I checked Windows using tools like, Speedfan, Glary's Utilties and the Windwos 10 build-in Error checking app (in Properties-Tools) with surface test to test of there's anything wrong with Windows 10 or the hard (if you could recommend other tools to search for errors on Windows 10, do let me know too).
Hi. Now there seems to be no engine and when I reset layout that circle in the middle keeps spinnong indefinitely. I think Stingray should be ported to OS X coz' it's more stable to use OS X. Thank you.
With Windows 10 built-in firewall off and Avast off (all protection) and with all software updated from Windows to Stingray and Windows Aero completely disabled Stingray still would have D3D error that it failed with some shader. If I play one of the templates (say the taxi cab) it would play but it won't move and only the sky and the taxi would be on the one's rendered (the arrow keys would light up too but the taxi doesn't move.
I believe it's because Stingray needs DirectX 11 GPU card minimum but mine maxes out to only DirectX 10.1 but it's odd coz' it was working fine last October and I was using the same Windows 10 64-bit. The GPU in use is ATI Mobility Radeon HD 4850.
Did Autodesk update Stingray 2016 to require DirectX 11 gpu minimum after October 2015? It's odd because Maya LT run fines on OS X (and Windows 10) and the minimum gpu that Maya LT requires is an ATI R9 which is a Direct3D 12 card. If Autodesk did update its gpu minimum from Direct3D 10.1 to 11 then mystery solved:-) (sad part I'd have to shell out for a newer GPU and a separate PC which I don't have space for).
Could you provide any workaround for Stingray to only use Direct3D/DirectX 10.1 APIs? Maybe there's some registry or .ini that can be edited so that it can work properly with lower DirectX versions coz' some apps to be developed don't need all the effects.
I'd also like to suggest this DirectX adjustment feature on Autodesk apps (via app setting) as well for maximum compatibility so it's easier to adjust. Though I highly suggest an OS X Stingray version so that it can use the latest graphics APIs from Apple (Swift code) and OpenGL.
Hi Dan. How's it been? I made mistake posted this on the private email for the other error on Maya LT on Windows 10 64-bit (but that's not as serious). Here it is with actual screenshots and actual photos:
Hi. Unfortunately, it's still not fixed. It's been months, I haven't really run Maya LT or Stingray error free (but Maya LT on OS X is perfect- Autodesk truly needs to port Stingray to OS X already) since I first paid the subscription last Oct or November (I had to give Autodesk, especially Stingray a few more months, it's very buggy). The D3D is still having problems, these are not problems I had before, it was working ok, no problems with Windows 10 64-bit on this same machine. It's really taken a lot of development time already. Though I want to support Stingray and have renewed my subscription to 1 year. I truly do not want to abandon Stingray and need to go back to UE4 to create great apps. Hopefully the bugs can be fixed soon but it's better to just port Stingray to OS X (since it was originally an app that worked with OS X anyway before it was renamed to Stingray- I think it was BitSquid before). If I can remember the last time I used Stingray where everything is running ok (the Viewport had the elements I was applying the tutorial, etc.) was around November 14, 2015- Autodesk's Matthew Carpenter helped fix that. At that time everything was running fine, it was more on the license problems that Matthew helped fixed (via private email, not the PM here but Apple's Mail client).
As we can see, the elements (even the simplest templates like the taxi) don't appear on the Viewport and there's the D3D failed shader error which it didn't have before (this is the latest version of Stingray). I've tried all updated drivers, firewalls off, anti-virus off:
It's like this for all the templates as well as the free Autodesk Stingray examples, wherein it works ok when it's played as a game (not a test level though on the viewports they also show just the sky, the light with no other elements that are supposed to be on the Viewport). With the Subway sampls, it's a bit different when it's played, if I press F2, in third person, it would just appear as a huge pill which can jump and go around the subway station:
To help fix, which seems to be a very serious Stingray bug on Windows (coz' again it wasn't behaving like this before on the same machine, same drivers), here the photos on the details on the system. Take not that I've tested this with DirectX 11 on the same machine but it was the same so I brought it back to DirectX 10:
Thank you. I hope and pray it'll be easily solved (though I truly recommend just porting it to OS X:-) so that it's also easier to Playtest it on an actual iPhone and for easier deployment on the App Store).
