[Flightgear-devel] 2 Oct, 8pm USA Eastern time: Heads up, main web server scheduled maintenance.

2013-09-30 Thread Curtis Olson
Here is a quick heads up for everyone.

On October 2, at about 8pm USA Eastern Time Zone (GMT-5), the main
FlightGear server will be down for scheduled maintenance for about 30-60
minutes.  The physical hardware is being relocated to a larger facility.

Thanks for your patience!

Curt.
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Re: [Flightgear-devel] --jpg-httpd command line option

2013-09-17 Thread Curtis Olson
If someone decides to jump into this, another feature that would be cool
would be to stream the display out as a video stream which could then be
played by any number of video players on a remote computer (like mplayer.)
 ffmpeg probably would provide library support to make this pretty
straightforward, but I haven't had a chance to dive in and see how
easy/hard it would be.

One area where this feature could be useful is in UAV research and
simulation where you'd like to emulate a live video feed back to a ground
station.  It could also be fun for sharing/broadcasting your simulator
session and probably could be made to work with a web video server.

In my own experimentation I've been able to sort of do this by using ffmpeg
to capture an area of the screen, encode it as h.264 and send it off to a
remote destination as a udp video stream, for example:

ffmpeg -f x11grab -s vga -r 15 -b 100k -preset ultrafast -tune zerolatency
-maxrate 100k -i :0.0+1,58 -f mpegts -vcodec h.264 udp://
remote.host.name.org:1234

But this requires careful manual sizing and placement of my flightgear
window and it would be cool to have this built right in...  I've seen other
apps that can do this so I know it's technically possible, and I imagine
not too much coding once you figure out the magic to make it happen.

Curt.



On Tue, Sep 17, 2013 at 6:16 AM, James Turner zakal...@mac.com wrote:


 On 17 Sep 2013, at 10:41, Rick Armstrong 
 waitingfortheelectric...@gmail.com wrote:

 -DJPEG_FACTORY:BOOL=ON

 in CMake. My question: before I go down that road, does anyone know if the
 JPG HTTPD functionality works? If yes, does it work well? The fact that
 it's turned-off by default makes me think that it might not be ready for
 prime-time.

 Any advice is greatly appreciated.


 It's turned off for build reasons, not because it's new or untested. I
 believe many people have used it exactly the way you describe. If you
 encounter problems, they should be easy to fix and patches are welcome!

 (The build reasons could actually be solved by using OSGDB to write out
 the files instead of using libjpeg directly - this would mean the feature
 could be enabled all the time, i.e removed from CMake, and also we could
 write out PNGs instead of JPEGs if desired - if you have any interested in
 doing this, I can point you at examples since the screenshot code was
 converted to do the same thing recently -it's probably a couple of hours
 hacking at most)

 Kind regards,
 James



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Re: [Flightgear-devel] Howto download aircraft ( and others data ) from Git

2013-09-03 Thread Curtis Olson




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Re: [Flightgear-devel] Howto download aircraft ( and others data ) from Git

2013-09-03 Thread Curtis Olson
On Tue, Sep 3, 2013 at 11:31 AM, grtuxhangar team hohora...@gmail.comwrote:

 Curt,

 Thanks for the joke

 Ahmad


Hi Ahmad,

I was offering a serious suggestion.  I did say that it wouldn't be
appropriate for everyone, and I do not know your personal situation.  If
you derived humor from my suggestion, then I will make a mental note of the
unexpected joke so I can try to use it again sometime.  If you derived
something less positive, then that was not intended and must have it's
source elsewhere.

Best regards,

Curt.
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Re: [Flightgear-devel] With best regards...

2013-08-20 Thread Curtis Olson
Hi Thorsten,

I'm looking forward to that all working seamlessly.  I'm courting a
possible project where I'd need to visualize landing a helicopter on a
destroyer in heavy sea state, so having pretty clouds combined with all the
bells and whistles for the ocean environment (waves, foam, glint, wake,
etc.) would be pretty spiffy.  I still might be out of luck because we
might want to run with shadows on since that is such a valuable depth cue
in judging height above a surface

But any step towards everything working with everything is a good deal. :-)

Thanks,

Curt.


On Tue, Aug 20, 2013 at 6:31 AM, Renk Thorsten thorsten.i.r...@jyu.fiwrote:

 ... to Vivian, the converted wake shader appears to be working

 http://users.jyu.fi/~trenk/pics/als_new_8_13_02.jpg

 (not sure when I will be able to commit it, but at least the work is done).

 * Thorsten

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Re: [Flightgear-devel] 2.12 is branched

2013-08-14 Thread Curtis Olson
I think the main initial hurdle here is to get the Mac  Windows releases
sorted out on Jenkins (if they aren't already).  We've done the code freeze
and branch on schedule so we are mostly down to the mechanics and time of
actually building and pushing the release out the door.

Thanks,

Curt.


On Wed, Aug 14, 2013 at 3:36 PM, Stuart Buchanan stuar...@gmail.com wrote:

 Hi Pat,

 On Wed, Aug 14, 2013 at 1:11 AM, Pat  wrote:
  One reschedule is a good idea.  Would an indefinite delay, with a
  promise republishing the schedule by a given date be appropriate or
  desirable?

 An indefinite delay would risk the release never being completed,
 and we'd be back where we were before with big gaps between releases.
 A defined delay gives us all something to aim for :)

 Plus we want to get this release completed so we can start on the
 Christmas release, tentatively named 3.0.0.

 -Stuart


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Re: [Flightgear-devel] 2.12 is branched

2013-08-13 Thread Curtis Olson
We would need permission from Torsten D, our release manager, but I would
also second Thorsten R's proposal to defer the 2.12 release by a week or
two.  I have been spread very thin this summer with my day job projects and
will be out of town myself on the 16-18 of August.

I think we should at minimum get the Mac and Windows build slaves going,
generate release candidates for both platforms, and push those out in the
wild for a week (and address any major issues that surface) before
finalizing the actual release.

I apologize for not being more out in front of this ... this has been the
summer from hell (work-wise) for me.

Regards,

Curt.


On Tue, Aug 13, 2013 at 7:24 AM, James Turner zakal...@mac.com wrote:


 On 13 Aug 2013, at 12:58, Renk Thorsten thorsten.i.r...@jyu.fi wrote:

 On the risk of making myself really unpopular, but would now be a good
 time to defer the release? It seems James is caught in the middle of
 moving, Stuart indicated some other private things piling up, I have the
 maddest travelling schedule I've ever had in my life this fall, and I
 haven't seen a number of other folks around for a while, we don't have
 release candidates out which will have impacts on bugfixes, assuming
 there'd be anyone around capable of doing bugfixes,...

