New Release D3D9Client Development

orbekler

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In "%USERPROFILE%\AppData\Local\VirtualStore" and subfolders maybe?

Where have you installed Orbiter?

VirtualStore folder is empty.

I unzipped orbiter in a second partition of the main drive, NTFS, though I'm not sure it's important.
 

orb

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NTFS, though I'm not sure it's important.
No, if you are the owner of the folder, and you have permissions to write there.

The D3D9ClientLog.html is recreated for me in /Modules/D3D9Client/ even if I don't run a simulation - the client module just enabled at Modules tab is sufficient for this file to appear.

Are you sure you are running D3D9Client with orbiter_ng.exe?
 

orbekler

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No, if you are the owner of the folder, and you have permissions to write there.

The D3D9ClientLog.html is recreated for me in /Modules/D3D9Client/ even if I don't run a simulation - the client module just enabled at Modules tab is sufficient for this file to appear.

Are you sure you are running D3D9Client with orbiter_ng.exe?

Gotcha!
Forgive my ignorance, I was running orbiter.exe.
Here the logs for all 3 XR vessels.

http://www.mediafire.com/?4sy65j58m6tuu5h

Unfortunately I can tell you that didn't change anything, and the problems are EXACTLY the same as before.

1) XR-1 seems fine;
2) XR-2 crashes Orbiter, if can be useful, when it comes the sign" loading supportmodules.dds" or something similar.
3) XR-5 starts, but completely invisible.

I think that is something XR 2-5 related, not linked to orbiter nor d3d client, cause it works fine with orbiter.exe too.
 

jarmonik

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The logs were mostly empty. Could you check that you have Extra->Debugging options->Orbiter shutdown options is set to "De-allocate memory and display launchpad dialog".

You could also make a clean install of Orbiter in some other location and see if the XR2 will work with it. If you have multible addons installed the problem could be caused by one of them.
 

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I heard that someone got SC3 working on D3D9Client. Any tips to make it work?

---------- Post added at 08:38 PM ---------- Previous post was at 05:39 PM ----------

Ok, I figured out the problem. To make SC3 vessels work on external client, just go to Modules/Server, create Config/Spacecraft there and copy SC3 ini config files from main Config/Spacecraft to Modules/Server/Config/Spacecraft. Also additional thing: copy Spacecraft3.cfg to Config/Vessels, so you will be able to add SC3 vessels via Scenario Editor. Have fun!
 
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Ok, I figured out the problem. To make SC3 vessels work on external client, just go to Modules/Server, create Config/Spacecraft there and copy SC3 ini config files from main Config/Spacecraft to Modules/Server/Config/Spacecraft. Also additional thing: copy Spacecraft3.cfg to Config/Vessels, so you will be able to add SC3 vessels via Scenario Editor. Have fun!

...and rinse and repeat for Multistage?
 

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The logs were mostly empty. Could you check that you have Extra->Debugging options->Orbiter shutdown options is set to "De-allocate memory and display launchpad dialog".

You could also make a clean install of Orbiter in some other location and see if the XR2 will work with it. If you have multible addons installed the problem could be caused by one of them.

This indeed is a clean installation, only UCGO + UMMU were installed, and of course XR vessels.

Here the logs of XR2 & 5 (XR1 is working):
http://www.mediafire.com/?ek0nswl2x38zk

I would add that XR5 not only is invisible (you see just MFDs), but it does not respond to any command.
 

jarmonik

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Ok, I figured out the problem. To make SC3 vessels work on external client, just go to Modules/Server, create Config/Spacecraft there and copy SC3 ini config files from main Config/Spacecraft to Modules/Server/Config/Spacecraft. Also additional thing: copy Spacecraft3.cfg to Config/Vessels, so you will be able to add SC3 vessels via Scenario Editor. Have fun!

That's a good news. I suppose a symbolic link would also work like with the Orbiter Sound. http://www.orbiter-forum.com/showthread.php?p=274361&postcount=526

It might be possible to create those links automatically from the D3D9Client.
 

n122vu

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Ok, I figured out the problem. To make SC3 vessels work on external client, just go to Modules/Server, create Config/Spacecraft there and copy SC3 ini config files from main Config/Spacecraft to Modules/Server/Config/Spacecraft. Also additional thing: copy Spacecraft3.cfg to Config/Vessels, so you will be able to add SC3 vessels via Scenario Editor. Have fun!
Confirmed working here. Excellent work. Thanks!
 

jarmonik

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D3D9Client RC30

Here is RC30. I had an intention to work with the LTMFD for a while but I was contacted by Alain (AMSO Developper) and I ended up debugging the D3D9Client and it should now have multible AMSO specific improvements. Thanks, for Alain for help to to trace down a multible CTDs and bugs.

