Beta group on hold

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benn
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Beta group on hold

Post by benn » Tue Mar 10, 2009 11:58 am

Hi guys,

An update - the beta test is on hold while we sort out the business end of Indigo. We hope to be back in business with new and better mac and windows versions within two weeks.

:)

Ben

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Caronte
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Post by Caronte » Wed Mar 11, 2009 8:54 am

Thanks, I will wait for a complete blendigo (launch indigo included) for OS X.
Good luck whith the new business ;)
Sorry about my poor english ;)

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Post by neo0. » Wed Mar 11, 2009 11:15 am

Good to hear, man. I can't wait!

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bmscmoreira
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Post by bmscmoreira » Sun Mar 15, 2009 12:00 pm

Hope to hear from you soon.

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benn
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Post by benn » Thu Mar 19, 2009 9:20 am

We're going through the last stages of negotiation now - might be having celebratory drinks any day...

We've also been working on the licensing code for forthcoming commercial versions of Indigo, and working out what the limits for the free version will be, so that it is still useful to people who can't afford to pay.

We're using openssl public key signing to do licensing, and a little bit of hardware fingerprinting (just the mac address and cpu type of the computer) - and we'll have an online licensing system where you can regenerate your license key if you upgrade your computer.. This stuff won't be in the next build (I've got a few bugs to squash first) - but will be soon. It's been fun using the crypto libraries.

:)

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fused
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Post by fused » Thu Mar 19, 2009 9:40 am

Hey Ben.

Great news!
benn wrote:[...] and working out what the limits for the free version will be, so that it is still useful to people who can't afford to pay.
I think a free version with some limitations is a very good idea (arent/werent the vray guys doing the same?). i wonder whats with the exporter writers, tho... will they get a free full license?

About the licensing system with hardware fingerprints: what if i have two computers (workstation at home, laptop when im not at home - which is quite often)? would that require two licenses? Or would it be possible to generate and use multiple key at the same time?

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benn
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Post by benn » Thu Mar 19, 2009 9:49 am

Hallo fused!

We'll be supplying plugin authors and other contributors with licenses to Indigo. As for laptop / desktop licensing - that makes sense - we'll have to work something out to support that. :)

Tschuß. ;D

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bmscmoreira
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Post by bmscmoreira » Thu Mar 19, 2009 1:03 pm

Is there an estimate on how much will it cost to have indigo?

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benn
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Post by benn » Thu Mar 19, 2009 4:59 pm

We haven't decided yet - but there will be a discount for beta group users.

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Post by neo0. » Thu Mar 19, 2009 5:15 pm

Im intrigued at the prospect of a paid version bringing new, innovative features. Are you at liberty to disclose any info about the new features?

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WytRaven
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Post by WytRaven » Fri Mar 20, 2009 12:05 pm

Sounds good Benn.
:idea: "A foolish consistency is the hobgoblin of little minds..." - Emerson 1841

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benn
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Post by benn » Fri Mar 20, 2009 12:32 pm

The same same but different.

We're porting the GUI over from wxwidgets to libqt 4.5. First screenshots...
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Picture 1.png
Picture 1.png (119.01 KiB) Viewed 5981 times

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WytRaven
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Post by WytRaven » Fri Mar 20, 2009 1:57 pm

So what are the advantages of QT over wx? Just curious :)
:idea: "A foolish consistency is the hobgoblin of little minds..." - Emerson 1841

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benn
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Post by benn » Fri Mar 20, 2009 2:01 pm

To be honest - the old way we did it - using wxLua, was really great, fast to develop with and quite robust. The main reason we're changing to qt is because it'll be easier to build a material editor with it (because we can talk to the c++ directly and not have to expose it to lua), and because qt is maybe a bit more mature.

Wxwidgets and wxlua are great though - I recommend them.

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Post by neo0. » Fri Mar 20, 2009 3:51 pm

One subtle thing that I really like in the screenshot is how it seems that you can now choose to save the render when you are happy with the spp or you simply want to show it off in it's early stages.. As opposed to the current setup which pretty much arbitrarily creates the PNG.. :)

Are you guys planning support for saving the render to a jpeg? How about tackling the problem of huge amounts of ginormous IGS files being created over a relatively short period of time?

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