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cinder1992 cinder1992 is offline
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Default Orbiter 2010 in Linux
by cinder1992 06-17-2010, 02:53 PM

Orbiter 2010 P1, Running under Linux.

The easiest and by-far fastest way to run Orbiter on Linux is to run it on Wine, in this guide I'll take you through the steps on getting orbiter up-and-running.

Step 0: A quick note about this tutorial.
During this tutorial I'll assume you know at least the basics of using Linux,
so everything here will assume a basic understanding of your distro and
how it's package manager works.


Any code prefixed with a # should be run as a super-user by either logging
in as a super-user using the "su" command, or by using the "sudo"
command to run just that program as superuser.


Any code prefixed with a $ should be run as a normal user.


Step 1: Acquire Orbiter.
In order to run orbiter, you do need orbiter in the first place. For the sake
of sanity and ease-of-use, download the .zip version from the download
site of your choice and extract it to "~/Orbiter".

Step 2: Acquire Wine and Winetricks.
Wine is tool that we'll be using to make Orbiter run on Linux. Wine itself is a
visualization client for the win32 architecture, in layman's terms, it allows
you to run most windows programs.


We will also use Winetricks, a Wine extension, to download some libraries
we need.


Now, this step varies from Distro to Distro. In most cases your favourite
package manager should have a copy of Wine for you to use.


Next, we need to check wine's configuration, it's mostly self-explanatory,
but it's best if we check these settings manually first.
Code:
$ winecfg
Check that everything in the settings are good
(they usually are), I will not go through the actual configuration process,
as that is not in the scope of this tutorial.

Next, we need to install Winetricks. Winetricks should again be provided by
your package manager of choice, although in a few cases it is not. In the
case that it is not
, it can be manually downloaded and installed using the
following commands in your terminal:
Code:
# wget http://winetricks.org/winetricks
#chmod +x winetricks
#mv winetricks /usr/bin
Step 3: Installing Libraries.
We have to install some libraries and fonts to get Orbiter to work, not to
mention it's addons, We'll need the Visual C++ runtime libraries, specifically
2005, 2008, 2010, and vcrun6.


To install all of these, just run the following Winetricks command:
Code:
$ winetricks corefonts vcrun2005 vcrun2008 vcrun2010 vcrun6
Step 4: Running Orbiter
After configuring Wine and installing our Libraries, it's finally time to run our
beloved Space Flight Simulator.
There are two ways we can run it
  1. From your favourite File Browser, it should automatically relate .exe files with wine, just double-click on the exe and go!
  2. Run it from a console, change directory to the orbiter directory and use the command "wine orbiter.exe" to run Orbiter!
(reccomended) Step 5.1: D3D9.

NOTE: The D3D9 client appears to have better performance and support
than the native D3D7 rendering client, it is recommended that you use this
client as opposed to the default.

Unlike OGLA, installing the D3D9 client isn't as straightforward as it seems.
Wine does not have native support for D3D9, so you'll have to install the Microsoft libraries with this:

Code:
$ winetricks d3dx9
After installing that, install the D3D9 client as you would any other graphics client.

the D3D9 client can be obtained from this forum post:
http://www.orbiter-forum.com/showthread.php?t=18431

(optional) Step 5.2: OGLA.
OGLA is the Open GL Visualization Client for orbiter. OpenGL has been the
Industry standard for linux applications for a very long time, and Wine has
native support for it.

Installing OGLA is just like installing any other graphics client, and I will not go over
this.

OGLA can be downloaded from this forum post:
http://orbiter-forum.com/showthread.php?t=20337


(optional) Step 6: Addons!

Installing addons on linux is just as straightforward as it is on Windows, get
the addon and extract it!

...but what if the addon is a .exe file? What if I Want OrbiterSound? How
do I install Delta Glider IV?

Easy. Run the exe in Wine. The place you installed orbiter to should be
"Z:/home/<your-username>/Orbiter". Just select that directory and off you go!

Last edited by cinder1992; 10-30-2013 at 08:54 PM. Reason: Added section on the D3D9 client
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Old 06-17-2010, 03:44 PM   #2
eveningsky339
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Code:
DEBIABN/UBUNTU: app-get install cabextract
The bolded command is a typo. It should be apt. Not a big deal, one would expect a Ubuntu/Debian user to recognize this.

