Dan's Orbiter page
Orbiter English => Dan's add-ons => Topic started by: DanSteph on 20 March 2012, 05:34:45
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Welcome to DGIV+addons beta test ver 20120320 (DX9/DX11)
Current version test special instructions
Please review the changelog.txt, check "your" bug and what was changed
test and repost bugs or remark that where not taken in account.
Changelog: http://www.dansteph.com/publie/ChangeLog.txt
Bug reporting form
Please use the text form in the link below to report bugs: It's important !
http://www.dansteph.com/publie/beta_form.txt
Please follow "your" bug and once cleared (probably with a new version) check and
confirm in beta test thread that the bug is gone. It may be a good idea to keep a
list of "your" bugs.
Feedback
Feedback are importants, please be verbous, precise, don't hesitate to write what you think or post anything you want about beta. Use the form above for bugs. Keep me informed of any status change if you can't test anymore for example.
Never forget that the final quality of addons depend enterely of YOUR TESTS.
Much thanks for your help :beer:
Dan
Message modifié ( 20-03-2012 12:10 )
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Local light now works! Thanks a lot for the fix!
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DGIV BUG
Short description:
Lower panel quality
Severity
serious
Complete description
The quality of the lower panel seems bad. The words are not clear. I dont recall seeing this in the last beta build, and it caught my attention real quick. Also, i can pan back and forth the lower panel. Not sure why I should be able to do that. My display resolution is 1200x1920.
Reproduce bug
Load up DGIV in D3D9 client. Video settings do not seem to matter.
Miscallenous
Here is a pic of what I am seeing:
(http://i282.photobucket.com/albums/kk251/CrasVox/Orbiter/DGIVD3D9000.png)
The whole panel in terms of the words seem to be smudged. I highlighted the worse parts of it.
Post Edited ( 03-21-12 00:17 )
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DGIV BUG
Short description:
Antenna Animation Broken
Severity
minor
Complete description
The antenna animation ends up causing the object to move apart.
Reproduce bug
Deploy antenna, have it track something in orbit. rotate the attitude and have the antenna continue to track the object in orbit to points where it reaches pitch limits. The antenna well end up looking like it is not connected to its other parts. Retracting the antenna does put the antenna back together.
Miscallenous
(http://i282.photobucket.com/albums/kk251/CrasVox/Orbiter/DGIV-D3D9-001.gif)
The attitude that best showed the issue resulted in my ship being belly up to the sun. So I added an adjustment layer to brighten it up, but left the edges alone so you can see what the adjustment did.
Post Edited ( 03-21-12 02:28 )
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Thanks Cras for the tests.
For the quality it should affect only the fixed title, this is due to the conversion of texts to photoshop Cs5, I should change all the text quality.
For the antenna I don't know if it's DX9 specific or if it's a DGIV bug yet, I know jarmonik have patched somes things about this.
I'll have a look.
Dan
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Thanks Dan.
And for what its worth, it is only the lower panel with the degraded text quality. , and that is the only panel where if I press the left and right arrow key, it pans. The other panels do not present either of these behaviours.
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Cras a écrit:
and that is the only panel where if I press the left and right arrow key, it pans. The other panels do not present either of these behaviours.
That might be a side effect of "top/bottom" attachment. Is it really a problem ?
Best
Dan
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No, its not a problem. I just thought it was worth a mention in case the two were related somehow.
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Cras a écrit:
No, its not a problem. I just thought it was worth a mention in case the two were related somehow.
Finally, thinking about it and reviewing the source image it might be related, the panel is 1080 and you mention an height of 1200, maybe the panel is stretched hence the poor quality.
At least one text you mention is pixelised so it' cannot be the CS5 font quality as I thought first.
Can you post a 1/1 image (1920x1200) giving only the link so I can compare it with the source image ?
It seem I'll have to remove the "top/bottom" attachment which seem to cause this problem. You'll have a hole in the bottom of the screen but it's better than poor quality.
Much thanks
Dan
Message modifié ( 21-03-2012 04:05 )
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The pic I posted was hosted on a site, but I cannot seem to get the thing to be hosted in full resolution.
So I set up a dropbox, and I think I got it right.
http://dl.dropbox.com/u/68333863/DGIV%20D3D9%20000.png
This is the same pic, only hopefully you can see the full 1920x1200 resolution. If you want me to get another shot of it, without the red boxes, just let me know.
Cheers,
Cras
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That's it, uggly streching & co.
Much thanks for the pic, I'll send you a new dll.
Best
Dan
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DGIV BUG
Short description:
Crash Failure
Severity
CTD
Complete description
Orbiter CTD when DGIV crashes
Reproduce bug
Load a DGIV scenario, and crashes it on the ground, or on a reentry.
Miscallenous
I'm on "40 debirs" crash mode, may be it is the problem ... I've not tested with other settings
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SolarLiner a écrit:
Complete description
Orbiter CTD when DGIV crashes
Reproduce bug
Load a DGIV scenario, and crashes it on the ground, or on a reentry.
I'm unable to reproduce this on NG/DX9 and stock, what Orbiter version/client do you use ? Is the DGIV properly installed and did you replaced all the dll with those of the last beta patch ?
