, so all modules will load.

    If one keep answering Yes to the Windows request to execute the code, but No to the FSX request to trust the module, only one module in the list will load, and the other will never get the chance to be executed.

    Note, this is not related at all with Addon Manager itself, it's an FSX quirk, that can be replicated with any other module combination, when more than 1 module is installed and more than 1 is asking permission to run.

  11. The fact that you don't have any request with the permission to run the Addon Manager, leads to believe the problem with your Windows config assuming, of course, that bglmanx.dll hasn't been removed, and is referenced to be active in dll.xml

    If you don't even see the Windows permission box when starting FSX, the problem is already happening *before* any of the Addon Manager code has even got the chance to start ( the whole point of the security dialog, is to ask the user permission to run executable code before any of this code is executed ).

    Please, double check again you have bglmanx.dll and python25.dll in the FSX root folder AND bglmanx.dll is referenced to run in DLL.XML and it hasn't disabled. Also, try to disable all other modules.

    Also, check DLL.XML opens correctly in Internet Explorer. This is to exclude any syntax problem with this file, maybe caused by manually editing it, because IE will check for XML syntax before opening. A syntax problem in that file, like an tag not closed, will prevent a module from loading.

  12. As long as you have an activation system, *some* limits should exist, unlimited activations without any checks, would mean distributing the product for free, basically.

    But, Aerosoft has opted for more relaxed settings (= more activations per order ) comparing to Cloud9 and this, coupled with the 90 days automatic reactivation period, means it would be very difficult to find yourself in the situation of not being able to use the product waiting for a reactivation.

  13. The main reason why runways and parking stands at LIRQ were almost entirely redesigned last year, was to accomodate the A319/320.

    Before, the largest jet you would see was the BaE-146. During 2006, the runway was redone in order to support the heavier jets. Is still a little bit short, but that's part of the fun. ILS was aligned as well. Before, LIRQ had an offset ILS, now is aligned with the runway.

    Revised parking stands were completed only a few weeks ago, and FlorenceX already includes the very latest situation, updated to June 2007.

  14. After you edited your post, I've seen you are going to try deleting bglmanx.dll.

    Please, ensure you don't delete the actual file, but only those lines in FSX.CFG containing a reference to it, save the file, launch FSX and see if it asks for permission to run the module.

    If it does, trust the module, let FSX continue loading, when it's done (don't worry if the menu doesn't appear), EXIT from FSX cleanly, and launch it another time.

  15. Gommy, I've asked you to do some things. Your startup times are not normal, not even for a fully loaded FSX.

    About the antivirus, I haven't questioned the fact you scan regularly or not, I've said this might be a reason for the slow startup times and I asked to try either with the antivirus disabled, or by excluding the FSX folder from scanning. This, apart for the fact that will probably speed up your loading times, might also solve the issue of the Addon Manager not appearing. Have you done that ?

    Also, I asked you if there was a request or not to trust the Addon Manager module when starting. If you don't remember if there was, I suggested a way to reset the trusted database in FSX, by editing FSX.CFG. Have you done that ? What's happened ?

    And, since you are saying yourself you have plenty of addons installed, it might be helpful having a look at your DLL.XML file what's is installed, to spot for any problems.

    And, even if this doesn't work, there are still other option to try to help diagnose your problem. It might be a Simconnect issue and no, the fact the other addons using it works, doens't mean anything. The Addon Manager requires the latest version of Simconnect, and Simconnect it's not an incremental update, it's a WinSxS library, meaning *multiple* version of it can be installed in a system, and run simultaneously in FSX.

    This means, if you have an older version of Simconnect installed ok, and all your addons are calling *that* one, because are compiled against that one, they will happily run BUT, if your installation for the new FSX SP1 Simconnect version is, for any reason, incomplete or corrupted, only addons compliled against *this* one will be affected, like the Addon Manager. Because of this, the fact the other addon might run, doesn't indicate your system is 100% fine.

    I'm trying helping you finding a problem in your system that certainly is present, refusing to accept its existance will not help you much, and sooner or later it will surface out with another addon.

