Beta Release: GPT (cockpit texture extraction, remote cockpit control, shm mirror)
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@Mr GPT (aka GiGurra)
This is a combo of Helios and GPT and TM MFDs, running off one computer.
Thanks for what you’ve accomplished.
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Hi GiGurra , i was trying to start the Transmitter but first it appears an error saying a file msvr100.dll is missing , then i replace that file from System 32 with a new one ive downloaded , and then when i try to run the transmitter again it appears this error (0xc000007b). What am i doing wrong ?
I have a core i 7 2.8 win 7 - 64 bitsSounds like you have not installed the contents of the prerequisits zip. Check that first then get back to me.
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Hello Gigurra
thankx again for GMT m8 but i also have stutters in external mfds is there a way to fix it or not i am using a old GF7600gs btw also using mfdextractor and helios there i dont have stutters.
hopefully you can help.
Greetz Scratch
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Hello Gigurra
thankx again for GMT m8 but i also have stutters in external mfds is there a way to fix it or not i am using a old GF7600gs btw also using mfdextractor and helios there i dont have stutters.
hopefully you can help.
Greetz Scratch
Sorry I don’t understand the question
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Sounds like you have not installed the contents of the prerequisits zip. Check that first then get back to me.
Hi GiGurra , ive started again installing everything, i ve installed -libjpeg-turbo-1.2.0-vc64.exe- and -vcredist_x64.exe- from the prereq.zip but it happends the same error.
Ive installed Java7 JRE too , but the transmitter doesnt start .
What could be the problem?
Thanks again for helping me…… -
Hi GiGurra , ive started again installing everything, i ve installed -libjpeg-turbo-1.2.0-vc64.exe- and -vcredist_x64.exe- from the prereq.zip but it happends the same error.
Ive installed Java7 JRE too , but the transmitter doesnt start .
What could be the problem?
Thanks again for helping me……Try installing the 32bit variants from the prereqs. If that doesn’t work, try to update .net support on your system.
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GiGurra,
Thank you so much for doing this. I have a networked computer running HELIOS for the DCS series. I made some panels for BMS but the cross LAN doesn’t work with HELIOS and BMS. I was trying VNC but it was just to unstable. Your program has made it possible for me to now do this.
Again, thank you!
Scooter
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Try installing the 32bit variants from the prereqs. If that doesn’t work, try to update .net support on your system.
Hi GiGurra, well i did what you told me , ive installed all the variants in the prereq folder and installed net framework again but the same problem happends.
I have another machine with win xp running, im going to try it there and see if it is a problem with my win 7 machine. -
Hi GiGurra, well i did what you told me , ive installed all the variants in the prereq folder and installed net framework again but the same problem happends.
I have another machine with win xp running, im going to try it there and see if it is a problem with my win 7 machine.Humm, Sry I don’t know then :(. I compiled the DisplaysTransmitter with Visual Studio 2010 Express C++ compiler. I can give you the compilation flags also if you’d like (i did it with command line commands). Maybe you can find some leads there?.
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Humm, Sry I don’t know then :(. I compiled the DisplaysTransmitter with Visual Studio 2010 Express C++ compiler. I can give you the compilation flags also if you’d like (i did it with command line commands). Maybe you can find some leads there?.
Thanks GiGurra for your help , ive installed Windows 7 again and im going to try it tonight . I let you know .
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Thanks GiGurra for your help , ive installed Windows 7 again and im going to try it tonight . I let you know .
If you are able to find a way to systematically replicate the problem with some clean install, let me know. Then I can try to create some VM installation and see if I can provoke it here as well - Which would make it easier for me to solve.
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Hi GiGurra, IT WORKS!!! First i instaled it in a new formatted win xp system (because i have joystick and rudder pedals gameport and they only work in xp) , instaled all your files and it started to work instantly !
Thank you very much for your help and for your excelent work!!! -
Tried it out today - had the java-probs with missing server-folder. Got it sorted via uninstalling jre and installing jdk instead, plus I added the “JAVA_HOME” variable. Reboot, and BAM!
It’s absolutely fab! Thanks!Master Pc: Q6600 / HD4850 - it “cost’s” around 1-2 fps max
Slave PC : Laptop T9500, “Nvidia Quadro-something” - taxes around 10-15%Makes using the TGP a breeze now - yum!
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@Vip:
Tried it out today - had the java-probs with missing server-folder. Got it sorted via uninstalling jre and installing jdk instead, plus I added the “JAVA_HOME” variable. Reboot, and BAM!