 It seems we've hit a fluctuation where pretty much everyone is occupied
 with something else at the moment (?) - if that's the case, should we still
 go ahead?


 That's possibly a fair suggestion. I am scheduled to get my new broadband
 connection up and running tomorrow (Wednesday) so the Mac build slave will
 be available at that time (with decent upstream bandwidth again). However
 my time is a bit fragmented and likely to remain so for a few weeks - I'm
 happy to merge patches or anything else anyone explicitly requests, but I'm
 not focused enough to start chasing other people to get things done :)

 Once the Mac build slave is back, the biggest obstacle to an RC is getting
 the Windows build slaves to behave; if anyone on Windows could look at the
 Jenkins logs and shed any light, it would help.

 Kind regards,
 James



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Re: [Flightgear-devel] internal telnet weirdness

2013-08-09 Thread Curtis Olson
For a work project I ended up modifying a qt program (C++) to talk to the
FlightGear interface.  I pulled in the plib socket routines and used those,
mostly because I was unaware of/unfamiliar with the qt socket routines.  My
approach maybe wasn't quite as clean as doing everything in already
available qt functions, but I haven't had any problems with the
communication.

Regards,

Curt.


On Fri, Aug 9, 2013 at 7:34 AM, Adrian Musceac kanto...@gmail.com wrote:

 On Friday, August 09, 2013 13:21:45 James Turner wrote:
  Qt sockets are very thin wrappers around BSD / Windows sockets. More
 likely
  to be a character set / encoding issue? Remember you need to be explicit
  about encoding when going from 8-bit representation to a QString.
 
  That said I've no experience with the FG telnet code. If you want to post
  your client code I'm happy to quickly look at it.
 
  James.

 Hi James,
 You're quite correct, I also think it's an encoding issue. Qt 4.8 had a
 toAscii() translation, while Qt 5.1 has got rid of that and supposedly it's
 functionality is enclosed in toLatin1().

 Basically I've reached a state where out of ideas I'm just reading the
 response one char after another, then appending it to a QString.

 QString line;
 while(!_socket-canReadLine()){}
 ...snip...
 while ((!endOfLine)) {
 char c;
 int bytesRead = _socket-read(c, sizeof(c));

 ...snip...
 line.append( c );

 Then after testing for a '\r' char which signals the end of line, I'm
 returning the QString to it's user.
 I have to use a blocking approach due to the already existing structure,
 but
 it's not a problem, since this is on it's own thread. I think the encoding
 is
 the problem here, but I don't have a clue why the Python wrapper does it
 right
 while Qt doesn't.

 Cheers,
 Adrian



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Re: [Flightgear-devel] Article about non-profit organizations for free software

2013-08-08 Thread Curtis Olson
Hi Stefan,

Thanks for posting the LWN link.  Definitely some good advice to think
about.  From the 2 minutes I can afford to think about these things right
now, I definitely agree that joining an umbrella organization would be the
best option for FlightGear should we choose to move forward on any of this.
 Finding the right umbrella organization might be the trickier part. :-)

Curt.


On Thu, Aug 8, 2013 at 3:52 AM, Stefan Seifert n...@detonation.org wrote:

 Hi!

 we had the discussion a while ago and now lwn.net published a great
 article on
 the subject:

 http://lwn.net/Articles/561336/

 According to
 http://wiki.flightgear.org/Project_Infrastructure_Enhancements
 it's still an open issue on how to handle donations to FlightGear.

 Well worth a read,
 Stefan

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Re: [Flightgear-devel] Saitek radio and multifunction panels

2013-07-09 Thread Curtis Olson
Hi Pat,

Just a quick reply.  I think the hardest part will be reading the actual
hardware.  If that's easy (can it be done in a cross platform way?) then if
the hardware presents itself similar to a joystick, it would simply be a
matter of connecting up the buttons and axis with the appropriate property
values via a joystick config file.  It's probably not that easy, but the
long pole in the tent from my perspective would be reading the
switch/button/dial values off the actual hardware.  If you can do that, I'm
sure we can find a straightforward way to bridge the connection to
flightgear.

Thanks,

Curt.


On Tue, Jul 9, 2013 at 7:39 AM, not a webot not.we...@gmail.com wrote:

 Hi All;
  Is anyone working on either of these panels? I have both and I'm a C
 realtime, safety critical software engineer. If Someone is working on
 developing an interface for the panels I'd like to pitch in, if no one is
 can someone point me towards a good starting point?
 Thanks,
 Pat

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Re: [Flightgear-devel] Positioning Aircraft: accuracy

2013-06-25 Thread Curtis Olson
It really smells like a double - float conversion somewhere in the
pipeline (more than a geocentric / geodetic conversion or something like
that).

Curt.


On Tue, Jun 25, 2013 at 2:01 PM, D-NXKT d_n...@yahoo.de wrote:

  How far off is the aircraft placement - how much is the jump? Is it
  many hundreds of meters, or on the order a meter or two, or just
  centimeters?
 
  Jon


 Several meters!

 Or more precise:

 first: lat= 47.306263  lon= 11.379070
 jump to: lat= 47.3062060567  lon= 11.3790703145
^
 Difference = 6.34 meters (20.80 ft)

 Best regards
 D-NXKT



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Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-25 Thread Curtis Olson
On Tue, Jun 25, 2013 at 4:48 PM, Stuart Buchanan stuar...@gmail.com wrote:

 Having thought about this a bit more I'm going to propose we do 2.12.0 now
 and
  pre-announce 3.0 as the Feb 2014 release to give us just a little more
 time
 to prepare and make the 3.0 as polished as possible.  After all, it'll
 be the third
 major release in 15 years :) .

 We currently have about 3 weeks before the release branches are cut,
 and we'll have
 some 7 weeks for bug hunting.  For a 2.12.0 release, that's business as
 usual,
 but I can imagine that many aircraft developers in particular would
 want to perform
 some extra TLC before a major release.  Externally, 3.0 is going to be
 considered
 a bigger deal than 2.12.0.

 Declaring that the Feb 2014 release will be 3.0 now will give everyone
 plenty of
 notice, and might encourage efforts to fix bugs in the next 6 months.  I'm
 aware
 that my FG development time is more limited these days, and given activity
 on
 this list I suspect I'm not alone, so this time might be quite useful.