Can someone reproduce this problem ?
Dan
Message modifié ( 22-03-2012 05:40 )
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Cras a écrit:
Short description:
Antenna Animation Broken
I tried to move in every direction pointing at sun in space but I wasn't able to reproduce the bug on DX9.
Can you post a scenario with the required movement to make it messing ?
Much thanks
Dan
Message modifié ( 22-03-2012 06:45 )
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Cras wrote:
DGIV BUG
Short description:
Antenna Animation Broken
Severity
minor
Complete description
The antenna animation ends up causing the object to move apart.
Reproduce bug
Deploy antenna, have it track something in orbit. rotate the attitude and have the antenna continue to track the object in orbit to points where it reaches pitch limits. The antenna well end up looking like it is not connected to its other parts. Retracting the antenna does put the antenna back together.
Miscallenous
(http://i282.photobucket.com/albums/kk251/CrasVox/Orbiter/DGIV-D3D9-001.gif)
The attitude that best showed the issue resulted in my ship being belly up to the sun. So I added an adjustment layer to brighten it up, but left the edges alone so you can see what the adjustment did.
Hi Cras,
I've made some fixes in animation code yesterday, so can you please get updated version and re-test?
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Dan, that new version fixed the lower panel issue! It is looking beautiful again.
I will try to replicate that animation bug again, and update D3D11 and test the auto ascent bug I kept seeing later today.
And for that bug report where Orbiter CTDs when the DGIV crashes and breaks into little pieces, I do not see this either. I have it set up for the 40 piece (power setting) debris, and it crashed just fine, and broke into a bunch of little pieces, no CTD.
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Cras a écrit:
Dan, that new version fixed the lower panel issue! It is looking beautiful again.
I will try to replicate that animation bug again, and update D3D11 and test the auto ascent bug I kept seeing later today.
And for that bug report where Orbiter CTDs when the DGIV crashes and breaks into little pieces, I do not see this either. I have it set up for the 40 piece (power setting) debris, and it crashed just fine, and broke into a bunch of little pieces, no CTD.
Great, thanks for the feedback, I'll mark it as solved.
I keep the antenna & CTD open while waiting more informations.
Dan
Message modifié ( 22-03-2012 16:14 )
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Hey, I'm still testing :)
I can't find any bugs in all new updated add-ons. I was going to report that gears rotate improperly while rolling on phobos, but it seems update fixed it :)
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Hi Dan.
I've made a new fresh Orbiter installation on my main "home" pc, and I've tested reentries (from ISS to Cape Canaveral) and dockings (the other way round), and there were not problems. All with D3D9 client.
Ascent autopilot (p903s42) works well, antenna moves and tracks correctly, radiator deploys correctly.
Sound is loud and clear, too. RADIO/MP3 MFD works like a charm.
Post Edited ( 03-23-12 17:01 )
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alright, I know I said I was going to do a fresh install of Orbiter 2011 beta and D3D11, but I decided to just update it instead and see if the CTDs I saw would re-appear.
I updated to the newest version of D3D11 on bitbucket, and I dropped in the newset version of DGIV (the one that fixes the lower panel). The ascent autopilot did not crash CTD. So that is fixed. The 103 Lox condition is fixed, it displays as one would expect.
However, animations seem to be very very wrong now. If asmi cannot confirm this, or anyone else running D3D11, I will try the fresh install and see what is what. I will put the bug in its own post to follow the guidelines.
Also, I attmepted, using a pair of quicksaves I had, to recreate the antenna animation bug, but I just cannot seem to get it to fall apart like that. This bug was reported in D3D9 client btw so it is not related to this new one in D3D11, which is just a totally different beast all together.
If I see it happen again, I will try to note what the conditions are and report back.
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DGIV BUG
Short description:
Ship visually falls apart.
Severity
Serious
Complete description
Under D3D11, the ships animations are all off. Opening the antenna causes the hull to rotate off the frame, open the radiator caues other shapes to rotate around the ship, apply throttle and more shapes start to move.
Reproduce bug
D3D11, Orbiter 2010p2 beta, just toggle an animation, be it radiator, antenna, nose cone, or engage throttle, or an auto ascent program.
Miscallenous
The ship itself works fine now. I notice it when running the Mars safemode scenario and running the Mars auto ascent auto pilot, to see if I got the CTD I was seeing in earlier versions of D3D11 and the DG4 beta. the ship got into orbit just fine, but when I switched to exterior view, I saw the ship was a total wreck in terms of placement of the meshes.
I tried it on Earth, the Moon, Mars, same results. Watching an auto ascent program run from exterior view is quite a sight, as each animation triggers further oddity to the vehicle, until it eventually represents this:
http://dl.dropbox.com/u/68333863/D3D9-DGIV-002.jpg
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I am on XP, so I can't help with D3D11.
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Antenna animation bug will be fixed in a coming RC45 release. I am unable to reproduce a CTD with 40 debris crash. I am currently tracking down a bug that will cause all panels to disapear after restarting a scenario without exiting launchpad. Works fine with the Orbiter's internal engine, so, it must be a bug in the client.