It’s absolutely fab! Thanks!Master Pc: Q6600 / HD4850 - it “cost’s” around 1-2 fps max
Slave PC : Laptop T9500, “Nvidia Quadro-something” - taxes around 10-15%Makes using the TGP a breeze now - yum!
That’s great to see such good results :).
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In post #61, you said:
Also the extra thread spawned by GPT’s DisplaysTransmitter is currently locked to roughly 50 Hz (configurable in the ini file). Even though your game might slow down to below 50 (let’s say 20 in your case), the export still runs at 50 Hz, which is not very good. Perhaps in the future I will implement a solution which gets around this.For those of us who do dip below 50 FPS, do you have the opportunity to look into this?
Bst Rgds
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Would it be possible to use OpenGL/D3D for rendering mfd’s on the slave pc?
That way, you would be able to use antialiasing…. -
@Vip:
Would it be possible to use OpenGL/D3D for rendering mfd’s on the slave pc?
That way, you would be able to use antialiasing….The DisplayReceiver uses D3D on windows and OpenGL on linux where these APIs are available. It is that the java JRE installed on that slave system is what decides exactly what implementation is used.
However that is actually not what decides the AA. AA is done at primitive drawing shapes level (in the sim itself).
- Are your MFDs in the sim rendered with better AA than GPT? (zoom so they are of the same size and have a look)
When GPT downloads the texture I am simply using “StretchRect” (http://msdn.microsoft.com/en-us/library/windows/desktop/bb174471(v=vs.85).aspx)) to copy the src surface into an extra vram surface and then I download it to system ram with “GetRenderTargetData” (http://msdn.microsoft.com/en-us/library/windows/desktop/bb174405(v=vs.85).aspx)).
But I do not really know how AA is managed on this level, but I would expect that either it’s all flattened instantly, or it’s not and I’m not downloading an AAed texture (which would require me to download multiple layers instead, or a higher virtual resolution?). Again, This is the first time I’ve done any real stuff with d9d so I don’t really know what to do about it :P.
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In post #61, you said:
Also the extra thread spawned by GPT’s DisplaysTransmitter is currently locked to roughly 50 Hz (configurable in the ini file). Even though your game might slow down to below 50 (let’s say 20 in your case), the export still runs at 50 Hz, which is not very good. Perhaps in the future I will implement a solution which gets around this.For those of us who do dip below 50 FPS, do you have the opportunity to look into this?
Bst Rgds
Well, it’s doable. I will see if I can find some time to look into it this weekend. It’s a little bit more difficult than it sounds though due to Direct3d’s asyncronous nature.
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The DisplayReceiver uses D3D on windows and OpenGL on linux where these APIs are available. It is that the java JRE installed on that slave system is what decides exactly what implementation is used.
However that is actually not what decides the AA. AA is done at primitive drawing shapes level (in the sim itself).
- Are your MFDs in the sim rendered with better AA than GPT? (zoom so they are of the same size and have a look)
When GPT downloads the texture I am simply using “StretchRect” (http://msdn.microsoft.com/en-us/library/windows/desktop/bb174471(v=vs.85).aspx)) to copy the src surface into an extra vram surface and then I download it to system ram with “GetRenderTargetData” (http://msdn.microsoft.com/en-us/library/windows/desktop/bb174405(v=vs.85).aspx)).
But I do not really know how AA is managed on this level, but I would expect that either it’s all flattened instantly, or it’s not and I’m not downloading an AAed texture (which would require me to download multiple layers instead, or a higher virtual resolution?). Again, This is the first time I’ve done any real stuff with d9d so I don’t really know what to do about it :P.
Cool - thanks!
No, the MFD’s on the slave PC are looking the same as in the jet; I was merely asking because some of the lines do contain a bit af “jagginess” and knowing my slave computer can do AA….well I just had to ask.
I’ll try and play around with it on the slave computer and see if turning AA on / off makes any difference. -
@Vip:
Cool - thanks!
No, the MFD’s on the slave PC are looking the same as in the jet; I was merely asking because some of the lines do contain a bit af “jagginess” and knowing my slave computer can do AA….well I just had to ask.
I’ll try and play around with it on the slave computer and see if turning AA on / off makes any difference.Nah it won’t make a difference with normal MSAA (though FXAA MAY help). This is because (MS)AA is done by knowing what primitive shapes (triangles, lines etc) were painted in the first place (they can be drawn at higher resolution for example and then sampled down), but once the graphics are copied to the slave PC, they are just 1 texture (block of pixels). So the slave PCs video card has no idea what to smooth, except you might try some image analysis technique like FXAA, that may work, or make things worse ^^.