New Release D3D9Client Development

mikes

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Thanks for reply. I downloaded D3D9 R12 for beta as I wrote but with no luck to activate module in orbiter ng.
 

Loru

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Hello Orbinauts,
after months using Orbiter 100830 with multiple D3D9 releases of graphic client everything worked fine. Today I decided to install latest orbiter beta. I downloaded also D3D9 R12 for beta but when I want to activate D3D9 client in modules this error appears:


I know it is in czech, my native language. But it means in english: Orbiter Launchpad: orbiter.exe - Input point was not found.

In orbiter 100830 works d3d9 flawlessly in orbiter ng. But I cant bring it to life in orbiter beta 121103 which is for me mystery.

But I think this forum and orbiter community is full of people with full of knowlege so I please if someone has idea how to put trough this issue.

Thank you in advance.

With best regards

Mike

I encountered similar problem while developing HCLV rocket (mostly MFD for it). Turned out compiler has to be set to produce XP compatibile dll. That may be the case.

Judging by your screenshot there is a chance you have Win7 but I had WinXP with skin imitating Win7

Also I had similar prooblem with other add-on I'm co-developing and that was caused by something different.

Try downloading latest Microsoft Visual C++ Redistributable Packages

---------- Post added at 06:11 PM ---------- Previous post was at 06:09 PM ----------

Also check if you have MSVCR100.dll in Orbiter folder. If yes, try to remove it (temporary) and then attempt to run it.
 

mikes

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Thanks Loru, I give a try with Visual C++ update. But it unfortunately doesnt help. It must be something with API. But in this are is my knowlenge insuficient. And yes I use orbiter on win7.

Regards
Mike
 
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Erkha

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Hello! I was in the process of re installing Orbiter, when I got to the d3d9 phase.
When I launch ng_orbiter.exe and run a scenario it starts to load and then crashes to desktop.

I shows a message at the bottom of the screen. "Config folder not present in /Modules/Server/ please create symbolic link."
What do I do?
 

romanasul

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Hello! I was in the process of re installing Orbiter, when I got to the d3d9 phase.
When I launch ng_orbiter.exe and run a scenario it starts to load and then crashes to desktop.

I shows a message at the bottom of the screen. "Config folder not present in /Modules/Server/ please create symbolic link."
What do I do?

Double click on ng_orbiter.exe. After that go to the Video tab - Advanced and click "Create Symbolic Links" at the bottom. That will fix it.
 

Erkha

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Double click on ng_orbiter.exe. After that go to the Video tab - Advanced and click "Create Symbolic Links" at the bottom. That will fix it.

Well, the message is gone after I created the symbolic link, but the game is still crashing after it loads:(
There's a warning the in Orbiter log. ">>> WARNING: Obsolete API function used: oapiBlt
Colour key argument not supported by graphics client"
 
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IronRain

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Hello! I was in the process of re installing Orbiter, when I got to the d3d9 phase.
When I launch ng_orbiter.exe and run a scenario it starts to load and then crashes to desktop.

I shows a message at the bottom of the screen. "Config folder not present in /Modules/Server/ please create symbolic link."
What do I do?

You go to the video tab, choose Advanced and click on Create Symbolic Links.

:cheers:
 

Donamy

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Make sure you have updated D9 from microsoft.
 

DaveS

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Just to rule out faulty and improperly installed add-ons as the cause, could you please try D3D9Client on a plain Orbiter 2010 P1 install that has no add-ons except for D3DClient R12 installed?
 

mattberg

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I use the D3D9-Client in combination with eyefinity on three monitors (5760x1080 px), which works fine and looks great, except for the HUD, which is completely overscaled:

Sj4A7lx.png


qJdMs1v.png


Is there a fix for this?
 

SolarLiner

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Hi,
With the beta (finally) adding terrain to Orbiter, when this comes official, I'm pretty sure that will cause a major graphics update for D3D9. So I think this would be a good time to add more features to the already great D3D9 client we have here. Here is a list of what I have in mind:
  • Render the Sun at Zero Depth (in front of everything): This will greatly improve the realism as the sun texture is pretty much a sun flare made by the camera itself.
  • Extension of the first idea: Lens flares
  • Extension of the first idea: Make the Sun texture independant of camera rotation: like Space Engine for example does, the texture is never rotated on screen.
  • Raytraced atmosphere: Space sunsets and sunrises are beautiful!
  • Planet shadow on atmosphere: Just because realism, not really important.
  • Shadows: Because realism too, even hard, basic self shadows on vessels would be more than awesome.

