New Release D3D9Client Development

O.K one final question on this, where is the F4/Custom/ list generated from. Is there a separate txt files somewhere.?
I,m baffled where this extra D3D9clientdebug is coming from. I,ve even totally uninstalled client 11 and re-installed it.
But as I said, it works perfectly.
 
O.K one final question on this, where is the F4/Custom/ list generated from. Is there a separate txt files somewhere.?
I,m baffled where this extra D3D9clientdebug is coming from. I,ve even totally uninstalled client 11 and re-installed it.
But as I said, it works perfectly.
You have multible versions of the client active at the same time. Make sure that you have activated only one graphics client.
There is no .txt file for the custom list. It's coded in the client.
 
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.
Hi Kendo,

what you experience is something I expected.
To make the situation a bit more clear I will try to explain in more detail, maybe this helps (others, too) to understand what happens.

1. Each D3D9Client (Module) provides one "D3D9 Debug Control" window (listed at the custom dropdown list)
2. If you have multiple instances of D3D9Client (Module) installed, each of them will provide one "D3D9 Debug Control" window (listed at the custom dropdown list)
So if you have for example 3 Versions of D3D9Clientmodule installed,
- D3D9ClientDebug.dll
- D3D9Client.dll
- D3D9ClientWhatever.dll
Each of them will add one "D3D9 Debug Control" window to the list, although only one is enabled (checked under Modules-Tab at LaunchPad).
This "adding" might only happen when you have check that module (once), I have not looked very deep into that.

So it is best to completely remove all but one module from the Modules\Plugin\ directory to give you only one "D3D9 Debug Control" window.
Additionaly check that in the orbiter_ng.cfg also only the one module is left, if not delete all others (Kendo: you did that already, I think).

Note: Although I am currently not able to reproduce this on my machine I remember having had such a situation here and removing all but one module helped me solving the issue.
Note 2: If my description is not right anymore (due to fixes jarmonik might have made), please only blame me for the wrong description ;) The "leave only one" rule should still do no harm.

/Kuddel
 
Kuddel, I have only 1 Client installed and ticked in Modules-Tab at LaunchPad, but I have left the ClientDebug unticked in Modules-Tab at LaunchPad, if I tick it, thats when 2 Clientdebug shows in Custom dropdown list. In Orbiter_Ng I have 1 D3D9client and no Clientdebug (unticked in Module Tab)
But as I said it all works pefectly.

One other question, does version 11 still use separate spec files, and are they saved as DtX1.?.

Just found out it can use separate spec files, and yes, you can save in DTX1..
 
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I have a little problem with R11: When the spacecraft main engines are on, those faces that are lit by the engine flames, are flickering, (the faces getting inverted, or it's just becomes black, i don't know, i can't really see as it happens fast, and randomly). Why is that?
 
I have a little problem with R11: When the spacecraft main engines are on, those faces that are lit by the engine flames, are flickering, (the faces getting inverted, or it's just becomes black, i don't know, i can't really see as it happens fast, and randomly). Why is that?
No-one has ever reported such behaviour before. So, my guess would be that it's somehow graphics hardware related. Is this a new issue in R11 or does it exists in R10 as well ?

There are some graphics anomalies reported with some Intel graphics chips.
 
I am just throwing it out there, but how easy, or rather if it is even possible, to add a key to the client that toggles some sort of frame rate lock? Make it user configurable, or even just something simple such as refresh rate or 1/2 refresh rate.

I ask because it is known now that high frame rates causes strange things in Orbiter. Especially when gravity is weak. If on a small moon, it becomes very difficult to land a vessel, and it becomes impossible to use UMMUs. It is almost impossible to use UMMUs on even the Moon.

I can fix this by quitting the sim and activation Vsync, to lock the frame rate down, and all is well. It would be pretty convenient if it could be done in sim, but I am not sure if this is a thing for a graphics client to even consider.

Not a big deal by any means, its just an idea for convenience sake.
 
No-one has ever reported such behaviour before. So, my guess would be that it's somehow graphics hardware related. Is this a new issue in R11 or does it exists in R10 as well ?