Once you actually have a level open, you can hit the green 'test level' button and you will test the level you have open. If you have an 'empty' level open, it will play an empty level -- which is what you are seeing. If you 'test level' and have 'vehicle' level open, you will test the vehicle level.
In light of that I'd like to suggest a UI and file format change for Stingray for the next Stingray update (hopefully this includes a port to OS X- very much needed so it can easily be deployed and use the iOS and OS X for development, without so many hoops). The current system it has a two folders and it doesn't create its own folder like how Maya does it (it creates it's own maya folder in document and puts all the projects by default in scenes folder), it'd be better if Stingray when it installs follows the same system as Maya wherein it creates it's own stingray folder called stingray.
And then a really big help is you also have to create stingray's own file format, much like Maya has .mb coz' right now, stingray has two folders, it has its advantage coz' you can manually extract assets without needing Stingray but it's best to just have all those folders and all those subfolders into a file format, maybe name it .sr complete with the logo as thumbnail.
Also it's better when you load a project (or if you double click the .sr file should you choose to compile all that into it's own file format) to just follow well known conventions in US, for example the levels if it it has more than one could just be on it's own pane and when you want to switch the level within that project, you just click it and it'll switch to that. It's like layers in Photoshop and most apps that use layers. Layers for Stingray would be useful to simplify design because maybe one on one level everything is translucent to help with the overall look and feel of the app and you can have the level menu which can be accessed by the level you're currently on (you can opt not to make or make it accessible)- you can be more flexible with design with layers, coz' layers are proven to work well to create a lot of designs and saves times too. So if you wanted to mix the menu and other levels and elements (say one level only contains art, one level contains a menu system, one level contains chracters and other assets that will interact, they can be in layers as levels but when you still have the ease of use of testing a level or picking more than two levels to test at the same time or all of it at the same time (the game button).
After Installing a few Autodesk producs my small system SSD drive "C" begins to fill up quickly. Would it be safe to move the entire "C:\Autodesk" folder (including the heavy "WI" folder) to a back up drive? Please let me know
Welcome to the community.. FIrst of all not sure what other info you have in the C:\Autodesk folder, but by default that's the location where Autodesk extract it's full software to. So to answer your question yes it can be moved without impacting any installation you have (but I'm assuming there's no other crtical information residing in there).
Hi Mark,
I have exactly the same folder "C:\Autodesk\WI" after I just installed 3ds Max 2017. I have an English version of Win 7. Most of my software are in English, but some are in Mandarin because I live in/from Taiwan. I checked content of C:\Autodesk\WI and it looks like a bunch of language packages. However, I was very sure that I only chose English version before installing. After installed, I got 7 languages +1 3ds Max showed up in Start menu.
Screenshots attached as above. Is this a bug or what?
This is sort of OK for me as long as my business work can keep going. However, C:\Autodesk\WI is taken 6.75GB space!!!! I think I can delete it according to the most answers about the function of C:\Autodesk\. In conclusion, I would like to leave a footprint here in case other people encountered the same issue and see if any other suggestions more help.
I really don't need 7 languages of 3ds Max 2017 on my computer and would like to know how to remove them without hurting the version I need. Well... a little greedy wish here. It would be great If I can keep both English and Simplified Chinese version at the same machine. (Sadly Autodesk doesn't have Tradition Chinese version)
Thank you very much!
I noticed your reply was made in 05-15-2016,and it's one year from now, Mark still didn't answered,I think delete it directly could really be OK,but I still want to here your solution afterall if you have one. And at the same time, I really hope some other Product Support Specialist could hear people like us.
Because of updates. They need to find some of the MSI installers. So if you delete them, you'll need to re-download and extract it. So if you have the space on a 2nd drive I would recommend it.
The C:\Autodesk folder is just the place where Autodesk software gets extracted to (by default). The WI folder is called the WEB INSTALLER location. It only contains the necessary files to install the application. The WEB INSTALLER does not put the actual media on your machine and can be deleted or relocated without any impact.
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