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  1. M

    XRSound Open-Source Development

    Sound progress! I now have a branch (trigger_sound_build_cmake) which builds XRSound for both 32 and 64 bit targets. The location of the irrKlang installation has to be provided in the "IRRKLANG_DIR" cmake parameter. Make sure you pick the correct architecture for 32 and 64 bit builds. I tested...
  2. M

    x64 Development

    There should be no Orbitersdk.lib in the build root folder. It should be built in <build-root>/Src/Orbitersdk/Orbitersdk.lib and deployed to <build-root>/Orbitersdk/lib This should no longer be necessary with the latest main commit. This is probably because I had to hard-code the XRsound build...
  3. M

    x64 Development

    For people annoyed with the Debug/Release subdirectories generated by the CMake VS generator, can I suggest to at least give the Ninja generator a try, just to check if this fixes your problem. I'll try to set out the workflow involved: If you are using VS 2019, there is very little to do...
  4. M

    x64 Development

    I guess that is a question that is best answered by the people most involved in the D3D9client development - which is you and probably Kuddel. For me the code will essentially be a clean slate, so I will probably be less likely to dig into the history.
  5. M

    XRSound Open-Source Development

    Very exciting to have the XRSound project inside Orbiter! I was playing around with integrating the sound build into the overall Orbiter build, with mixed success. (you can check it out on the trigger_sound_build branch). I am invoking the XRsound build as an external non-cmake project, so I...
  6. M

    x64 Development

    Should be fixed now. Please let me know if there are still issues with this.
  7. M

    x64 Development

    This is probably my fault. The two orbiter.exe targets (.\orbiter.exe and .\Modules\Server\orbiter.exe) are known to cmake by their target IDs "Orbiter" and "Orbiter_server" (since you can't have two targets with the same name). Usually orbiter.lib is generated by building .\orbiter.exe, but in...
  8. M

    x64 Development

    Speaking of git hell, I may just have run into a slight snag. I renamed my trunk branch from master to main to comply with current github convention. (If you have cloned the repository you may need to update your local repository accordingly, but you will get a warning from github on your next...
  9. M

    x64 Development

    If you just want to get to grips with git, and don't want your first steps be visible on a github repository, you could simply set up a remote repository on your local machine and then push and pull to your heart's content without anybody noticing if things go wrong. I have a backup repository...
  10. M

    x64 Development

    That sounds good. Please don't feel rushed. If there is anything I can help with - git, cmake or otherwise please let me know. Once you are ready to push the D3D9client sources to the Orbiter repo let me know. I'll then add you as a member to the project so you have write access.
  11. M

    XRSound Open-Source Development

    Could you do both? You'd have your release packages along the way to provide users with the latest stable version, but you would also have the "current" package for developers, built from the latest master commit. Maybe they could even set up their own repositories to look for changes in that...
  12. M

    x64 Development

    I am not suggesting to string along the DX7 engine or to keep the graphics API DX7-centric for any compatibility reasons. Making the code compile for x86 and x64 was really more a proof of concept. I now just want to finalise a few outstanding issues with the code, get it into a stable state...
  13. M

    XRSound Open-Source Development

    Regarding binary packages: I wonder if that could be set up to happen automatically with the github CI. I already have a package target set up in CMake (producing both zip and msi), so I guess it should be possible to tell CI to build the package on a successful Orbiter build and to publish it...
  14. M

    x64 Development

    Good question, I found this: this and this (halfway down the page, "debugging C++ binaries"), but I have a feeling you may have found the same pages. In short, if you are using the CMake version integrated into VS, then the VS_DEBUGGER_WORKING_DIRECTORY method will not work, because it uses a...
  15. M

    x64 Development

    That was my fault. I copied the wrong version of the Lua dll to the binary and install directories. Should be fixed now with the last commit.
  16. M

    x64 Development

    I think I know where the errors relating to plsplit are coming from. I should be able to fix that, at least for the x64 build. The problem is that this is built as an "external project" which spawns it own cmake configure and VS build process, because I wanted it to build as x64 regardless of...
  17. M

    x64 Development

    Guys, I have finally managed to build a 64-bit version of the Orbiter server as well. I shamelessly borrowed from other people's repositories, in particular Face :cheers: I haven't yet tried it with the 64-bit D3D9Client, and I think I now need a bit of rest from the screen before proceeding to...
  18. M

    x64 Development

    I am currently pulling the change of data types from 32-bit only to 32/64-bit capable ones (e.g. INT_PTR instead of BOOL for callback function return types). This is so as to remove one of the obstacles of making the code compile both for 32 and 64-bit platforms with as little modification as...
  19. M

    x64 Development

    Very nice! I'd never have dreamed that it would take less than a week to port Orbiter to 64-bit ... "DDE" stands for "direct data exchange." It is an old and probably obsolete protocol for inter-process communication. I used it a long time ago to have Orbiter pass data to Matlab to draw...
  20. M

    Orbiter is now open source

    Looks like the humble html workshop dosn't get any love from Microsoft and is on the way out. Is there a replacement? Does this refer to the compiler or the viewer? I always thought all the compiler did was zipping all source files into a single chm and adding a table of contents.
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