See site in english Voir le site en francais
Website skin:
home  download  forum  link  contact

Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

Author Topic: Beta testers for DeltaGliderIV/DX9/DX11 wanted  (Read 25441 times)

0 Members and 1 Guest are viewing this topic.

Offline DanSteph

  • Administrator
  • Legend
  • *****
  • Posts: 15407
  • Karma: 256
  • Hein, quoi !?
    • FsPassengers
10 March 2012, 05:22:54
Hello All,

I'm updating DGIV,UMMU, UCGO, OrbiterSound to work on  jarmonik's DX9 and Asmi's DX11 client
as well as clearing some 2010 bug. I would need serious beta tester to check if all work nicelly.

I added also some features as 4MFD in DGIV when 1920 screen and some other stuff.

Jarmonik's DX9 client can be found here:
http://orbiter-forum.com/showthread.php?t=18431

Asmi's DX11 client can be found here:
http://www.orbiter-forum.com/showthread.php?t=26147

Please write me a PM on this forum if you are interested.

Best

Dan



Message modifié ( 17-03-2012 03:54 )


Offline terminus

  • Newbie
  • *
  • Posts: 1
  • Karma: 0
Reply #1 - 11 March 2012, 13:00:16
Hello,
I'm really interested in your new updated DGIV.
I like your nice ship, and wish to use on dx9 or more new gfx clients.
I will try and let you know all issues i will find.
Thank you.
Best regards.


Offline DanSteph

  • Administrator
  • Legend
  • *****
  • Posts: 15407
  • Karma: 256
  • Hein, quoi !?
    • FsPassengers
Reply #2 - 12 March 2012, 16:57:40
Welcome on board Terminus,

You'll receive a PM with further instructions for download & test.

Best

Dan


Offline luki1997a

  • Newbie
  • *
  • Posts: 12
  • Karma: 0
Reply #3 - 12 March 2012, 21:08:10
I really want to test it. I'm doing some flights now and I would test dgiv in many cases ;)
I use only D3D9Client.
Thank you for updating dgiv :)


Offline Ripley

  • Full Member
  • ***
  • Posts: 98
  • Country: Italy it
  • Karma: 12
    • My Orbiter section on www.tuttovola.org
Reply #4 - 13 March 2012, 07:33:52
Count me in for beta-test!
PM sent.


Offline asmi

  • Jr. Member
  • **
  • Posts: 36
  • Karma: 0
Reply #5 - 13 March 2012, 11:12:34
I'm developing D3D11 client for Orbiter and so would like to give it a try in this client as well as in D3D9. So please count me in too :)


Offline Scattykat

  • Newbie
  • *
  • Posts: 9
  • Karma: 0
Reply #6 - 15 March 2012, 12:14:46
I've sent you a PM


Offline DanSteph

  • Administrator
  • Legend
  • *****
  • Posts: 15407
  • Karma: 256
  • Hein, quoi !?
    • FsPassengers
Reply #7 - 15 March 2012, 14:37:38
Pm sent

Dan


Offline Pagir

  • Legend
  • ******
  • Posts: 4522
  • Karma: 1
Reply #8 - 15 March 2012, 20:51:20
Salut Dan!

Si tu veux qu'un vieux de la vieille y jette un oeil... ;) Un p'tit PM avec ça?



Post Edited ( 03-15-12 20:52 )

Pagir

Offline DanSteph

  • Administrator
  • Legend
  • *****
  • Posts: 15407
  • Karma: 256
  • Hein, quoi !?
    • FsPassengers
Reply #9 - 16 March 2012, 01:50:50
Yep master :beer:

Dan


Offline orbitermat

  • Legend
  • ******
  • Posts: 2257
  • Country: Canada ca
  • Karma: 19
  • Man must explore.
Reply #10 - 16 March 2012, 20:53:50
Sorry, I'm not a beta tester but I would like to say that it's a good update!:)

And I have a question: The spotlight will function with the option "Local light source"?

Thanks!:)

Orbitermat

P.S.: Dan, je déteste me faire passer pour un anglophone...



Offline DanSteph

  • Administrator
  • Legend
  • *****
  • Posts: 15407
  • Karma: 256
  • Hein, quoi !?
    • FsPassengers
Reply #11 - 17 March 2012, 03:07:01
Quote
orbitermat a écrit:
And I have a question: The spotlight will function with the option "Local light source"?

Yep, with nosecone and outter door open you have a local light emitted from airlock.
Nice to illuminate the ISS while aproaching.

I planned to add a lot of other local light (landing gear, thrusters) but yet they don't illuminate
ground and they are per vertex illumination so the bad result really doesn't worth the cpu cycle imho.

Dan


Offline asmi

  • Jr. Member
  • **
  • Posts: 36
  • Karma: 0
Reply #12 - 17 March 2012, 05:22:14
Quote
DanSteph wrote:
Quote
orbitermat a écrit:
And I have a question: The spotlight will function with the option "Local light source"?

Yep, with nosecone and outter door open you have a local light emitted from airlock.
Nice to illuminate the ISS while aproaching.

I planned to add a lot of other local light (landing gear, thrusters) but yet they don't illuminate
ground and they are per vertex illumination so the bad result really doesn't worth the cpu cycle imho.

Dan
Check this out (make sure you watch it in HD!): http://www.youtube.com/watch?v=a9Ky8jHHX6o
And we've got local lighting support for the ground in our plan (probably it will come with terrain implementation).