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Cras wrote:
DGIV BUG
Short description:
Ship visually falls apart.
Severity
Serious
Complete description
Under D3D11, the ships animations are all off. Opening the antenna causes the hull to rotate off the frame, open the radiator caues other shapes to rotate around the ship, apply throttle and more shapes start to move.
Reproduce bug
D3D11, Orbiter 2010p2 beta, just toggle an animation, be it radiator, antenna, nose cone, or engage throttle, or an auto ascent program.
Miscallenous
The ship itself works fine now. I notice it when running the Mars safemode scenario and running the Mars auto ascent auto pilot, to see if I got the CTD I was seeing in earlier versions of D3D11 and the DG4 beta. the ship got into orbit just fine, but when I switched to exterior view, I saw the ship was a total wreck in terms of placement of the meshes.
I tried it on Earth, the Moon, Mars, same results. Watching an auto ascent program run from exterior view is quite a sight, as each animation triggers further oddity to the vehicle, until it eventually represents this:
http://dl.dropbox.com/u/68333863/D3D9-DGIV-002.jpg
Looks cool - let's not fix that :badfinger:
On a serious note - can you please create a brand new installation of Orbiter P2 + D3D11Client + DGIV and give it a try.
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There was indeed a CTD after crash in DX11 client. It's now fixed & uploaded to SC. And while I was debugging that I've found a bug that made me laugh aloud for a minute :ptdr: I will post it in a separate post - I'm sure you'll love this bug as much as I did :ptdr: :ptdr: :ptdr:
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DGIV BUG
Short description:
Altitude callouts are heard after vessel is crashed :ptdr:
Severity
minor
Complete description
Altitude callouts are played after vessel is crashed if impact impulse is large enough to propel wreck up in the air :ptdr:
Reproduce bug
Take off the ground on Earth, climb to 2-3 km, pick up good speed (1M+) and then direct vessel to the ground with high AoA (-50 or more). Impact enegry should be enough to propel crashed piece up into the air to the altitude of more than 100 feet. As wreck starts to fall down, you'll hear altitude callouts ("100", "50", "40" and so forth) :ptdr: :ptdr: :ptdr:
Miscallenous
Those callouts are usually propounced by co-pilot (or second pilot), but impact energy is likely to vaporize whoever was aboard, so... :ptdr:
Post Edited ( 03-23-12 01:52 )
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DGIV BUG
Short description:
"80 knots" callout is heard at 80 m/s
Severity
minor
Complete description
80 m/s is actually ~155.5 knots, which is roughly twice the indicated value. 80 knots is ~41.2 m/s.
Reproduce bug
Start jet-like take off on Earth. At 80 m/s you'll hear "80 knots" which is wrong.
Miscallenous
Just FYI, usual take-off speed for commercial jets is around 140-160 knots or 72-82 m/s.
Post Edited ( 03-23-12 02:06 )
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asmi wrote:
Looks cool - let's not fix that :badfinger:
On a serious note - can you please create a brand new installation of Orbiter P2 + D3D11Client + DGIV and give it a try.
Yup, will do. I think something may be amiss here in this installation. Makes sense to clean it out and start over and see what happens.
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SolarLiner a écrit:
Complete description
Orbiter CTD when DGIV crashes
Reproduce bug
Load a DGIV scenario, and crashes it on the ground, or on a reentry.
Miscallenous
I'm on "40 debirs" crash mode, may be it is the problem ... I've not tested with other settings
So I mark this one as solved. (DX11)
Dan
Message modifié ( 23-03-2012 08:00 )
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asmi a écrit:
DGIV BUG
Short description:
Altitude callouts are heard after vessel is crashed :ptdr:
Funny, I obviously didn't set the "no GPWS" in the main debris's OrbiterSound parameters given it's rare someone crash
so hard (congrat asmi :badsmile: )
I'll keep "Antenna" & "parts goes wild" open until they are fixed in respective clients.
For "80" I'll probably remove the "knots".
Thanks to all,
Dan
Message modifié ( 23-03-2012 08:41 )
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DanSteph wrote:
Funny, I obviously didn't set the "no GPWS" in the main debris's OrbiterSound parameters given it's rare someone crash
so hard (congrat asmi :badsmile: )
Well, I figured - if I need to crash this baby, this would better be a good one - so I directed vessel towards ground while keeping engines at full thrust :badsmile: It is funny, it's it? :)
Post Edited ( 03-23-12 11:27 )
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ORBITERSOUND BUG
Short description:
ORBITERSOUND not recognized nor detected.
Module activated in Launchpad.
Severity
Serious
Complete description
This happens on my 2nd pc (at work).
Specs are: XP Pro SP3, Dual Core E5700, 4Gb RAM, integrated Intel graphics chipset, integrated Realtek audio
I made a new fresh Orbiter2010P1 install.
I've put in that folder all Dansteph's goodies (OrbiterSound 3.5, DGIV-2, UCGO, UMMU) from the good old download page, plus the D3D9 RC44 client, plus Dansteph's latest beta package.
I keep on getting the error message at start: "DGIV NEEDS AT LEAST ORBITERSOUND 3.5! YOUR VERSION IS OUTDATED OR NOT INSTALLED".