- Several shutdown related CTDs are fixed.
- Texture management and cleanup is improved.
- Lot of code has been reorganized and cleaned up.
- AMSO visor animation bug fixed.
- Startup/Loading screen is improved and now contains some loading information.
- Debug line font can be now defined in the D3D9Client.cfg
- Fullscreen mode dialog window problems should be fixed.

Exception handling:
Current version of the client contains some exception handlers those will record information about a CTD into the D3D9ClientLog.html. As an side-effect when a CTD will occur the simulation window may suddenly disappear without any feedback. If you know good ways to improve this, ideas are welcome.

Normal mapping:
Normal mapping for vessels, buildings and basetiles is implemented. In order to enable the feature. You need to change a shader set by altering the "ShaderFolder = D3D9Client" parameter from D3D9Client.cfg to "ShaderFolder = D3D9ClientNrm" and you must also activate normal maps by setting the "EnableNormalMapping" to "1". There are a few problems in normal mapping, so, it's disabled by default. Virtual cockpit normal maps won't work due to high ambient light and lack of directional light.

Currently, Normal maps must be stored in uncompressed DDS format. Normal maps are identified by using "_norm" identifier in the end of the name. Like "dgmk4_1_norm.dds" where "dgmk4_1.dds" is the name of a diffuse texture.

How should we store the normal maps ? Compression will reduce a quality but there are some methods to improve that like storing the x-axis in green channel and y-axis in alpha channel ?

EDIT: There are some normal maps for stock delta glider in this post http://www.orbiter-forum.com/showthread.php?p=291561&postcount=21 Hopefully, we get more official maps soon.
 
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I can't run any scenario after install of the new client (CTD during loading screen, rather at the end). Nothing in the log, apparently :

