Re: [Flightgear-devel] fgviewer

2009-08-11 Thread Martin Spott
Tim Moore wrote:
 Ron Jensen wrote:
 On Mon, 2009-08-10 at 22:28 +, Martin Spott wrote:
 Tim Moore wrote:
 Ron Jensen wrote:
 For some reason scenery textures are no longer being loaded by fgviewer?

 This is the fault of the new effects code. Effects rely on the FlightGear
 property tree and on some custom OSG handling. I started pulling what was
 needed into fgviewer.
 You've probably misunderstood 'fgviewer'. As far as I can tell, one of
 the ideas behind this nice tool had been to create a lightweight viewer
 component _without_ pulling in tons of inter-dependencies which are so
 omnipresent in FlightGear.
 I understand fgviewer well enough to know that it was buggy even without
 the effects code: various bits were subtly different from how things are
 done in fgfs. As far as lightweight goes, Ron has actually run the tool
 before giving his opinion. If you're worried about memory usage, well, I'm
 sure you've heard of demand paging, copy on write, and all that.

I'm pretty familiar with these topics, but memory usage is not the
point here (well, it probably is, but from the current perspective I
didn't care much). And when I was using the term lightweight I didn't
mean startup or load times either.

I understand the idea behind the 'fgviewer' tool as creating a distinct
viewer component (yet still in the early stage of development) which,
while still remaining compilant with the FlightGear environment, is
trying to adopt as little dependencies from FlightGear as possible and
therefore does not necessarily has to follow every rule of how things
are done in fgfs in order to achieve its fine goal.

Actually I'm convinced that carefully cutting some of the old ties
(some call them cruft), for example by keeping the viewer part as
independent from the FlightGear core as possible, might serve as a good
platform for future development. It's obvious that FlightGear, as every
visual simulation, has to depend on the viewer. But the opposite way of
depending the viewer part heavily on core FlightGear components is
certainly not going into the outlined direction.

Cheers,
Martin.
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Re: [Flightgear-devel] Multiplayer ATC aircraft,

2009-08-11 Thread Martin Spott
Hi Rob,

Rob Shearman, Jr. wrote:

 Would it not be possible to add a chat client to it, which would be 
 compatible with the MP network protocol?

I suspect that adding specific features for a single simulator simply
is not a design goal for this RADAR console. Think of it as a universal
RADAR screen which happened to 'ship' the FlightGear MP interface as
its first protocol frontend.

Cheers,
Martin.
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Re: [Flightgear-devel] FGCOM troubleshooting help...

2009-08-11 Thread Rob Shearman, Jr.
Installing the latest OpenAL, both as it is configured (Windows\System32) and 
as suggested (in Flightgear\bin\Win32) has had no effect on this issue.  Still 
getting the same error.  Cheers, -R.

 Robert M. Shearman, Jr.
Transit Operations Supervisor,
University of Maryland Department of Transportation
also known as rm...@umd.edu





From: Rob Shearman, Jr. rmsj...@yahoo.com
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Monday, August 10, 2009 10:09:42 PM
Subject: Re: [Flightgear-devel] FGCOM troubleshooting help...


MMM.  Still struggling with this.

In the Windows FG install, the OpenAL installer runs as part of the process.  
And, I already tried taking the two .dll files and moving them into the bin 
folder with FGCom.

However, I found out that for some stupid reason (probably Vista and its 
propensity for VirtualStore folders specific to each user), the OpenAL 
install I did on the newer version you referred me to didn't overwrite the 
older .dll files.  So I was in the process of tracking all copies of the old 
ones down and removing them manually, and hand-reinstalling the newer ones, 
when it became time to catch a nap before heading to work for the night.  So 
I'll report back progress tomorrow.

Thanks again for the troubleshooting ideas...
Cheers,
-R.

 Robert M. Shearman, Jr.
Transit Operations Supervisor,
University of Maryland Department of Transportation
also known as rm...@umd.edu





From: Jacob Burbach jmburb...@gmail.com
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Monday, August 10, 2009 5:16:21 PM
Subject: Re: [Flightgear-devel] FGCOM troubleshooting help...

