New Release Vehicle simulation

Bump Release 3 "Soccer on the Beach" ...is up :
http://code.google.com/p/surface-physics/downloads/list


Adds creation of objects using a text file. The test scenario is in the Bump folder in Launchpad. Do not forget to activate the Bump module in the Modules tab after copying the files.

Please report any bugs.
 
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Can no longer attach the chassis.
 
Bump Release 4 is up. Has basic Orulex integration using Artlav's terrain generator.
 
Severe trouble. Namely, neither the module nor the vessels can be loaded. This is supposed to work with Orbiter 2010 P1, isn't it?

I copied the contents of the zip-file into the orbiter root directory, which I suppose is correct. Files are there where they should be, but here's what I get (relevant sections embolded):

Code:
**** Orbiter.log
Build Aug 30 2010 [v.100830]
Timer precision: 4e-008 sec
Found 1 joystick(s)
Devices enumerated: 9
Devices accepted: 7
==> RGB Emulation
==> Direct3D HAL
==> Direct3D T&L HAL
==> Direct3D HAL (ATI Radeon HD 5700 Series)
==> Direct3D T&L HAL (ATI Radeon HD 5700 Series)
==> Direct3D HAL (ATI Radeon HD 5700 Series) #2
==> Direct3D T&L HAL (ATI Radeon HD 5700 Series) #2
Module AtlantisConfig.dll .... [Build 100830, API 100830]
Module AtmConfig.dll ......... [Build 100830, API 100830]
Module DGConfigurator.dll .... [Build 100830, API 100830]
Module ScnEditor.dll ......... [Build 100830, API 100830]
Module ExtMFD.dll ............ [Build 100830, API 100830]
[B]Error loading module Modules\Plugin\Bump.dll (code 14001)[/B]

**** Creating simulation session
DirectDraw interface OK
Direct3D interface OK
Graphics: Viewport: Window 1674 x 1025 x 32
Graphics: Hardware T&L capability: Yes
Graphics: Z-buffer depth: 32 bit
Graphics: Active lights supported: 8
Loading 8816 records from star database
Module Sun.dll ............... [Build 100830, API 100830]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
Module Mercury.dll ........... [Build 100830, API 100830]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
Module Venus.dll ............. [Build 100830, API 100830]
Module VenusAtm2006.dll ...... [Build 100830, API 100830]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
Module Earth.dll ............. [Build 100830, API 100830]
Module EarthAtmJ71G.dll ...... [Build 100830, API 100830]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
Module Moon.dll .............. [Build 100830, API 100830]
ELP82: Precision 1e-005, Terms 116/829
Module Mars.dll .............. [Build 100830, API 100830]
Module MarsAtm2006.dll ....... [Build 100830, API 100830]
VSOP87(B) Mars: Precision 1e-005, Terms 405/6400
Module Phobos.dll ............ [Build ******, API 060425]
Module Deimos.dll ............ [Build ******, API 060425]
Module Galsat.dll ............ [Build 100217, API 100215]
Module Jupiter.dll ........... [Build 100830, API 100830]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
Module Io.dll ................ [Build 100217, API 100215]
Module Europa.dll ............ [Build 100217, API 100215]
Module Ganymede.dll .......... [Build 100217, API 100215]
Module Callisto.dll .......... [Build 100217, API 100215]
Module Satsat.dll ............ [Build 100215, API 100212]
Module Saturn.dll ............ [Build 100830, API 100830]
VSOP87(B) Saturn: Precision 1e-006, Terms 2904/6365
Module Mimas.dll ............. [Build 100215, API 100212]
SATSAT Mimas: Terms 113
Module Enceladus.dll ......... [Build 100215, API 100212]
SATSAT Enceladus: Terms 33
Module Tethys.dll ............ [Build 100215, API 100212]
SATSAT Tethys: Terms 101
Module Dione.dll ............. [Build 100215, API 100212]
SATSAT Dione: Terms 59
Module Rhea.dll .............. [Build 100215, API 100212]
SATSAT Rhea: Terms 68
Module Titan.dll ............. [Build 100215, API 100212]
SATSAT Titan: Terms 100
Module Iapetus.dll ........... [Build 100215, API 100212]
SATSAT Iapetus: Terms 605
Module Uranus.dll ............ [Build 100830, API 100830]
VSOP87(B) Uranus: Precision 1e-006, Terms 1827/5269
Module Miranda.dll ........... [Build ******, API 060425]
Module Ariel.dll ............. [Build ******, API 060425]
Module Umbriel.dll ........... [Build ******, API 060425]
Module Titania.dll ........... [Build ******, API 060425]
Module Oberon.dll ............ [Build ******, API 060425]
Module Neptune.dll ........... [Build 100830, API 100830]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
Finished initialising world
[B]---------------------------------------------------------------
>>> ERROR: Could not load vessel module: ATVShuttle
>>> [Vessel::LoadModule | .\Vessel.cpp | 5442]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Could not load vessel module: BulletBaseVehicle
>>> [Vessel::LoadModule | .\Vessel.cpp | 5442]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Could not load vessel module: BulletBaseVehicle
>>> [Vessel::LoadModule | .\Vessel.cpp | 5442]
---------------------------------------------------------------[/B]
Finished initialising status
Finished initialising camera
Finished initialising panels
Finished setting up render state

