[Flightgear-devel] Local Weather documentation update

2012-02-10 Thread thorsten . i . renk

I feel a bit bad that it has taken that long to get it done, but at least
I made it before the 2.6 release - here are the updated documentation
files for Advanced (Local) Weather 1.4

http://users.jyu.fi/~trenk/doc_update.tgz

including the description of the new gui and updates on the 'known issues'
section (which fortunately has been shortened).

Since the update cannot alter the functionality of the program, I would
ask that it is committed both to the 2.6 release branch and the 2.7
branch.

Thanks in advance,

* Thorsten


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[Flightgear-devel] Final 2.6.0 Release Preparations

2012-02-10 Thread Torsten Dreyer
Hi all,

for our release of version 2.6.0 next week, we have a few open items on 
our checklist and I am kindly asking for support to get them done:

1. How are our release candidates performing? Are there any release 
blocking bugs that should be taken care of?

2. What is the state of our changelog? 
http://wiki.flightgear.org/Changelog_2.6.0 - Please everybody who 
contributed to the core and fgdata, check the document and fill in the gaps.

3. We need a short official announcement to be sent out to press, fs 
websites, newstickers, CBS, NBC, al-Arabia, ITAR-TASS et al. I'd prefer 
a native English speaker to write on or two enthusiastic paragraphs 
about FlightGear 2.6.0.

Maybe the upcoming weekend is a good time to get these tasks done?

Thanks everybody - let's get this release out and free our resources for 
the next summer's release (maybe 3.0.0, codename Rembrandt?).

Torsten

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Re: [Flightgear-devel] Final 2.6.0 Release Preparations

2012-02-10 Thread flightgear


 3. We need a short official announcement to be sent out to press, fs
 websites, newstickers, CBS, NBC, al-Arabia, ITAR-TASS et al. I'd prefer
 a native English speaker to write on or two enthusiastic paragraphs
 about FlightGear 2.6.0.


For my point of view it is worth to put some effort in recent
announcement. I guess we will see a campaign the next weeks for MS Flight
(released end of february) ? I noticed articles in Newspapers here today
about non-foss sim products MS Flight/X-Plane/Aerofly FS, and
-unfortunately- as often, FlightGear as open source alternative is
missing. I could also need a german and probably french translation of the
announcement and some official screens, to place everywhere I can :-) Ok,
it is not CNN/NBC or whatever here, but sometimes it is also worth to look
out for smaller local newspapers and channels.

Cheers, Yves


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[Flightgear-devel] Re : Final 2.6.0 Release Preparations

2012-02-10 Thread Olivier

 I could also need a german and probably french translation of the


Call here if you need French translation.
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Re: [Flightgear-devel] Final 2.6.0 Release Preparations

2012-02-10 Thread Stuart Buchanan
On Fri, Feb 10, 2012 at 11:08 AM, Torsten Dreyer wrote:
 2. What is the state of our changelog?
 http://wiki.flightgear.org/Changelog_2.6.0 - Please everybody who
 contributed to the core and fgdata, check the document and fill in the gaps.

I've just gone through this, tidied up the grammar and changed the style so
that it emphasises what the new release will do for the user, rather
than listing
features by their internal functions.

 3. We need a short official announcement to be sent out to press, fs
 websites, newstickers, CBS, NBC, al-Arabia, ITAR-TASS et al. I'd prefer
 a native English speaker to write on or two enthusiastic paragraphs
 about FlightGear 2.6.0.

I've added the following as the synopsis for the changelog, which should be
suitable:

The FlightGear development team is happy to announce the v2.6.0
release of FlightGear, the free, open-source flight simulator. This
new version contains many exciting new features, enhancements and
bugfixes. Major improvements from v2.4.0 include reduced AI aircraft
load times, easier graphics tuning, more sophisticated AI aircraft and
improved usability.