Does flightgear run the the OpenAL installer during setup, or does it
just come with it's own dll? If there is an openal dll in the same
directory as fgcom it will use that, regardless of anyone you install
system wide I believe. If there is an openal dll there with the exe,
try moving it or renaming it and see if it works.

All I can think of off the top of my head.

cheers

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Re: [Flightgear-devel] [DRAFT] generic input devices and hotplug support

2009-08-11 Thread Torsten Dreyer
I have just commited basic support for the linux event devices. 
It is disabled by default and has to be enabled by calling
./configure --with-eventinput
(Don't forget autogen.sh before that)
If enabled, FlightGear needs dbus-1 and hal devel packages for the headers and 
libs.

The system is not complete, yet. The hotplug support is still missing, there 
is no support for Mac and Win. The configure script is not perfect: no 
checking for required packages dbus-1-devel and hal-devel is done. Probably 
switches --with-dbus-1= and --with-hal= should be added to make the paths for 
the libs configurable.

I can't guarantee that everything works flawless, but it should compile clean 
and shouldn't break your system. At least, if it's disabled ;-)

For usage, check the data/Input/Event/3dconnexion/SpaceNavigator.xml as an 
example how to configure your devices. The bindings work as they do in other 
parts of FlightGear. New is the setting section for sending events to the 
device. One should easily find out, how they work by looking at the sample 
device.

If you want to find out which input devices are supported by your linux these 
two commands are your friends:
$ cat /proc/bus/input/devices
or
$ lshal

Have fun playing with it - Please report bugs or ask questions. 

Torsten


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Re: [Flightgear-devel] fgviewer

2009-08-11 Thread Mathias Fröhlich

Hi,

On Tuesday 11 August 2009 12:08:05 Martin Spott wrote:
 I'm pretty familiar with these topics, but memory usage is not the
 point here (well, it probably is, but from the current perspective I
 didn't care much). And when I was using the term lightweight I didn't
 mean startup or load times either.

 I understand the idea behind the 'fgviewer' tool as creating a distinct
 viewer component (yet still in the early stage of development) which,
 while still remaining compilant with the FlightGear environment, is
 trying to adopt as little dependencies from FlightGear as possible and
 therefore does not necessarily has to follow every rule of how things
 are done in fgfs in order to achieve its fine goal.

 Actually I'm convinced that carefully cutting some of the old ties
 (some call them cruft), for example by keeping the viewer part as
 independent from the FlightGear core as possible, might serve as a good
 platform for future development. It's obvious that FlightGear, as every
 visual simulation, has to depend on the viewer. But the opposite way of
 depending the viewer part heavily on core FlightGear components is
 certainly not going into the outlined direction.

Ack!

Mathias

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Re: [Flightgear-devel] fgviewer

2009-08-11 Thread Mathias Fröhlich

Hi,

On Tuesday 11 August 2009 00:28:43 Martin Spott wrote:
 You've probably misunderstood 'fgviewer'. As far as I can tell, one of
 the ideas behind this nice tool had been to create a lightweight viewer
 component _without_ pulling in tons of inter-dependencies which are so
 omnipresent in FlightGear.
Yes, this was the main intent.

GReetings

Mathias


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Re: [Flightgear-devel] New FDM: Vamos automotive simulation in flightgear

2009-08-11 Thread Thorsten Hackbarth
Am Mittwoch, den 29.07.2009, 18:35 +0100 schrieb Jon Stockill:

 Does this mean we'd be able to have real gearboxes in the vehicles we 
 already have, along with drive based on ground reaction rather than 
 faked with a jet engine?
 

Yes, real engine and gearbox and clutch,...

you can download a patch against sundays cvs at 
http://www.gupl.org/flightgear/source.tar.bz2
and a car at
http://www.gupl.org/flightgear/porsche356.tar.gz

It still is in a very early stage, but you should be able to drive all
over the world (is there any other automotive sim which can do that?).


thorsten


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Re: [Flightgear-devel] Multiplayer ATC aircraft,

2009-08-11 Thread Stuart Buchanan
Rob Shearman wrote:
Would it not be possible to add a chat client to it, which would be compatible 
with the 
MP network protocol?  Obviously it would have to report position information, 
but that 
 should be trivial enough to work out, shouldn't it?  Cheers, -R.

