Good afternoon, I want to thanks to all people which show interest in project. Unfortunately, I must to say that the integration of OpenFOAM in Blender is only to add value of simulations and results it self. In other words I want to use powerful capacity of Blender for preprocessing and solver conditions, and solve the problems using OpenFOAM solver.
In this phase of project, rendering is 2nd phase, because I must made post-processing using Paraview. Best regards. On Jan 29, 2016 13:00, <[email protected]> wrote: > Send Bf-committers mailing list submissions to > [email protected] > > To subscribe or unsubscribe via the World Wide Web, visit > http://lists.blender.org/mailman/listinfo/bf-committers > or, via email, send a message with subject or body 'help' to > [email protected] > > You can reach the person managing the list at > [email protected] > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of Bf-committers digest..." > > Today's Topics: > > 1. Re: Blender and CFD simulations, (Gustav G?ransson) > 2. Re: Blender and CFD simulations, (Sebasti?n Barschkis) > 3. Re: Blender and CFD simulations, (Xavier Thomas) > 4. Re: Info about development (Pawe? ?yczkowski) > 5. Re: Documentation editing is not user friendly (Aaron Carlisle) > 6. Re: Documentation editing is not user friendly (Knapp) > 7. Re: Documentation editing is not user friendly (Campbell Barton) > 8. Windows XP support (Sergey Sharybin) > 9. OSX 32bit builds (Sergey Sharybin) > 10. Re: OSX 32bit builds (Martijn Berger) > 11. Re: Windows XP support (Martijn Berger) > 12. Blender not working. (Bhargav Bose) > 13. Re: Blender not working. (Thomas Dinges) > 14. Re: Windows XP support (Thomas Dinges) > 15. Re: Blender not working. ([email protected]) > 16. Re: Windows XP support (Sybren A. St?vel) > > > ---------- Forwarded message ---------- > From: "Gustav Göransson" <[email protected]> > To: bf-blender developers <[email protected]> > Cc: > Date: Thu, 28 Jan 2016 12:23:45 +0100 > Subject: Re: [Bf-committers] Blender and CFD simulations, > There's some work going on with the Mantaflow integration (Soc 2014 > project). Sebastián Barschkis posted an update a few days ago: > > http://lists.blender.org/pipermail/bf-committers/2016-January/046462.html > https://github.com/sebbas/BlenderMantaflow > https://vimeo.com/sebbas/videos > > On Thu, Jan 28, 2016 at 10:17 AM, Lukas Tönne <[email protected]> > wrote: > > > Hi, > > > > > -Blender use OpenFOAM as solver for CFD ? > > > > No. Blender has CFD solvers for liquids (intern/elbeem) and smoke/fire > > (intern/smoke), both of which are quite outdated at this point. > > > > > -how I can implement a new fields of CFD simulations using Python? > > > > You could try a decoupled approach by using a library with a python > > API, and export/import mesh data from/to Blender via the bpy module. > > However, a more integrated approach via a C interface would be > > preferred for future Blender development. > > > > > -exist some documentations about how to enter in Blender , for an > > existing > > > module (in my case CFD), a new capabilities of simulations (new > > algorithms > > > ) with respect the already existing one? > > > > Not really, it depends largely on what simulation you want to work on. > > There is no real framework for physics sims in Blender (not in the > > same way as there is for mesh editing), and physics code hasn't been > > touched for a long time. > > > > Work on CFD in Blender is very much needed and appreciated, but it's > > not a simple task. > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > > ---------- Forwarded message ---------- > From: "Sebastián Barschkis" <[email protected]> > To: bf-blender developers <[email protected]> > Cc: > Date: Thu, 28 Jan 2016 13:00:12 +0100 > Subject: Re: [Bf-committers] Blender and CFD simulations, > Hi, > > yes, there is some work going on. And in fact I just ported the mantaflow > integration from my github to the official blender repo. > > So now you can find everything in the new branch 'fluid-mantaflow'. > > The CFD code in Blender is a bit older and (hopefully) Mantaflow can > replace / > fix that at some point in the future. That's at least the idea :) > > Regards, > Sebastián > > > On Jan 28, 2016, at 12:23 PM, Gustav Göransson < > [email protected]> wrote: > > > > There's some work going on with the Mantaflow integration (Soc 2014 > > project). Sebastián Barschkis posted an update a few days ago: > > > > > http://lists.blender.org/pipermail/bf-committers/2016-January/046462.html > > https://github.com/sebbas/BlenderMantaflow > > https://vimeo.com/sebbas/videos > > > > On Thu, Jan 28, 2016 at 10:17 AM, Lukas Tönne <[email protected]> > > wrote: > > > >> Hi, > >> > >>> -Blender