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MFDs don't display Issue Tools
issueid=401 06-09-2010 09:16 AM
DON'T PANIC
MFDs don't display
The displays for the MFDs in Orbiter 2010 don't appear to show up

Hi everyone,

I can't seem to get MFDs to show up:

Issue Details
Project ORBITER: 2010-P1 and newer
Status Fixed
Priority 5 - Medium
Affected Version 100606 (2010 Release)
Fixed Version (none)
Users able to reproduce bug 5
Users unable to reproduce bug 9
Assigned Users (none)
Tags (none)

06-09-2010 03:20 PM
Orbinaut
 
Same, exactly happens to me. I post this in the general forum in more detail:

1- Both MFD in the Delta G and Shuttler A (2D and "transparent" views) appears black. (but they are ON)
2- In the VC view (DG) and the 2D view of the DG IV addon the MFD shows OK. Both OK.
3- I use the zip installer and run the verification check, and install the required "libraries"... All seems OK exept the above-problem.

I suspect is some frame rate or or rate - refreshing problem ... tried diferents video settings (window, 16 or 32 bits, screen resolution) with no solution.
Help would be appreciate.
Reply
06-09-2010 04:54 PM
Orbinaut
 
I had that problem as well. At first I thought it was just a simple thing like a change in the scenario file format, but I think it's related to the GDI client dll. When I activate the d3d7 module and I get a GDIClient.dll error. I'm not sure what I did to fix it, but after I actived the graphic module and ran orbiter.exe from the Server folder in Modules, the MFDs eventually did reappear. When I put a copy of GDIClient in Plugins, I get the same error when I start orbiter. Can anyone tell me where GDIClient is supposed to go?

The only other issue I see in the near term is a missing torque force vector.
Reply
06-09-2010 06:11 PM
orb orb is offline
O-F Administrator
Ninja
 
Quote:
Originally Posted by Director
 When I activate the d3d7 module and I get a GDIClient.dll error. I'm not sure what I did to fix it, but after I actived the graphic module and ran orbiter.exe from the Server folder in Modules, the MFDs eventually did reappear. When I put a copy of GDIClient in Plugins, I get the same error when I start orbiter. Can anyone tell me where GDIClient is supposed to go?
Did you activate the D3D7Client from Orbiter.exe that is located in Orbiter's main folder or from Orbiter_ng.exe?

You shouldn't run the "Modules\Server\Orbiter.exe" by yourself. It's run from inside
"Orbiter_ng.exe".

D3D7Client is to be used only with Orbiter_ng non-graphics server as a graphics client.

GDIClient.dll should stay in the "Modules\Server", and D3D7Client should be only activated in Orbiter_ng.exe. If you want to use external graphics client, you should activate it and run from Orbiter_ng.exe, that is placed in the main folder of Orbiter, and not from Orbiter.exe.
Reply
06-09-2010 06:29 PM
Orbinaut
 
Ok, thanks for that, I'll fool around with that some more. All I know is that fooling around with it made my MFDs come back. Is this stuff documented? I'm sorry I haven't gone through much of the documentation yet as I'm balancing multiple projects right now. When I ran orbiter_ng, I got a CTD for other unrelated reasons, so I have to recompile everything anyways, but I did see a obsolete MFD call error in there somewhere.
Reply
06-09-2010 06:57 PM
Puts the Fun in Dysfunctional
 
The obsolete MFD call warning is just that, a warning, but the old MFD calls are still supported by the new API. So they should work fine.
Reply
06-09-2010 07:09 PM
Orbinaut
 
Ok, I just ran some tests, the missing (either black or transparent) MFDs are only in windowed mode, when I switched to full screen they come back just fine. It had nothing to do with my experiments with the graphics client. FYI - I run some pretty cranky old computers not anywhere near the new minimum requirements, with great results though.

Addendum Edit : I also only have MFDs in 16 bit color. My graphics card is a GeForce2 GTS

Does anyone have any ideas on the missing torque vector?
Reply
06-09-2010 08:39 PM
DON'T PANIC
 
Restarting my PC seemed to work for me - they are now there! I also tried loading Orbiter through the server mode too, but I don't know if that had an effect.
Reply
06-10-2010 07:46 PM
Orbinaut
 
Sorry I insist in this topic, I've been unable to fix my problem, I download and installed the msi version of Orbiter 2010. I now have a clean, no addons installation but with the above descrited problem.
I'm having the bug in windowed and full screen mode.

