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Old 12-04-2012, 10:33 AM   #76
martins
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Quote:
Originally Posted by vinny5000 View Post
 Hi, martins!

I'm confused. How can I get the orbiter version 121129 with a orbiter version 100830 7z? And what kind of new features does a orbiter version 121129 have which the orbiter version 111105 don't have? Thanks! Orbitersim is just keep getting better and better!!

Cheers,
Vincent
As mentioned here, orbiter betas are no longer distributed as 7z diff files, but via subversion at https://orbithangar.com/svn/orbiter/trunk. The latest beta is r12.

To get a list of new features and bug fixes, have a look at patch.txt. For anything that has changed after 2 December, you can also check the SVN logs.
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Old 12-04-2012, 10:34 AM   #77
Ripley
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@vinny5000

121129 beta is here (at the top of this same thread):

http://www.orbiter-forum.com/showthread.php?t=29346

Download and extract over a fresh 100830.
Then you'll have a "patch.txt" file which lists all the chronological fixes up to this version.

Edit: 'd by the Doc himself!

Last edited by Ripley; 12-04-2012 at 10:40 AM.
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Old 12-04-2012, 06:02 PM   #78
vinny5000
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Hi, Martins and Ripley!

Okay, got it! I'll give the new version a try! Thanks!

Cheers,
Vincent
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Old 01-26-2013, 11:46 PM   #79
JMW
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Quote:
Originally Posted by dansteph View Post
 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)
Is this still the case with the latest revision as I have no module called sounds appearing, and ctd when VC is called?

Beg pardon - just read this in patch.txt
Quote:
121026
* Reverted callback order: VESSEL::clbkPostCreation is now called
before VESSEL::clbkLoadPanel to restore 100830 convention


---------- Post added at 07:24 PM ---------- Previous post was at 07:14 PM ----------

So where can I get help with all problems I have with operation of my addons with this beta+revisions?
Thanks.

---------- Post added at 08:37 PM ---------- Previous post was at 07:24 PM ----------

This is what I'm getting in Orbitersound.log
Code:
********************************************************
OrbiterSound 4.0 (3D) Build Nov 20 2012 01:00
********************************************************

Orbiter version: 130101
Error CoInitialize (My color red)
Advanced OrbiterSound settings: (Edit: 'Sound/cfg/Editable_Advanced_Configuration.cfg')
-------------------------------
Primary buffer			22050hz 16bits  (default 22050/16)
DopplerFactor			1.00		(default 1.00)
VaccumAttenuationFactor		1.00		(default 1.00)
SoundDistanceFactor		1.00		(default 1.00)
MaxSoundProcessPerSecond	60		(default 60)
MaxAnimCheckPerFrame		10		(default 10)
PlayWhenOrbiterInBackground	false		(default false)
WriteInLogAllLoadedSound	false		(default false)
-------------------------------

Orbiter directory:  C:\Orbiter_beta2\
Listing planets winds and bases sounds:
  6 planet wind sound found
  4 bases sound found
Passed initModule - Ok
Attempting RenderViewport initialisation...
Attempting GetStartValue initialisation...
Passed GetStartValue - Ok
Initialising directsound...
   Sound hardware capabilities: Driver is certified.
   Maximum hardware mixing buffers: 33.
   Maximum hardware 3D buffers: 31. 
   Speaker configuration: stereo with wide (arc of 20 deg.) geometry  
   Attempt to create Primary buffer: 22050hz 16bits 3d: yes 
   3D primary buffer initialised OK
directsound initialised - OK
Passed RenderViewport - Ok
Attempting Mp3 initialisation...
M3U list found attempting loading it.
MP3 found in playlist =  1
Mp3 initialised - Ok
Focus changed attempting to load vessel wave
Info: Sound config found for class: J-F_35BB. 12 parameters set.
Focus changed load vessel wave - OK
Vessel J-F-35B requested an ID, returned= 0 OK 
Attempting to close viewport...
Attempting to kill DirectSound...
-------------------------------
Wav files Statistics:
---------------------
Nbr of wav loaded during simulation: 60
Nbr of wav re-used from memory: 0 (not loaded from disk so not counted in wav loaded)
Max nbr of wav in memory in same time: 59
Nbr of wav failed to load: 0
Nbr of wav not unloaded at exit: 0
------------------------------- 
DirectSound killed - OK
Passed CloseRenderViewport - Ok
Exited to Orbiter Launchpad - OK

Passed ExitModule - Ok
Does that give anyone a clue?

---------- Post added at 11:46 PM ---------- Previous post was at 08:37 PM ----------

Solved sound - but still get ctd loading VC

Last edited by JMW; 01-26-2013 at 07:22 PM.
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Old 01-28-2013, 05:50 AM   #80
vinny5000
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Hi, guys!

New orbiter beta is looking good! Thanks!

Cheers,
Vincent
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Old 01-28-2013, 05:11 PM   #81
orb
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Quote:
Originally Posted by vinny5000 View Post
 New orbiter beta is looking good! Thanks!
Just FYI, new Orbiter beta is always in Orbiter beta SVN repository. Orbiter 121129 isn't the newest one.
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Old 01-29-2013, 10:30 PM   #82
JMW
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Can you tell me.....
Is this thread to discuss results of testing the beta with stock craft only, or are we able to publish problems with addons also?:
Regards,
JMW
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Old 01-29-2013, 10:46 PM   #83
orb
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Quote:
Originally Posted by JMW View Post
 Is this thread to discuss results of testing the beta with stock craft only, or are we able to publish problems with addons also?
If problems with using add-ons you test haven't been fixed in the newest revision of Orbiter beta, then it should be rather posted in the Add-on's thread, or in Orbiter beta SVN repository thread, if it's for many different generic add-ons.
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Old 01-30-2013, 09:55 AM   #84
JMW
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Understand the reasoning, but as an add-on "developer" with little knowledge, can I get some help with changes that I need to make in order to keep my add-ons working with the revisions.

All was ok with the initial beta, but now I get ctd with loadvc, at revision 20 for example.
Is there a way I can step through the revisions one at a time to see at what point it started affecting my code?

Got to compliment the Doctor on the revised "impact hull" effects - very realistic!
As Orb has mentioned though, the touchdown damping characteristics are vastly changed - this is another area I'm going to need help with.

Thanks in advance
JMW

Last edited by JMW; 01-30-2013 at 03:55 PM.
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