Celestia 1.7.0 Development Thread

The place to discuss creating, porting and modifying Celestia's source code.
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cartrite
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Post #81by cartrite » 29.12.2018, 21:07

I think it looks fine. If a tool were available so the box could be edited, (in a gui), then maybe I'd make the main box a bit larger and maybe make the smaller boxes a bit longer so they could fit additions. Maybe add space between the boxes. The information text box would look better if it were as wide as the ones above it.

I've edited the file to add buttons, boxes,,etc. years ago.It was quite a challenge for me. Can't even remember how I did it. But, again, it looks fine.
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Post #82by Janus » 29.12.2018, 22:29

@cartrite

I am glad the edit seems to work okay.
I used the gui in VS to edit it.
It has a menu editor, and is only mildly infuriating to use.

I am not sure what QT uses for menus though, as I have little interest in it.


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Post #83by BorderShed » 03.01.2019, 01:44

cartrite wrote:I feel all of your pain. I been trying to get win 7 going as a virtual machine with VirtualBox. It was me against Microsoft and Oracle.
:smile: good luck ! One of these days I must get back to playing with Linux.

With a bit of luck my pain will diminish a bit, I have just acquired a little tablet (redundant second hand 3y old ;) ) running win8.1 which reports
OGL Version: 4.0.0
Yea!
the only pain is that the screen is 7" and my aged eyes are not up to it. So I have ordered a miniHDMI to VGA cable to try it on one of my big monitors ;)

So, Who is going to be first with a 3d model of the Ultima Thule Snowman :biggrin: (attempting to get me back OT :) )

Added after 16 minutes 7 seconds:
Actually : thinking about it a bit more - Ultima Thule looks rather similar to 67P/Churyumov–Gerasimenko
???
I thort it was a bit familiar !

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Post #84by John Van Vliet » 03.01.2019, 04:54

So, Who is going to be first with a 3d model of the Ultima Thule Snowman :biggrin: (attempting to get me back OT :) )


seeing as i have a spice orbit and a good ( so far ) texture

but modeling a contact binary with the small lobe spherical and the large node a bit flat'ish

this will take time .

then the hard part adding the REAL images to the texture .

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Latest updates for woe platform

Post #85by onetwothree » 05.01.2019, 15:18

Hi there!

In the attached file you can find the latest (2019/01/05) 32 and 64 bit builds for Windows.

32 bit build contains an additional exe Celestia_QT.legacy.exe, please check what version produces higher FPS.

LUA is 5.1 but it's a luajit, not a usual lua.

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Post #86by john71 » 05.01.2019, 19:15

Thank you very much! Nice!

Added after 10 minutes 17 seconds:
Oh, the menus are not working. They are not rolling down. :eek:

Added after 1 minute 29 seconds:
64 bit version on Windows 10 professional 64 bit 8 core AMD CPU Nvidia GTX 1050 GPU

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Post #87by onetwothree » 06.01.2019, 13:49

john71 wrote:Oh, the menus are not working. They are not rolling down. :eek:

In fullscreen mode only or at all?

https://github.com/CelestiaProject/Celestia/issues/191

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Post #88by cartrite » 06.01.2019, 17:23

I got some interesting results.
For some background, I got 2 VM's installed on Tumbleweed. VMWare and Oracle. They are both running windows 7 home premium 64bit.
All 3 versions ran on the VMWare with no noticeable difference in performance. I didn't have any problems with the menus in windowed mode or full screen.

However, on Oracle's Virtulbox, also running the same system, the 64 bit didn't start because of a missing MSVCR110.dll. I had VS 2015 redist installed. But after a google search I also install VS 2012 and 2013 redist. Then the 64 bit started but showed an empty black void. The menus were there and seem to function but nothing in the main window. This was windowed mode and fullscreen. But the 32 bit legacy application worked normally but not the other. What build system did you use? On the VMWare system I also tried installing VS community 2015 which probably installed the redist packages also. I did uninstall it but the redist packages probably got left behind? The Oracle system only allows 256 mb for graphics. Maybe thats why? Anyhow, I had no problems with the menus in any version. VMWare and Oracle both have the same openGL versions 2.1.

Screenshot_20190106_121945.jpg


Here is a screen shot of the void.



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Post #89by john71 » 06.01.2019, 17:50

onetwothree, In full screen mode but I cannot change it to window mode.

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Post #90by onetwothree » 06.01.2019, 19:28

cartrite wrote:However, on Oracle's Virtulbox, also running the same system, the 64 bit didn't start because of a missing MSVCR110.dll.

That's because of old libintl.dll. I haven't built a new version yet.

cartrite wrote:Then the 64 bit started but showed an empty black void....VMWare and Oracle both have the same openGL versions 2.1.

Okay, it seems that the "modern QOpenGLWidget" requires too much attention to make it work. I will revert the change introduced it. It also needs OpenGL 3.0 (or 2.1 + framebuffer ext) so this explains why you see a black screen in VB.

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Post #91by john71 » 10.01.2019, 16:10

Is it just me or the menu problem is universal on a Windows 10 OS?

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Post #92by onetwothree » 10.01.2019, 17:36

That's a common problem. We have reverted the change that causes this (and black screen in VBox).

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Post #93by john71 » 10.01.2019, 20:47

Oh. :think:

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Post #94by Janus » 12.01.2019, 08:24

For testing purposes, here is Celestia, commit 5370.
I started with the current commit, replaced the libraries with mine, freshly compiled as well, to match VS2015.
Modified to match VS sln to work, really annoying.
Lua is 5.3 because I use it on other projects.
I included my rearrangement of the view options page.

x86 labelled is 32-bit, x64 is 64 bit, with commit number as part of name.
Fully static linked, runs in a clean Win7 VM in virtualbox with vbox drivers only, no redists installed.
No problems with blank or black screens seen.

I would like feedback.
I can also put up a zip file if needed, but I prefer 7zip since it is open source.


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Post #95by onetwothree » 13.01.2019, 18:04

Updates fixing the reported above bugs are in attachments.

This is an incremental update, e.g. it doesn't contain any data, only binary files. Extract it into a folder with previously extracted Celestia 1.7.0 replacing all files.

This version is compiled using Visual Studio 2015 (previous versions were compiled using mingw32) so they require installation of Visual C++ Redistributable for Visual Studio 2015.

Also there 2 different frontends are in these archives: one build using native windows libs and another one uses Qt 5.10.

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Post #96by john71 » 13.01.2019, 19:51

Thanx! Very nice to have frequent updates! Great job, everybody! :clap:

Added after 1 hour 39 minutes:
I found 2 bugs:

1.) some add-on planets simply disappeared. They have their orbits and own moons, but they became invisible.

2.) on nearly all add-on planets the reflective surfaces (oceans) became white colored.

I used dds textures on all of them and they worked on Celestia 1.6.1 and on Alexell's v 1.7.

:think:

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Post #97by onetwothree » 14.01.2019, 12:47

John71, could you provide URLs (File->Copy URL) and screenshots?

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Post #98by john71 » 14.01.2019, 18:01

Here we go:

invisible planet.png


white surface.jpg

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Post #99by onetwothree » 14.01.2019, 19:39

Please provide URLs.

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Post #100by john71 » 14.01.2019, 20:02

Sorry, but I don't really understand what you are referring to. What kind of web address do you want? :think:

Added after 2 minutes 39 seconds:
I used your last 64 bit 1.7 update: download/file.php?id=4876&filename=celestia-win64-1.7.0%2Bgit20190107%7E0fbd1aa%2Bvs2015.7z


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