There are some graphics anomalies reported with some Intel graphics chips.

I've used an old d3d9 client from 2012 spring, i can't remember what version, but with that this problem wasn't happened, but it does with R11, that i updated a few days ago.

The gpu is not intel, it's an ati radeon hd3850.

here is a video about it.
http://dl.dropboxusercontent.com/u/5862163/orbiter 2013-05-19 14-59-58-82.mkv
 
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I've used an old d3d9 client from 2012 spring, i can't remember what version, but with that this problem wasn't happened, but it does with R11, that i updated a few days ago. The gpu is not intel, it's an ati radeon hd3850.
Can't view the video due to lack of format support.

Does it happen with every vessel or just with some specific one ?

It would be good idea to test R9 to see if it is related to latest implementation of reflection model. It's available under the "Downloads" tab.

If you can get it to work by going to an older release then it might be client related issue but otherwise it's a driver, hardware or installation issue. There are different kind of gaming "mods" those can also break the drivers.
 
Kuddel, I have only 1 Client installed and ticked in Modules-Tab at LaunchPad, but I have left the ClientDebug unticked in Modules-Tab at LaunchPad, if I tick it, thats when 2 Clientdebug shows in Custom dropdown list. In Orbiter_Ng I have 1 D3D9client and no Clientdebug (unticked in Module Tab)
But as I said it all works pefectly.

One other question, does version 11 still use separate spec files, and are they saved as DtX1.?.

Just found out it can use separate spec files, and yes, you can save in DTX1..
Yes I am also encountering the same problem,also.
 
I am just throwing it out there, but how easy, or rather if it is even possible, to add a key to the client that toggles some sort of frame rate lock? Make it user configurable, or even just something simple such as refresh rate or 1/2 refresh rate.

v-sync cannot be turned on/off on the fly, only during device initalization. It should be possible to reduce the framerate by using sleep() instruction in the rendering thread.

---------- Post added at 17:10 ---------- Previous post was at 17:07 ----------

Yes I am also encountering the same problem,also.
Looks like distributin two version of the client in the same package was a big mistake. Just delete the D3D9ClientDebug.dll if it is causing so much of trouble.
 
Can't view the video due to lack of format support.

Does it happen with every vessel or just with some specific one ?.

H264/AVC is a standard, and most widely used video format these days, and since years, mkv is an opensource format that is also widely used, and known by every opensource/free players (except of course the microsoft craps)

It happens with every vessel. But not on R9, only on R11.
 
Intercepter, Thankyou, I thought i was going mad, :beathead:
 
I have removed the R11 release due to graphics and Debug Controls problems. R10 is now the recommended release. I don't know when I got time to sort out the problems and make a new release.
 
Jarmonik Version 11 is perfect if you leave D3D9clientdebug UN-ticked in Launchpad/Modules, it still gives you one to use in the Custom dropdown list.
Version 11 is far superior all round to version 10. I have no graphical problems, and I use an Ati Radeon card. Pesonally, I would stick with version 11 and just point out what I said regarding the Debug control.
 
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Same here, I dont seem to have run into any issues thus far. I have run into something with a CTD on loading...... the log shows me a bunch of missing meshes, but swapping shaders fixes that and lets me boot up the scenario. I am not sure yet but it might have something to do with orbiter not closing properly.....

If I figure out what the exact repeatable events are I will let you know

But other than that, R11 is the best version so far.
 
v-sync cannot be turned on/off on the fly, only during device initalization. It should be possible to reduce the framerate by using sleep() instruction in the rendering thread.

---------- Post added at 17:10 ---------- Previous post was at 17:07 ----------


Looks like distributin two version of the client in the same package was a big mistake. Just delete the D3D9ClientDebug.dll if it is causing so much of trouble.
Yes this solved the problem,thanks

---------- Post added at 10:10 AM ---------- Previous post was at 10:04 AM ----------

I have noticed in the last couple of releases that it seems the runwaylights from bases dissapear from view a lot quicker,than in earlier versions is there a way to adjust distance in the D3d9 config for this problem?just thought I would mention this, if you could take a look when ever you get the time Jarmonik.Thanks
 
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