Hi Rob,

It might be easier just to create a Java chat client directly. That should be 
pretty straightforward,
though you might have to create yourself as an MP aircraft.

-Stuart



  

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Re: [Flightgear-devel] New FDM: Vamos automotive simulation in flightgear

2009-08-11 Thread Jon Stockill
Thorsten Hackbarth wrote:
 Am Mittwoch, den 29.07.2009, 18:35 +0100 schrieb Jon Stockill:
 
 Does this mean we'd be able to have real gearboxes in the vehicles we 
 already have, along with drive based on ground reaction rather than 
 faked with a jet engine?

 
 Yes, real engine and gearbox and clutch,...
 
 you can download a patch against sundays cvs at 
 http://www.gupl.org/flightgear/source.tar.bz2
 and a car at
 http://www.gupl.org/flightgear/porsche356.tar.gz
 
 It still is in a very early stage, but you should be able to drive all
 over the world (is there any other automotive sim which can do that?).

Patched and working no problem here.

It seems quite slippery once you get it up to a reasonable speed, even 
on a dry runway (I guess tyre design has come a long way since the late 
1940s).

I couldn't find any controls mapping anywhere - can you tell me how to 
operate more than just the steering, throttle, and brakes (found by 
waggling everything on the stick and throttle until it did something :-)

For those interested here's a couple of pics from a quick spin around EGXG:

http://courgette.jml.net/~jon/porsche-1.jpg 
http://courgette.jml.net/~jon/porsche-2.jpg

Jon

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Re: [Flightgear-devel] Latest CVS still showing major MP problems...

2009-08-11 Thread Stuart Buchanan
Rob Shearman wrote:
Of late I have been reporting some bugs in the MP system, and I still 
 believe the problems stem from the more recent CVS builds.  Vivian 
 asked me to report whether there were any NASL console errors 
 associated, and I can now definitively say that there are none.  The 
 symptom is that two MP users on the same MP server at/near the 
 same location can see one anothers' aircrafts, but cannot communicate 
 with one another, and cannot see them in the Network Pilots List.

Hi Rob,

It sounds very much like the aircraft are present in the property tree (and 
hence
are visible) but the Nasal code has decided that they are invalid for some 
reason.

From a look at the Nasal code, the most likely scenario is that
 /ai/models/multiplayer[n]/valid=false, which will mean the aircraft isn't 
included
in the multiplayer.nas models.list variable.

However, the code in this area hasn't changed in quite a while.

Next time it happens, I suggest you
a) dump the /ai/models sub-tree to file
b) have a look for entries with valid=false, or duplicate (case-insenstive) 
callsigns.

-Stuart



  

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Re: [Flightgear-devel] New FDM: Vamos automotive simulation in flightgear

2009-08-11 Thread Thorsten Hackbarth
Am Dienstag, den 11.08.2009, 22:06 +0100 schrieb Jon Stockill:
 Thorsten Hackbarth wrote:
  Am Mittwoch, den 29.07.2009, 18:35 +0100 schrieb Jon Stockill:
  
  Does this mean we'd be able to have real gearboxes in the vehicles we 
  already have, along with drive based on ground reaction rather than 
  faked with a jet engine?
 
  
  Yes, real engine and gearbox and clutch,...
  
  you can download a patch against sundays cvs at 
  http://www.gupl.org/flightgear/source.tar.bz2
  and a car at
  http://www.gupl.org/flightgear/porsche356.tar.gz
  
  It still is in a very early stage, but you should be able to drive all
  over the world (is there any other automotive sim which can do that?).
 
 Patched and working no problem here.
 
 It seems quite slippery once you get it up to a reasonable speed, even 
 on a dry runway (I guess tyre design has come a long way since the late 
 1940s).
 
 I couldn't find any controls mapping anywhere - can you tell me how to 
 operate more than just the steering, throttle, and brakes (found by 
 waggling everything on the stick and throttle until it did something :-)
 
 For those interested here's a couple of pics from a quick spin around EGXG:
 
 http://courgette.jml.net/~jon/porsche-1.jpg 
 http://courgette.jml.net/~jon/porsche-2.jpg
 
 Jon

Nice pictures.