HTML:
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(2: 0.01s 8791us)(0x94C) Index:1 640 x 480 70Hz (22)
(3: 0.01s 9531us)(0x94C) Index:2 640 x 480 72Hz (22)
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(5: 0.02s 10761us)(0x94C) Index:4 720 x 480 60Hz (22)
(6: 0.02s 11285us)(0x94C) Index:5 720 x 576 60Hz (22)
(7: 0.02s 11793us)(0x94C) Index:6 800 x 600 60Hz (22)
(8: 0.02s 12647us)(0x94C) Index:7 800 x 600 70Hz (22)
(9: 0.02s 13310us)(0x94C) Index:8 800 x 600 72Hz (22)
(10: 0.02s 13821us)(0x94C) Index:9 800 x 600 75Hz (22)
(11: 0.02s 14603us)(0x94C) Index:10 1024 x 768 60Hz (22)
(12: 0.02s 15270us)(0x94C) Index:11 1024 x 768 70Hz (22)
(13: 0.02s 15779us)(0x94C) Index:12 1024 x 768 72Hz (22)
(14: 0.02s 16453us)(0x94C) Index:13 1024 x 768 75Hz (22)
(15: 0.02s 16974us)(0x94C) Index:14 1152 x 864 60Hz (22)
(16: 0.02s 17480us)(0x94C) Index:15 1152 x 864 70Hz (22)
(17: 0.02s 18088us)(0x94C) Index:16 1152 x 864 72Hz (22)
(18: 0.02s 19612us)(0x94C) Index:17 1152 x 864 75Hz (22)
(19: 0.03s 20460us)(0x94C) Index:18 1280 x 720 60Hz (22)
(20: 0.03s 21539us)(0x94C) Index:19 1280 x 768 60Hz (22)
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(22: 0.03s 22754us)(0x94C) Index:21 1280 x 768 72Hz (22)
(23: 0.03s 23379us)(0x94C) Index:22 1280 x 768 75Hz (22)
(24: 0.03s 24090us)(0x94C) Index:23 1280 x 800 60Hz (22)
(25: 0.03s 25135us)(0x94C) Index:24 1280 x 800 70Hz (22)
(26: 0.03s 26015us)(0x94C) Index:25 1280 x 800 72Hz (22)
(27: 0.03s 27107us)(0x94C) Index:26 1280 x 800 75Hz (22)
(28: 0.03s 27980us)(0x94C) Index:27 1280 x 960 60Hz (22)
(29: 0.03s 29131us)(0x94C) Index:28 1280 x 960 70Hz (22)
(30: 0.04s 30508us)(0x94C) Index:29 1280 x 960 72Hz (22)
(31: 0.04s 31070us)(0x94C) Index:30 1280 x 960 75Hz (22)
(32: 0.04s 31260us)(0x94C) Index:31 1280 x 1024 60Hz (22)
(33: 0.04s 31294us)(0x94C) Index:32 1280 x 1024 70Hz (22)
(34: 0.04s 31328us)(0x94C) Index:33 1280 x 1024 72Hz (22)
(35: 0.04s 31359us)(0x94C) Index:34 1280 x 1024 75Hz (22)
(36: 0.04s 31434us)(0x94C) Index:35 800 x 600 56Hz (22)
(37: 2.43s 1us)(0x94C) ================ clbkCreateRenderWindow ===============
(38: 2.43s 49us)(0x94C) ## MeshCatalog Cleared ##
(39: 2.44s 7142us)(0x94C) [VideoConfiguration] Adapter=0, ModeIndex=31
(40: 2.44s 7535us)(0x94C) MaxTextureBlendStages..: 8
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(49: 2.44s 7657us)(0x94C) MaxVShaderInstrExecuted: 65535
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(52: 2.44s 7697us)(0x94C) PixelShaderVersion.....: 0x300
(53: 2.44s 7710us)(0x94C) NumSimultaneousRTs.....: 4
(54: 2.44s 7723us)(0x94C) D3DPTEXTURECAPS_POW2...: 0
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(56: 2.44s 7753us)(0x94C) D3DFMT_D32F_LOCKABLE
(57: 2.44s 7766us)(0x94C) D3DFMT_D24S8
(58: 2.44s 7779us)(0x94C) D3DFMT_D24X8
(59: 2.53s 402us)(0x94C) Render Target = 0x99CA0
(60: 2.60s 70768us)(0x94C) eTech = 0xFE759C87
(61: 2.60s 70823us)(0x94C) eDraw = 0xFE759BC3
(62: 2.60s 70838us)(0x94C) eLine = 0xFE759AFF
(63: 2.60s 70853us)(0x94C) eVP = 0xFE767993
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(65: 2.60s 70881us)(0x94C) eColor = 0xFE7678EB
(66: 2.60s 70895us)(0x94C) eData = 0xFE767897