 Whatever way we go, I suggest that we zero-pad the minor release digit
 after 3.0.0
 so we have 3.02, 3.04 etc. to reduce confusion if we reach double digits.


Hi Stuart, before you wrote your message, I was going to write that my
preference is to cut over to 3.0.0 for this release. :-)

That said, we probably created and endured most of the potential confusion
when we went with 2.10.x so continuing on with 2.12.x probably doesn't make
things any worse for ourselves at this point.

In retrospect, I can see how this has the ability to create confusion ...
many computer systems sort file names in ascii order, many people don't
seem to pay careful attention to where the decimal points are placed, etc.

Once we clear past the 2.10, 2.12, etc. series, I'd like to go back to
keeping things single digits in the major and minor version numbers and
when we run out of a single digits bump up the major number (so 3.8.x -
4.0.x).  Number are numbers, but this one confused a lot more people than I
expected it would or should so maybe it's good to be sensitive to that
after we clear the 2.x series of versions.

So to summarize, I would have voted for 3.0.x as my personal preference,
but numbers are numbers and 2.12 works just as well for me.

This email probably took me 5 minutes to write, so I've said what I wanted
to say and I'm done worrying about it now, whatever the final consensus is.
:-)

Curt.
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Re: [Flightgear-devel] Positioning Aircraft: accuracy

2013-06-23 Thread Curtis Olson
The hang glider is using the UIUC fdm, right?  Perhaps that is using a
float (6-7 digits of precision) to represent it's initial conditions ... or
somewhere in the startup pipeline or the flightgear interface to the uiuc
model, the initial lon/lat is stored as a float?


On Sun, Jun 23, 2013 at 5:27 PM, D-NXKT d_n...@yahoo.de wrote:

 Hmm, everything is fine if I use a different plane. Seems to be a hang
 glider specific problem.
 Monitoring the latitude and longitude variabel from the very beginning
 shows, that both variables have at first indeed the correct values. Then
 the latitude value suddenly jumps from 47.306263 to 47.306206.

 Sorry for the noise.

 Best regards
 D-NXKT




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Re: [Flightgear-devel] some models updates available

2013-06-22 Thread Curtis Olson
Hi Ahmad,

Have you done any work on the water drop animation with the PBY?

Thanks,

Curt.


On Sat, Jun 22, 2013 at 9:06 AM, grtuxhangar team hohora...@gmail.comwrote:

 Hello,

 One of our  member within our grthteam has been working on updates gpl
 compliant regarding some old models which were done by Gérard many years
 ago.
 You may find these models updated at
 https://gitorious.org/eekpo

 at the moment

  Have been updated, only

 the F8E Crusader
 https://gitorious.org/eekpo/f-8e-crusader

 and the PBY Catalina
 https://gitorious.org/eekpo/pby-catalina

 Probably some others update will come on, if so, you will be notified in
 time.


 you may  get them with
 git clone g...@gitorious.org:eekpo/f-8e-crusader.git
 git clone g...@gitorious.org:eekpo/pby-catalina.git

 These  updated models  have been tested with the recent GIT version, thus
 it should work with next FG  version.

 You may want  to update   the old original ones, within FGDATA

 Thank

 Ahmad

 BTW: there won't be any conflict with our Creative Common Official Hangar
 content, since these models are developed to an other direction



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Re: [Flightgear-devel] some models updates available

2013-06-22 Thread Curtis Olson
When I tried to actually drop the water from the air, the animation was
wrong.  The transparency was missing and the bloom just grew around the
aircraft and looked really strange and wrong.  I had someone recently ask
about setting up a larger simulation system to do water bomber training so
I looked at the catalina a bit to see if the water bombing was still
working end-to-end.

So just to clarify ... the problem I was seeing was when you released the
water, not when you pick it up.

Thanks,

Curt.


On Sat, Jun 22, 2013 at 12:27 PM, grtuxhangar team hohora...@gmail.comwrote:


 Hello, Curt

 Are you referring to these
  effects

 https://picasaweb.google.com/117502256492585017152/PBY6_Catalina#5892357109439172466

 https://picasaweb.google.com/117502256492585017152/PBY6_Catalina#5892357223444840834

 or something else ?


 I did not tried out the versions which are offered on GIT (the capacity of
 my computer is limited) , however i guess these effects are there.

 Anyhow i may ask to the author.

  Thank,

 Ahmad



 On 22 June 2013 17:03, Curtis Olson curtol...@flightgear.org wrote:

 Hi Ahmad,

 Have you done any work on the water drop animation with the PBY?

 Thanks,

 Curt.


 On Sat, Jun 22, 2013 at 9:06 AM, grtuxhangar team hohora...@gmail.comwrote:

  Hello,

 One of our  member within our grthteam has been working on updates gpl
 compliant regarding some old models which were done by Gérard many years
 ago.
 You may find these models updated at
 https://gitorious.org/eekpo

 at the moment

  Have been updated, only

 the F8E Crusader
 https://gitorious.org/eekpo/f-8e-crusader

 and the PBY Catalina
 https://gitorious.org/eekpo/pby-catalina

 Probably some others update will come on, if so, you will be notified in
 time.


 you may  get them with
 git clone g...@gitorious.org:eekpo/f-8e-crusader.git
 git clone g...@gitorious.org:eekpo/pby-catalina.git

 These  updated models  have been tested with the recent GIT version,
 thus it should work with next FG  version.

 You may want  to update   the old original ones, within FGDATA

 Thank

 Ahmad

 BTW: there won't be any conflict with our Creative Common Official
 Hangar content, since these models are developed to an other direction



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Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-19 Thread Curtis Olson
On Wed, Jun 19, 2013 at 7:07 AM, grtuxhangar team hohora...@gmail.comwrote:

 Pushing in front your supposed to be  know how is not an argument ,
 usually  the more person' s know how is great the less they are pretending
 to have it.
 Please stop to pretend to be the best.
 Don't tell  the FG feature can't be improved with Rembrandt by exposing
 some similar eye candy  you are getting with your ALS,
 Have you thought about the Rembrandt lights functions, and others effects.
 For sure the way you have been developing has created a big gap, thus it
 would be difficult to mix both systems.

 Anyhow the GPU CPU systems is less significant, than the programs which
 are developed, and the way they  are using the resources.


Hmmm, ignore or comment ... ?

I realize not every person gets along with every other person perfectly
every day.  That's part of life and I can't do anything about it.  However,
I would prefer if personal notes like this one would be sent privately.  I
think the list works much better if we keep our communication as
professional as possible.

