I have a problem. When running in the GDI compatibility mode, I see some flahes in the full screen mode. Any solution?
Hi! This is a long shot, but can anybody here check Kulch's ENERGY project? The Energia rocket add-on works fine, but the custom HUD display is missing while I run under RC39. Can anybody check if it could be fixed at the client side? Thanks! :tiphat:
GPS
Never heard of such problem on D3D9 before. I don't know what's going on there.I have a problem. When running in the GDI compatibility mode, I see some flahes in the full screen mode. Any solution?
I have a problem. When running in the GDI compatibility mode, I see some flahes in the full screen mode. Any solution?
And another bug. When I'm around the Earth, if use use the Time acceleration too much time (10 seconds or less), the texture L11-14 looks like the original texture of the Earth. This is the worst bug!!! And I checked load at pre-start, but nothing changed...
Regular backups save the day...I should be able to get a new drive in a few days and start installing Windows. Isn't that sweet ? I don't even dare to think about how much data I lost today.:
I have just experienced a harddrive break down that will drive me back into a stone age.
Noooo!! Didn't you keep a backup??...I don't even dare to think about how much data I lost today...
Regular backups save the day...
Are you sure nothing can be saved by data recovery people?
Of course, I had backups but the latest one is more than 2 months old and not everything is packed up.Noooo!! Didn't you keep a backup??
Thanks, about that. I may have lost the source codes for some older releases of the client. If I need them I let you know.That's also one of the reasons why I mirrored your ZIP archives on Bitbucket. If you need something from there, just drop me a note...
I don't know if it would help, but I have most of what you have posted on this forum archived. Let me know if you need any of that, although I know it's not the same as source code. CheersI have just experienced a harddrive break down that will drive me back into a stone age. I was able to back up some data before I lost the drive complitely. So, the project should be in safe. I have implemented several bug fixes and specular and emission maps.
I should be able to get a new drive in a few days and start installing Windows. Isn't that sweet ? I don't even dare to think about how much data I lost today.:facepalm:
:compbash2:
I don't have a proper hardware nor a working computer right now to test it. What's wrong with it ? And why is a graphics client effecting into a flight controls ? Have you talked to Redburne about it ?Is there a way to get Fly-by-wire to work with D3D9 ?
void vVessel::RenderGrapplePoints (LPDIRECT3DDEVICE9 dev)
{
if (!oapiGetShowGrapplePoints()) return; // nothing to do
DWORD i;
ATTACHMENTHANDLE hAtt;
VECTOR3 pos, dir, rot;
static VECTOR3 colRed = {1,0,0},
colBlue = {0,0,1};
static int shape = 2; // [0...2]
static float size = 1.0;
// Flash calculations
static double lastTime = 0;
static bool isOn = true;
double simt = oapiGetSimTime();
if (simt-lastTime > 0.5) // Flashing period (twice per second)
{
isOn = !isOn;
lastTime = simt;
}
if (!isOn) return; // nothing to do
// attachment points to parent
for (i = 0; i < vessel->AttachmentCount(true); ++i)
{
hAtt = vessel->GetAttachmentHandle(true, i);
vessel->GetAttachmentParams(hAtt, pos, dir, rot);
const char *id = vessel->GetAttachmentId (hAtt);
// TODO: Here I would like to render one arrow instead
RenderSpot(dev, &pos, (float)size, colRed, false, shape);
}
// attachment points to children
for (i = 0; i < vessel->AttachmentCount(false); ++i)
{
hAtt = vessel->GetAttachmentHandle(false, i);
vessel->GetAttachmentParams(hAtt, pos, dir, rot);
const char *id = vessel->GetAttachmentId (hAtt);
// TODO: Here I would like to render one arrow instead
RenderSpot(dev, &pos, (float)size, colBlue, false, shape);
}
}
...
// should we render grapple points?
//
for (pv=vobjFirst; pv; pv=pv->next) {
if (!pv->vobj->IsActive()) continue;
pv->vobj->RenderGrapplePoints(pDevice);
}
...
VERTEX_XYZC GrapplePoint::arrow_blue[] = {
// Head
{ 0.0, 0.0, 0.0, D3DCOLOR_XRGB(0, 0, 255)},
{-1.0, 1.0, 0.0, D3DCOLOR_XRGB(0, 0, 255)},
{ 1.0, 1.0, 0.0, D3DCOLOR_XRGB(0, 0, 255)},
{ 1.0, 1.0, 0.0, D3DCOLOR_XRGB(0, 0, 255)}, // degenerate triangle
{-0.5, 1.0, 0.0, D3DCOLOR_XRGB(0, 0, 255)}, // degenerate triangle
// Body
{-0.5, 1.0, 0.0, D3DCOLOR_XRGB(0, 0, 255)},
{-0.5, 2.0, 0.0, D3DCOLOR_XRGB(0, 0, 255)},
{ 0.5, 2.0, 0.0, D3DCOLOR_XRGB(0, 0, 255)},
{ 0.5, 1.0, 0.0, D3DCOLOR_XRGB(0, 0, 255)}
};
VERTEX_XYZC GrapplePoint::arrow_red[] = {
// Head
{ 0.0, 0.0, 0.0, D3DCOLOR_XRGB(255, 0, 0)},
{-1.0, 1.0, 0.0, D3DCOLOR_XRGB(255, 0, 0)},
{ 1.0, 1.0, 0.0, D3DCOLOR_XRGB(255, 0, 0)},
{ 1.0, 1.0, 0.0, D3DCOLOR_XRGB(255, 0, 0)}, // degenerate triangle
{-0.5, 1.0, 0.0, D3DCOLOR_XRGB(255, 0, 0)}, // degenerate triangle
// Body
{-0.5, 1.0, 0.0, D3DCOLOR_XRGB(255, 0, 0)},
{-0.5, 2.0, 0.0, D3DCOLOR_XRGB(255, 0, 0)},
{ 0.5, 2.0, 0.0, D3DCOLOR_XRGB(255, 0, 0)},
{ 0.5, 1.0, 0.0, D3DCOLOR_XRGB(255, 0, 0)}
};