use OpenFOAM as solver for CFD ? > >> > >> No. Blender has CFD solvers for liquids (intern/elbeem) and smoke/fire > >> (intern/smoke), both of which are quite outdated at this point. > >> > >>> -how I can implement a new fields of CFD simulations using Python? > >> > >> You could try a decoupled approach by using a library with a python > >> API, and export/import mesh data from/to Blender via the bpy module. > >> However, a more integrated approach via a C interface would be > >> preferred for future Blender development. > >> > >>> -exist some documentations about how to enter in Blender , for an > >> existing > >>> module (in my case CFD), a new capabilities of simulations (new > >> algorithms > >>> ) with respect the already existing one? > >> > >> Not really, it depends largely on what simulation you want to work on. > >> There is no real framework for physics sims in Blender (not in the > >> same way as there is for mesh editing), and physics code hasn't been > >> touched for a long time. > >> > >> Work on CFD in Blender is very much needed and appreciated, but it's > >> not a simple task. > >> _______________________________________________ > >> Bf-committers mailing list > >> [email protected] > >> http://lists.blender.org/mailman/listinfo/bf-committers > >> > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > ---------- Forwarded message ---------- > From: Xavier Thomas <[email protected]> > To: bf-blender developers <[email protected]> > Cc: > Date: Thu, 28 Jan 2016 10:03:35 -0200 > Subject: Re: [Bf-committers] Blender and CFD simulations, > One noticeable difference between true CFD and Blender's internal fluid and > smoke simulator (and Mantaflow also) is that Blender and Mantaflow are not > "physically correct" but optimized to only look like it's correct. Solving > with OpenFOAM would be much slower but the result would have some > scientific value. > > 2016-01-28 9:23 GMT-02:00 Gustav Göransson <[email protected]>: > > > There's some work going on with the Mantaflow integration (Soc 2014 > > project). Sebastián Barschkis posted an update a few days ago: > > > > > http://lists.blender.org/pipermail/bf-committers/2016-January/046462.html > > https://github.com/sebbas/BlenderMantaflow > > https://vimeo.com/sebbas/videos > > > > On Thu, Jan 28, 2016 at 10:17 AM, Lukas Tönne <[email protected]> > > wrote: > > > > > Hi, > > > > > > > -Blender use OpenFOAM as solver for CFD ? > > > > > > No. Blender has CFD solvers for liquids (intern/elbeem) and smoke/fire > > > (intern/smoke), both of which are quite outdated at this point. > > > > > > > -how I can implement a new fields of CFD simulations using Python? > > > > > > You could try a decoupled approach by using a library with a python > > > API, and export/import mesh data from/to Blender via the bpy module. > > > However, a more integrated approach via a C interface would be > > > preferred for future Blender development. > > > > > > > -exist some documentations about how to enter in Blender , for an > > > existing > > > > module (in my case CFD), a new capabilities of simulations (new > > > algorithms > > > > ) with respect the already existing one? > > > > > > Not really, it depends largely on what simulation you want to work on. > > > There is no real framework for physics sims in Blender (not in the > > > same way as there is for mesh editing), and physics code hasn't been > > > touched for a long time. > > > > > > Work on CFD in Blender is very much needed and appreciated, but it's > > > not a simple task. > > > _______________________________________________ > > > Bf-committers mailing list > > > [email protected] > > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > > ---------- Forwarded message ---------- > From: "Paweł Łyczkowski" <[email protected]> > To: bf-blender developers <[email protected]> > Cc: > Date: Thu, 28 Jan 2016 12:08:01 +0000 > Subject: Re: [Bf-committers] Info about development > Hey Mario, > > If you are interested in coding the UI, be sure to check out this page - > https://developer.blender.org/project/profile/12/ , which has a list of > people working on it, along with guidelines and links to pages with design > tasks and proposals. > <https://developer.blender.org/maniphest/project/12/type/Design/> > > Best, > Paweł Łyczkowski > > On Thu, Jan 28, 2016 at 9:54 AM Mario Rossi <[email protected]> wrote: > > > Hi, first let me compliment you for the software that you develop and > how > > to try to make Blender gets better. > > I am an enthusiast of Blender and also an amateur programmer, I would > help > > out since I'm trying to develop a new UI for the program. > > When I arrived at a stable version I will have to send it to this email > > address? > > Kind