(67: 2.60s 70940us)(0x94C) [NEW FONT] ( Courier New), Size=16, Weight=400 Pitch&Family=31
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(72: 2.60s 71261us)(0x94C) TextMetrics: MaxWidth= 9
(73: 2.61s 73967us)(0x94C) Font and Charter set creation succesfull
(74: 2.69s 161737us)(0x94C) Starting to initialize basic a rendering technique...
(75: 3.68s 1149589us)(0x94C) Starting to initialize basic a rendering technique...
(76: 4.80s 28us)(0x94C) [NEW FONT] ( Arial), Size=15, Weight=400 Pitch&Family=31
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(82: 4.80s 1757us)(0x94C) Font and Charter set creation succesfull
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(84: 4.80s 1996us)(0x94C) TextMetrics: Ascent = 15
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(88: 4.80s 2052us)(0x94C) TextMetrics: MaxWidth= 43
(89: 4.80s 3736us)(0x94C) Font and Charter set creation succesfull
(90: 4.91s 109910us)(0x94C) CSphereManager:: Textures Loaded
(91: 4.91s 109959us)(0x94C) CSphere Manager constructed
(92: 4.91s 109973us)(0x94C) ================ Scene Created ===============
(93: 5.27s 24us)(0x94C) [NEW FONT] ( Courier New), Size=-19, Weight=400 Pitch&Family=31
(94: 5.27s 265us)(0x94C) TextMetrics: Ascent = 16
(95: 5.27s 284us)(0x94C) TextMetrics: Descent = 5
(96: 5.27s 298us)(0x94C) TextMetrics: Height = 21
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(98: 5.27s 324us)(0x94C) TextMetrics: MaxWidth= 13
(99: 5.27s 1812us)(0x94C) Font and Charter set creation succesfull
(100: 5.27s 1853us)(0x94C) [NEW FONT] ( Arial), Size=19, Weight=400 Pitch&Family=31
(101: 5.27s 1982us)(0x94C) TextMetrics: Ascent = 15
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(105: 5.27s 2038us)(0x94C) TextMetrics: MaxWidth= 45
(106: 5.27s 3289us)(0x94C) Font and Charter set creation succesfull
(107: 5.53s 2262us)(0x94C) Texture 0x1BC4948 (VAB_TL1.dds) added in repository
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(315: 14.83s 4690us)(0x94C) Font and Charter set creation succesfull
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(322: 14.84s 6193us)(0x94C) Font and Charter set creation succesfull
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(329: 14.84s 3882us)(0x94C) Font and Charter set creation succesfull
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(344: 14.86s 1us)(0x94C) ================ clbkPostCreation ===============
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(350: 14.94s 7279us)(0x94C) Reading Tile Data for Earth_tile.bin
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(353: 15.29s 193us)(0x94C) Reading Tile Data for Moon_tile.bin
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(370: 15.76s 16us)(0x94C) RegisteringVisual (Tethys) hVessel=0x0, hObj=0x401A008, Vis=0x6BC96C8, Rec=0x670EFE8, Type=4
(371: 15.77s 18us)(0x94C) RegisteringVisual (Dione) hVessel=0x0, hObj=0x3FCD7F8, Vis=0x6BC9A48, Rec=0x66D2FE8, Type=4
(372: 15.77s 102us)(0x94C) RegisteringVisual (Rhea) hVessel=0x0, hObj=0x402B7B8, Vis=0x6BC9BB0, Rec=0x65C4FE8, Type=4
(373: 15.78s 47us)(0x94C) RegisteringVisual (Titan) hVessel=0x0, hObj=0x402BF50, Vis=0x7795E80, Rec=0x65A6FE8, Type=4
