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Old 10-24-2012, 03:06 AM   #46
dansteph
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Bug confirmed: CallBack order

In previous Orbiter Version "clbkPostCreation" was called before "clbkLoadPanel" in anyway.
In the latest beta if the ship have the focus at start of Orbiter the call order is inverted.

As many ship count on the old call order to make initialisation this can cause a lot
of problems that we can't solve unless recompiling all the addons.
(Case of all ship compiled with OrbiterSound's SDK since years)
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Old 10-24-2012, 08:26 AM   #47
kuddel
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Quote:
Originally Posted by martins View Post
 Well, the first Gbody is the sun, and oapiGetBaseCount() is only supported for planets and moons. I'll put a safeguard into oapiGetBaseCount for the next beta to catch this.
Thanks! I will try a "isPlanet" security check once I get back home.
Quote:
Originally Posted by martins View Post
 However, this shouldn't have worked with previous orbiter versions either. Did you use this code before?
Yes! It worked in both 100830 & 111105!

/Kuddel
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Old 10-24-2012, 08:59 AM   #48
jarmonik
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There is also an other callback order issue. If the "start paused" is checked then GraphicsClient::clbkUpdate() is called before GraphicsClient::clbkPostCreation()

---------- Post added at 11:59 ---------- Previous post was at 11:52 ----------

Quote:
Originally Posted by martins View Post
 However, this shouldn't have worked with previous orbiter versions either. Did you use this code before?
I have used similar code as well since there are no oapiGetBasePlanet() function in Orbiter 2006.

PHP Code:
VECTOR3 GetBasePosition(OBJHANDLE hBasedouble mjd)
{
    
double lng,lat,rad;
    
oapiGetBaseEquPos(hBase, &lng, &lat, &rad);

    
OBJHANDLE hPlanet NULL;

    
int g oapiGetGbodyCount();

    for (
int i=0;i<g;i++) {
        
OBJHANDLE hP oapiGetGbodyByIndex(i);
        
int b oapiGetBaseCount(hP);
        for (
int j=0;j<b;j++) {
            if (
oapiGetBaseByIndex(hP,j)==hBase) {
                
hPlanet hP;
                break;
            }
        }
        if (
hPlanet!=NULL) break;
    }

    ... 
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Old 10-24-2012, 11:36 AM   #49
orb
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Quote:
Originally Posted by dansteph View Post
 Maybe there is something wrong in my install (Installed over previous beta which was installed on a fresh 2010+P1) but in all scenario the Atlantis ready on launchpad Sky rocket without any command turning like a mad at mach 3 as soon as I launch the scenario. Also many "old style" ground object start to slide or sky rocket.

{...}

UMmu slide on ground at 20km/h without stop on earth (2023 scenario) and sky rocket with any command. Cars make exactly the same. (2001 scenario slide without stop and sky rocket with any command issued)
The DeltaGlider and ShuttleA work fine.
I can reproduce a similar issue when the simulation was run sequentially (after the previous session was deallocated, not terminated), but with stock vessels, on Earth, and only when wind effects were enabled and simulation initially unpaused. This can be any other scenario with landed (on Earth) vessels, not just the same as in the previous session. Landed vessels start moving horizontally with initial speed making them fireballs. But they stop after a kilometer or so.

Another issue is that landed (inactive) vessels are saved to "(Current state).scn" as active, making them all unstable when the wind is enabled (even if the previous Orbiter session was terminated to prevent the fireball issue). For example Atlantis in launch configuration saved this way will on ~80% fall down from the pad after that scenario was loaded.
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Old 10-24-2012, 02:54 PM   #50
Ripley
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Quote:
Originally Posted by Ripley View Post
 Many empty folders too.
Doh!
After a few tries with Martin's 7-zip script, I found out that these empty folders are left (quite logically) by 7-zip's diff compare.
The folders with no difference between the two compared versions are copied, empty.

I wasn't able to find a switch to exclude them.

Last edited by Ripley; 10-24-2012 at 04:11 PM.
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Old 10-24-2012, 05:31 PM   #51
kuddel
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Thumbs up oapiGetBaseCount() issue

Hello martins,

I have 'guarded' the suitable calls to oapiGetBaseCount() by a previous check that the OBJHANDLE is a planet with success!
Thank you for the hint!