My specs are;
AMD2GHz 512RAM NVIDIA GEF6200, DIRECT X 9.0, ms WINDOWS XP, 32 bit

Some help please??
Reply
06-10-2010 09:15 PM
Beta Tester
 
I am out of ideas. I just don't know how the build-in MFDs are working. Nessim, Have you tried to run addon MFDs like IMFD or LTMFD ? http://koti.mbnet.fi/jarmonik/Orbiter.html
Reply
06-10-2010 09:45 PM
Orbinaut
 
Did you try reducing your color palette in the Orbiter launch pad video tab to 16 bits?

Full screen and 16 bits works for me.
Reply
06-10-2010 10:21 PM
Orbinaut
 
Yes, I tried reducing to 16 and in full and window mode, having the same problem.
I notice a serie if horizontal lines flashin, each time the instruments are refreshing... I suspect there is a problem with the refreshing rate, i put it in 1 sec and 2 sec but no solution.
Answering the jaemonk's post, yes, I dowlded the IMFD for testing, and have the same broblem... works OK in Virtual Cockpit but not in the 2d nor in the generic, "transparent" MFD...
I wait for more people having this problem, may be is only me with a problem in my PC...
Reply
06-10-2010 10:24 PM
Addon Developer
 
I have a similar problem which I can't say whether it is or it;s not related to yours.

I'm running the normal ( Non ng) version in a PIV Intel 2GHz Notebook with a 16Mb GForce 4 420 Go and DirectX 9.0c

This is what happens:

In the traditional non-panel-just-MFD's-and-HUD viewing mode when the HUD mode selected is DOCKING HUD , the left MFD goes blank with only the frame appearing in the current HUD color ( I'm NOT using transparent HUD). I can't say whether the frame is drawn and the MFD isn't or if the MFD is drawn and the frame is drawn over it. Anyway it's absent from the frame or is covered by it.

It doesn't happen in GROUND or ORBIT HUD modes and as soon as the HUD is switched away from DOCK mode to the next, the MFD is restablished just to go blank again every time the HUD selecting cycle goes around and DOCK mode is selected once more.

It doesn't happen in 2D panel or Virtual Cockpit modes. Changing to any of these modes makes the Left MFD appear again normally.

If I close the left MFD ( using Left Shift+ESC) the left MFD closes and the problem migrates to he Right MFD which becomes just a filled rectangle frame in the current HUD color. Bringing the left MFD back again returns the right MFD but again only a blank frame reappears where the left MFD should be.

So far I tested only with DG and SH-A.

Thanks a lot for your attention to my problem.

BEEP
Reply
06-10-2010 10:59 PM
orb orb is offline
O-F Administrator
Ninja
 
I can only reproduce the non-displayed MFDs problem in glass cockpit, when 3D device is set to "RGB Emulation", but then even MFD background isn't drawn, and there is only an empty space between MFD buttons (not mentioning generally unplayable frame rates). All other renderers display MFDs correctly.

The best is to use a device with T&L HAL support.

BEEP & Nessim:
Can you post a part of Orbiter.log between the beginning of file and the line "Loading <number> records from star database", after running a simulation session?
Reply
06-10-2010 11:31 PM
Addon Developer
 
Dear Orb,

The file is attached below.
This log was taken in a section in which I could reproduce the problem as described above.
Please notice that I'm using 800X600 16 colors mode in Orbiter. 16 bit is the same color setup for my display driver in Control Panel Settings. Rendering is being done through Direct3D T&L HAL (NVIDIA GeForce4 420 Go (Toshiba)).

I'll try with combinations of display driver and Orbiter video 32 and 16 bits color settings and keep you informed.


