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MCX on Linux with WINE

Heretic

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Is somebody successfully running MCX (development release) with WINE on Linux?

On WINE 4.5 (x64) and when using a virtual desktop, I can get it started and use the UI, but the model rendering itself doesn't work at all.

Arno's latest test on Linux was a few years ago and did not yield much info apart from "it works".
 

arno

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Hi,

It must be 8 years ago or so that I last tried to run it on Linux. At that time the biggest problem was also the OpenGL library I used that didn't work well on Linux (might have been the it worked was with an older version when I did the OpenGL rendering different).
 

arno

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Yes, that's the wrapper I use.
 

Heretic

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I sadly couldn't find any info regarding its use in Linux/WINE. If the wrapper hasn't changed and it used to work in older WINE versions, I might just be missing a dependency.
 

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It's really too long ago I tried, I think I have updated to a new version of the library for sure since then. I can't remember if MCX used this library from the start or if initially I used something else.
 

Heretic

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Do you still have your Ubuntu installation?

If you've got a minute, just try it in WINE for me. I could then rule out that I'm only missing a dependency.
 

arno

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No, the machine I used to run Ubuntu on is long dead. Since I develop for FS only I decided to drop the Linux environment and work on Windows only.
 

Heretic

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No, the machine I used to run Ubuntu on is long dead. Since I develop for FS only I decided to drop the Linux environment and work on Windows only.

Ah, too bad. Thanks for replying anyway.
 

arno

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If I can get a virtualbox with Ubuntu somewhere, I might give it a try.
 

Heretic

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Out of curiosity, I've tried MCX again with WINE 5.16, installing nothing buit the Visual C++ 2015-2019 Runtimes and NET Framework 4.8 and was surprised that it seems to work just fine when started from a terminal with "wine ModelConverterX.exe". This is the exterior model of the default XP11 747-400:


1599865094519.png


Even X-Plane animations are imported.

The only thing that needs to be adapted to X-Plane is the animation slider granularity as most animations use a 0.0 to 1.0 range.
 

arno

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Hi,

Nice try :)

There is a setting that can scale animations in MCX, but I am not sure if I am using that one in the X-Plane OBJ importer as well. When reading from other formats you sometimes also have the issue that animation lengths are different.
 

Heretic

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Yeah, that's the issue. It would be helpful if, say, the type-in box supported decimals so one can enter, e.g. "0.51".
 

arno

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I'll see if that's possible, I'm not sure if the frame is a double or int internally.

What I do in other importers is just scale the values. So that's another approach.
 
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