If I reinstall the original OrbiterSound 3.5 it says that the detected OrbiterSound is older!
Anyway, after installation, sound works (both Inline and D3D9).
If I put again Dansteph's latest beta package, this message comes back: "DGIV NEEDS AT LEAST ORBITERSOUND 3.5! YOUR VERSION IS OUTDATED OR NOT INSTALLED".
File OrbiterSound_Log.txt says:
OrbiterSound 3.5 ver. May 13 2007 Log Started
***********************************************
--------------------------------------
ERR01= Vessel->ConnectToOrbiterSoundDLL3: Unable to connect to OrbiterSound 3.5 - not installed or activated
File Orbiter.log says:
Error loading module Modules\Plugin\OrbiterSound.dll (code 14001)
Reproduce bug
Just putting the new Beta pack into my Orbiter folder gives me this bug
Miscallenous
What is strange is that on my "home" pc, the new beta OrbiterSound worked well...I'll try to replicate this one when I'm home later today.
Post Edited ( 03-23-12 17:37 )
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ORBITER.LOG ANOMALIES
Short description:
File Orbiter.log has a few "error" lines.
Severity
Seems minor to me.
But I don't know what this could mean "inside".
Complete description
Test is made by launching the "Landed KCS departure to ISS.scn" scenario, waiting to sit in the cockpit, and pressing F4 to exit simulation, then open Orbiter.log.
When I launch ORBITER.EXE:
[i][b]UNTIL HERE IT HAS CORRECTLY LOADED ALL THE MODULES[/b][/i]
Finished initialising world
Module DeltaGliderIV.dll ..... [Build 120318, API 100830]
Finished initialising status
Finished initialising camera
Finished initialising panels
Finished setting up render state
[color=red]ERROR: DDraw object is still referenced: 6
---------------------------------------------------------------
>>> ERROR: Destroy framework objects failed
>>> [OrbiterGraphics::Exit3DEnvironment | .\OGraphics.cpp | 1034]
---------------------------------------------------------------[/color]
**** Closing simulation session
When I launch ORBITER_NG.EXE:
[i][b]UNTIL HERE IT HAS CORRECTLY LOADED ALL THE MODULES[/b][/i]
Finished initialising world
Module DeltaGliderIV.dll ..... [Build 120318, API 100830]
Finished initialising status
Finished initialising camera
Finished initialising panels
Finished setting up render state
D3D9Client: [Scene Initialized]
D3D9Client: [Session Closed. Scene deleted.]
UnDeleted Surface(s) Detected
Surface 0x1B18468 (DGIV\skin\Mining\DGIII_4.dds) (1024,1024) Type=2, Creation=1
Surface 0x1B18540 (DGIV\skin\Mining\DGIII_3.dds) (1024,1024) Type=2, Creation=1
Surface 0x1B18618 (DGIV\skin\Mining\DGIII_5.dds) (1024,1024) Type=2, Creation=1
**** Closing simulation session
Reproduce bug
Every time I make this test it ends this way.
Miscallenous
I'll try to replicate these situations (from this one and from the previous post) on my "home" pc in a few hours.
Post Edited ( 03-23-12 17:42 )
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DGIV MAIN PANEL BUG
Short description:
Still about white pixels, sorry, not THAT important, but I just noticed this.
Severity
Minor
Complete description
I am on my 2nd pc (at work) now, the one that had those white pixels on the overhead panel (Dansteph said it probably was an antialiasing issue). I even updated the graphics drivers, but the "white pixels" problem is not solved yet.
There is this white line also on the top edge of the main panel, but it is kind of "broken" where the mini panel is (that is, the drawing of the panel is ok in that portion of screen, both with mini panel ON or OFF).
(http://www.tuttovola.org/mkportal/modules/hostfile/file/Ripley/DG_mainpanel_bug.jpg)
- If I toggle the mini panel off, there are no white pixels there.
- If I switch to other panels, and then back to the main panel to force a redraw, still no white pixels...
The "Advanced" properties of the Launchpad Video tab give me this poor view: Antialiasing is "none", nothing else can be selected.
(http://www.tuttovola.org/mkportal/modules/hostfile/file/Ripley/cheapo_graphics.jpg)
Reproduce bug
Buy a very cheapo graphics card... ;-)
Miscallenous
Post Edited ( 03-23-12 17:54 )
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Ripley a écrit:
File OrbiterSound_Log.txt says:
OrbiterSound 3.5 ver. May 13 2007 Log Started
***********************************************
What's your Orbiter's path and is it a user acount with limited right ?
(PS: filling bugs report that I can tag would be more clear : http://www.dansteph.com/publie/beta_form.txt )
Dan
Message modifié ( 23-03-2012 17:20 )
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Ripley a écrit:
Still about white pixels, sorry, not THAT important, but I just noticed this:
The stock image have no white pixel here, must be an AA problem. (client)
Dan
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DanSteph wrote:
What's your Orbiter's path and is it a user acount with limited right ?