TKS
BEEP



**** Orbiter.log
Build Jun 6 2010 [v.100606]
Timer precision: 2.79365e-007 sec
Found 1 joystick(s)
Devices enumerated: 6
Devices accepted: 5
==> RGB Emulation
==> Direct3D HAL
==> Direct3D T&L HAL
==> Direct3D HAL (NVIDIA GeForce4 420 Go (Toshiba))
==> Direct3D T&L HAL (NVIDIA GeForce4 420 Go (Toshiba))
Module AtlantisConfig.dll .... [Build 100606, API 100606]
Module AtmConfig.dll ......... [Build 100606, API 100606]
Module DGConfigurator.dll .... [Build 100606, API 100606]
Module ChecklistMFD.dll ...... [Build ******, API 050206]
---------------------------------------------------------------
>>> WARNING: Obsolete API function used: oapiRegisterMFDMode
At least one active module is accessing an obsolete interface function.
Addons which rely on obsolete functions may not be compatible with
future versions of Orbiter.
---------------------------------------------------------------
Module transx.dll ............ [Build 100528, API 100527]
Module TrackIR.dll ........... [Build 091120, API 091120]
TrackIR module not found.
Module ScriptMFD.dll ......... [Build 100606, API 100606]
Module ScnEditor.dll ......... [Build 100606, API 100606]
Module Rcontrol.dll .......... [Build 100606, API 100606]
Module Meshdebug.dll ......... [Build 100606, API 100606]
Module LuaMFD.dll ............ [Build 100606, API 100606]
Module LuaConsole.dll ........ [Build 100606, API 100606]
Module Framerate.dll ......... [Build 100606, API 100606]
Module FlightData.dll ........ [Build 100606, API 100606]
Module ExtMFD.dll ............ [Build 100606, API 100606]
Module CustomMFD.dll ......... [Build 100606, API 100606]
Module EquationMFD.dll ....... [Build ******, API 060425]

**** Creating simulation session
DirectDraw interface OK
Direct3D interface OK
Graphics: Viewport: Fullscreen 800 x 600 x 16
Graphics: Hardware T&L capability: Yes
Graphics: Z-buffer depth: 16 bit
Loading 8816 records from star database
Reply
06-11-2010 01:03 AM
Orbinaut
 
"The best is to use a device with T&L HAL support."

I think that's probably the nub of the problem, my launch pad video tab has a T&L HAL option, but I think I saw in one of the readouts the card was not T&L HAL compatible.

I've found that these kinds of anomalous behaviors are also driver dependent as you go through the driver archive list testing to find the optimally stable and fastest driver.
Reply
06-11-2010 01:20 PM
Addon Developer
 
I have more news that might bring new light to this investigation.

When I changed my video mode from Full Screen 800X600X16 to Full Screen 800X600X32 I was able to reproduce the "MFD's-don't-display" problem the way related by George 7378 and Nessin.
When using 32bit color video both in Full Screen ( 32 color bit mode stabilished in Launchpad) or Window Screen ( 32 color bit mode stabilished in Windows Control Panel Display Settings) the result is the same:
1. Both MFD's don't display in 2D panel or glass cockpit mode. MFD's visualization in Virtual Cockpit is normal.
2. Contrary to what happens in 16 bit mode even the current HUD color frame is not visible. There's nothing inside the screen buttons frame.

Returning to 16-bit mode the problem is again with glass cockpit and dock HUD mode as I described earlier.

Repeated the mode changing several times and the effects are consistent.

For any testing that can contribute to solve this problem please do not hesitate to ask me.

TKS

BEEP
Reply
06-11-2010 09:39 PM
Orbinaut
 
Here is my orbiter.log file... with the problem present:

