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Try the D3D9TK.dll provided in the attachment from this post. I haven't checked others, but that one exports your missing function.Sorry I can't provide much more than bug reports, but I wanted to give the new client with runway lighting a shot, and I get the following screenshot:
PLEASE tell me it was just a bad checksum and I need to re-download the files... T_T
Try the D3D9TK.dll provided in the attachment from this post. I haven't checked others, but that one exports your missing function.
Sorry I can't provide much more than bug reports, but I wanted to give the new client with runway lighting a shot, and I get the following screenshot:
Thanks a lot for the clarification! I must have missed that little part:embarrassed:@kuddel
As jarmonik said in his previous post, the sources he sent does not include the runway lights, even if you compile them. I am working on the runway lights, so there's only that can run the client with them for now. You'll have to wait for the next RC to see them.
The lights you see are just tests that jarmonik did. It does not take in account any config file parameters.
And by the way, the attached ZIP containing a somewhat "leaner" Beacon Texture [16512 bytes vs. 87508 bytes ] that I think does the job.
P.S.: By the way, can you point me to a link or something, regarding this [...]'surfBltTgt' must be changed to 'mutable' from GraphicsAPI.h[...]? Is this change in an Orbiter-API header file really needed? And how is this comunicated with the Doctor?
I haven't detected any problems. Does the problem occur in a true fullscreen mode, fullscreen window or in a windowed mode ?Anyone else having trouble with the external MFDs when the "GDI/DirectX" setting is used? the buttons work, but the MFD's "screen" is totally black.
I haven't detected any problems. Does the problem occur in a true fullscreen mode, fullscreen window or in a windowed mode ?
Orbiter 2010-P1 or Orbiter Beta ?
All MFDs or some specific MFDs ?
Did you install DirectX SDK (and set path to its Include and Lib folders either in Visual Studio, if it hasn't been done automatically, or in the project file)?Well, I tried to build from source using Visual Studio '10 (it warned me it was created with a previous version), but it won't build, complaining that it can't find d3dx9.h. T_T
Not yet, but I'll go look for it. And in relation to the update on my recent post, I just switched from 2011-P1 to the 2011 beta.Did you install DirectX SDK (and set path to its Include and Lib folders either in Visual Studio, if it hasn't been done automatically, or in the project file)?
But, admittedly, I'm a complete dilettante when it comes to VS.<Tool
Name="VCCLCompilerTool"
AdditionalOptions="/D "D3D_DEBUG_INFO""
Optimization="0"
AdditionalIncludeDirectories=""C:\Program Files (x86)\Microsoft Platform SDK for Windows Server 2003 R2\Include\mfc";"C:\Program Files (x86)\Microsoft DirectX SDK (February 2010)\Include";..\..\Orbitersdk\include"
PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS;_USRDLL;D3D9CLIENT_EXPORTS"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
EnableEnhancedInstructionSet="2"
PrecompiledHeaderFile=""
WarningLevel="3"
DebugInformationFormat="3"
/>
Yes, Looks like I can reproduce the problem under Orbiter Beta 111105. I am currently working under Orbiter 2010-P1. I'll check it out when the RC40 is ready for testing under 111105.I use Orbiter Beta 111105.
Add a word 'mutable' in a front of 'surfBltTgt' in GraphicsAPI.hAny ideas?