New Orbiter SVN commit (r.71, Oct 14 2017)

But you can reuse the textures from your Orbiter 2016 installation, by modifying the TextureDir entry in Orbiter.cfg/Orbiter_ng.cfg. (what Face is talking about above)

What if two textures folders exist. One in the original and one, for example in the SVN folder or test folder?

I have the textures in my original Orbiter folder, i have also a copy of Orbiter for testing, without textures but linked with TextureDir=...\Textures\.
In that testing folder i installed these Addons

ISS_A2Z_v3
ISS_v3.2_07.09.10
VinkaSpacecraft4Pack

In my test folder is now another textures folder with the textures for ISS.
Planetary textures works ok but not the textures of ISS.
Does Orbiter ignore the textures im my testing folder?
 
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In that testing folder i installed these Addons

ISS_A2Z_v3
ISS_v3.2_07.09.10
VinkaSpacecraft4Pack

In my test folder is now another textures folder with the textures for ISS.
Planetary textures works ok but not the textures of ISS.
Does Orbiter ignore the textures im my testing folder?

I think that's logical, because you've redirected the textures folder to your original install, where you did not install the ISS textures.
 
I think that's logical, because you've redirected the textures folder to your original install, where you did not install the ISS textures.

I thought the same. But I don't want to mess up my original installation.
I moved the textures in my testing installation from Textures to Textures2.
My original remains clean. All other textures in the test folder are placed in Textures2 folder.

Now it works fine.
 
I lost my old svn setting and I had to reinstall TortoiseSVN.

I have TortoiseSVN 1.9.4 (64-bit) and I tried to checkout from svn://orbiter-forum.com/orbiter.

I get:
Checkout from svn://orbiter-forum.com/orbiter, revision HEAD, Fully recursive, Externals included
Unable to connect to a repository at URL 'svn://orbiter-forum.com/orbiter'
Can't connect to host 'orbiter-forum.com': No connection could be made because
the target machine actively refused it.

Is there any problem with the repository?

Probably the problem is at my end so any suggestions are welcome.

Thank you!
 
Probably the problem is at my end so any suggestions are welcome.

No, I have the same problem right now. Do you just need the r63 changes?
 
I was curios about r63 changes, but there is no hurry. I can wait for repository to be fixed.

Alright. I have a clone of it, but no SVN one.
 
I can confirm that (since yesterday at least) the subversion repository at orbithangar.com ('svn://orbithangar.com/orbiter') can not be reached.
We might have to contact Xyon.
 
Apologies, folks, the svnserve daemon had died a horrible and painful death.

I've restarted it, and the server is available again.
 
I've restarted it, and the server is available again.

Thanks! I can confirm that it is reachable for me again.
 
Kuddel, I understand your sadness, it's a tough moment and we are all with you, but as soon as you pick yourself together again...
Change log:
......
There is also a new OVP commit (r. 55) to go with this. Will require graphics client recompile, and probably some edits to incorporate points 6 and 7.

:rofl:
Just kidding!!!
 
New Orbiter SVN commit (r.64, Sep 10 2016)

Change log:

  1. Bug fix: time acceleration keyboard commands (R, T) are now copied to the Time acceleration dialog if open.
  2. Bug fix: SetAttitudeRotLevel: would have no effect in some circumstances [issue #1271]
  3. Bug fix: DGS: glass cockpit fuel mass readout used scram tank instead of main tank
  4. Bug fix: DG: Airfoil selector dial in VC didn't react to keyboard shortcuts [issue #1263]
  5. Bug fix: Scenario editor: editing state vectors for landed vessel caused spurious orientation and angular velocity
  6. API: added function oapiSimulateBufferedKey and oapiSimulateImmediateKey (C++) and oapi.simulatebufferedkey and oapi.simulateimmediatekey (Lua)
  7. Lua API: proc.wait_xxx functions extended to accept an optional function argument
  8. Fixed Atlantis autopilot demo and a few other scenarios
  9. Elevation system: now provides support for non-unity scaling factors
  10. Planet config files: now parse ElevationResolution tag for rescaling elevation data to a target resolution (exposed to graphics clients via oapiGetObjectParam)

This submit is coupled with OVP submit r.56 which implements point 9 and 10. Graphics clients (which is to say, kuddel ;)) will have to implement this to make use of the upcoming new lunar elevation data.

Point 6: might be of interest for addon developers and tutorial writers: you can now simulate user keypresses programmatically, e.g. operate an MFD from a Lua script.
 
This submit is coupled with OVP submit r.56 which implements point 9 and 10. Graphics clients (which is to say, kuddel ;)) will have to implement this to make use of the upcoming new lunar elevation data.
...since you've asked so nice...:lol:
Done! (Revision 794 @ D3D9Client trunk for whom it might interest)
Attached is the current build (trunk! No guarantees :) )
 

Attachments

Hello,

I have downloaded the latest r.64 Orbiter beta and installed D3d9 client beta 25.1 uploaded by kuddel above. However, the surface textures fail to load using the d3d9 client. I already installed directx 2010 june release and MSVC++ 2005, 2010, 2015. I also followed Dr. Martin's instruction at the Orbiter beta webpage and so the texture works using the in-line graphic engine but fail to appear when the d3d9 client graphic engine is enabled.

The d3d9client can be enabled and the scenario loaded properly, it is just that the surface texture did not show up. On Earth, everywhere is a faint blue glow like ocean and on Mars it is faint reddish-brown glow.

Can anyone help me?

Thanks.

Nicholas.
 
Just to recap: do we now have a D3D9 version for OrbiterBeta (SVN revisions), and another D3D9 version for Orbiter2016?
 
Just to recap: do we now have a D3D9 version for OrbiterBeta (SVN revisions), and another D3D9 version for Orbiter2016?
Yes!
The latest upload by me (some post before) is only for Orbiter BETA (r64)
The build was posted to test the -not yet released- sub-meter Moon textures.
It will not work for the official Orbiter 2016.

Sorry for any confusion,
Kuddel
 
Yes!
The latest upload by me (some post before) is only for Orbiter BETA (r64)
The build was posted to test the -not yet released- sub-meter Moon textures.
It will not work for the official Orbiter 2016.

Sorry for any confusion,
Kuddel

Dear Kuddel,

Does this mean that I should download the sub-meter moon texture for the beta d3d9 client to work?

Where can I find the texture files then? I cannot find any links on the official webpage regarding this sub-metre lunar terrain.

Besides, why is it that the terrain model on Earth and Mars does not show up using Kuddel' latest uploaded d3d9 client? The in-line graphic engine works flawlessly as I followed Dr. Martin's instruction on the official Or biter beta webpage, i.e. adding the texturedir line but I want to know if there are other pre-use requirement for the d3d9 client beta to work.

I can confirm that the d3d9 client for the official Orbiter 2016 is working well. My question and problem concerned with the r64 revision and not the official orbiter release.

Thank you.

Nicholas.
 
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