Founded in 1997, FlightGear is developed by a worldwide group of
volunteers, brought together by a shared ambition to create the most
realistic flight simulator possible that is free to use, modify and
distribute. FlightGear is used all over the world by desktop flight
simulator enthusiasts, for research in Universities and for
interactive exhibits in museums.

FlightGear features more than 400 aircraft, a worldwide scenery
database, detailed sky modelling, a flexible and open aircraft
modelling system, varied networking options, multiple display support,
and an open architecture. Best of all, it is open-source so no company
controls development.

Download FlightGear V2.6.0 for free from http://www.flightgear.org

FlightGear - Fly Free!

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Re: [Flightgear-devel] Final 2.6.0 Release Preparations

2012-02-10 Thread flightgear


 The FlightGear development team is happy to announce the v2.6.0
 release of FlightGear, the free, open-source flight simulator. This
 new version contains many exciting new features, enhancements and
 bugfixes. Major improvements from v2.4.0 include reduced AI aircraft
 load times, easier graphics tuning, more sophisticated AI aircraft and
 improved usability.


Hi Stuart

Does a new user (or other people not familiar with FlightGear but with
other sims) know what AI stands for? Is it probably better to have AI
improvements in more universal terms like easier graphics tuning or
improved usability? (Just a thought, not important, many thanks for
preparing this!).

-Yves


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Re: [Flightgear-devel] Final 2.6.0 Release Preparations

2012-02-10 Thread James A. Treacy
On Fri, Feb 10, 2012 at 03:09:53PM +, Stuart Buchanan wrote:
 I've added the following as the synopsis for the changelog, which should be
 suitable:
 
 The FlightGear development team is happy to announce the v2.6.0
 release of FlightGear, the free, open-source flight simulator. This
 new version contains many exciting new features, enhancements and
 bugfixes. Major improvements from v2.4.0 include reduced AI aircraft
 load times, easier graphics tuning, more sophisticated AI aircraft and
 improved usability.
 
 Founded in 1997, FlightGear is developed by a worldwide group of
 volunteers, brought together by a shared ambition to create the most
 realistic flight simulator possible that is free to use, modify and
 distribute. FlightGear is used all over the world by desktop flight
 simulator enthusiasts, for research in Universities and for
 interactive exhibits in museums.
 
 FlightGear features more than 400 aircraft, a worldwide scenery
 database, detailed sky modelling, a flexible and open aircraft
 modelling system, varied networking options, multiple display support,
 and an open architecture. Best of all, it is open-source so no company
 controls development.

A more positive angle for the last sentence would sound better.
Something like 'Best of all, it is open-source so the developers
control the direction of the project'.

-- 
James (Jay) Treacy
tre...@debian.org

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Re: [Flightgear-devel] Final 2.6.0 Release Preparations

2012-02-10 Thread Stuart Buchanan
On 10 Feb 2012, at 15:25, James A. Treacy wrote:

 On Fri, Feb 10, 2012 at 03:09:53PM +, Stuart Buchanan wrote:
 FlightGear features more than 400 aircraft, a worldwide scenery
 database, detailed sky modelling, a flexible and open aircraft
 modelling system, varied networking options, multiple display support,
 and an open architecture. Best of all, it is open-source so no company
 controls development.
 
 A more positive angle for the last sentence would sound better.
 Something like 'Best of all, it is open-source so the developers
 control the direction of the project'.

Good idea. How about 

'Best of all, it is open source so the FlightGear community controls the 
project'

Or perhaps 'owns'?

Stuart
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Re: [Flightgear-devel] Scenery related: groundnetworks and parking

2012-02-10 Thread Adrian Musceac
Hi,

As a follow-up on yesterday's question, I now can generate in a relatively 
reliable fashion groundnet files for a certain type of airport, with 9 medium-
large parking positions and an AI network which passes the Taxidraw tests (I 
have randomly tested the files). 
I have also tested that visual display of the taxi path is correct, and that 
AI will taxi to active runway via taxiways.
There are about 5900 airports which support this operation, plus or minus bugs 
in my script.
Right now I'm trying to generate them all to see if there are any issues to 
iron out.
Like I said previously, the concept can also be extended to the 850 format.