(374: 15.78s 10us)(0x94C) RegisteringVisual (Hyperion) hVessel=0x0, hObj=0x3FF8460, Vis=0x776AE58, Rec=0x7795FE8, Type=4
(375: 15.79s 39us)(0x94C) RegisteringVisual (Iapetus) hVessel=0x0, hObj=0x3FF5C48, Vis=0x6E90A10, Rec=0x656CFE8, Type=4
(376: 15.79s 54us)(0x94C) RegisteringVisual (Uranus) hVessel=0x0, hObj=0x3FF6398, Vis=0x6E90B78, Rec=0x6515FE8, Type=4
(377: 15.80s 11us)(0x94C) RegisteringVisual (Miranda) hVessel=0x0, hObj=0x3FF6A80, Vis=0x773F008, Rec=0x5960FE8, Type=4
(378: 15.80s 11us)(0x94C) RegisteringVisual (Ariel) hVessel=0x0, hObj=0x3FF7168, Vis=0x776A3C8, Rec=0x5460FE8, Type=4
(379: 15.81s 11us)(0x94C) RegisteringVisual (Umbriel) hVessel=0x0, hObj=0x40183D0, Vis=0x773FCB0, Rec=0x6160FE8, Type=4
(380: 15.82s 10us)(0x94C) RegisteringVisual (Titania) hVessel=0x0, hObj=0x4018AB8, Vis=0x7795438, Rec=0x60C1F58, Type=4
(381: 15.82s 10us)(0x94C) RegisteringVisual (Oberon) hVessel=0x0, hObj=0x40191A0, Vis=0x77146E8, Rec=0x7795960, Type=4
(382: 15.83s 47us)(0x94C) RegisteringVisual (Neptune) hVessel=0x0, hObj=0x3FF8B48, Vis=0x7714C10, Rec=0x60A8EE0, Type=4
(383: 15.83s 52us)(0x94C) RegisteringVisual (Triton) hVessel=0x0, hObj=0x4006008, Vis=0x1C30E90, Rec=0x5F02DF0, Type=4
(384: 15.84s 10us)(0x94C) RegisteringVisual (Proteus) hVessel=0x0, hObj=0x40090C0, Vis=0x76E9008, Rec=0x6044AF8, Type=4
(385: 15.84s 10us)(0x94C) RegisteringVisual (Nereid) hVessel=0x0, hObj=0x40097A8, Vis=0x76E97B8, Rec=0x602B8F0, Type=4
(386: 15.85s 114us)(0x94C) RegisteringVisual (Pluto) hVessel=0x0, hObj=0x4000120, Vis=0x76E9B38, Rec=0x5DCC738, Type=4
(387: 15.86s 62us)(0x94C) RegisteringVisual (Charon) hVessel=0x0, hObj=0x40009C0, Vis=0x77C0008, Rec=0x5FAE648, Type=4
(388: 15.88s 11993us)(0x94C) Texture 0x76E9EB8 (Nix.dds) added in repository
(389: 15.88s 12255us)(0x94C) RegisteringVisual (Nix) hVessel=0x0, hObj=0x40024A0, Vis=0x77C0388, Rec=0x5FC75D0, Type=4
(390: 15.90s 4159us)(0x94C) Texture 0x77C0BE0 (Hydra.dds) added in repository
(391: 15.90s 4453us)(0x94C) RegisteringVisual (Hydra) hVessel=0x0, hObj=0x3FFF008, Vis=0x77C0860, Rec=0x5E8AFE8, Type=4
(392: 15.91s 10us)(0x94C) RegisteringVisual (Sedna) hVessel=0x0, hObj=0x3FFF6F0, Vis=0x1C1D460, Rec=0x5E12FE8, Type=4
(393: 15.91s 10us)(0x94C) RegisteringVisual (Eris) hVessel=0x0, hObj=0x40012E0, Vis=0x1C1DC88, Rec=0x5DFAFE8, Type=4
(394: 15.91s 11us)(0x94C) RegisteringVisual (Dysnomia) hVessel=0x0, hObj=0x4001B80, Vis=0x65324B0, Rec=0x5DE3FE8, Type=4
(395: 15.97s 4039us)(0x94C) Texture 0x6BEA388 (1994_CC.dds) added in repository
(396: 15.97s 5346us)(0x94C) RegisteringVisual (1994 CC) hVessel=0x0, hObj=0x3FF93E8, Vis=0x6BEA008, Rec=0x621CC88, Type=4
(397: 15.99s 4153us)(0x94C) Texture 0x6BEA888 (S2009_136617_1.dds) added in repository
(398: 16.00s 4516us)(0x94C) RegisteringVisual (S2009 136617 1) hVessel=0x0, hObj=0x3FF9C88, Vis=0x6BEA508, Rec=0x6532D90, Type=4
(399: 16.01s 3820us)(0x94C) Texture 0x6BEACD0 (S2009_136617_2.dds) added in repository
(400: 16.01s 4104us)(0x94C) RegisteringVisual (S2009 136617 2) hVessel=0x0, hObj=0x3FFA5A8, Vis=0x6BEAB68, Rec=0x6E90D38, Type=4
(401: 16.02s 129us)(0x94C) RegisteringVisual (Quaoar) hVessel=0x0, hObj=0x3FFAC90, Vis=0x6A20420, Rec=0x64BEC10, Type=4
