New Release D3D9Client Development

I get a CTD when adding animations via LUA to a SC3 vessel that already has animations. (my OK-GLI VC with working gauges)

The relevant Orbiter log:
Code:
Finished setting up render state
Module LuaInline.dll ......... [Build 100830, API 100830]
D3D9Client: [Scene Initialized]
EVENT_VESSEL_NEWANIM Not Implemented
EVENT_VESSEL_NEWANIM Not Implemented
EVENT_VESSEL_NEWANIM Not Implemented
EVENT_VESSEL_NEWANIM Not Implemented
EVENT_VESSEL_NEWANIM Not Implemented
EVENT_VESSEL_NEWANIM Not Implemented
EVENT_VESSEL_NEWANIM Not Implemented
EVENT_VESSEL_NEWANIM Not Implemented
EVENT_VESSEL_NEWANIM Not Implemented
EVENT_VESSEL_NEWANIM Not Implemented
EVENT_VESSEL_NEWANIM Not Implemented
EVENT_VESSEL_NEWANIM Not Implemented
Orbiter Version 100830
D3D9Client Build [May 12 2013]
Exception Code=0xC0000005, Address=0x03CF6B50
EAX=0x04161B48 EBX=0x00492B01 ECX=0x8F5C28F6 EDX=0x0C3D7FF0 ESI=0x00000000 EDI=0x0225FF70 EBP=0x0C3DC358 ESP=0x009FFC24 EIP=0x03CF6B50
D:\jogos\Orbiter2010_test\Modules\Plugin\D3D9Client.dll EntryPoint=0x03D31A1B, Base=0x03CD0000, Size=1449984
Exception in clbkRenderScene()
!!! Abnormal Program Termination !!!
 
I get a CTD when adding animations via LUA to a SC3 vessel that already has animations. (my OK-GLI VC with working gauges)

Can this be produced with stock delta-glider and lua console ? I must be able to reproduce the CTD on my own computer to find the problem. Also, it would seem that it's attempting to use un-implemented feature. These features are not documented anywhere.
 
You can reproduce the error by installing [ame="http://www.orbithangar.com/searchid.php?ID=6092"]Buran OK-GLI cockpit gauges[/ame]

The client crashes when the LUA script defines new animations to a SC3 vessel that already has animations.
From the LUA documentation provided by Orbiter's help, you can define animations at any time, I think...

But indeed, SC3 + LUA is non standard as far as I know :)
 
Getting that to work with the D3D9Client looks totally hopeless. Use the inline engine.
 
Whoa, so what is the deal with the reflections added to the XR-2 in this latest package? Can't say that makes much sense to me...


But my real reason for posting, what is the differences/benefits between the default and level 20 shaders?
 
Whoa, so what is the deal with the reflections added to the XR-2 in this latest package? Can't say that makes much sense to me...
Nothing to be afraid of :)
Just delete the file Config\GC\XR2Ravenstar.cfg and you're back to 'normal'.

From http://d3d9client.codeplex.com/documentation:
If you want to have the "default" look back, just delete the according file from that folder (e.g. Config\GC\DeltaGlider.cfg) and the standard Orbiter appearance will be restored.
 
Yeah I removed the new lines that created that effect pretty quick after I saw what it looked like.

The reflections in the window look better than ever though.


Also the tweaks to the planet glow seem to work great. Thanks jarmonik! :thumbup:
 
Jarmonik, Saving Planet Glow setting and environment setting to FULL SCENE reverts back to default.
 
Jarmonik, Saving Planet Glow setting and environment setting to FULL SCENE reverts back to default.
I can't reproduce that. Could you double check it. Maximum planet glow is now 2.0
 
I double checked. When changing Planet Glow, and to FULL SCENE, when restarting, it has reverted back to the default i.e. 0,750 and PLANET ONLY.
 
