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Orbiter Visualization Project Orbiter external graphics development.

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Old 02-21-2019, 12:54 AM   #4846
Donamy
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I do have it on Orbiter2016. No worries, just letting you know about it. Works great even without it.
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Old 02-21-2019, 12:57 AM   #4847
1hippienaut
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Thank yall for your time
would it be safe to reinstall latest graphics client again and overwrite
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Old 02-21-2019, 01:04 AM   #4848
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Originally Posted by 1hippienaut View Post
 would it be safe to reinstall latest graphics client again and overwrite
That is what I do all the time. "safe" is a "strong" word but that's how everybody does it as far as I can tell, it should be "safe".
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Old 02-21-2019, 03:13 AM   #4849
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just to be clear
do i get the download from first pg project site green 2016 button again
just dont want to waste yalls time

---------- Post added at 10:13 PM ---------- Previous post was at 08:26 PM ----------

installed D3D9ClientR3.6-forOrbiter2016(r1069).zip again from green button
no change just noticed further down pg shows a stable version number r1061
D3D9ClientR3.5-forOrbiter2016(r1061).zip stable
the r1069 version was the zip that the green button downloaded



still on pad zoomed out

Last edited by 1hippienaut; 02-21-2019 at 04:31 AM.
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Old 02-21-2019, 09:20 PM   #4850
Cougar
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@jarmonik and Ripley:

Thanks a lot for your hints and help, guys!

Removing all parts of the ENBseries_D3D9_v100 and installing the latest D3D9 client solved my problems - no flickering, no distorted HUD/MFD anymore!!!

Thank you so much!

Best regards
Rick
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Old 02-22-2019, 05:00 PM   #4851
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"ENBseries_D3D9_v100"? Can you elaborate what that is / was?
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Old 02-23-2019, 01:51 AM   #4852
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Originally Posted by kuddel View Post
 "ENBseries_D3D9_v100"? Can you elaborate what that is / was?

It's an other ReShade like hack but older as far as I can tell.
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Old 02-23-2019, 06:34 PM   #4853
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Originally Posted by dbeachy1 View Post
 You can set the Panel scale setting via the Parameters page of the Orbiter Launchpad to scale any ship's 2D panels to fit a given screen resolution. For example, setting Panel scale to 1.25 would make 2D panels 25% larger (the 1920 panel becomes 2400 pixels wide), and setting it to 2.0 is good for a 4k monitor (the 1920 panel becomes 3840 pixels wide).
Oh, very cool! Thank you very much! That's exactly what I needed.

The "irony" now though is that I've discovered that orbiter crashes on me after a few minutes when I'm in 4K while in 10km above the surface moon orbit; so I can only fly around the moon in HD resolution or at 60km above the surface in 4K--though I haven't test the exacted cut-off point yet. So far everywhere else (rather limited to earth and mars at the moment) works fine in 4K.

(I just figured out how to turn notifications on so I know when someone's responded to this thread--so sorry for the long delay).
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Old 02-24-2019, 12:31 AM   #4854
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So, trying to compile the sources for the latest changes I've made to the SSU meshes, the build keeps failing with these kind of error messages:

Code:
9>c:\shuttleultra\orbitersdk\include\gcconst.h(389): error C3646: 'normal': unknown override specifier (compiling source file vc\PanelR11.cpp)
9>c:\shuttleultra\orbitersdk\include\gcconst.h(389): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int (compiling source file vc\PanelR11.cpp)
9>c:\shuttleultra\orbitersdk\include\gcconst.h(390): error C3646: 'pos': unknown override specifier (compiling source file vc\PanelR11.cpp)
9>c:\shuttleultra\orbitersdk\include\gcconst.h(390): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int (compiling source file vc\PanelR11.cpp)
The only thing that has changed code wise since the last time is my VS 2017 version which is now 15.9.7. I'm certainly no C++ expert but to me it seems like MSFT has changed the way some of the base code works and that's why it keeps failing. I'm reporting this here as gcconst.h is part of D3D9Client.
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Old 02-24-2019, 01:22 AM   #4855
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Side-Note: Are you sure you have also updated Orbiter (to r85) when you use the current D3D9Client code (r1085)? r1085 is for that Orbiter revision.
Although gcconst.h wasn't changed for that step, it changed at r1082.

Ahh I see: from the line numbers it must be gcconst.h r1062.

You are still on Orbiter r84, you might be better off to not change that too early Focus on one step/error at the time.

For the errors you get (gcconst.h r1062) it looks like D3DXVECTOR3 isn't defined...maybe you did change the include order a bit?!

Last edited by kuddel; 02-24-2019 at 01:32 AM.
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Old 02-24-2019, 01:42 AM   #4856
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Quote:
Originally Posted by kuddel View Post
 Side-Note: Are you sure you have also updated Orbiter (to r85) when you use the current D3D9Client code (r1085)? r1085 is for that Orbiter revision.
Although gcconst.h wasn't changed for that step, it changed at r1082.

Ahh I see: from the line numbers it must be gcconst.h r1062.

You are still on Orbiter r84, you might be better off to not change that too early Focus on one step/error at the time.

For the errors you get (gcconst.h r1062) it looks like D3DXVECTOR3 isn't defined...maybe you did change the include order a bit?!
Updated Orbiter r85 and everything compiled fine. No changes to anything as I wrote, other than updating VS. In fact, I hadn't done any code work in a few weeks as I have concentrated on the meshes/textures which is why these errors appearing out of the blue was such a surprise.
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Old 02-24-2019, 03:55 AM   #4857
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So, another mystery solved!

--- Addendum 2019-02-24 16:55 ---
...solved by Jarmo

Last edited by kuddel; 02-24-2019 at 03:57 PM.
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Old 02-24-2019, 04:53 PM   #4858
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Originally Posted by kuddel View Post
 For the errors you get (gcconst.h r1062) it looks like D3DXVECTOR3 isn't defined...maybe you did change the include order a bit?!

I have changed the D3DXVECTOR3 into FVECTOR3 as it should be.

---------- Post added at 18:53 ---------- Previous post was at 08:14 ----------

New build for Orbiter Beta r85 is out. There are some minor bug fixes and the LensFlare now blocks the sun if behind a mesh.
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Old 02-24-2019, 05:35 PM   #4859
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Quote:
Originally Posted by jarmonik View Post
 I have changed the D3DXVECTOR3 into FVECTOR3 as it should be.

---------- Post added at 18:53 ---------- Previous post was at 08:14 ----------

New build for Orbiter Beta r85 is out. There are some minor bug fixes and the LensFlare now blocks the sun if behind a mesh.
Will this lens flare fix be available also for the O2016 version?
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Old 02-24-2019, 07:35 PM   #4860
kuddel
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 Will this lens flare fix be available also for the O2016 version?
Sure. I'll merge the changes jarmonik did into the 2016 branch.
Once this has been done (and checked) I'll drop a note.
Then you'll just have to wait a bit, so jarmonik can upload a new 2016-binary to the official site and voila: it's done

So, just wait a bit!

In the meantime you can use the attached build (r1091), which I will remove once the "official release" is published. "Official release" is out

Last edited by kuddel; 02-25-2019 at 09:47 AM.
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