(PS: filling bugs report that I can tag would be more clear : http://www.dansteph.com/publie/beta_form.txt )
Dan
Path is "C:\Downloads\orbiter100830 - BETA DG D3D9RC"
NO restricted account, I'm the administrator.
...Could it be that "minus" sign?
Sorry for the format of my "bugs", I'll edit them.
EDIT:
NO! It was not!! I renamed the folder without blanks or "-", but I still have the same problem...
Post Edited ( 03-23-12 17:29 )
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Ripley a écrit:
NO! It was not!! I renamed the folder without blanks or "-", but I still have the same problem...
Okay, I'll have a look.
Dan
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Ripley a écrit:
File Orbiter.log says:
Error loading module Modules\Plugin\OrbiterSound.dll (code 14001)
Mhhhh... thinking about it I smell something about library, VC+ redistributable (most probably).
I compiled with a newest DirectXSound library and the dll need MSVCR80 despit my static linking. (!??)
Don't install VC redistributable so we have a test system. I'll try to solve that.
EDIT: Solved imho, see new dll (pm)
Dan
Message modifié ( 23-03-2012 20:19 )
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DanSteph wrote:
...Don't install VC redistributable so we have a test system. I'll try to solve that.
You mean we have to uninstall it, if we have installed it previously??
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Ripley a écrit:
You mean we have to uninstall it, if we have installed it previously??
No, just replace the old dll with the new one in the zip. (OrbiterSound_20120323_nocrt.zip see your PM for link)
Message modifié ( 23-03-2012 20:21 )
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Ok, so I'm home now with my more powerful pc.
The "ORBITER.LOG ANOMALIES" bug report I wrote earlier is still present, even on this pc, exactly the same as described in previous post.
The new "OrbiterSound_20120323_nocrt" works well here, Inline and D3D9.
Here's the OrbiterSound_Log.txt from Inline...
OrbiterSound 3.5.1 ver. Mar 23 2012 Log Started
***********************************************
Vessel GL-01 requested an ID, returned= 0 OK
attempting focus change...
Focus not ready bypassing focus change - Ok
Attempting RenderViewport initialisation...
Attempting GetStartValue initialisation...
Passed GetStartValue - Ok
Initialising directsound...
directsound initialised - OK
Passed RenderViewport - Ok
Attempting Mp3 initialisation...
MP3 found in directory = 5
Mp3 initialised - Ok
Focus changed attempting to load vessel wave
Focus changed load vessel wave - OK
Attempting to close viewport...
Attempting to kill DirectSound...
DirectSound killed - OK
Passed CloseRenderViewport - Ok
Exited to Orbiter Launchpad - OK
...And here's the OrbiterSound_Log.txt from D3D9:
OrbiterSound 3.5.1 ver. Mar 23 2012 Log Started
***********************************************
Vessel GL-01 requested an ID, returned= 0 OK
attempting focus change...
Focus not ready bypassing focus change - Ok
Attempting RenderViewport initialisation...
Attempting GetStartValue initialisation...
Passed GetStartValue - Ok
Initialising directsound...
directsound initialised - OK
Passed RenderViewport - Ok
Attempting Mp3 initialisation...
MP3 found in directory = 5
Mp3 initialised - Ok
Focus changed attempting to load vessel wave
Focus changed load vessel wave - OK
Attempting to close viewport...
Attempting to kill DirectSound...
DirectSound killed - OK
Passed CloseRenderViewport - Ok
Exited to Orbiter Launchpad - OK
...Problem is that I won't be able to test that "bug" (ORBITERSOUND BUG - ORBITERSOUND not recognized nor detected) until monday morning, when I'll be back to my work pc.
That's why we have an office, isn't it? To betatest Orbiter!
Post Edited ( 03-26-12 11:45 )
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Ripley a écrit:
That's why we have an office, isn't it? To betatest Orbiter!
Sure :badsmile:
I'm 99.9% confident that this was the problem, Redist is one major cause of malfunction on one computer while working on all other.
Work computer are typically not updated with redistributable.
I have another new tester which had this problem, I wait his feedback.
EDIT: feedback received, it's okay now.
Dan
Message modifié ( 24-03-2012 00:46 )
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after checking that everything works with D3D9, i ran the DGIV in the default client and got this animation bug, the same one as Cras http://dl.dropbox.com/u/57029031/DGIVwierdbug.png .
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Ripley wrote:
Still about white pixels, sorry, not THAT important, but I just noticed this.
What graphics card you have ?
Are the white pixels visible in a fullscreen mode ?
Is the desktop color resolution 16-bit by any chance ?
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ProAuroraX wrote:
after checking that everything works with D3D9, i ran the DGIV in the default client and got this animation bug, the same one as Cras http://dl.dropbox.com/u/57029031/DGIVwierdbug.png .
I've got similiar bug while rolling on phobos in previous release.
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jarmonik wrote:
What graphics card you have ?
Are the white pixels visible in a fullscreen mode ?
Is the desktop color resolution 16-bit by any chance ?
On that pc there's a cheap integrated Intel Q43 Express graphics chipset. Drivers updated.
I was surely running in a window, not full screen.
To test this in full screen (and for the 16-bit question as well), I can answer not before next Monday.