Thanks,

Curt.
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Re: [Flightgear-devel] Website down?

2013-06-19 Thread Curtis Olson
Support request has been filed!  Hopefully it will be back soon.


On Wed, Jun 19, 2013 at 1:44 PM, Gary Neely grne...@gmail.com wrote:

 Same here.

 Fatal error: Out of memory (allocated 2621440) (tried to allocate 7680
 bytes) in /home/flightge/public_html/wp-includes/pomo/mo.php on line 229


 -Gary aka Buckaroo




 On Wed, Jun 19, 2013 at 2:38 PM, Wil Neeley bentchic...@gmail.com wrote:

 Its down for we too, and delivery failed for webmas...@flightgear.org

 Wil Neeley


 On Wed, Jun 19, 2013 at 2:36 PM, Chris Calef chris.ca...@gmail.comwrote:

 Hello,

 Just wondering if flightgear.org is down for everyone or just me?  I'm
 getting fatal server errors like this:


 *Fatal error*: Out of memory (allocated 1048576) (tried to allocate
 7680 bytes) in */home/flightge/public_html/wp-includes/compat.php* on
 line *41*


 Cheers,
 Chris C


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Re: [Flightgear-devel] Website down?

2013-06-19 Thread Curtis Olson
I think there's more things wrong with the machine because everything is
broke right now.


On Wed, Jun 19, 2013 at 2:12 PM, Roland Haeder rol...@mxchange.org wrote:

 On 06/19/2013 08:52 PM, Curtis Olson wrote:
  Support request has been filed!  Hopefully it will be back soon.

 It is a setting in php.ini:

 memory_limit = 64M

 ... says 64 MB should be allocated for PHP scripts (sounds a lot, but
 modern apps need around 64-128 (32 is to far less).

 Roland


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Re: [Flightgear-devel] Website down?

2013-06-19 Thread Curtis Olson
That's on a different server ...


On Wed, Jun 19, 2013 at 2:51 PM, Arnt Karlsen a...@iaksess.no wrote:

 On Wed, 19 Jun 2013 14:23:29 -0500, Curtis wrote in message
 CAHtsj_d4yiSETmD5AQT0=0a_XjGf8AkQFVKgWWEZe6=rxmu...@mail.gmail.com:

  I think there's more things wrong with the machine because everything
  is broke right now.

 ..http://wiki.flightgear.org/Main_Page is still up, maybe put
 a www mirror somewhere and point to it?

 --
 ..med vennlig hilsen = with Kind Regards from Arnt Karlsen
 ...with a number of polar bear hunters in his ancestry...
   Scenarios always come in sets of three:
   best case, worst case, and just in case.


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Re: [Flightgear-devel] Website down?

2013-06-19 Thread Curtis Olson
Should be back up again now.


On Wed, Jun 19, 2013 at 3:01 PM, Curtis Olson curtol...@flightgear.orgwrote:

 That's on a different server ...


 On Wed, Jun 19, 2013 at 2:51 PM, Arnt Karlsen a...@iaksess.no wrote:

 On Wed, 19 Jun 2013 14:23:29 -0500, Curtis wrote in message
 CAHtsj_d4yiSETmD5AQT0=0a_XjGf8AkQFVKgWWEZe6=rxmu...@mail.gmail.com:

  I think there's more things wrong with the machine because everything
  is broke right now.

 ..http://wiki.flightgear.org/Main_Page is still up, maybe put
 a www mirror somewhere and point to it?

 --
 ..med vennlig hilsen = with Kind Regards from Arnt Karlsen
 ...with a number of polar bear hunters in his ancestry...
   Scenarios always come in sets of three:
   best case, worst case, and just in case.


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Re: [Flightgear-devel] Does Flightgear have a problem with Ubuntu nouveau drivers

2013-06-10 Thread Curtis Olson
 00:00 0
 ac914000-ac97d000 r-xp  08:01 2366503
 /usr/lib/i386-linux-gnu/pulseaudio/libpulsecommon-3.0.so
 ac97d000-ac97e000 r--p 00068000 08:01 2366503
 /usr/lib/i386-linux-gnu/pulseaudio/libpulsecommon-3.0.so
 ac97e000-ac97f000 rw-p 00069000 08:01 2366503
 /usr/lib/i386-linux-gnu/pulseaudio/libpulsecommon-3.0.so
 ac97f000-acb0 rw-p  00:00 0
 acb0-acc0 rw-p  00:00 0
 acc1d000-acc3d000 rw-s 1624e2000 00:05 10434 /dev/dri/card0
 acc3d000-ad20 rw-p  00:00 0
 ad20-ad30 rw-p  00:00 0
 ad31f000-ad33f000 rw-s 162492000 00:05 10434 /dev/dri/card0
 ad33f000-ad40 rw-p  00:00 0
 ad40-ad50 rw-p  00:00 0
 ad51e000-ad53e000 rw-s 16246e000 00:05 10434 /dev/dri/card0
 ad53e000-adc0 rw-p  00:00 0
 adc0-ade0 rw-p  00:00 0
 ade0-adf0 rw-p  00:00 0
 adf1c000-ae60 rw-p  00:00 0
 ae60-ae70 rw-p  00:00 0
 ae707000-ae727000 rw-s 162444000 00:05 10434 /dev/dri/card0
 ae727000-ae72f000 r-xp  08:01 2364464
 /usr/lib/i386-linux-gnu/libXrender.so.1.3.0
 ae72f000-ae73 r--p 7000 08:01 2364464
 /usr/lib/i386-linux-gnu/libXrender.so.1.3.0
 ae73-ae731000 rw-p 8000 08:01 2364464
 /usr/lib/i386-linux-gnu/libXrender.so.1.3.0
 ae731000-ae73a000 r-xp  08:01 2364438
 /usr/lib/i386-linux-gnu/libXcurAborted (core dumped)

 Cheers
 Innis


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Re: [Flightgear-devel] Some Help

2013-06-10 Thread Curtis Olson
And for the Mac, look at the flightgear launcher for 'install add on' (or
something similarly worded).  Just select the thing (airplane or scenery
chunk) you want to install and it will do the right thing for you
automatically.

Curt.


On Mon, Jun 10, 2013 at 8:15 AM, Jonathan Tanant jonat...@free.fr wrote:

 Hi !
 Actually on Mac, apps are packages (a directory presented by the system
 as an app).
 So to access to FlightGear data, you need to right click on FlightGear
 app, show package contents, and then you should be able to navigate to
 data folder inside.
 Best,
 Jonathan.