regards Davide. > > > > P.S. Sorry for my english but I'm not native speaker, then I put down the > > text in Italian. > > > > > > > > Salve, innanzitutto vorrei farvi i complimenti per il software che > > sviluppate e come cercate di rendere Blender sempre migliore. > > Io sono un appassionato di Blender e anche un programmatore amatoriale, > > vorrei dare una mano siccome sto cercando di sviluppare una nuova UI per > il > > programma. > > Quando sarò arrivato ad una versione stabile dovrò mandarla a questo > > indirizzo e-mail? > > Cordiali saluti Davide. > > > > P.S. Scusate il mio inglese ma io non sono madrelingua, quindi metto > sotto > > il testo in italiano. > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > > ---------- Forwarded message ---------- > From: Aaron Carlisle <[email protected]> > To: bf-blender developers <[email protected]> > Cc: > Date: Thu, 28 Jan 2016 13:35:34 -0500 > Subject: Re: [Bf-committers] Documentation editing is not user friendly > > It has been almost a year since the change, I think. How has the rate > > of editing changed? It the quality better? Is it going better now? Do > > we have any stats? > > Since the start of the documentation there have been 96 bugs fixed > and about 1275 edits have been made. And I think right now there are > about 300 edits a month. Meaning about 10 a day which is pretty good > considering there are only a few big contributors. > > On Thu, Jan 28, 2016 at 5:04 AM, Knapp <[email protected]> wrote: > > > The cost of entry IMOHO is way to high. With Wikipedia I don't even have > to > > be logged in to edit. They do semi protect and protect some areas of > > Wikipedia meaning you do have to log in or have right but most of it is > > open. I have on many occasion thought I would like to fix something in > > Blender's manual but there was no way I was going through all that just > to > > fix one mistake. I am sure I am not alone in this. > > > > BTW I want to clearly state that Aaron Carlisle (sorry I forgot your name > > before) was and is a great help but I should not need him to do this. I > > should not need to install software to do simple edits or learn a new > > markup language, even if it is easy. > > > > So no point beating a dead house. I think it needs to change. We are > > certainly losing a lot of help by it being so complicated to chip in. > > > > I read over the other conversation and found this quote. I think it sums > up > > the problem, as I see it, very well. > > > > "koil: > > > > I've reviewed the ideas posted on this topic, and given the matter a > > good deal of thought. My reaction is mixed. In theory, I wouldn't have > > any problem with porting the User Manual for Blender to the Sphinx > > platform, (or some other one, if it be deemed reasonable and proper to > > do so). However, since Blender is open source, and community developed, > > I think it that it is imperative that there be mechanism for maintaining > > user development of the documentation, too. And, unless I totally > > misunderstand the new platform (and that's not an outlandish > > possibility), moving the whole manual to the proposed new platform is > > going to reduce the contributions to the documentation by members of the > > community by a couple of orders of magnitude, and unless there is a > > sizeable cohort of documentation waiting in the wings, I'm loathe to > > disenfranchise a significant number of contributors to the > documentation." > > > > It has been almost a year since the change, I think. How has the rate > > of editing changed? It the quality better? Is it going better now? Do > > we have any stats? > > > > Douglas > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > > ---------- Forwarded message ---------- > From: Knapp <[email protected]> > To: bf-blender developers <[email protected]> > Cc: > Date: Thu, 28 Jan 2016 19:50:24 +0100 > Subject: Re: [Bf-committers] Documentation editing is not user friendly > On Thu, Jan 28, 2016 at 7:35 PM, Aaron Carlisle < > [email protected]> > wrote: > > > > It has been almost a year since the change, I think. How has the rate > > > of editing changed? It the quality better? Is it going better now? Do > > > we have any stats? > > > > Since the start of the documentation there have been 96 bugs fixed > > and about 1275 edits have been made. And I think right now there are > > about 300 edits a month. Meaning about 10 a day which is pretty good > > considering there are only a few big contributors. > > > > That is great to hear! Makes me happy. I used to love the 2.4 manual. I > hope we can surpas it. > > > -- > Douglas E Knapp, MSAOM, LAc. > > > > ---------- Forwarded message ---------- > From: Campbell Barton <[email protected]> > To: bf-blender developers <[email protected]> > Cc: > Date: Fri, 29 Jan 2016 10:06:11 +1100 > Subject: Re: [Bf-committers] Documentation editing is not user friendly > On Thu, Jan 28, 2016 at 9:04 PM, Knapp <[email protected]> wrote: > > The cost of entry IMOHO is way to high. With Wikipedia I don't even have > to > > be logged in to edit. They do semi protect and protect some areas of > > Wikipedia meaning you do have to log in or have right but most of it is > > open. I have on many occasion thought I would like to fix something in > > Blender's manual but there was no way I was going through all that just > to > > fix one mistake. I am sure I am not alone in this. > > > > BTW I want to clearly state that Aaron Carlisle (sorry I forgot your name > > before) was and is a great help but I should not need him to do this. I > > should not need to install software to do simple edits or learn a new > > markup language, even if it is easy. > > We don't expect people to setup docs building locally, for single > edits/fixes. > In that case you can report a bug in the docs (include the fix if it > helps). > > > So no point beating a dead house. I think it needs to change. We are > > certainly losing a lot of help by it being so complicated to chip in. > > For sure there are pro's and cons, but you're re-raising a topic we > already went over at length. > > > I read over the other conversation and found this quote. I think it sums > up > > the problem, as I see it, very well. > > > > "koil: > > > > I've reviewed the ideas posted on this topic, and given the matter a > > good deal of thought. My reaction is mixed. In theory, I wouldn't have > > any problem with porting the User Manual for Blender to the Sphinx > > platform, (or some other one, if it be deemed reasonable and proper to > > do so). However, since Blender is open source, and community developed, > > I think it that it is imperative that there be mechanism for maintaining > > user development of the documentation, too. And, unless I totally > > misunderstand the new platform (and that's not an outlandish > > possibility), moving the whole manual to the proposed new platform is > > going to reduce the contributions to the documentation by members of the > > community by a couple of orders of magnitude, and unless there is a > > sizeable cohort of documentation waiting in the wings, I'm loathe to > > disenfranchise a significant number of contributors to the > documentation." > > > > It has been almost a year since the change, I think. How has the rate > > of editing changed? It the quality better? Is it going better now? Do > > we have any stats? > > > > Douglas > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > -- > - Campbell > > > > ---------- Forwarded message ---------- > From: Sergey Sharybin <[email protected]> > To: Blender Developers <[email protected]> > Cc: > Date: Fri, 29 Jan 2016 09:31:43 +0100 > Subject: [Bf-committers] Windows XP support > Hey everyone, > > There are some difficulties in maintaining Windows XP and additionally > there are some glitches in the toolset needed to compile Windows XP > compatible binaries. > > So proposal is: make 2.77 a last release which officially supports Windows > XP and for the further releases switch to Windows 7+ platforms only. We'll > still be doing 64bit and 32bit builds, but just wouldn't waste time trying > to support new features on a platform which is no longer supported by > others. > > Thoughts? > > -- > With best regards, Sergey Sharybin > > > > ---------- Forwarded message ---------- > From: Sergey Sharybin <[email protected]> > To: Blender Developers <[email protected]> > Cc: > Date: Fri, 29 Jan 2016 09:39:12 +0100 > Subject: [Bf-committers] OSX 32bit builds > Hey everyone, > > For quite some time now building of 32bit binaries for OSX is no longer > happening [1]. > > Additionally; > > - We don't do official releases for 32bit OSX for quite some time now > - OSL and OpenCollada are already simply disabled in the buildbot > > So does it make sense to keep trying to keep those builds up and running or > i can just bring the slave down and we all go 64bit OSX form now on? > > [1] > > https://builder.blender.org/builders/mac_i386_10_6_cmake/builds/71/steps/compile/logs/stdio > > -- > With best regards, Sergey Sharybin > > > > ---------- Forwarded message ---------- > From: Martijn Berger <[email protected]> > To: bf-blender developers <[email protected]> > Cc: > Date: Fri, 29 Jan 2016 09:43:34 +0100 > Subject: Re: [Bf-committers] OSX 32bit builds > Hi Sergey, > > I would think that since apple only produced a very limited number of > machines that x64 based and not x86-64 capable the cost of keeping this > working could be better