New Release D3D9Client Development

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Is there a problem with BEACONS in D3D9_RC40. I use them for taxiway lighting, they don't seem to appear in RC_40.
Surface base beacons aren't available to graphics client without a hack, similarly like runway lights. I guess they haven't been implemented yet using similar hack that allows runway lights, by parsing configuration files for them. This is primarily not an issue of graphics client, but rather lack of server interface, which would allow for them to be displayed without using such hacks.

Also, you don't need to report TRAIN or SOLARPLANT issues, as it's the same case.
 
Thanks Orb, that will do nicely.
I'm pleasantly surprised its let me use a large mesh on my old laptop, it was CTD on standard Orbiter DX7.

I'll follow the thread, and keep an eye out for the developements.

:cheers:N.
 
Is there a problem with BEACONS in D3D9_RC40. I use them for taxiway lighting, they don't seem to appear in RC_40.

Taxi lights are not yet implemented. It would be pretty simple to implement them but I need to think about the strategy a bit. Since, there are many issues in the surface base configuration those are not working with the Orbiter_ng. I wonder, would it be better to read all the data from the base configuration files and create all structures with-in a graphics client.
 
Thanks for that Jarmonik, this work is way over my head, and I'm not complaing, happy for what I've got!
Just wanted to check I hadn't missed anything.

Keep up the good works.

N.
 
...This is not related to the vessel module itself as prove the scenario I'll post after (where I replaced the vessel by a mere, harmless Carina). The problem occurs only with the D3D9 client.
Hi N_Molson et. al.,

I've tried your scenario with Orbiter v111115 and (home-build) D3D9Client RC40 with no problems at all.
 
D3D9Client RC41

I have uploaded RC41 into the first post. Some Runway Lights related bug are fixed and the brightness is increased. The configuration file now contains a brightness scale factor, the default setting is pretty close to a maximum.

Is it better now ?

Edit: There is a binary for Orbiter 2010-P1 and Orbiter Beta 111105 in the same package.
 
Wow, you did it again. RC41 fixed the scenario problem I had with O2010 P1. Infinite thanks. :hail::hail:
 
Did you make it automatically load spacecraft3 ini to the server folder ?
 
Did you make it automatically load spacecraft3 ini to the server folder ?
No, I haven't done anything like that. Does RC41 work with your main Orbiter installation ?
 
Yes !! I guess I didn't have as clean an install as I thought. :facepalm:
 
I would point again at the D3D11 client. That has the runway light intensity about right for final approach. Real world lights have a narrow window in which they appear like this, but when you are on final, they are pronounced. There is no mistake there is a runway there and what the lights are.
The reason they are bright in D3D11 is because I use HDR lighting (individual lights have brightness more than 1.0) + tone mapping during the night (low to medium scene luminance) increases brightness even more. As far as I understand D3D9 doesn't have HDR implemented, so it might be a reason they are not as bright as you'd like it to be.
 
Hi N_Molson et. al.,

I've tried your scenario with Orbiter v111115 and (home-build) D3D9Client RC40 with no problems at all.

Sorry to go off topic here but where can I download Orbiter v111115?

I've tried a few searches and haven't been able to come up with anything.

Thanks in advance.
 
Sorry to go off topic here but where can I download Orbiter v111115?
No such version exists. 111105 is the latest beta. You can find it with google or bing.
EDIT: Wind isn't fully implemented and it isn't working.
 
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No such version exists. 111105 is the latest beta. You can find it with google or bing.
EDIT: Wind isn't fully implemented and it isn't working.

Hi jarmonik, many thanks for pointing me in the right direction - have found it now :tiphat:
 
Hello Jarmonik,

very nice progress you're making here. I just discovered by a post in the screenshot forum that you implemented the ability for use of normalmaps and specular maps for vessels! Outstanding! :thumbup:

...now, not wanting to be annoying, but do you plan for the near future, to start working on integrating the new atmospheric rendering code (Eric Bruneton - style) into your engine? I am nearly desperately waiting so much that we finally have much more realistic orbital sunrises/-sets, a spectacular skydome rendering and a beautiful, realistic atmosphere around Earth to gaze at from orbit...
(You may check Vladimir Romanyuk's SpaceEngine ver.095, it looks so dazzling real, you just gotta love his work in the visual department, and he is using Eric Bruneton's code as well, that one is simply unparalleled in any real-time simulation, IMHO!)

:tiphat:
 
D3D9Client RC42

Here is RC42 for testing. Two different sets of runway lights exists for wide and narrow runways. Check the log for possible errors.

Parameter 'TD_DISP 257' can be added into a runway lights section in the Canaveral.cfg to shift the start of the runway lights into a proper position.
 
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Better and Better : Runways lights now !

So nice that i would like to have them ON not only during night, but during day too ! is that possible ? is there any possibility to define the hour when runways are lightened ?
 
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