(402: 16.02s 2us)(0x94C) Vessel(0x3FFEE50) ProjectAlpha_ISS has 1 meshes
(403: 16.03s 7253us)(0x94C) Mesh(0x41D6118) Offset = (0, 0, 0)
(404: 16.03s 7303us)(0x94C) Vessel(ISS) Vis=0x1C3EEA0 has no animations
(405: 16.03s 7319us)(0x94C) RegisteringVisual (ISS) hVessel=0x3FFEE50, hObj=0x4004810, Vis=0x1C3EEA0, Rec=0x64A2FE8, Type=10
(406: 16.03s 3us)(0x94C) Vessel(0x4153FF0) Sigma_fairing_HLC has 1 meshes
(407: 16.04s 1068us)(0x94C) Mesh(0x41D6118) Offset = (0, 0, 0)
(408: 16.04s 1121us)(0x94C) Vessel(Fairing1) Vis=0x6C0B9A0 has no animations
(409: 16.04s 1136us)(0x94C) RegisteringVisual (Fairing1) hVessel=0x4153FF0, hObj=0x3FFC928, Vis=0x6C0B9A0, Rec=0x6201940, Type=10
(410: 16.04s 4us)(0x94C) Vessel(0x3FFE560) Sigma_fairing_HLC has 1 meshes
(411: 16.04s 945us)(0x94C) Mesh(0x41D6118) Offset = (0, 0, 0)
(412: 16.04s 968us)(0x94C) Vessel(Fairing2) Vis=0x6C0BC38 has no animations
(413: 16.04s 984us)(0x94C) RegisteringVisual (Fairing2) hVessel=0x3FFE560, hObj=0x3FFD730, Vis=0x6C0BC38, Rec=0x64DB7D8, Type=10
(414: 16.05s 3us)(0x94C) Vessel(0x3FFE6E8) Sigma_HLC has 1 meshes
(415: 16.05s 1409us)(0x94C) Mesh(0x41D6118) Offset = (0, 0, 0)
(416: 16.05s 1458us)(0x94C) Vessel(HLC-01) Vis=0x66969B8 has no animations
(417: 16.05s 1474us)(0x94C) RegisteringVisual (HLC-01) hVessel=0x3FFE6E8, hObj=0x417A738, Vis=0x66969B8, Rec=0x59A3670, Type=10
(418: 16.06s 3us)(0x94C) Vessel(0x4FB2A84) Sigma_Stg2 has 1 meshes
(419: 16.39s 65606us)(0x94C) Texture 0x6E069E0 (tankOrange2.dds) added in repository
(420: 16.40s 72766us)(0x94C) Mesh(0x41D6118) Offset = (0, 0, 0)
(421: 16.40s 72817us)(0x94C) Vessel(Sigma-Stg2) Vis=0x6E068A0 has no animations
(422: 16.40s 72833us)(0x94C) RegisteringVisual (Sigma-Stg2) hVessel=0x4FB2A84, hObj=0x417B540, Vis=0x6E068A0, Rec=0x5A61FE8, Type=10
(423: 16.40s 3us)(0x94C) Vessel(0x4FB420C) Sigma_Stg1 has 1 meshes
(424: 16.59s 12981us)(0x94C) Texture 0x6C2CDC8 (ssmec.dds) added in repository
(425: 16.59s 17599us)(0x94C) Mesh(0x41D6118) Offset = (0, 0, 0)
(426: 16.59s 17651us)(0x94C) Vessel(Sigma-Stg1) Vis=0x6A601F0 has no animations
(427: 16.59s 17667us)(0x94C) RegisteringVisual (Sigma-Stg1) hVessel=0x4FB420C, hObj=0x41AF7F8, Vis=0x6A601F0, Rec=0x62F9300, Type=10
(428: 16.60s 2us)(0x94C) Vessel(0x3BF1474) Atlantis_SRB has 1 meshes
(429: 16.60s 424us)(0x94C) Mesh(0x41D64E0) Offset = (0, 0, 0)
(430: 16.60s 453us)(0x94C) Vessel(Booster1) Vis=0x68A1248 has no animations
(431: 16.60s 628us)(0x94C) RegisteringVisual (Booster1) hVessel=0x3BF1474, hObj=0x41D8360, Vis=0x68A1248, Rec=0x6142FE8, Type=10
(432: 16.61s 2us)(0x94C) Vessel(0x3FF5954) Atlantis_SRB has 1 meshes
(433: 16.61s 628us)(0x94C) Mesh(0x41D64E0) Offset = (0, 0, 0)
(434: 16.61s 655us)(0x94C) Vessel(Booster2) Vis=0x68A1A58 has no animations
(435: 16.61s 670us)(0x94C) RegisteringVisual (Booster2) hVessel=0x3FF5954, hObj=0x41DA0E0, Vis=0x68A1A58, Rec=0x6195148, Type=10
(436: 16.61s 2us)(0x94C) Vessel(0x41DAF80) Sigma_Launchpad has 0 meshes
(437: 16.61s 49us)(0x94C) Vessel(Launchpad) Vis=0x66F03A0 has no animations
(438: 16.61s 64us)(0x94C) RegisteringVisual (Launchpad) hVessel=0x41DAF80, hObj=0x41EBD88, Vis=0x66F03A0, Rec=0x63A1FE8, Type=10