Scenario loads, but obviously no vehicles show up... Why is Orbiter looking for .cpp files anyways?
 
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Woops, I have been testing with the new beta.

------------

Correction, I had tested with orbiter100830 too and I just tested again, it works fine. I ll try downloading from the site and check. This is strange.
 
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Makes sense. New Beta has some changes to the vessel class if I'm not mistaken. I'll check it out.

You should mention somewhere that it doesn't work with 2010 P1, though.
 
Just tested a fresh unpack of Orbiter from orbiter100830.zip and the Bump plugin from the site. It ran fine. Perhaps you can try it on a clean install ? I compiled a release version with Visual Studio 2010, but that shouldn't cause an issue I think.
 
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Wait a minute... 100830 is 2010 P1. I use the same version you do alright. I tried a clean install even before I posted, but I tried it again just to make sure. Same result. Running Win7 windowed, in case that might be part of the problem, but it'd be majorly weird.
 
But its already packaged with Orbiter I think.

yes, the VS 2005 runtimes... (and I have the 2008 installed by default anyways). Still, if you are compiling against 2010, that might be a source of trouble. I'll download the 2010 runtimes and see what happens.

---------- Post added at 09:05 PM ---------- Previous post was at 09:02 PM ----------

Nope, no joy.

---------- Post added at 09:56 PM ---------- Previous post was at 09:05 PM ----------

Just tried Bump 3, which works more or less: I see the vehicles here, but I don't see the terrain mesh. There's a brown object falling down and onto the ground with some rather nice bumping, though...
 
I'm getting an invisible mesh with Bump version 4. Usually the result of missing VC redistributables. I have 2005 and 2008 redistributables installed and I also have Visual Studio 2010. Woo482 mentioned possible missing MSVCR100.dll, but I have that file as well.

Any ideas what might be wrong?

EDIT:
Invisible mesh happens on all scenarios provided with Bump 4.

Just got a crash on a fresh install, too. Orbiter.log complains about missing module ATVShuttle. Bump is activated in Modules.
 
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There can a problem for people not having installed Visual Studio 2010 with BulletBase.dll and BulletBaseVehicle.dll being built in "Debug" mode (i.e. they require MSVCR100D.dll).
 
ok, I have now made sure I individually compile all the modules into release mode. They should not require the VC++ run time. The new release is BumpRelease5.zip

This sure is proving to be a bumpy ride indeed :P

-------------

Just tried Bump 3, which works more or less: I see the vehicles here, but I don't see the terrain mesh. There's a brown object falling down and onto the ground with some rather nice bumping, though...

Yes Bump 3 doesn't have a mesh. But if you see the brown object falling on the ground that means everything is fine. You should also be able to see the 2 footballs near the Brighton Tower and be able to collide with the tower itself and the block beside it. This much is present in Bump 3.

Bump 4 doesnt work.

Bump 5 should be able to load terrain if the Orulex-core module is enabled. It should work even without Orulex, but there will be no terrain.
 