**** Orbiter.log
Build Jun 6 2010 [v.100606]
Timer precision: 2.79365e-007 sec
Found 1 joystick(s)
Devices enumerated: 3
Devices accepted: 3
==> RGB Emulation
==> Direct3D HAL
==> Direct3D T&L HAL
Module AtlantisConfig.dll .... [Build 100606, API 100606]
Module AtmConfig.dll ......... [Build 100606, API 100606]
Module DGConfigurator.dll .... [Build 100606, API 100606]
Module CustomMFD.dll ......... [Build 100606, API 100606]
Module ExtMFD.dll ............ [Build 100606, API 100606]
Module Framerate.dll ......... [Build 100606, API 100606]
Module Meshdebug.dll ......... [Build 100606, API 100606]
Module ScnEditor.dll ......... [Build 100606, API 100606]
Module transx.dll ............ [Build 100528, API 100527]
Module InterMFD53.dll ........ [Build 090521, API 060425]
---------------------------------------------------------------
>>> WARNING: Obsolete API function used: oapiRegisterMFDMode
At least one active module is accessing an obsolete interface function.
Addons which rely on obsolete functions may not be compatible with
future versions of Orbiter.
---------------------------------------------------------------
**** Creating simulation session
DirectDraw interface OK
Direct3D interface OK
Graphics: Viewport: Fullscreen 1280 x 960 x 16
Graphics: Hardware T&L capability: Yes
Graphics: Z-buffer depth: 16 bit
Loading 8816 records from star database

Thans everybody...
Reply
06-15-2010 08:17 PM
Addon Developer
 
A new piece of information on this subject.

As you can see from my log above in this thread I have five options for video drivers:

==> RGB Emulation
==> Direct3D HAL
==> Direct3D T&L HAL
==> Direct3D HAL (NVIDIA GeForce4 420 Go (Toshiba))
==> Direct3D T&L HAL (NVIDIA GeForce4 420 Go (Toshiba))


It seems to me that these are, actually, three options : SW rendered, D3D HAL and D3D T&L HAL.

I found out that when using the D3D HAL only ( not T&L ) option the left-mfd-goes-blank-with-dock-hud bug does not happen and I can run Orbiter in 16-bit color normally in these conditions.

However, when switching to 32-bit the no-mfd-and-no-frame, in the conditions above described, is still persistent with any D3D option.

Thanks for your attention to this problem.

BEEP
Reply
07-08-2010 11:16 AM
Orbinaut
 
Hi to all.
I have the same problem with ORBITER 2010... I can't view anything in both MFDs in the External Cockpit view mode. I only can see lines and dots like interferences. What I did wrong?. Only in the internal Cockpit view mode MFDs works very well.
Before installing ORBITER 2010 I had ORBITER 2006 and it works fine in the same PC.
----------------------------------------------------------------------------------------------
Microsoft Windows XP Prof. Sp2.
Intel (R) Pentium IV 2,8 GHz.
1 Gb RAM
Graphic VIA/S3G UniChrome Pro IGP
----------------------------------------------------------------------------------------------
Orbiter installation verification.
w tests to verify a valid
Orbiter installation. Normally, this test needs to be executed
only once after installation. To run it again, execute the
'testinstall' utility in the Install subdirectory.
-----------------------------------------------------
Test 1: Directory structure
Orbiter root directory: C:\Documents and Settings\recuenco.SCFIU4M-59605\Mis documentos\Orbiter2010
Folder Config found.
Folder Meshes found.
Folder Textures found.
Folder Scenarios found.
Folder Doc found.
Folder Script found.
Folder Modules found.
Folder Flights found.
Folder Html found.
Folder Install found.
-----------------------------------------------------
Test 2: C++ runtime libraries
Runtime libraries ok.
-----------------------------------------------------
Test 3: Checking DirectX
Scanning dxdiag output:

Processor: Intel(R) Pentium(R) D CPU 2.80GHz (2 CPUs)
Memory: 958MB RAM
DirectX Version: DirectX 9.0c (4.09.0000.0904)
Card name: VIA/S3G UniChrome Pro IGP
d3dim700.dll: 5.03.2600.2180 English Final Retail 8/19/2004 15:42:00 825344 bytes
For full DirectX diagnostics, see file dxdiag.log.
-----------------------------------------------------
Moving Orbiter executable into place.
-----------------------------------------------------
Orbiter installation verification complete.
No problems found.

HELP ME PLEASE!!!

Thanks a lot.
Reply
07-08-2010 03:46 PM
Orbinaut
 
Those VIA/S3G cards are a bit weird with respect to their drivers. Have you googled the card yet, you probably need to update or optimize your card and AGP drivers. Also, other graphics driver and Orbiter video setup caveats previously discussed apply here as well.
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