 Le 10 juin 2013 à 04:09, Ante Cugura a écrit :

  Dear FlightGear Team,

 I am a twelve-year-old airplane fan, and have just downloaded the
 FlightGear software. I use a MacBook Air laptop, which uses the Mac OS X
 software.

 However, I would like to download extra planes and scenery so I can have
 more fun playing with the simulator. Even after following all the
 instructions that it tells me on your wiki pages and on your website,
 nothing has provided me with the help that I need. I am able to download
 the files themselves that I want, but I am not able to drag them into any
 of the FlightGear software folders, which is what I suspect needs to be
 able to happen in order for me to access the scenery and aircraft when I
 use the simulator.

 It would be much appreciated if you could provide some assisstance with my
 problems using FlightGear.

 Kind Regards,
 Ante Cugura

 Email: ante...@hotmail.com





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Re: [Flightgear-devel] osm2city.py

2013-05-12 Thread Curtis Olson
Hi Thomas,

That is way cool!  I'm also really looking forward to seeing this come
together.  Would this data set include airport hangar buildings as well?

The Lowi screenshot looks really nice!

Curt.


On Sun, May 12, 2013 at 3:35 PM, Thomas Albrecht ra...@web.de wrote:

 Dear list,
 in particular Stuart,

 please let me 'officially' announce my project osm2city.py [1,2] here.
 This python script takes OSM floor plans and generates 3D buildings for use
 with flightgear. I'm planning to develop this into a procedural city
 generator which would take a street network and then reasonably places
 (random) buildings. The ultimate goal is (obviously) to improve FG's
 representation of cities.

 It's at a rather early stage, and for the moment I prefer python for quick
 prototyping. BUT, I know quite some C/C++, and compile from latest GIT
 sources regularly.  In the future, I'm definately willing to move this into
 FG (in one form or another).

 Tom

 [1] http://wiki.flightgear.org/Osm2city.py
 [2] http://flightgear.org/forums/viewtopic.php?f=5t=19625


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Re: [Flightgear-devel] Tree issues

2013-04-25 Thread Curtis Olson
When I've seen the bits of pixels on the very edges of the transparent tree
areas it has sure looked like a texture wrapping issue to me.  This is a
flag you can turn on/off at least at the low level of opengl and I'm sure
OSG would expose this.

Basically the bits at the very top of the tree probably line up nicely with
the bits at the bottom.  You want this when you are tiling textures and
mipmapping together to avoid seeing the seams, but with billboard textures
you probably want to turn this off, and it especially stands out with
transparent textures.

Regards,

Curt.



On Thu, Apr 25, 2013 at 3:29 PM, Stuart Buchanan stuar...@gmail.com wrote:

 On Tue, Apr 23, 2013 at 7:22 AM, Renk Thorsten wrote:
  Definitely looks like it.   Could you provide some further details on
  this please:
  a) Where are you seeing this ?
  b) which materials file (dds ? regions? )
  c) Have you deleted the Textures.high file to use lower resolution
  textures?  The
  trees in the screenshot look even more blocky than normal.
 
  After fresh pull yesterday, I can confirm the issue.
 
  a) Caribbean and French Alps so far
  b) using regional definitions
  c) no - just tried out of the box

 I spent some time last night trying to repro this without much
 success.  There is an issue with the very nice Caribbean texture
 (Textures.high/Trees/tropical-alt.png) which I've got a fix for, but
 other than that The only time I saw anything like what Vivian and you
 have reported is at very very long range where I can just make out a
 hat if I look carefully enough.

 This makes me think that this might be something to do with the way
 that our graphics cards are generating the mipmaps.  Do either of you
 see the same issue with dds textures?

 I also went through all the tree textures to check that there weren't
 overlaps on the boundaries, and in all cases except as noted above,
 there's at least a 1 pixel gap above the top of the UV map.  I could
 push a speculative fix setting the UV map for trees to a maximum
 height of 0.24 rather than 0.25 and see if that makes a difference,
 but it feels very much like a workaround.

 Any other ideas would be most welcome, as at the moment I'm a bit
 stumped as to how to fix this.

 -Stuart


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Re: [Flightgear-devel] Tree issues

2013-04-25 Thread Curtis Olson
Vivian,

Your description makes sense in conjunction with a mipmapping issue.

Think about how mipmapping works.  The default mipmap generation algorithm
creates the 1/2 size image by averaging each 2x2 block of pixels in the
higher level down to 1 pixel in the next level.  Then repeat, generating
the 1/4 size image from the 1/2 size image.  You can see that at smaller
image sizes, each pixel will draw information from a wide block of pixels
out of the original so there can be a lot of bleeding across.  This also
impacts alpha levels so transparency is another one that doesn't usually
mipmap as you'd expect/wish.

Note to people who hadn't noticed this before -- the requirement that
texture sizes be powers of two allows the mipmapping level creating scheme
to be well defined, and if your texture dimensions aren't an even power of
two, they are probably getting scaled to the next size down under the hood
when they are loaded by OSG.

I'm not sure what to do about the tree problem though -- it might help to
divide up the internal image into power of 2 chunks, go 4 trees across the
texture rather than 5 (just for example.)  That might split down further
before producing artifacts if we aren't already doing that. (?)

I've heard graphics guru's speak of using other algorithms to generate the
mip map levels, or even manually creating them.   In some cases I think you
need to consider this sort of thing even though it's a pain and blows up
the size of the distributed texture if we need to also include the
pregenerated mipmap levels.

Curt.


On Thu, Apr 25, 2013 at 5:50 PM, Vivian Meazza vivian.mea...@lineone.netwrote:

 Stuart

  On Tue, Apr 23, 2013 at 7:22 AM, Renk Thorsten wrote:
   Definitely looks like it.   Could you provide some further details on
   this please:
   a) Where are you seeing this ?
   b) which materials file (dds ? regions? )
   c) Have you deleted the Textures.high file to use lower resolution
   textures?  The trees in the screenshot look even more blocky than
   normal.
  
   After fresh pull yesterday, I can confirm the issue.
  
   a) Caribbean and French Alps so far
   b) using regional definitions
   c) no - just tried out of the box
 
  I spent some time last night trying to repro this without much success.
 There
  is an issue with the very nice Caribbean texture
  (Textures.high/Trees/tropical-alt.png) which I've got a fix for, but
 other
 than
  that The only time I saw anything like what Vivian and you have reported
 is at
  very very long range where I can just make out a hat if I look
 carefully
  enough.
 