Cheers,
Adrian

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Re: [Flightgear-devel] Final 2.6.0 Release Preparations

2012-02-10 Thread Stuart Buchanan
On Fri, Feb 10, 2012 at 6:58 PM,  Tuomad wrote:
 best of all, it's open source and developed by an active group of people
 with different backgrounds - a group that welcomes people like you to be
 part of the community. ?


 Or is that attempting a too big group hug? ;^)

The idea I was trying to get across was that the advantage of OSS development
was that the FG community itself owns the simulator. One reason for
emphasising
this is that it contrasts with the disappointment the MSFS community
has felt with the
release of MS Flight, which isn't looking like being the serious
simulation they were
hoping for.

I think the big group hug is somewhat repeating what's written earlier in the
statement.

-Stuart

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Re: [Flightgear-devel] Final 2.6.0 Release Preparations

2012-02-10 Thread Ignacio Bravo

what about this:

Best of all, the new features are based on user community requests, and not 
driven by economic incentives. Some of these features are already in the works 
for the next FG release [give continuity message about the development]

IB

 Date: Fri, 10 Feb 2012 20:21:18 +
 From: stuar...@gmail.com
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Final 2.6.0 Release Preparations
 
 On Fri, Feb 10, 2012 at 6:58 PM,  Tuomad wrote:
  best of all, it's open source and developed by an active group of people
  with different backgrounds - a group that welcomes people like you to be
  part of the community. ?
 
 
  Or is that attempting a too big group hug? ;^)
 
 The idea I was trying to get across was that the advantage of OSS development
 was that the FG community itself owns the simulator. One reason for
 emphasising
 this is that it contrasts with the disappointment the MSFS community
 has felt with the
 release of MS Flight, which isn't looking like being the serious
 simulation they were
 hoping for.
 
 I think the big group hug is somewhat repeating what's written earlier in 
 the
 statement.
 
 -Stuart
 
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[Flightgear-devel] Sanitizing materials.xml

2012-02-10 Thread Stuart Buchanan
Hi All,

Following on from the recent object-masking feature, I'm spending some
time ironing out some issues in materials.xml and our effects.

For starters, I've checked in the following:
- Changed the colour balance on the .png tree textures slightly (I
thought they were too blue)
- Forced the transparency of the .png tree textures as 0 or 1.
- Modified the materials code to allow the tree textures to fall back
to the Textures directory if Textures.high does not exist. This is
  consistent with our handling of other material textures, so users
can reduce the graphics load by simply deleting the Textures.high
  directory.  (Unfortunately this no-longer works as the Effects code
doesn't support it.)

The net effect of all this is that the trees should now look more
detailed and more naturally coloured. Comments are welcome as always.
I've still to update the .dds versions of the textures.

You will need a simgear rebuild to pick up these changes. Updating
fgdata alone will not work and may not be compatible with older FG
builds.

I have some follow-up questions for those who have been working on
terrain effects, as there may well be subtleties that I'm missing:

- At high quality settings, The GrassCover landmass produces
significant relief, as if it were a forest. I think that's just a
straight bug as it's
  using the landmass effect rather than the landmass-nowood effect.
Anyone object if I change this?

- The material assignments for Landmass, SomeSort, Island and Default
are identical to those for EvergreenBroadCover and EvergreenForest
  except that the former uses the landmass-nowood effect, while the
latter uses the forest effect. Which is the correct effect for a
completely
  forested material?

- The forest effect doesn't currently use the default fog effect
(include_fog.[vert|frag] etc.).. For consistency with the rest of the
terrain, and
  the tree effect, I think it should. Is there any particular reason
why it doesn't?

-Stuart

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