I double checked. When changing Planet Glow, and to FULL SCENE, when restarting, it has reverted back to the default i.e. 0,750 and PLANET ONLY.
No issues here, I can't reproduce the bug.
 
O.K it works now. BUT, I had two D3D9 meshdebug controls in the Custom dropdown list. Only one shows up in the Modules list in Launchpad. So if I leave the debug UN-ticked in Modules, I get one showing in The custom dropdown list, and that works.
Also strangely, If I remove the D3D9client debug dll from plugins, the debug still works from the Custom dropdown menu.
I have checked my entire install, but cannot find anything unusual.
 
I have two screens on my computer. I would prefer to have Orbiter (with D3D9Client) run on the main screen in full screen window mode. However, when I choose that option, Orbiter stretches across both screens. Is there a way to keep it contained to just 1920x1080 on the first screen?
 
... BUT, I had two D3D9 meshdebug controls in the Custom dropdown list. Only one shows up in the Modules list in Launchpad. So if I leave the debug UN-ticked in Modules, I get one showing in The custom dropdown list, and that works.
Also strangely, If I remove the D3D9client debug dll from plugins, the debug still works from the Custom dropdown menu.
I have checked my entire install, but cannot find anything unusual.
Hi Kendo,

you should not have installed both versions of D3D9Client. It should* work if you only have one 'checked', but I am pretty sure that the "double Debug Controls" are a result of this configuration.

*(read the "should" as: There is no guarantee that it does ;) )
 
Kuddel, I have only one D3D9 install (the latest version 11).
I install over the previous version as I have always done..
 
Kendo, I always update as you do (overwriting) too, but I only have one debug controls option...
You might have a messy install...or something weird happened.
 
Could you (Kendo) check if there's only one module in the ACTIVE_MODULES section of your orbiter_ng.cfg Something like this:
Code:
; === Active plugin list ===
ACTIVE_MODULES
  ScnEditor
  D3D9Client
  OrbiterSound
  ExtMFD
END_MODULES
I am asking because some time ago I had a "orphand" module that I removed sitting there and caused strange things (although in Launch Pad IIRC, which makes it diffferent to your experience).
Just a thought; checking that is not much work anyway ;)
 
Yes, only one. Very Strange, If I remove the D3D9clientDebug.dll from plugins, the D3D9debugControl that is still in my list, still works.
So, I have to leave the D3D9debug unticked in the Launchpad modules and use the mystery one. :facepalm:

Ive searched manually and automatically in my install, for another D3D9ClientDebug.ll but there is only the one, and that is in the plugin folder where it should be.

Not really a problem at this point, as everything works fine.
 
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I have two screens on my computer. I would prefer to have Orbiter (with D3D9Client) run on the main screen in full screen window mode. However, when I choose that option, Orbiter stretches across both screens. Is there a way to keep it contained to just 1920x1080 on the first screen?

I don't know. Maybe through windows desktop (multi-monitor) setup ? But anyway, next version will have an option in the video tab to choose that.

---------- Post added at 01:30 ---------- Previous post was at 01:27 ----------

Yes, only one. Very Strange, If I remove the D3D9clientDebug.dll from plugins, the D3D9debugControl that is still in my list, still works.
Mesh debugger (Debug controls) is present in all builds of the client. It's not a debug build specific feature. But, you can disable debug controls from Video Tab->Advanced-> by unchecking "Enable Mesh Debugger".
 
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O.K This is what I have. With Enable Meshdebugger ticked, and the D3D9Clientdebug unticked in Modules, I get just the one D3D9debug control in the Custom dropdown list.

The D3D9Clientdebug is UNticked in Modules. (If I tick it, I get TWO D3D9 clientdebug in Custom dropdown list.

Setting it as this, everything is working perfectly.

---------- Post added at 10:24 PM ---------- Previous post was at 01:38 AM ----------

One other question, in the Orbiter_NG.cfg should it read EchoAllParams = TRUE, as the default says FALSE. ?
 
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