  This makes me think that this might be something to do with the way that
  our graphics cards are generating the mipmaps.  Do either of you see the
  same issue with dds textures?
 
  I also went through all the tree textures to check that there weren't
 overlaps
  on the boundaries, and in all cases except as noted above, there's at
 least a 1
  pixel gap above the top of the UV map.  I could push a speculative fix
 setting
  the UV map for trees to a maximum height of 0.24 rather than 0.25 and see
 if
  that makes a difference, but it feels very much like a workaround.
 
  Any other ideas would be most welcome, as at the moment I'm a bit
  stumped as to how to fix this.
 

 I'm using a very recent pull of fgdata with no local mods. The hat effect
 shows up from low angles in all material modes - regional/global/dds. It's
 most apparent at EGMH, but can also be seen at KSFO. At higher angles or if
 I zoom in it disappears from the closer trees - but, like you, I can still
 see it at longer ranges. The angle/range effect would suggest that it's a
 mipmap thing - perhaps try a bit more space around the trees in the
 texture?


 I would give you some screenshots - but that's broken here.

 Vivian






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[Flightgear-devel] ATIScreenSizeHack() in main.cxx

2013-04-22 Thread Curtis Olson
Recently I noticed an alert on my console when starting up the git version
of FlightGear:

Enabling ATI viewport hack

This is odd because I have nvidia hardware.  I tracked down that this
message was coming from main.cxx, specifically this chuck of code:

if (fgGetBool(/sim/ati-viewport-hack, true)) {
SG_LOG(SG_GENERAL, SG_ALERT, Enabling ATI viewport hack);
ATIScreenSizeHack();
}

This takes the value of /sim/ati-viewport-hack or true if the value is not
set at all (like on my nvidia based system.)  Shouldn't this default to a
false value?  I can change the default in git unless someone has a specific
reason why it should be the other way?  Any objections to defaulting this
to 'false'?  (I think this is James code from 'git blame')

Thanks,

Curt.
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[Flightgear-devel] turning off shaders in 2.10?

2013-04-11 Thread Curtis Olson
I'm trying to help a user get FlightGear 2.10 running (remotely via email
which is always a challenge.)  Is there an 'easy' way to disable all
shaders in the windows launcher, or do we still need to manually set the
property to do this?

Thanks,

Curt.
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Re: [Flightgear-devel] 2.10.1

2013-04-03 Thread Curtis Olson
Hi James,

This is great news if you are able to crank out full installers right from
Jenkins.  That will save me a bunch of downloading and hours of uploading
for every new release candidate.

Thanks,

Curt.



On Wed, Apr 3, 2013 at 4:34 AM, James Turner zakal...@mac.com wrote:

 Hi,

 Continuing with the experimental creation of a bug fix release,

 Release-candidate builds for 2.10.1:

 http://flightgear.simpits.org:8080/job/Windows-release/
 http://flightgear.simpits.org:8080/job/Linux-release/
 http://flightgear.simpits.org:8080/job/Mac-release/

 These are the first Windows releases produced automatically (Jenkins
 creates the installer) instead of via Curt, so please be on the look-out
 for anything I may have messed up / omitted. Based on very limited testing
 with my Windows VM everything seems sane and the apps run.

 The intention is that the quality of these builds is 'at least as good' as
 2.10.0, so I would be happy for them to replace 2.10.0 on the web sites as
 soon as they pass a collective sanity check from people here. If you find
 new bugs, that's fine, but unless they are regressions since 2.10.0 (which
 is unlikely, hopefully) then they should not block releasing; they can be
 fixed in a (hypothetical!) 2.10.2 or wait until 2.12.

 In particular the Windows builds include the UTF-8 pathname fix which is
 significant for various people, I believe.

 Regards,
 James

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Re: [Flightgear-devel] 2.10.1

2013-03-13 Thread Curtis Olson
Hi James, sounds good, even if there are only a small number (1 or more)
important fixes.  Would it make sense to amend our release procedure
(Torsten) :-) to include a subsection on sub-release procedures.  Under the
hood we probably repeat most of the full release procedure, but maybe we'd
want to give a defined timeline for a dot release to collect the
requested patches nominations, maybe (?) push out a release candidate (?),
and then a final release.  We should keep it as simple as possible -- too
complicated and too much work and it won't happen, but some organization
and coordination and procedure may not hurt, just so we are all on the same
page.

Thanks,

Curt.


On Wed, Mar 13, 2013 at 8:31 AM, James Turner wrote:

 Hi,

 As previously suggested, I am going to attempt a 2.10.1 release, to see if
 this improves our perceived quality. There's some bug fixes I am already
 aware of, including a Windows path-handling one which is quite significant.
 I would appreciate nominations for other bug-fixes and low-risk tweaks, to
 be merged to the release branches, including fgdata.

 Ideally give me SHAs of commits on next, which I can safely cherry pick to
 the release branches - if commits need editing, a merge-request would be
 easier for me to process. Or you can merge yourself to the release
 branches, providing you exercise suitable diligence :)

 Regards,
 James



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Re: [Flightgear-devel] Compasses, magnetic variation, and stuff

2013-03-13 Thread Curtis Olson
On Wed, Mar 13, 2013 at 10:20 AM, Torsten Dreyer tors...@t3r.de wrote:


  Yes, it's very interesting. My chart for Ireland specifically warns
  about the large variation (+5W) which I'm sure catches people out. And
  that's before you have to add variation due to the airframe !
 nitpicking
 which is call deviation
 /nitpicking

 ;-)


which is call*ed* deviation. :-) :-)

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Re: [Flightgear-devel] Adds on FlightGear.org

2013-03-02 Thread Curtis Olson
I realize this is not a satisfactory response for some people, but I have
added downloadmanagerapp.com to the list of blocked sites.

Thanks,

Curt.


On Fri, Mar 1, 2013 at 2:34 PM, Anders Gidenstam
anders-...@gidenstam.orgwrote:

 On Fri, 1 Mar 2013, Gijs de Rooy wrote:

  Curt, are you there? Repeating the links in case you missed them:
 
 
 http://www.flightsim.com/vbfs/content.php?13546-FlightGear-v2-10-Is-Released#comments
 
 http://www.flightsim.com/vbfs/showthread.php?260718-FlightGear-2-10-is-now-available-!p=1747315#post1747315

 When I look at our main page I see Google chooses to display a very big
 fat green download button for some crud software in the ad-slot that is
 slightly to the left but otherwise right in the middle of the page. And
 another one further down. It looks ugly and could confuse the unwary.

