Columbia42
Member
I've tried your battlestar and as far as I can tell it doesn't work in Orbiter 2010 at all.
News to me as I was just using it in 2010P1. Today around 6am eastern time to be exact. I was shooting missiles at it from my latest project.I've tried your battlestar and as far as I can tell it doesn't work in Orbiter 2010 at all.
void QJStinger::clbkVisualCreated (VISHANDLE vis, int refcount)
{
char filepath[256];
MESHHANDLE vm = GetDevMesh(vis,0);
strcpy(filepath,"JTM\\QJStinger\\");
strcat(filepath,topTexture);
oapiSetTexture(vm,8 ,oapiLoadTexture(filepath));
strcpy(filepath,"JTM\\QJStinger\\");
strcat(filepath,botTexture);
oapiSetTexture(vm,9 ,oapiLoadTexture(filepath));
}
I am not exactly sure what's wrong but some of the DirectX modules won't found from your computer (most likely D3DCompiler_42.dll). Reinstall the DirectX runtimes.
Did you execute the Setup.exe after extracting the files in your folder. It would have been better to extract the files in an empty folder so that you can delete it after the setup is completed.Just wondering, where am I supposed to install the files? I installed it in C:/Users/(My Username), so maybe that's causing the CTD.
There is something odd going on with that code. I can't find anything wrong from the code. After tracing the problem from the client's side, it looks like the Orbiter doesn't reroute the GetDevMesh() call to a graphics client. GraphicsClient::clbkGetMesh(VISHANDLE vis, UINT idx) is never called.:shrug:This section of code is causing the CTD with the Stinger.
Code:void QJStinger::clbkVisualCreated (VISHANDLE vis, int refcount) { char filepath[256]; MESHHANDLE vm = GetDevMesh(vis,0); strcpy(filepath,"JTM\\QJStinger\\"); strcat(filepath,topTexture); oapiSetTexture(vm,8 ,oapiLoadTexture(filepath)); strcpy(filepath,"JTM\\QJStinger\\"); strcat(filepath,botTexture); oapiSetTexture(vm,9 ,oapiLoadTexture(filepath)); }
Is the GetDevMesh() not supposed to be called with-in clbkVisualCreated() ?
Did you execute the Setup.exe after extracting the files in your folder. It would have been better to extract the files in an empty folder so that you can delete it after the setup is completed.
It's used in the stock deltaglider in the same way and seems to be working fine. However, the DG is using DEVMESHHANDLE instead of MESHHANDLE.
But..... None of my HUD text shows up. I don't know if it's my coding or the current state of the graphics client.
I've been using the same method I used why back maybe before even 2006 so I suspect that may be the reason. I'll have to check into this sketchpad interface.Try turning on GDI compatibility mode if it isn't already. If HUD text is visible with it on, then you are using the old method to draw the HUD text.
bool clbkDrawHUD (int mode, const HUDPAINTSPEC *hps, oapi::Sketchpad *skp);
bool <YOUR_VESSEL_NAME>::clbkDrawHUD(int mode, const HUDPAINTSPEC *hps, oapi::Sketchpad *skp)
{
// draw the default HUD
VESSEL3::clbkDrawHUD (mode, hps, skp);
// UMmu display messages
if(dHudMessageDelay>0)
{
skp->Text(5,hps->H/60*15,cUmmuHudDisplay,strlen(cUmmuHudDisplay));
// dHudMessageDelay-=oapiGetSimStep();
// if(dHudMessageDelay<0)
// dHudMessageDelay=0;
}
return true;
}
YupHope this helps.
Is it may be the case, that I'm missing DLLs? For Dx9 for example, or are these functions included in Dx11?Exception Code=0xC0000005, Address=0x00412958
EAX=0x0365A398 EBX=0x0BCF0024 ECX=0x00000000 EDX=0x00000400 ESI=0x00000000 EDI=0x00000000 EBP=0x0BEDF468 ESP=0x009FF424 EIP=0x00412958
C:\Games\Orbiter\modules\server\orbiter.exe EntryPoint=0x004ACFAC, Base=0x00400000, Size=2097152
Critical exception in gc->RegisterVisObject(0x9EAF578, 0x10AA7C58) (GL-02). Continuing execution....
VesselClass Name = DeltaGliderIV
!!! Abnormal Program Termination !!!
Yes, I can confirm that the range value doesn't have effect. I will fix it in the next release. I am not very happy in the current implementation of local lights, so, I may need to find a better way to do it and rework it. Normal maps are cousing some problems with local lights, so, does the problem disappear if you disable normal maps. I am not aware of any other problems with the local light sources.This may have been covered but I noticed that spot and point lights are off. The range value doesn't seem to be taken into effect and maybe other values as well. I can post code and pictures if needed.
No but if I throw a normal map into the mix it gets really funky with lots of light pretty much everywhere but that could be a problem with my normal map and not the client. I did a pretty sloppy quickie for the normal map.Normal maps are cousing some problems with local lights, so, does the problem disappear if you disable normal maps.
Note also that clicking the button on the opposite side of the MFD (opposite of the Power On/Off button) causes Orbiter to crash. At least it does on mine. Are you able to reproduce that as well?
**** Orbiter.log
Build Nov 5 2011 [v.111105]
Timer precision: 4.46219e-007 sec
Found 0 joystick(s)
Module AtlantisConfig.dll .... [Build 111105, API 111105]
Module AtmConfig.dll ......... [Build 111105, API 111105]
Module DGConfigurator.dll .... [Build 111105, API 111105]
Module D3D9Client.dll ........ [Build 111210, API 101016]
Exception Code=0xC0000005, Address=0x0332650A
EAX=0x00000000 EBX=0x00000000 ECX=0x0339B690 EDX=0x0000000A ESI=0x036CC370 EDI=0x036CC370 EBP=0x00A2EC84 ESP=0x00A2EC44 EIP=0x0332650A
C:\Orphans\Jeux\orbiter3\Modules\Plugin\D3D9Client.dll EntryPoint=0x03359ECD, Base=0x03320000, Size=1249280
Exception in clbkDestroyRenderWindow()
A graphics client built for Orbiter 100830 won't work with Orbiter 111105, because Orbiter graphics API has changed in Orbiter 110824.Just checking, do we agree that d3d9client works with orbiter100830 but not orbiter111105 (vanilla) ?
CTD when D3D9 module is selected in the launchpad.
...instructions as to the exact process of installing the client ... are these the only files I need, is there no exe...
...triplehead2go set up to function (3x1280x1024 screens,total res. of 3840x1024.)...
...current and correct file = D3D9ClientRC39.zip. (10-01-2010)...