Post Edited ( 03-25-12 11:39 )
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Hey, try walking UMMU on the moon from scenario "Fly me around the moon". UMMU sometimes rotates instead of walking:trucdeouf:
EDIT: when i faced the ground I've been ejected with speed about 200 km/s :trucdeouf:
Post Edited ( 03-24-12 21:41 )
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Good morning from my office, gents!
Here's the results from "work" pc (the one that had problems with OrbiterSound not detected).
The new OrbiterSound_20120323_nocrt WORKS!
Here's the new OrbiterSound_Log.txt from D3D9:
OrbiterSound 3.5.1 ver. Mar 23 2012 Log Started
***********************************************
Vessel GL-01 requested an ID, returned= 0 OK
attempting focus change...
Focus not ready bypassing focus change - Ok
Attempting RenderViewport initialisation...
Attempting GetStartValue initialisation...
Passed GetStartValue - Ok
Initialising directsound...
directsound initialised - OK
Passed RenderViewport - Ok
Attempting Mp3 initialisation...
MP3 found in playlist = 1
Mp3 initialised - Ok
Focus changed attempting to load vessel wave
Focus changed load vessel wave - OK
Attempting to close viewport...
Attempting to kill DirectSound...
DirectSound killed - OK
Passed CloseRenderViewport - Ok
Exited to Orbiter Launchpad - OK
Passed ExitModule - Ok
...And the new OrbiterSound_Log.txt from INLINE:
OrbiterSound 3.5.1 ver. Mar 23 2012 Log Started
***********************************************
Vessel GL-01 requested an ID, returned= 0 OK
attempting focus change...
Focus not ready bypassing focus change - Ok
Attempting RenderViewport initialisation...
Attempting GetStartValue initialisation...
Passed GetStartValue - Ok
Initialising directsound...
directsound initialised - OK
Passed RenderViewport - Ok
Attempting Mp3 initialisation...
MP3 found in playlist = 1
Mp3 initialised - Ok
Focus changed attempting to load vessel wave
Focus changed load vessel wave - OK
Attempting to close viewport...
Attempting to kill DirectSound...
DirectSound killed - OK
Passed CloseRenderViewport - Ok
Exited to Orbiter Launchpad - OK
Passed ExitModule - Ok
Post Edited ( 03-26-12 12:02 )
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jarmonik wrote:
What graphics card you have ?
Are the white pixels visible in a fullscreen mode ?
Is the desktop color resolution 16-bit by any chance ?
1) Here's the graphics "card"
(http://i.imgur.com/ysq91.jpg)
2) Yes, white pixels are visible both in a window and in full screen (also checking/unchecking "Full Screen Window" and "Disable Vsync" fields)
3) No, it's set at 32 bit.
I've tried changing every slider and parameter of the graphics control panel, but it never changed a single bit.
Post Edited ( 03-26-12 11:56 )
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luki1997a wrote:
Hey, try walking UMMU on the moon from scenario "Fly me around the moon". UMMU sometimes rotates instead of walking...
I've tried (at work) but UMMUs behave as expected.
Cannot replicate this.
-
Ripley wrote:
2) Yes, white pixels are visible both in a window and in full screen (also checking/unchecking "Full Screen Window" and "Disable Vsync" fields)
3) No, it's set at 32 bit.
I've tried changing every slider and parameter of the graphics control panel, but it never changed a single bit.
Thanks for the information. After giving some thought to this problem, I have desided to close this issue since it's more like a hardware/driver failure. Debugging and finding a reason for the failure would take too much efforts and it's most likely unfixable.
Jarmo
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ProAuroraX a écrit:
after checking that everything works with D3D9, i ran the DGIV in the default client and got this animation bug, the same one as Cras http://dl.dropbox.com/u/57029031/DGIVwierdbug.png .
Can you reproduce it and if yes describe how ?
jarmonik a écrit:
Thanks for the information. After giving some thought to this problem, I have desided to close this issue since it's more like a hardware/driver failure.
I tagged it "green" for closed.
Dan
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DGIV BUG
Short description:
Lines appear on model thanks to the engine effects.
Severity
Detail
Complete description
Lines and texture cutting on model, caused by the engines
( This happens on DX9 and stock, haven't been able to test it in DX11 yet. )
http://dl.dropbox.com/u/33495256/Artifacts.png
Reproduce bug
Engines On, Press F1, Look at same angle.
Post Edited ( 03-27-12 14:26 )
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DGIV BUG
Short description:
Engine effect failure.
Severity
minor
Complete description
"Engine's exhaust lights stay on but the smoke turns off if you use the countdown instead of holding + on numpad"
When holding * it does this.
(Tested in DX9 and STOCK)
Reproduce bug
any second countdown start, after countdown burn engages press * the engine effect will still be on but the engines wont be thrusting and also the smoke stops.
Miscallenous
Thought it was important.
Post Edited ( 03-27-12 14:22 )
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DGIV BUG
Short description:
Hydraulic Lock up.
Severity
minor
Complete description
Hydraulic lock up occurs when holding 8 or 2 then pressing an * to switch from ATM AUTO to rotation and or to translation.
Reproduce bug
press and hold 8 or 2 then press *.