Edit : Overwriting RC30 by RC29 removes the CTD (and reverts to RC29, obviously)
 
Last edited:

ky

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For some reason when I install the graphics client Orbiter always CTD's.Are there sny solutions?
 

Donamy

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One show stopper with SC3. When you press F8 to veiw the VC it crashes.
 

jarmonik

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I can't run any scenario after install of the new client (CTD during loading screen, rather at the end). Nothing in the log, apparently :

Could you change the DebugLvl to 5 from D3D9Client.cfg. It will write more information in the Log. I'll need just the last 15-20 lines from the end of the Log. Don't forget the change the Level back to 1 when done.

---------- Post added at 00:54 ---------- Previous post was at 00:51 ----------

One show stopper with SC3. When you press F8 to veiw the VC it crashes.
What add-on are you running ?
You could do the same with DebugLvl and the Log as introduced in my previous post.
 

N_Molson

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That part ? There's a warning near the end :

Code:
(4407: 37.02s 2us)(0x6C8) == Begin Scene ===========================================================================================================
(4408: 37.02s 1us)(0x6C8) Creating D3D9 SketchPad...
(4409: 37.02s 12us)(0x6C8) ...D3D9 SketchPad Released
(4410: 37.02s 83us)(0x6C8) == End Scene ==
(4411: 37.02s 1us)(0x6C8) Creating D3D9 SketchPad...
(4412: 37.02s 17us)(0x6C8) ...D3D9 SketchPad Released
(4413: 37.02s 1us)(0x6C8) Vessel(0x416D6AC) DeltaGlider has 2 meshes
(4414: 37.02s 501us)(0x6C8) Mesh(0x3FE2A20) Offset = (0, 0, 0)
(4415: 37.02s 1012us)(0x6C8) Mesh(0x416CAE8) Offset = (0, 0, 0)
(4416: 37.02s 1061us)(0x6C8) Loaded 2 meshed for DeltaGlider
(4417: 37.02s 1077us)(0x6C8) Vessel(GL-01) Vis=0x6C099A0 has 37 animations
(4418: 37.02s 1092us)(0x6C8) Anim(0): Has 14 animcomps. AnimState=0, DefState=1
(4419: 37.02s 1108us)(0x6C8) Anim(1): Has 4 animcomps. AnimState=0, DefState=0
(4420: 37.02s 1123us)(0x6C8) Anim(2): Has 7 animcomps. AnimState=0, DefState=0
(4421: 37.02s 1137us)(0x6C8) Anim(3): Has 2 animcomps. AnimState=0, DefState=0
(4422: 37.02s 1158us)(0x6C8) Anim(4): Has 2 animcomps. AnimState=0, DefState=0
(4423: 37.02s 1173us)(0x6C8) Anim(5): Has 2 animcomps. AnimState=0, DefState=0
(4424: 37.02s 1188us)(0x6C8) Anim(6): Has 6 animcomps. AnimState=0, DefState=0
(4425: 37.02s 1203us)(0x6C8) Anim(7): Has 4 animcomps. AnimState=0, DefState=0
(4426: 37.02s 1217us)(0x6C8) Anim(8): Has 2 animcomps. AnimState=0.5, DefState=0.5
(4427: 37.02s 1232us)(0x6C8) Anim(9): Has 1 animcomps. AnimState=0.5, DefState=0.5
(4428: 37.02s 1248us)(0x6C8) Anim(10): Has 1 animcomps. AnimState=0.5, DefState=0.5
(4429: 37.02s 1263us)(0x6C8) Anim(11): Has 1 animcomps. AnimState=0.5, DefState=0.5
(4430: 37.02s 1278us)(0x6C8) Anim(12): Has 1 animcomps. AnimState=0.5, DefState=0.5
(4431: 37.02s 1293us)(0x6C8) Anim(13): Has 4 animcomps. AnimState=0, DefState=0
(4432: 37.02s 1309us)(0x6C8) Anim(14): Has 1 animcomps. AnimState=0.4, DefState=0.4
(4433: 37.02s 1325us)(0x6C8) Anim(15): Has 1 animcomps. AnimState=0.4, DefState=0.4
(4434: 37.02s 1340us)(0x6C8) Anim(16): Has 1 animcomps. AnimState=0, DefState=0
(4435: 37.02s 1355us)(0x6C8) Anim(17): Has 1 animcomps. AnimState=0, DefState=0
(4436: 37.02s 1370us)(0x6C8) Anim(18): Has 1 animcomps. AnimState=0, DefState=0
(4437: 37.02s 1384us)(0x6C8) Anim(19): Has 1 animcomps. AnimState=0, DefState=1
(4438: 37.02s 1399us)(0x6C8) Anim(20): Has 1 animcomps. AnimState=0, DefState=0