  16. My FSX does take a total of about 8 minutes from the moment i start to load FSX to the moment it has finished loading a flight

    This might lead to believe your PC has serious configuration problems. A very good PC should take about 40-50 seconds, a standard value could be maybe 1.5 minutes, but 8 minutes from loading to flying is WAY too much, so you might have a bigger issue that, incidentally, is also preventing you to use the Addon Manager.

    One reason could be an antivirus stealing all your resources, perhaps scanning all the files, thuse slowing down so much. I'd start by first trying to disable the antivirus, or explicitely exclude from scanning the FSX folders, with subfolders as well.

    There's another thing: it's a known FSX issue that, if two addons are issuing a "trusting request" dialog at start, only one of them will run. So, if you have multiple modules installed, that you haven't flagged as trusted in FSX, only one will run until you trust them all.

    You might also want to try this solution:

    open FSX.CFG, found under %APPDATA%MicrosoftFSX

    Find ALL lines in this file containing bglmanx.dll and DELETE THEM ALL, save the file and restart FSX. Do you get a request to trust the Addon Manager at start, at least ?

  17. For the release of FlorenceX, the Addon Manager has been updated, and it is now 100% compatibile with Vista, both 32 and 64 bit versions.

    And yes, since Cloud9 has updated its own installer as well including this version, all Cloud9 products will have the same benefits.

  18. There was a problem with previous Addon Manager that prevented an easy installation under Vista. The new version developed just in time for FlorenceX has now fixed the issue.

    Due to this, this new version introduced a backward compatibility problem, only for users with Cloud9 sceneries already installed, getting a message requesting to update their Cloud9 stuff. This, and only *this* issue, will be fixed by updating the Addon Manager from Cloud9, nothing else. The advice is posted on this forum as a sticky, so it should be quite noticeable.

    The issue of not having the VC++ runtimes updated, instead, it's a different one, and it's not fixed by Cloud9 installer. In fact, it's exactly the opposite: Aerosoft installer DOES contain the latest VC++ runtimes, while Cloud9's doesn't.

    Is still not clear why, on some machines, the automatic installation of VC++ runtimes included in the Aerosoft installer doesn't update the files (it certainly did on all machines we tested before release), but it can't be fixed by the Cloud9 installer, since this one doesn't even come with those files in the first place.

    Now, apart for the embarassing situation of comparing the XCityRome team against the FlorenceX team and how much better the XCityRome team really is ( I suggest reading the credits for both sceneries...), keep in mind that what might seems like an annoyance, it's due to the fact the Addon Manager has been updated to be much more user-friendly, since it now plays nice with Vista DEP and UAC, and it's 64-bit compatibile.

    Since the module it's the same for both companies, we managed to make this release available simultaneously on both sites, with the only requirement that each company would have to supply the database related to their own products in its own installer.

    I think that this was the best possible time to get rid of those remaining issues of the Addon Manager, so we now have a much reliable program, that will benefit users of products coming from either publisher.

  19. The solution has already be found in another thread, on some machines, it looks like the automatic installation on VC++ runtimes might fail. It should be enough to download the file from Microsoft and install it:

    http://www.microsoft.com/downloads/details...;DisplayLang=en

    Note, installing VC++ SP1 is also suggested in Microsoft FSX website:

    http://dev.fsinsider.com/downloads/Pages/F...rvicePack1.aspx

  20. I searched for this DLL.xml file but can't find it.

    As I've said, it's under %APPDATA%MicrosoftFSX, just press the "Start" button, select "Run" (I'm referring to Windows English version, I think you'll figure out in German), type %APPDATA%MicrosoftFSX, press Enter, it should show the correct folder.

    My Microsoft Visual C++ 2005 redistributable version is 8.0.50727.42. First thing I will do is to download the file from the link you gave me.

    I'm sure this one will fix your problem. For a reason, the FlorenceX installer wasn't able to automatically update your VC++ runtimes. that's why Addon Manager doesn't run. Installing manually should solve the issue.

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