Then you will see if you release your keys the hydraulics "jam"/bug in there position.
-
DGIV Request
Short description:
MFD Button Sound not present.
Severity
detail
Complete description
The 2D cockpit's MFD buttons don't make any noise.
Miscallenous
All the others do, perhaps it should.
Post Edited ( 03-27-12 14:29 )
-
For tests involving fps and performance, I came to think that it could be important to report also the personal MFD refresh rate - set in Launchpad -> Parameters -> MFD refresh (sec).
Anyway, mine is (and was) always at 0.01.
Post Edited ( 03-27-12 15:54 )
-
RevoluPowered a écrit:
DGIV Request
Short description:
MFD Button Sound not present.
Done
Dan
-
RevoluPowered a écrit:
Short description:
Lines appear on model thanks to the engine effects.
3d glitch, impossible to solve. (unless its' really anormal , any picture ?)
Dan
-
RevoluPowered a écrit:
Complete description
"Engine's exhaust lights stay on but the smoke turns off if you use the countdown instead of holding + on numpad"
When holding * it does this.
Now numpad * abort countdown
Dan
-
DanSteph wrote:
RevoluPowered a écrit:
Short description:
Lines appear on model thanks to the engine effects.
3d glitch, impossible to solve. (unless its' really anormal , any picture ?)
Dan
As far as I remember, this glitch has always been there, at least from the start of my Orbiter experience (from the release of O2010).
-
http://dl.dropbox.com/u/33495256/Artifacts.png
-
I'm wondering if you could add some enhancements in the configuration options for DGIV?
Conversation I just had with the guy who develops OMP:
Me:
I'm on the DGIV beta ( Its for updated graphics compatibility ). Do you have any ideas on how to make DGIV compatible with OMP, I shall ask dan if he can perhaps make omp specific configuration options.
Friedrich Kastner-Masilko wrote at 7:14 p.m. on 27 March 2012
DGIV in OMP: as soon as a vessel is ScnEditor spawnable, it is OMP compatible. Of course it could still cause troubles if it reacts violently to SetState() commands. I'm not sure, but I think DGIV deletes itself - spawning a burned wrack - if the gees are to high. And the later is detected by displacement over time, something that could get quite high due to the constant SetState() displacement made by OMP.
-
Conversation I just had with the guy who develops OMP:
That would be me. I had no idea that you are a beta tester here...
As for the configuration options, I would advice against it. OMP is not finished, and as such I'd hate to see Dan being distracted with problems originating from it. It is quite possible that later releases of OMP behave all but different in terms of position displacement and/or vessel creation, so whatever is the problem now could be gone later.
regards,
Face
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RevoluPowered wrote:
http://dl.dropbox.com/u/33495256/Artifacts.png
Caused because the engine exhaust and it's flare is a texture, a plane always facing the camera's direction. So when a part of the mesh is nearest the "flare", the texture is perforated, and draw something like this. So it's an Orbiter bug, and not a DGIV or D3D9 bug.
-
Can someone check if it happens in the D3D11 client, apparently D3D11 uses a different method?
-
SolarLiner wrote:
Caused because the engine exhaust and it's flare is a texture, a plane always facing the camera's direction. So when a part of the mesh is nearest the "flare", the texture is perforated, and draw something like this. So it's an Orbiter bug, and not a DGIV or D3D9 bug.
Well, technically it is a bug, since GC is not required to exactly follow interface (remember these effects are still an echo from late 1990's era of DirectX 7 :)) Infact these flares should be drawn during post-processing, because in the real life they ARE a result of image "post-processing" done by human eye and brain.
RevoluPowered wrote:
Can someone check if it happens in the D3D11 client, apparently D3D11 uses a different method?
No, currently it uses the same method as DX9, but there are plans to move that to post-processing step where it belongs.
-
asmi wrote:
RevoluPowered wrote:
Can someone check if it happens in the D3D11 client, apparently D3D11 uses a different method?
No, currently it uses the same method as DX9, but there are plans to move that to post-processing step where it belongs.
:)
Thank goodness for that.
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UCGO BUG
Short description:
UMMU unpack/auto unpack probe is not compatible [no ui]
Severity
minor
Complete description
No ui and infos about probe. In inline client it shows data on screen but not in d3d9
Reproduce bug
Release ummu/auto unpack probe
Miscallenous
Will you add this requested light to ummu like this one:
(http://informitv.com/images/articles/bbc/SpaceOdyssey.jpg)
?
Post Edited ( 03-28-12 22:15 )
-
luki1997a a écrit:
Short description:
UMMU unpack/auto unpack probe is not compatible [no ui]
Severity
minor
Complete description
No ui and infos about probe. In inline client it shows data on screen but not in d3d9
I just tested it work perfectly, are you sure to have the latest dll ? "Orbiter_20120320.zip" (see pm)
luki1997a a écrit:
Will you add this requested light to ummu like this one:
?
Sorry no, to much work. I deal already with 10-12 DLL, 4 complete addon and two minors now splitted in two version (2006&2010)
I would be happy if by any chance I don't f.. mess something with such big work and thousand files. (>1552 X 2)
Dan
-
I'm updating yet all the scenarios and the documentation. I'll need some help in english.