So the code now looks like this:
PHP Code:
    DWORD npl oapiGetGbodyCount();
    for (
DWORD p=0;p<npl;p++) {
        
OBJHANDLE hPl oapiGetGbodyByIndex(p);
        if (
hPl && oapiGetObjectType(hPl) == OBJTP_PLANET) { // <= chanaged
            
DWORD nbs oapiGetBaseCount(hPl);
            for (
DWORD b=0;b<nbs;b++) {
                
OBJHANDLE hBs oapiGetBaseByIndex(hPlb);
                ; 
// do something
            
}
        }
    } 
This should always be save whether you include a guard or not.

Thanks again,
Kuddel

@jarmonik: I will post my changes in the D3D9Client development thread, so all fixes are at one place.
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Old 10-25-2012, 01:21 PM   #52
Ripley
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Quote:
Originally Posted by kuddel View Post
 ...By the way, there are several 0-Byte sized files in the patch...
After even more tries, it turns out that 0-byte files in the diff patch are the deleted files.

Starting folder situation:

fileA
fileB
fileC

-----

After some time, same folder:

FileA
FileC
FileD
FileE

(FileB was deleted)

-----

DIFF file resulting:

FileB (0 bytes)
FileD
FileE

-----

Hope it's clear enough.
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Old 10-25-2012, 01:42 PM   #53
orb
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Quote:
Originally Posted by Ripley View Post
 After even more tries, it turns out that 0-byte files in the diff patch are the deleted files.
What archive manager / extractor are you using to apply the patch?

These "0-byte" files you see have "anti" flag set. If you use 7-zip to extract them, they will cause the target file deleted instead of being extracted from the archive. Other archive managers/extractors will delete the file only if they respect the "anti" flag, otherwise they will only truncate the target file to 0 bytes (by extracting the 0-byte file from the archive over it). (For example Midnight Commander simply doesn't display those "anti" files for me in the patch archive at all.)

Other 0-byte files which don't have the "anti" flag set should be extracted normally by creating 0-byte files in the target directory.

You can check which 0-byte files have that flag set in 7zFM (7-zip file manager) from 7-zip.
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Old 10-25-2012, 02:21 PM   #54
Ripley
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Quote:
Originally Posted by orb View Post
 What archive manager / extractor are you using to apply the patch?...
7-zip of course.

But I made this tries with dummy folders, with only a few files/folders in them, I didn't actually extract the real beta patch in my Orbiter install.

Anyway, now I see what you mean.
I "applied" my dummy diff patch to my test folder and in fact the 0-byte files actually deleted their corresponding files.
Awesome!


OF: the place where you learn something new every day!

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Old 10-25-2012, 09:10 PM   #55
kuddel
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Quote:
Originally Posted by Ripley View Post
 OF: the place where you learn something new every day!
Second that!
Didn't know that 7zip had this 'anti-flag'. Lesson learned, question answered!
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Old 10-26-2012, 01:58 AM   #56
shangding
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i found when loading main_menu_tgt.dss,orbiter would CTD.
what is the main_menu_tgt.dss?
i found orbiter 20100830 haven't that file.
how to fix it?
Attached Thumbnails
Orbiter2012CTD.jpg  
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Old 10-26-2012, 02:08 AM   #57
martins
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Quote:
Originally Posted by shangding View Post
 {image}
i found when loading main_menu_tgt.dss,orbiter would CTD.
what is the main_menu_tgt.dss?
i found orbiter 20100830 haven't that file.
how to fix it?
Orbiter 100830 doesn't have it, but Orbiter121025 should have (in Textures subdirectory). It is used by the new main menu. Do you have that file? Did you install beta 121025 over a clean 100830 installation?
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Old 10-26-2012, 02:31 AM   #58
shangding
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Quote:
Originally Posted by martins View Post
 Orbiter 100830 doesn't have it, but Orbiter121025 should have (in Textures subdirectory). It is used by the new main menu. Do you have that file? Did you install beta 121025 over a clean 100830 installation?
yes,I installed it,over a clean 100830,and I have that file in Textures subdirectory.
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Old 11-09-2012, 07:54 AM   #59
bellad
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I think it is at a stage now where input from addon developers and users will become useful...
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Old 11-19-2012, 07:14 PM   #60
Talkless
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Hi, I wanted to say that Beta works better in Linux (with Wine 1.5.17) compared to P1 (it has strange effect when everything except stars dissapears on specific camera agles). I just managed to reentry and land DG on Ubuntu 12.10, with joystick!

I know it's not official and stuff.. but.. just happy to experiece it
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