spend on other things. > > > Martijn > > On Fri, Jan 29, 2016 at 9:39 AM, Sergey Sharybin <[email protected]> > wrote: > > > Hey everyone, > > > > For quite some time now building of 32bit binaries for OSX is no longer > > happening [1]. > > > > Additionally; > > > > - We don't do official releases for 32bit OSX for quite some time now > > - OSL and OpenCollada are already simply disabled in the buildbot > > > > So does it make sense to keep trying to keep those builds up and running > or > > i can just bring the slave down and we all go 64bit OSX form now on? > > > > [1] > > > > > https://builder.blender.org/builders/mac_i386_10_6_cmake/builds/71/steps/compile/logs/stdio > > > > -- > > With best regards, Sergey Sharybin > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > > ---------- Forwarded message ---------- > From: Martijn Berger <[email protected]> > To: bf-blender developers <[email protected]> > Cc: > Date: Fri, 29 Jan 2016 09:50:17 +0100 > Subject: Re: [Bf-committers] Windows XP support > Hi Sergey, > > I think that we should drop window XP after 2.77. And switch to msvc 2015 > for 2.78 and 2.8 also. > > We should clearly advertise windows 7 SP1. As most issue are with FMA / AVX > support and windwos 7 pre SP1 has some issues there. > > Martijn > > On Fri, Jan 29, 2016 at 9:31 AM, Sergey Sharybin <[email protected]> > wrote: > > > Hey everyone, > > > > There are some difficulties in maintaining Windows XP and additionally > > there are some glitches in the toolset needed to compile Windows XP > > compatible binaries. > > > > So proposal is: make 2.77 a last release which officially supports > Windows > > XP and for the further releases switch to Windows 7+ platforms only. > We'll > > still be doing 64bit and 32bit builds, but just wouldn't waste time > trying > > to support new features on a platform which is no longer supported by > > others. > > > > Thoughts? > > > > -- > > With best regards, Sergey Sharybin > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > > ---------- Forwarded message ---------- > From: Bhargav Bose <[email protected]> > To: [email protected] > Cc: > Date: Thu, 28 Jan 2016 16:10:29 +0530 > Subject: [Bf-committers] Blender not working. > Hi, > > I am an avid user of blender and recently upgraded my PC. Now that I > have another configuration (i.e Windows7 64-bit) I tried downloading > the relevant installer (.msi) file from your website. I use mobile > internet for downloading stuff so you might be knowing how difficult > it is to wait for a 79.79MB download to finish. I have downloaded > blender 2.76b from both the Netherlands links on your web page and > still I could not install it. An error message turns up during > installation saying that some cabinet file "media1.cab" is corrupt and > installation fails. It is very frustrating to see 160MB of mobile data > go waste. > > Please look into this matter at early as possible. Also, I would like > to know about any previous version that does not show error upon > installation so that I may download it next month. > > Thanking you, > Bhargav Bose. > > > > ---------- Forwarded message ---------- > From: Thomas Dinges <[email protected]> > To: bf-blender developers <[email protected]> > Cc: > Date: Fri, 29 Jan 2016 10:53:37 +0100 > Subject: Re: [Bf-committers] Blender not working. > Hi, > > this sounds like your download is corrupt somehow. The files are being > downloaded a lot of times every day, if the file on our server would be > bad, we would have gotten several reports already. > > So you should try downloading the file elsewhere (e.g. town library, > school etc..) where you have fast and stable internet. > > Best regards, > Thomas > > Am 28.01.16 um 11:40 schrieb Bhargav Bose: > > Hi, > > > > I am an avid user of blender and recently upgraded my PC. Now that I > > have another configuration (i.e Windows7 64-bit) I tried downloading > > the relevant installer (.msi) file from your website. I use mobile > > internet for downloading stuff so you might be knowing how difficult > > it is to wait for a 79.79MB download to finish. I have downloaded > > blender 2.76b from both the Netherlands links on your web page and > > still I could not install it. An error message turns up during > > installation saying that some cabinet file "media1.cab" is corrupt and > > installation fails. It is very frustrating to see 160MB of mobile data > > go waste. > > > > Please look into this matter at early as possible. Also, I would like > > to know about any previous version that does not show error upon > > installation so that I may download it next month. > > > > Thanking you, > > Bhargav Bose. > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > ---------- Forwarded