(4439: 37.02s 1414us)(0x6C8) Anim(21): Has 1 animcomps. AnimState=0.5, DefState=0.5
(4440: 37.02s 1430us)(0x6C8) Anim(22): Has 1 animcomps. AnimState=0.5, DefState=0.5
(4441: 37.02s 1446us)(0x6C8) Anim(23): Has 1 animcomps. AnimState=0.5, DefState=0.5
(4442: 37.02s 1461us)(0x6C8) Anim(24): Has 1 animcomps. AnimState=0.5, DefState=0.5
(4443: 37.02s 1477us)(0x6C8) Anim(25): Has 1 animcomps. AnimState=0.5, DefState=0.5
(4444: 37.02s 1492us)(0x6C8) Anim(26): Has 1 animcomps. AnimState=0.5, DefState=0.5
(4445: 37.02s 1506us)(0x6C8) Anim(27): Has 1 animcomps. AnimState=0.5, DefState=0.5
(4446: 37.02s 1522us)(0x6C8) Anim(28): Has 1 animcomps. AnimState=0.5, DefState=0.5
(4447: 37.02s 1538us)(0x6C8) Anim(29): Has 1 animcomps. AnimState=0.5, DefState=0.5
(4448: 37.02s 1553us)(0x6C8) Anim(30): Has 1 animcomps. AnimState=0.5, DefState=0.5
(4449: 37.02s 1569us)(0x6C8) Anim(31): Has 1 animcomps. AnimState=0, DefState=1
(4450: 37.02s 1584us)(0x6C8) Anim(32): Has 1 animcomps. AnimState=0, DefState=1
(4451: 37.02s 1599us)(0x6C8) Anim(33): Has 1 animcomps. AnimState=0, DefState=1
(4452: 37.02s 1616us)(0x6C8) Anim(34): Has 1 animcomps. AnimState=0, DefState=1
(4453: 37.02s 1632us)(0x6C8) Anim(35): Has 1 animcomps. AnimState=0, DefState=1
(4454: 37.02s 1647us)(0x6C8) Anim(36): Has 1 animcomps. AnimState=0, DefState=1
(4455: 37.02s 1664us)(0x6C8) RegisteringVisual (GL-01) hVessel=0x416D6AC, hObj=0x3FEC928, Vis=0x6C099A0, Rec=0x757CFE8, Type=10
(4456: 37.02s 0us)(0x6C8)[WARNING] TRACE: clbkSetMeshTexture(0x6C09AE0, 5, ???) Called
(4457: 37.02s 15us)(0x6C8) D3D9Mesh(0x6C09AE0)::SetTexture(5, 0x1BD0E30) (???)
(4458: 37.02s 1us)(0x6C8) == Begin Scene ===========================================================================================================
(4459: 37.02s 1us)(0x6C8) Creating D3D9 SketchPad...
(4460: 37.02s 12us)(0x6C8) ...D3D9 SketchPad Released
(4461: 37.02s 86us)(0x6C8) == End Scene ==
(4462: 37.02s 1us)(0x6C8) Creating D3D9 SketchPad...
(4463: 37.02s 18us)(0x6C8) ...D3D9 SketchPad Released
 

Interceptor

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Hi jarmonik,this is a weird question. I am using your D3d9RC29 client with artlavs volcano module addon,and computerx Thrusterlights addon,and noticed when turning on artlavs volcano vent module to simulate Lox venting the thrusterlights come on,but this does not happen with regular orbiter graphics,has something to do with local light sources, I imagine.is there a fix for this?or just out of curiosity why would this be happening?Thanks
 
Last edited:

orb

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How should we store the normal maps ? Compression will reduce a quality but there are some methods to improve that like storing the x-axis in green channel and y-axis in alpha channel ?
I think both uncompressed and compressed maps should be supported by the client, with 16bit V8U8 / A8L8 for uncompressed (or even 24bit R8G8B8 if z is stored too in the map), and compressed DXT5nm (x in alpha, y in green, with blue & red channels the same for the whole image). If it was D3D10Client, BC5 could be used too, but under D3D9 it would probably work only for ATI cards.


So far I like the normal mapping feature very much. I tested it on vessels and base objects with success. I see that only directional light is taken into account at the moment. Will point lights and spotlights (local light sources) be taken in the future too?



EDIT:
A reply to this post, asking about the best way to create normal maps, moved to "[Discussion] Bump maps / Normal maps" thread.
 
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