Here are my suggestions, I don't force you to do anything tho, it's just my 2cc.
 

kuddel

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Jarmonik

Hi there, this is a call to jarmonik.

Has anyone heard of him lately?
I am trying to apply the changes needed to make the D3D9Client work for the latest Orbiter Beta, but I am afraid that I am not that fit in DirectX to be able to do *all* by myself.
As jarmonik is the main developer (and owner) of this 'addon' and I've not heard anything from his side for a long time I am a little worried.
Last time I've heard something of him was early December 2013...

Hoping for positive response(s),
Kuddel
 

Ripley

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No I didn't. I was thinking to post the exact same question.
I do hope he pops up, even if it's just to say hi.
 

Face

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Has anyone heard of him lately?

I had PM contact with him, but this is long ago. I think the Dec. 2013 post was his last activity here.

I am trying to apply the changes needed to make the D3D9Client work for the latest Orbiter Beta, but I am afraid that I am not that fit in DirectX to be able to do *all* by myself.

What are specific problems? Perhaps other DX-developers (e.g. Glider or even Martin) can give hints if you give a list.

As jarmonik is the main developer (and owner) of this 'addon' and I've not heard anything from his side for a long time I am a little worried.

Jarmonik often noted that he wants to "finish" his D3D9 work as it is now. He also posted that the development is stalled until Martin decides what is the way to go for the future of Orbiter's visual aspects. I guess Jarmo is just busy with his life in the meantime and only occasionally probes O-F. Give him some time to notice the new beta ;) .

On the worrying part, I'd like to stress that OVP addons are GPL, so technically there is no owner that needs to be asked for permission to release a new version. However, it would of course be a set-back to lose his expertise in DX9-coding.
 

jarmonik

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Sorry, I have been a little out of the loop these days, trying to revive some old hobbies of mine. I don't recall writing a single line of code during the past half a year.
 
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kuddel

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I had PM contact with him, but this is long ago. I think the Dec. 2013 post was his last activity here.
Same here. Last PM was early December 2013.

What are specific problems?
None yet ;) But I haven't gone into the 'core' changes of the new Beta.


I guess Jarmo is just busy with his life in the meantime and only occasionally probes O-F. Give him some time to notice the new beta .
That's my hope, too.

On the worrying part, I'd like to stress that OVP addons are GPL, so technically there is no owner that needs to be asked for permission to release a new version.
I know. It was more a question of honor for me not to 'override' him.

However, it would of course be a set-back to lose his expertise in DX9-coding.
100% agree!


--- Edit ---

Ah jarmonik is back! Great!
 

kuddel

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D3D9Client problem after reentry :(
how bug ?

Hello bekodreko,

YES, bug! ;)

I could reproduce this with my current (R13) release as well.
After the SA has landed, it is displayed with the 'not burned' texture.
When you close Orbiter and then re-open the '(Current state)' Scenario it is displayed correct (with the 'burned' texture)!

I do not yet know what's the reason for this behavior, but I will add a bug/issue for this.

/Kuddel
 
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jarmonik

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I am seeing two branches in the project SVN: R13 and R13.1 I don't quite understand what's the point of this ? Every commit into a new branch ?

Why not ?

branches:
- Stable // the latest stable build for 2010-P1
- Beta // current work and development branch for 2010-P1

tags:
- R13
- ...

trunk: // main development branch aiming for future orbiter 201x



------------------------------------------------------------------



Here is a current work plan:

trunk: (Beta 2014)
1. Translate 3D Terrain code for D3D9
2. Implement horizon haze rendering.
3. Beta 1 release.

Beta branch: (2010-P1)
4. Test a few ideas to simplify surface interface
5. Implement geometry instancing (2x - 3x framerate)
6. Implement graphics client API
7. Code clean-up and documentations

8. Beta Testing of R14 and bug fixes
9. Merge with "Stable" branch and "trunk"
10. R14 stable release

trunk:
11. Continue with terrain rendering improvements...
12. Future work...
 
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