message ---------- > From: Thomas Dinges <[email protected]> > To: bf-blender developers <[email protected]> > Cc: > Date: Fri, 29 Jan 2016 11:03:07 +0100 > Subject: Re: [Bf-committers] Windows XP support > Hi, > first of all, I think it is up to Martijn, as he maintains the Windows > platform. :) > > On the other hand, we dropped XP several times in the past already, > because it failed somehow on users systems or e.g. Martijn said it's > taking away too much of his time to keep it working. > > And now we again have to discuss whether we want to drop it or not, that > makes no sense to me. > > If people are stuck with a 15! year old operating system (for whatever > reason), they have to accept, that they cannot run latest software and > have to stick with older versions. > > Additionally, with the OpenGL 2.1 bump in 2.77, I bet a lot of these > ancient systems, combined with Intel GMA cards will fail anyway. So what > is the point? > > Best regards, > Thomas > > Am 29.01.16 um 09:50 schrieb Martijn Berger: > > Hi Sergey, > > > > I think that we should drop window XP after 2.77. And switch to msvc 2015 > > for 2.78 and 2.8 also. > > > > We should clearly advertise windows 7 SP1. As most issue are with FMA / > AVX > > support and windwos 7 pre SP1 has some issues there. > > > > Martijn > > > > On Fri, Jan 29, 2016 at 9:31 AM, Sergey Sharybin <[email protected]> > > wrote: > > > >> Hey everyone, > >> > >> There are some difficulties in maintaining Windows XP and additionally > >> there are some glitches in the toolset needed to compile Windows XP > >> compatible binaries. > >> > >> So proposal is: make 2.77 a last release which officially supports > Windows > >> XP and for the further releases switch to Windows 7+ platforms only. > We'll > >> still be doing 64bit and 32bit builds, but just wouldn't waste time > trying > >> to support new features on a platform which is no longer supported by > >> others. > >> > >> Thoughts? > >> > >> -- > >> With best regards, Sergey Sharybin > >> _______________________________________________ > >> Bf-committers mailing list > >> [email protected] > >> http://lists.blender.org/mailman/listinfo/bf-committers > >> > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > ---------- Forwarded message ---------- > From: [email protected] > To: bf-blender developers <[email protected]> > Cc: > Date: Fri, 29 Jan 2016 11:31:18 +0100 > Subject: Re: [Bf-committers] Blender not working. > nie > > 29.01.2016 10:53 AM Thomas Dinges <[email protected]> napisał(a): > > > > Hi, > > > > this sounds like your download is corrupt somehow. The files are being > > downloaded a lot of times every day, if the file on our server would be > > bad, we would have gotten several reports already. > > > > So you should try downloading the file elsewhere (e.g. town library, > > school etc..) where you have fast and stable internet. > > > > Best regards, > > Thomas > > > > Am 28.01.16 um 11:40 schrieb Bhargav Bose: > > > Hi, > > > > > > I am an avid user of blender and recently upgraded my PC. Now that I > > > have another configuration (i.e Windows7 64-bit) I tried downloading > > > the relevant installer (.msi) file from your website. I use mobile > > > internet for downloading stuff so you might be knowing how difficult > > > it is to wait for a 79.79MB download to finish. I have downloaded > > > blender 2.76b from both the Netherlands links on your web page and > > > still I could not install it. An error message turns up during > > > installation saying that some cabinet file "media1.cab" is corrupt and > > > installation fails. It is very frustrating to see 160MB of mobile data > > > go waste. > > > > > > Please look into this matter at early as possible. Also, I would like > > > to know about any previous version that does not show error upon > > > installation so that I may download it next month. > > > > > > Thanking you, > > > Bhargav Bose. > > > _______________________________________________ > > > Bf-committers mailing list > > > [email protected] > > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > > > ---------- Forwarded message ---------- > From: "Sybren A. Stüvel" <[email protected]> > To: bf-blender developers <[email protected]> > Cc: > Date: Fri, 29 Jan 2016 11:54:16 +0100 > Subject: Re: [Bf-committers] Windows XP support > On Fri, Jan 29, 2016 at 11:03:07AM +0100, Thomas Dinges wrote: > > If people are stuck with a 15! year old operating system (for > > whatever reason), they have to accept, that they cannot run latest > > software and have to stick with older versions. > > I think this says it all. > > -- > Sybren A. Stüvel > > http://stuvelfoto.nl/ > http://stuvel.eu/ > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