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Yes Bump 3 doesn't have a mesh. But if you see the brown object falling on the ground that means everything is fine. You should also be able to see the 2 footballs near the Brighton Tower and be able to collide with the tower itself and the block beside it. This much is present in Bump 3.

In other words, Bump3 is working without trouble on my machine. hmmm...


Bump 5 should be able to load terrain if the Orulex-core module is enabled. It should work even without Orulex, but there will be no terrain.

Sorry to disapoint you, Bump5 has the exact same problems as Bump4, with or without Orulex. Since Bump3 works, the issue must be related to some changes either in the build or in the code itself...
 
Ok so I guess the error codes are also the same :
Error loading module Modules\Plugin\Bump.dll (code 14001)

and

Finished initialising world
---------------------------------------------------------------
>>> ERROR: Could not load vessel module: ATVShuttle
>>> [Vessel::LoadModule | .\Vessel.cpp | 5442]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Could not load vessel module: BulletBaseVehicle
>>> [Vessel::LoadModule | .\Vessel.cpp | 5442]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Could not load vessel module: BulletBaseVehicle
>>> [Vessel::LoadModule | .\Vessel.cpp | 5442]
 
Ok I think this has to be debugged by starting out in small steps then. I ll recompile the shuttlePB with Visual Studio 2010 in release mode and post it here. Lets see if that works. It does seem like a DLL format problem, something that Orbiter does not recognize.

Anyone tried it with the Beta by the way (got from orbiter111105-100830diff.7z)?

The direction towards confirming the problem is suggested here :
http://stackoverflow.com/questions/8206519/loadlibrary-fails-with-error-code-14001

Perhaps Dependency Walker and the Windows Event Viewer can be checked to indicate if its a side-by-side configuration problem and if its a missing debug VC++ Redistributable Package.

I am sure though that the main libraries that I am using are compiled in release mode. Is there a way to check the Bullet .lib files to see if they are in release mode ? I picked them from the release folder and they do not have _Debug appended to their names which indicates that they are the release ones.

---------------

I just checked the sizes of the Bullet .lib files and the release ones are half the size of the debug ones, i.e. without the debug symbols as expected. So I am assuming they are ok.
 
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Perhaps Dependency Walker and the Windows Event Viewer can be checked to indicate if its a side-by-side configuration problem and if its a missing debug VC++ Redistributable Package.

The only time I'm getting a side-by.side config error for windows is if I update to the new beta, which is another weird thing I have going on... (your add-on has nothing to with that, though).
I'll try a dependency walker somewhen today and see if anything comes up...

Is there a way to check the Bullet .lib files to see if they are in release mode ?

If it's the same you used for version 3, there shouldn't be any problems with it. I doubt that the distributors of the bullet library would make such a blunder in their package without anyone noticing it.
 
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Yeah well, Bullet is recommended to be compiled using Cmake at the user's computer, which is what I did :)

http://bulletphysics.org/mediawiki-1.5.8/index.php/Creating_a_project_from_scratch

But I have done it for the other Bump releases too, so I don't think that I compiled it incorrectly with Cmake though. I did recompile it 2 days ago using visual studio 2010, but the demos work, as does the Bump plugin in my machine, so I think the libraries are ok now too.

The only time I'm getting a side-by.side config error for windows is if I update to the new beta, which is another weird thing I have going on... (your add-on has nothing to with that, though).

Ok so with the new beta(I am assuming a fresh unpack of orbiter100830.zip and then orbiter111105-100830diff.7z contents copied over it), does it work on your machine with some of the older addons which were released sometime back, like say Orulex or UCGO ?

So with dependency walker, does it say exactly which library is missing by any chance.

--------------------

By the way, if you make a scenario with only ATVShuttle in it and disable the Bump module, does that scenario load ?

-----------

Hmm dependency walker does show me a debug dll, wonder how that is getting in there.



-----------------

Hmm if I scroll down in depedency walker I see MSVCR100.dll which I think is the release library, so ATVShuttle.dll is compiled in release mode, will check the others.

Ok all the DLLs in the zip are confirmed in release mode.
 
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