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| Orbiter SDK Orbiter software developers post your questions and answers about the SDK, the API interface, LUA, meshing, etc. |
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#16 |
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Addon Developer
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#17 |
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Sailor Tim
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Thanks computerex, don't know how did I miss that one....
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#18 |
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Addon Developer
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Can I compile D3D9 client by the same way as for D3D7 client?
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#19 |
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Addon Developer
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#20 |
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Orbinaut
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I get a CTD every time it tries to load a scenario.
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#21 |
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Addon Developer
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The 'MAP MFD' crashed , and didnt respond to mouse clicks ,the rest MFDs were ok , i just click this and that ( << >> ZM TRK etc) - i think i accelerate the sim while i was clicking it- and it stopped responding.I switch back from other MFDs (orbit etc) switch it on/off but it didnt respond.
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#22 |
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Addon Developer
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The texture is ABSOLUTELY AMAZING AND 100% REALISTIC
so earth textures add ons will not exist! but the hires tiles are appear if you r very close to them and the blur/sharp difference is slightly visible so i got this idea... What about placing the hires over the lowres tile using transparency and gradually reduce the transparency when the cam approaches the tile ![]() ![]() ![]() ALSo i switch night lights off but still i see night lights (?) ALSo can i extend the hires range using Lua script or something ? Last edited by SPASE_1976; 06-09-2008 at 04:49 PM. |
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#23 |
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XR2 Ravenstar Commander
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Hi.
I saw the Earth L14 hyperlink. It is about 265 MB. Is this level 11 global AND level 14 Flordia, or just one or the other? |
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#24 |
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Addon Developer
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#25 |
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XR2 Ravenstar Commander
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![]() Is this because I edited some of the parameters? edit: sorry. Accidently deleted the Sol.cfg file. Will Level 11 global textures be for mars too, or just earth? Last edited by markl316; 06-09-2008 at 06:24 PM. |
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#26 |
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Addon Developer
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just found another bug
prepare to launch the sts in the bright side (day) in real time now accelerate (T) time till you go to the dark side (night) now use scenario editor to go back in real time (Date > now ) the sts is totaly black , and will remain like this untill you switch aircarfts using F3. |
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#27 |
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Beta Tester
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posting this to project tools... confirmed bug |
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#28 |
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Addon Developer
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I am not really sure (no time to troubleshot more :sorry: ) but it seems like oapiParticlesSetLevelRef is not working the same as in 2006p1.
For example, writing this : Code:
header: double lvl = 1; PostStep: if (MainExhaustStream != NULL) oapiParticlesSetLevelRef(MainExhaustStream, &lvl); Using the beta, I get nothing like this. No exhaust display, even if engine is ignited. I know that particles streams are behaving differently and I have checked that mine can be displayed by the beta. However, AFAIK the Deltaglider is using oapiParticlesSetLevelRef (scramjet engines exhausts) and it is working as expected ![]() Can it be because my addon is still compiled using 2006p1SDK? |
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#29 |
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Orbiter Founder
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I don't know why this code doesn't work - it should, even without recompile. (Note that it should be oapiParticleSetLevelRef, rather than oapiParticlesSetLevelRef, but I guess this is just a typo in the post and not in your code, otherwise it wouldn't have compiled).
The code in oapiParticleSetLevelRef that links particle generation density to an external variable is exactly the same as the default behaviour of linking it to a thruster level, so if you get exhaust streams to work at all, it's a mystery why it wouldn't work in this case. Just as a sanity check: is it possible that lvl has been reset somewhere else in the code? |
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#30 |
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Addon Developer
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Yes, this is a typo :crazy:
lvl is not reset, I tried a more complex name to be sure the value is not reset somewhere. The particle stream is not rendered with the code I posted and ( I did not noticed that earlier ) when firing the engine, it is rendered with a serious offset in it's position, really far from the position I have defined. ![]() If I had not the 2006p1 to check it is working as intended, I will immediately suspect my code. |
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