Can someone translate this below in good english ?
DGIV-3 April 2012 update
-Fully compatible with graphic clients. Tested on DX11 and DX9 clients (amsi & jarmonik)
-Atmospheric flight controls now much more reactive for a better flight experience.
-Airlock local light. (open nosecone)
-4 MFD's availables on the main panel (ONLY if you run orbiter with at least a 1920 width screen)
-All scenarios corrected to take in account Orbiter 2010.
-The DGIV-3 due to new Orbiter2010 features does not run anymore on Orbiter 2006.
Thanks
Dan
-
DanSteph wrote:
I'm updating yet all the scenarios and the documentation. I'll need some help in english.
Can someone translate this below in good english ?
DGIV-3 April 2012 update
-Fully compatible with graphic clients. Tested on DX11 and DX9 clients (amsi & jarmonik)
-Atmospheric flight controls now much more reactive for a better flight experience.
-Airlock local light. (open nosecone)
-4 MFD's availables on the main panel (ONLY if you run orbiter with at least a 1920 width screen)
-All scenarios corrected to take in account Orbiter 2010.
-The DGIV-3 due to new Orbiter2010 features does not run anymore on Orbiter 2006.
Thanks
Dan
Are we close to release??
Even if I'm Italian, I'll give a shot to translate it, even if it's already nearly perfect:
DGIV-3 April 2012 update
- Fully compatible with graphics clients. Tested on DX11 and DX9 clients (amsi & jarmonik).
- Atmospheric flight controls now much more reactive for a better flight experience.
- Airlock local light (open nosecone).
- 4 MFDs available on the main panel (ONLY if you run Orbiter with at least a 1920 wide screen)
- All scenarios corrected to take in account Orbiter2010.
- The DGIV-3, due to new Orbiter2010 features, does not run anymore on Orbiter2006.
Post Edited ( 03-29-12 18:47 )
-
DanSteph wrote:
-Fully compatible with graphic clients. Tested on DX11 and DX9 clients (amsi & jarmonik)
Dan, my nickname is asmi, not amsi :)
-
Ripley wrote:
...(amsi & jarmonik)...
Ops!
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DGIV BUG
Short description:
Lower panel is scrolled-down
Severity
serious
Complete description
On the 720p resolution (1280x720) lower panel appears halfway scrolled down. I can scroll it up but every time I leave this view and then come back - it's back to where it was.
Reproduce bug
Load any scenario, go to lower panel - and here you go :)
Miscallenous
Here is a screenshot for reference: http://www.asmitech.com/Stuff/DGIV/DGIV%20lover%20panel.png
-
Confirmed in D3D9, as well.
Launchpad Video Tab:
http://i.imgur.com/ub5mR.jpg
Screenshot:
http://i.imgur.com/OH86J.jpg
It also happens (in different degrees) in the other two graphics aspect ratios (4:3 & 16:10)
Post Edited ( 03-30-12 00:51 )
-
Ripley a écrit:
Are we close to release??
As soon as possible yes, I'm working yet for repacking the whole stuff.
Thanks for english correction.
asmi a écrit:
Dan, my nickname is asmi, not amsi :)
Ooops sorry, corrected.
Short description:
Lower panel is scrolled-down
Severity
serious
I knew Attaching the panel to both side was a bad idea anyway this was already corrected because of panel "strech bug".
Will be okay in the next release.
Best
Dan
-
new panel MFD Retention
Short description:
new 1920 2d panel MFDs have trouble remembering what its state was when switching from center panel to another.
Severity
minor
Complete description
Using Basesync MFD on one of the two new MFDs in the 2d panel for 1920 width, if I change to the upper or lower panel, the MFD looses what it was doing. It resets, loosing the base I target, and the numer of orbits to display. This behaviour does not happen when using Basesync MFD on the two original MFD screens in the 2d panel. I have yet to see what other MFDs this happens with, but so far from what I have seen, it can't be too many. For instance, I was using Base Land Autopilot on one of them (the Left to be precise), and it had no issues of remembering where it was.
Reproduce bug
Load up the DGIV. OPen Basesync MFD in one of the new MFD panels (right or left), target a base, and/or adjust the number of orbits displayed, and then press Control+Up/Down, then back to the main panel, and Basesync MFD will reset its state.
Miscallenous
...
-
I'm pretty sure this is a BaseSync issue. In MFD::StoreStatus() and MFD::RecallStatus(), jarmonik did not write code to save the state to the static memory. Confirmation is needed.
-
It does seem to be just a Basesync issue, but I mentioned it only because if I open it up in the old MFD spots, it works. It is only when it is opened in those two new outside spots that this occurs.
-
Cras a écrit:
It does seem to be just a Basesync issue, but I mentioned it only because if I open it up in the old MFD spots, it works.
In this case I'll have a look just to be sure.
Dan
-
I have no 1920 resolution possibilities, so I can't test this.
I just wanted to "break my beta-silence" and add that in these days I did some Earth<->Moon transfers and everything was ok.
Nothing to report.
-
Great, any feedback is welcome.
Dan