P.S. Sorry for the off-topic



Post Edited ( 03-17-12 05:54 )


Offline DanSteph

  • Administrator
  • Legend
  • *****
  • Posts: 15407
  • Karma: 256
  • Hein, quoi !?
    • FsPassengers
Reply #13 - 17 March 2012, 05:49:21
Quote
asmi a écrit:
P.S. Sorry for the off-topic

No problemes, only the 1st post is important so the thread is free for off topic.

Great video ! :top:


Offline asmi

  • Jr. Member
  • **
  • Posts: 36
  • Karma: 0
Reply #14 - 17 March 2012, 06:04:59
Quote
DanSteph wrote:
Quote
asmi a écrit:
P.S. Sorry for the off-topic

No problemes, only the 1st post is important so the thread is free for off topic.

Great video ! :top:
By that I mean that you are free to add beacons and local lights - right now DX11 client supports up to 12 beacons, but if neccessary this number can be increased. And the same goes for local lights. I think enabling local lights only when outer airlock is open doesn't make too much sence since this light is useful for docking while in the eclipse if the planet, and no one in his(her) right mind will dock with open airlock :) So I'd rather prefer a light that can be turned on/off with a button somewhere on the panel.


Offline DanSteph

  • Administrator
  • Legend
  • *****
  • Posts: 15407
  • Karma: 256
  • Hein, quoi !?
    • FsPassengers
Reply #15 - 17 March 2012, 06:29:54
Quote
asmi a écrit:
 will dock with open airlock :) So I'd rather prefer a light that can be turned on/off with a button somewhere on the panel.

Yep, but that was the faster way of doing it :)
Else I should rework the model, rework the panel, add code and more code.

I'll see , I have plenty of dll to rework (ISS, ISRU, Prelude II, Shuttla... other ?)

Dan


Offline asmi

  • Jr. Member
  • **
  • Posts: 36
  • Karma: 0
Reply #16 - 17 March 2012, 16:49:05
Quote
DanSteph wrote:
Yep, but that was the faster way of doing it :)
Else I should rework the model, rework the panel, add code and more code.

I'll see , I have plenty of dll to rework (ISS, ISRU, Prelude II, Shuttla... other ?)

Dan
OK, so how about enabling it when you open nosecone? It won't require any buttons and yet still be much more useful :)


Offline DanSteph

  • Administrator
  • Legend
  • *****
  • Posts: 15407
  • Karma: 256
  • Hein, quoi !?
    • FsPassengers
Reply #17 - 17 March 2012, 19:23:58
I wanted to keep some realism, there is light only in the airlock, but I think I can add instead some fake light coming from the airlock ring by editing the model.

So, good idea, I'll have a look.

Dan


Offline Bibi Uncle

  • Legend
  • ******
  • Posts: 2264
  • Country: Canada ca
  • Karma: 17
Reply #18 - 17 March 2012, 22:14:06
Per-pixel lighting looks so great! But I'm pretty sure it's hitting hard on my hardware...


Émile

Pluton, Saturne et Jupiter
Entendez-vous monter vers vous le chant de la Terre?

- Luc Plamondon

Offline DanSteph

  • Administrator
  • Legend
  • *****
  • Posts: 15407
  • Karma: 256
  • Hein, quoi !?
    • FsPassengers
Reply #19 - 18 March 2012, 01:33:14
Quote
asmi a écrit:
OK, so how about enabling it when you open nosecone? It won't require any buttons and yet still be much more useful :)

Done ;)

Dan


Offline RevoluPowered

  • Newbie
  • *
  • Posts: 9
  • Karma: 0
Reply #20 - 20 March 2012, 22:34:45
Hi can you add me to the beta test, I'm interested in helping!


Offline DanSteph

  • Administrator
  • Legend
  • *****
  • Posts: 15407
  • Karma: 256
  • Hein, quoi !?
    • FsPassengers
Reply #21 - 21 March 2012, 02:40:18
You have a pm, welcome aboard

Dan


Offline rstr

  • Newbie
  • *
  • Posts: 1
  • Karma: 0
Reply #22 - 28 March 2012, 20:10:52
Hi Dan.
If wanted, I can support for D3D9 client - however starting mid-April only, and on best effort approach only.

My special focus in beta testing will be on 3D stereo visualization (with NVidia shutter glasses) and 3-monitor surround view.
(see my posting http://www.orbiter-forum.com/showthread.php?p=252432&postcount=6 )

Regards - Robert S.

contributions so far: "21 new sounds for apollo" - hence status "young recruit" maybe misleading ;)



Post Edited ( 03-28-12 20:16 )


Offline DanSteph

  • Administrator
  • Legend
  • *****
  • Posts: 15407
  • Karma: 256
  • Hein, quoi !?
    • FsPassengers
Reply #23 - 30 March 2012, 12:51:54
Hi,

I hope to release before mid april so it will be too late but if by any chance this is not the case you'll be welcome of course.

Best

Dan


Offline sunshine135

  • Hero Member
  • *****
  • Posts: 547
  • Country: United States us
  • Karma: 3
  • I fly by the seat of my pants!
Reply #24 - 05 April 2012, 14:55:24
Ah ya see....The world gets in the way for me, and Dan comes back while I'm not watching and makes tweaks to everything! All of you beta testers out there better be giving good feedback.


"Sun Dog"