I am downloading Orbiter 2010 onto my Ubuntu machine. I will post my results shortly.

EDIT: First try was... interesting. When I selected "Intro to Orbiter" some sort of pseudo-screenshot was burned into the window and a crash to desktop occurred. Fond memories of Windows Vista...

Last edited by eveningsky339; 06-17-2010 at 04:08 PM.
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Old 06-17-2010, 05:36 PM   #3
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fixed the typo, I also noticed that the thing was as slow as a microbe on a slug, try orbiter_ng with the OLGA client (NOTE: this has NEVER been tested, even I'm afraid to try <_<)
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Old 06-17-2010, 06:02 PM   #4
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Quote:
Originally Posted by cinder1992 View Post
 fixed the typo, I also noticed that the thing was as slow as a microbe on a slug, try orbiter_ng with the OLGA client (NOTE: this has NEVER been tested, even I'm afraid to try <_<)
I may just give it a go... Any further attempts to start Orbiter under wine result in a frozen screen and some sort of lecture on hexadecimal binary code in the command terminal.

EDIT: Wine does not like the Orbiter_ng.exe, even after I marked it as executable. Any way to get this beauty up and running?

Last edited by eveningsky339; 06-17-2010 at 06:12 PM.
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Old 06-17-2010, 07:38 PM   #5
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can you post a copy of that "lecture"? It may help me to "debug" the tutorial.
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Old 06-17-2010, 11:34 PM   #6
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Here's the command I used to launch Orbiter, for what it's worth.

Code:
[email protected]:~/.wine/drive_c/Orbiter$ wine orbiter
And here's what pops up in the command terminal (Orbiter window is completely white, "encountered an error and has to close" box pops up).

Code:
fixme:ddraw:DirectDrawEnumerateExA flags 0x00000007 not handled
fixme:win:EnumDisplayDevicesW ((null),0,0xaef04c,0x00000000), stub!
fixme:win:EnumDisplayDevicesW ((null),0,0xaee3d0,0x00000000), stub!
fixme:d3d:swapchain_init Add OpenGL context recreation support to context_validate_onscreen_formats
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
fixme:d3d7:IDirect3DVertexBufferImpl_Optimize (0x1d0050)->(0x15f0d8,00000000): stub!
err:ddraw:PixelFormat_WineD3DtoDD Can't translate this Pixelformat 58
err:ddraw:PixelFormat_WineD3DtoDD Can't translate this Pixelformat 64
err:d3d_surface:read_from_framebuffer_texture >>>>>>>>>>>>>>>>> GL_INVALID_ENUM (0x500) from glReadBuffer @ surface.c / 1505
err:d3d_surface:read_from_framebuffer_texture >>>>>>>>>>>>>>>>> GL_INVALID_FRAMEBUFFER_OPERATION (0x506) from glCopyTexSubImage2D @ surface.c / 1535
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
err:d3d_surface:read_from_framebuffer >>>>>>>>>>>>>>>>> GL_INVALID_ENUM (0x500) from glReadBuffer @ surface.c / 1277
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
err:ddraw:PixelFormat_WineD3DtoDD Can't translate this Pixelformat 58
err:ddraw:PixelFormat_WineD3DtoDD Can't translate this Pixelformat 64
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
err:ddraw:PixelFormat_WineD3DtoDD Can't translate this Pixelformat 58
err:ddraw:PixelFormat_WineD3DtoDD Can't translate this Pixelformat 64
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
fixme:d3d:context_apply_state Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
err:d3d:context_apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1890
wine: Unhandled page fault on write access to 0x7b1dd000 at address 0x68281d8a (thread 0009), starting debugger...
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Old 06-18-2010, 03:14 AM   #7
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I got the same thing in Ubuntu 10.04, eveningsky
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Old 06-18-2010, 10:29 AM   #8
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ah. I think you're trying to run in fullscreen, try windowed mode.

If that does not work, try getting a non-wine version of directX from another game, I think that might help.

and if all else fails, get the 1.1.44 version of wine, it could be that your running one of the RC versions, this CAN and WILL cause problems.

and if none of the above work, well, get a lighter version of linux. Ubuntu has been known to conflict with applications running in wine.

Last edited by cinder1992; 06-18-2010 at 10:33 AM.
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Old 06-18-2010, 11:20 AM   #9
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Quote:
Originally Posted by cinder1992 View Post
 ah. I think you're trying to run in fullscreen, try windowed mode.

