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If I had to guess, I would blame a Runtime-Library mixup (static vs dynamic) to be the cause for Wolf's issues.
@Wolf: Just to check if "my builds" do change the behavior, would you please try the attached debug-builds?It seems that Wolf is able to run the Client & DockingCamera :thumbup:, so I've removed the attachment.
@Jarmonik: I've tried the "Debug-Builds" you've posted (Post 4713) and they seem a bit odd...
Did you build them from the HEAD revision of SVN? Or are there any local changes included?
Another point: It looks like you do not have the most current version of Visual Studio
(VisualStudioVersion = 14.0.25123.0 vs. VisualStudioVersion = 14.0.25420.1). Maybe an update of VS is a good thing...
I don't expect the VS update to do the trick, but that update (Update 3) is the stable version for quite a while.
If I had to guess, I would blame a Runtime-Library mixup (static vs dynamic) to be the cause for Wolf's issues.
the debug description does not seem to be useful to jarmonik so I do not know what I can do to make the latest release working on my end..
I really really appreciate your help. Unfortunately as I posted above I still cannot run the latest release. I am using a previous version which seems to be running ok here...
the debug description does not seem to be useful to jarmonik so I do not know what I can do to make the latest release working on my end..
That update should not change how the linker incorporates .rc files (...explaining the wrong "Modules Category").But, I did resently update my DirectX SDK from February 2010 to June 2010. D3D9Client version 3.4 is the first one build with June 2010 setup.
Yeah! I've tried the same (although I do not have VS 2008 available) and the dynamic/static debug/release linking oddities still raises big question-marks above my head :shrug:There is also a new build of the gcAPI.lib. Build with visual studio 2008. I tried to include a debug build of the gcAPI_dbg.lib in debug build of the client but I got some weird errors. So, a release build of gcAPI is incuded instead like is always has.
You're welcome. And yes I also find it odd, that Visual Studio isn't updated through Windows Update. Although I kind of understand that decision; as it is very annoying that a build process might fail just because of "automatic background update of any kind". Visual Studio is a special application.Thanks about leting me know. I thought it would auto-update like everyting else these days.
Yes it should :thumbup: I was just throwing in thoughts...Shouldn't it effect everybody in a same way ?
Quick question: Is there any way to disable self shadow generation for specific mesh groups? I've tried using FLAG 1 as indicated by the 3DModel.pdf document, but that doesn't seem to work.
This is correct. In this case it is two flat squares for rendering the insides of the two External Tank umbilical wells on the orbiter.I checked the code and everything seems fine. Is this problem related to a transparent clipper objects ? (i.e. Cutting a hole in a mesh ?)
This screenshot shows the problem: https://www.dropbox.com/s/66ygqpluikudpmt/ET_umb_well_shadows.jpg?dl=0
As you can see, the ET umbilical wells are completely shaded (IE, entirely black) when there should only be partial shading.
Sometimes that leaves nasty artifacts that are nigh-on impossible to get rid of. And sometimes it doesn't work at all. Thankfully this time, it worked: https://www.dropbox.com/s/n429qnd30hih2w1/ET_umb_well_shadows2.jpg?dl=0Why not save the "original" bottom surface group for future reference, and cut a door-shaped hole on the bottom surface? :shrug:
And I think you meant FLAG 1, not FLAG 2, however both works.
Thanks, that one works. Although, I had to change over from Orbiter 2016 to the beta.I was meaning the FLAG 2. But anyway, Here's a modified test build that should fix the issue with the shadows.
The flag settings would need to be checked. What is the right behavior ? Currently for the self shadows:
FLAG 1 - Will disable the shadow, but not the caster. It will be rendered.
FLAG 2 - Will disable a mesh group, but not the shadow it casts.
So, to disable both, a mesh group and the shadow it casts, FLAG 3 is required. Is this correct responce ?
For the Clipper objects FLAG 1 is required.
Here's a DLL for Orbiter Beta.
Why not save the "original" bottom surface group for future reference, and cut a door-shaped hole on the bottom surface? :shrug:
You did but I had to remove the original floor of the aft engine compartment as it was had a few faults, one of being noted by GLS: "aft compartment bottom isn't flat (not exactly sure how it should be, but it doesn't look good as is)".I believe I made holes in the mesh. :hmm:
Yes. The FLAG parameter goes along with LABEL, MATERIAL, TEXTURE and GEOM. More information is available in the 3DModel.pdf document which can be found in the Doc subfolder of the main OrbiterSDK folder.Do you add the flags to the mesh file ?