 If it is not possible to be more restrictive on what ads to show (and
 even if that can be done I'm sure the guys paying for these sort of ads
 would do their best to by-pass any such restriction) then IMO the ads
 should go. Maybe the text ads could stay but the big blobs - no, thank you.

 Is the hosting really that expensive that we can't raise enough donations
 to cover it? (I have to admit I have not donated to FG, though.)


 Cheers,

 Anders
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Re: [Flightgear-devel] Low visibility issues

2013-03-01 Thread Curtis Olson
On Thu, Feb 28, 2013 at 4:47 PM, Chris Calef wrote:

 Say, while you all are on the subject of key bindings, could anyone tell
 me where these keymappings are defined in flightgear?  My friend is having
 a severe (to him) issue with the program, in that he loves flying in the
 sim but is running I believe three monitors. He is able to get the view
 across all three of his monitors by setting a very wide field of view, but
 this involves clicking for a _very_ long time on the widen field of view
 key.


You may also wish to visit this page on our wiki which talks about how to
create a custom xml configuration file for multiple cameras on multiple
displays:

 http://wiki.flightgear.org/Howto:Configure_camera_view_windows

The system even allows you to define an independent camera for each display
so you don't have to deal with increasing distortion at the fringes and can
spread the view offset by a little extra to account for the margins on your
monitor (so a straight line such as a runway edge flows straight into the
next display without forming a stair step.

You can search out README.multiscreen -- located in
$(FGDATA)/Docs/README.multiscreen if you have FlightGear installed.  There
are a couple approaches that are supported, ranging from creating a 3
windows, one for each display to creating a single window that spans all
the displays and defining separate camera parameters for each 1/3 of the
window.

If you spend a bit of time tweaking this, you can get way better results
than simply stretching a window across three displays and.

Regards,

Curt.
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Re: [Flightgear-devel] YouTube

2013-02-28 Thread Curtis Olson
On Wed, Feb 27, 2013 at 9:13 PM, gabe van wrote:

 Dear Flightgear developers,

 I am starting a youtube channel and was hoping that you would kindly grant
 me permission to post videos of Flightgear on my channel. I don't
 discourage people from getting it, but encourage them to find opensource
 alternatives, such as Flightgear. Thank you for your help, and I hope you
 have a great day!

 Thanks for the great game,


Hi Gabe, there are a quite a few people these days posting FlightGear
videos on youtube, so I think you can just go ahead and start posting
videos without needing to ask permission from us.

Thanks,

Curt.
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Re: [Flightgear-devel] Low visibility issues

2013-02-28 Thread Curtis Olson
Hi Thorsten,

Using z/Z to adjust visibility is something from the earliest days of the
simulator project, before METAR weather, probably before clouds, and the
sky dome.  I don't personally mind if the z/Z key bindings go away.

What I do care about though is that FlightGear continues to be useable as a
flight training tool.  An instructor working with a student may wish to set
a specific visibility, specific cloud layers, specific winds, specific
turbulence, all as part of a training scenario designed to instruct or
challenge or catch a student off guard.

We've always been able to set the individual weather parameters, either
through the built in weather dialog box, or by setting raw property values.
 Setting raw property values allows nasal script control over the weather
(as I'm sure you well know) :-) but it also allows external control of the
weather, for instance by some external gui tool, or by some tool that wants
to setup equivalent visual conditions across multiple FlightGear PC's
running in sync.

So whatever we do, we can't override the ability to get low level granular
control of the weather parameters, and not just so that advanced weather
can manipulate them exclusively, also so that external tools can manipulate
them without advanced weather getting in the way or overriding the settings.

BTW, your email name is configured as Renk Thorsten so if you do find
yourself being called by your last name, it may be a simple
misunderstanding deriving from that.  My dad calls all his neighbors by
their last name out of friendliness and respect, so it could also be that
too. :-)

Thanks,

Curt.


On Thu, Feb 28, 2013 at 3:31 AM, Renk Thorsten wrote:

  You asked for ideas for a more descriptive text - I've gone one better
  and
  added descriptive texts to the gui. My design aim was to provide the
  average
  user with some indication of which option he should choose and in which
  circumstance. It's only a shallow redesign. It would be nice, I think, to
  allow max vis range to be as low as 10kms, and also if this could be
  driven
  by z/Z. However, these items are beyond the scope of what I set out to
  do.

 Thanks.

 I can do the first item easily (I do think 10 km max visibility are a bit
 on the low side, but it doesn't hurt anyone..).

 As for z/Z - can we reach a decision first what to do with this? James and
 Stuart seemed to be considering to drop this key binding, and I would
 actually prefer that as well. Is there a compelling reason to manage
 visibility by key? For me, this resembles more an arcade game strategy
  than a realistic simulation.

 (If we keep z/Z, it'd be nice if anyone can give me a pointer how to link
 it with the max. visibility or just do it, because I don't know how it's
 done...)

 * Thorsten

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Re: [Flightgear-devel] Website update request

2013-02-28 Thread Curtis Olson
Thanks, I wonder how I ever could have missed those ... ?!? ... but thanks
for sniffing them out so we can get them fixed.

Curt.

On Thu, Feb 28, 2013 at 4:48 PM, YOSHIMATSU Toshihide wrote:

 Hi Curt,

 Again, thanks for updating the website.

 I found a few more broken links which seem to be happened by recent
 changes.

 7. http://www.flightgear.org/download/main-program/

 7-3. FlightGear Manual links to
 http://www.flightgear.org/download/Docs/getstart/getstart.html
 Should be corrected to
 http://mapserver.flightgear.org/getstart/

 7-4. FTP mirrors links to
 http://www.flightgear.org/download/mirrors.html#ftp
 Should be corrected to
 http://www.flightgear.org/download/mirror/

 Cheers,
 Toshi



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Re: [Flightgear-devel] FreeBSD binary packages updated to version 2.10.0

2013-02-22 Thread Curtis Olson
Hi Keven,

Thanks for the update.  I'll tweak the flightgear page.  Let me know if you
can think of any other improvements to the FreeBSD section of the page.

Thanks,

Curt.


On Fri, Feb 22, 2013 at 10:24 AM, Kevin Zheng kevinz5...@gmail.com wrote:

 Greetings,

 Just to let the website maintainers know, the FreeBSD Project has
 updated the FlightGear related ports to version 2.10.0.