I did no further control mapping so far, all materials are still hard
coded as asphalt. 
The simulator has an analoge clutch witch was not very useful while
fiddling around with numerous different coordinate systems...
so I made a (extreme simple) auto-shifter.

thorsten

@sam: I hope you like it



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Re: [Flightgear-devel] FGCOM troubleshooting help...

2009-08-11 Thread Robert Black
When I had that error on Debian Linux it was always a conflict with the 
sound system configuration.

Rob Shearman, Jr. wrote:
 Installing the latest OpenAL, both as it is configured 
 (Windows\System32) and as suggested (in Flightgear\bin\Win32) has had no 
 effect on this issue.  Still getting the same error.  Cheers, -R.
  
 Robert M. Shearman, Jr.
 Transit Operations Supervisor,
 University of Maryland Department of Transportation
 also known as rm...@umd.edu
 
 
 
 *From:* Rob Shearman, Jr. rmsj...@yahoo.com
 *To:* FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 *Sent:* Monday, August 10, 2009 10:09:42 PM
 *Subject:* Re: [Flightgear-devel] FGCOM troubleshooting help...
 
 MMM.  Still struggling with this.
 
 In the Windows FG install, the OpenAL installer runs as part of the 
 process.  And, I already tried taking the two .dll files and moving them 
 into the bin folder with FGCom.
 
 However, I found out that for some stupid reason (probably Vista and its 
 propensity for VirtualStore folders specific to each user), the OpenAL 
 install I did on the newer version you referred me to didn't overwrite 
 the older .dll files.  So I was in the process of tracking all copies of 
 the old ones down and removing them manually, and hand-reinstalling the 
 newer ones, when it became time to catch a nap before heading to work 
 for the night.  So I'll report back progress tomorrow.
 
 Thanks again for the troubleshooting ideas...
 Cheers,
 -R.
  
 Robert M. Shearman, Jr.
 Transit Operations Supervisor,
 University of Maryland Department of Transportation
 also known as rm...@umd.edu
 
 
 
 *From:* Jacob Burbach jmburb...@gmail.com
 *To:* FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 *Sent:* Monday, August 10, 2009 5:16:21 PM
 *Subject:* Re: [Flightgear-devel] FGCOM troubleshooting help...
 
 Does flightgear run the the OpenAL installer during setup, or does it
 just come with it's own dll? If there is an openal dll in the same
 directory as fgcom it will use that, regardless of anyone you install
 system wide I believe. If there is an openal dll there with the exe,
 try moving it or renaming it and see if it works.
 
 All I can think of off the top of my head.
 
 cheers
 
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Re: [Flightgear-devel] fgviewer

2009-08-11 Thread Tim Moore
Mathias Fröhlich wrote:
 Hi,
 
 On Tuesday 11 August 2009 12:08:05 Martin Spott wrote:
...
 I understand the idea behind the 'fgviewer' tool as creating a distinct
 viewer component (yet still in the early stage of development) which,
 while still remaining compilant with the FlightGear environment, is
 trying to adopt as little dependencies from FlightGear as possible and
 therefore does not necessarily has to follow every rule of how things
 are done in fgfs in order to achieve its fine goal.

 Actually I'm convinced that carefully cutting some of the old ties
 (some call them cruft), for example by keeping the viewer part as
 independent from the FlightGear core as possible, might serve as a good
 platform for future development. It's obvious that FlightGear, as every
 visual simulation, has to depend on the viewer. But the opposite way of
 depending the viewer part heavily on core FlightGear components is
 certainly not going into the outlined direction.
 
 Ack!
 
 Mathias

I also think it's a good idea to factor out the dependencies that the visual
part of flightgear has on the whole flightgear implementation. It's not
right at the head of my queue, but I support the idea and will look for ways
to move it along. In the meantime the --fgviewer works well for model viewing;
hopefully it can go away soon.

Tim

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Re: [Flightgear-devel] Latest CVS still showing major MP problems...

2009-08-11 Thread Jacob Burbach
Missing persons are listed in /ai/models/multiplayer[*], and
/ai/models/multiplayer[*]/valid is true. Yet they do not show up in mp
list, nor can I see there chat. Something has obviously changed within
the last few weeks, was fine before that. Another one of those
flightgear mysteries I guess...

cheers!

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