If that does not work, try getting a non-wine version of directX from another game, I think that might help.

and if all else fails, get the 1.1.44 version of wine, it could be that your running one of the RC versions, this CAN and WILL cause problems.

and if none of the above work, well, get a lighter version of linux. Ubuntu has been known to conflict with applications running in wine.
I will give all these a shot after work.

I was planning on replacing Ubuntu with another distro in short order, as there are many things I've come to dislike about it. However, I was planning on openSUSE 11.2, which isn't exactly light.
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Old 06-18-2010, 02:01 PM   #10
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One heads up: The capitalizations for "Config" and "Modules" in the Oglaclient and main Orbiter zips are different, and Windows folds case internally. Therefore, while the Oglaclient zip will unzip properly on Windows, it won't on Linux. You will need to merge "config" with "Config" and "modules" with "Modules" for Orbiter_ng to work properly. (It seems that it runs, but exits silently and immediately without throwing an error message if it does not find a client module).

EDIT: Forgot to mention, you also need to merge the "Plugin" folders inside modules.

--------------------------

After some tinkering, I announce my success!!! OGLAClient + Wine Works!!!

Orbit achieved!!! Earlier bugs under wine (keyboard not working after bringing up the menu window with F4), seem to have disappeared. Framerate is in the 100's to 200's. My only complaints are a bit of flickering in the MFD area, MFD glitches (no text displayed, artificial horizon on surface MFD covers the whole of the MFD and speed/altitude/acceleration data isn't displayed), and sore hands from flying the DG on a laptop without a joystick...

A screenie will follow when I get it uploaded.

EDIT: I have discovered that the External MFD module will cause problems.

EDIT: Screenshots!








Last edited by Linguofreak; 06-18-2010 at 03:21 PM.
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Old 06-18-2010, 03:25 PM   #11
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Those are some impressive results... especially the framerates.
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Old 06-18-2010, 03:39 PM   #12
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Indeed. The Windows machine I use at home caps at 60, though I think that has more to do with typical monitor refresh rates being 60 Hz than with performance limitations, given the consistency of the 60 FPS I get and that it doesn't drop from that without really high loads, plus the fact that it's a more powerful machine and running Orbiter natively rather than under a compatibility layer. I am finding I'm getting some kind of crash on exiting, but that doesn't interfere with actual play.

EDIT: More screenies!

This first was actually the first one I took, but I missed it when I made the first upload:










Last edited by Linguofreak; 06-18-2010 at 03:59 PM.
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Old 06-18-2010, 03:44 PM   #13
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My monitor runs at 85Hz and I get 195FPS in Orbiter 2010 on a bad day, 25 at the minimum... I don't see your point about 60Hz. Monitor refresh rate is not the same as framerate as measured in Orbiter.
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Old 06-18-2010, 03:46 PM   #14
dbeachy1
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Originally Posted by Linguofreak View Post
 The Windows machine I use at home caps at 60, though I think that has more to do with typical monitor refresh rates being 60 Hz than with performance limitations
If your framerate never exceeds 60, it sounds like Orbiter has vertical sync enabled. If you click "Disable Vertical Sync" in the video tab of the launchpad or run Orbiter in a window it will allow Orbiter to run without a framerate cap.
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Old 06-18-2010, 04:08 PM   #15
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 My monitor runs at 85Hz and I get 195FPS in Orbiter 2010 on a bad day, 25 at the minimum... I don't see your point about 60Hz. Monitor refresh rate is not the same as framerate as measured in Orbiter.
I think it may be the graphic card running at an assumed monitor refresh rate. I don't know what the monitor itself runs at, it may or may not be 60 Hz. All I know is that Orbiter runs at a consistent and exact 60 Hz, never more, and never less unless under very high load. (And I'm not sure whether or not I've ever loaded it enough to push it below 60 Hz). Everything else is hypotheses.

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Originally Posted by dbeachy1 View Post
 If your framerate never exceeds 60, it sounds like Orbiter has vertical sync enabled. If you click "Disable Vertical Sync" in the video tab of the launchpad or run Orbiter in a window it will allow Orbiter to run without a framerate cap.
I think that occured to me and I tried it, without effect, though I'll have to check when I get back to be sure...
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