 The Project has been really good with keeping up with upstream releases
 in the past, so I don't think it's important to mention the version
 number on the web page.

 Quick cosmetic issue: the FreeBSD Project updates the packages, and
 FreshPorts keeps track of them.

 Thanks,
 Kevin Zheng


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Re: [Flightgear-devel] Website update request

2013-02-22 Thread Curtis Olson
Hi Toshi,

Thanks for your detailed look through the main flightgear web site pages.
 A second set of eyes definitely helps catch things I miss.  I believe I've
addressed as many of these that I can.  I forwarded #2 over to Gijs since
he built the new 'filterable' aircraft download page.

For 7-1, that's a good question.  Does FlightGear officially support
Windows 8?  Fred?  James?  I have Win 7  XP here and honestly I've never
seen Windows 8 running in real life myself yet so I have no idea how
FlightGear does.  I assume, yes it works just fine, but I don't think I've
heard anyone report either way?

Thanks,

Curt.



On Wed, Feb 20, 2013 at 10:19 AM, YOSHIMATSU Toshihide qzt04...@nifty.ne.jp
 wrote:

 Hi Curt,

 Thanks for updating the website.

 I checked some pages more precisely for Japanese translation, and found
 many other *minor* issues.

 When you have a time, please check below.

 1. http://www.flightgear.org/

 Under the Find us on Facebook window, unintentional character string of
 [gpluspb id=111978238381658236898 size=badge]
 is displayed.

 2. http://www.flightgear.org/download/aircraft-2-10-filterable/

 W3C link checker says:
   Lines: 62, 209
 http://www.flightgear.org/download/aircraft-2-10-filterable/ajax-loader.gif
   Status: 404 Not Found
 , whose lines are:
   62 link rel=image_src href=ajax-loader.gif /
   209 div id=loadingbr/Aircraft are being loaded#8230; img
 src=ajax-loader.gif style=box-shadow: none;//div

 3. http://www.flightgear.org/about/features/

 3-1. JSBSim links to
 http://www.jsbsim.org/
 which jumps to
 http://jsbsim.sourceforge.net/
 So,
 http://jsbsim.sourceforge.net/
 would be a better link for now.

 3-2. LaRCsim links to
 http://techreports.larc.nasa.gov/ltrs/PDF/NASA-95-tm110164.pdf
 which has been disappeared.
 I guess this link should be deleted.

 3-3. Multiple Displays section only shows its section name, and
 doesn't include any contents.

 4. http://www.flightgear.org/download/

 In Download Older Versions of FlightGear section, Mac OS version would
 be better to write something like:
   - v2.8 and later for Mac OS X: [Mirror1] [Mirror2] [Mirror3]
   - v2.6 and before for Mac OS: http://macflightgear.sf.net

 5. http://www.flightgear.org/download/scenery/

 Via BitTorrent links to
 http://terasaur.org/item/show/flightgear-v2-8-0/6584
 Correct link would be
 http://terasaur.org/item/show/flightgear-v2-10/6663

 6. http://www.flightgear.org/download/mirror/

 Some mirrors seem to be a little bit old.

 6-1. http://flight.webersiedlung.at/
 may need to be deleted from the list.

 6-2. http://ftp.icm.edu.pl/packages/flightgear/
 may need to be added to the list.

 7. http://www.flightgear.org/download/main-program/

 7-1. Does FlightGear supports Windows 8?
 If so, a section of Windows (XP, Vista, 7) would be better to write as
 Windows (XP, Vista, 7, 8).

 7-2. In The Attic section, many broken links are found:
   [Mirror1] [Mirror2] [Mirror3] for Fedora.
   http://pardus.org.tr/eng/index.html
   http://paketler.pardus.org.tr/pardus-2007/flightgear-0.9.10-3-4.pisi


 http://paketler.pardus.org.tr/pardus-2007/flightgear-data-base-0.9.10-2-2.pisi


 http://www.mechanics.citg.tudelft.nl/~everdij/nekoware/current/neko_flightgear-0.9.9.tardist

 Cheers,
 Toshi


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Re: [Flightgear-devel] FlightGear 2.10.0 release on Ubuntu

2013-02-19 Thread Curtis Olson
Hi Saikrishna,

Is there a top level link I can point people to from the main flightgear
download page?  I'm not personally familiar with launchpad or the 'ppa'
acronym.  I'd love to keep the entry on the flightgear page as concise as
possible.  Is there a particular distribution this applies to?

Thanks,

Curt.


On Mon, Feb 18, 2013 at 5:12 AM, Saikrishna Arcot saiarcot...@gmail.comwrote:

  Hi all,

 I just wanted to let everyone know here that I created a PPA for
 FlightGear on Launchpad and have compiled and uploaded FlightGear 2.10.0
 for Oneiric and above. Unfortunately, the fgfs-base isn't available at the
 moment, so users will have to download that separately. The link to the PPA
 itself is 
 https://launchpad.net/~saiarcot895/+archive/flightgearhttps://launchpad.net/%7Esaiarcot895/+archive/flightgear.
 Users can follow the following steps to use the PPA and flightgear:

1. Add ppa:saiarcot895/flightgear to their list of sources, either
using Software Sources or sudo add-apt-repository
ppa:saiarcot895/flightgear.
2. Do an update using apt-get update.
3. Either use Synaptic to install FlightGear or do sudo apt-get
install flightgear. Both will automatically install SimGear as well.

 I've installed the version I uploaded and things seem to be running well.
 I have encountered two problems so far. One is that I don't see any AI
 aircraft, but I'm not sure if that's just me or if it's a bug. Another is
 that some patches of terrain are dark, but as I get closer, they turn light
 and can be seen again. I'm on an Intel GPU, so I'm not sure if it's because
 of that.
  Anyways, I've uploaded some screenshots from 2.10.0 
 herehttps://picasaweb.google.com/103387392510447269112/FlightGear2100?authuser=0authkey=Gv1sRgCKXaocKSqp2G_wEfeat=directlink(the
  black plane is, I'm assuming, a GPU bug since 2.8.0).

 --
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Re: [Flightgear-devel] FlightGear 2.10.0 release on Ubuntu

2013-02-19 Thread Curtis Olson
Ok, thanks, I will add the link on the main download page and please feel
free to review it and send me any needed corrections or improvements.

Thanks,

Curt.


On Tue, Feb 19, 2013 at 3:50 PM, Saikrishna Arcot saiarcot...@gmail.comwrote:

 You can use https://launchpad.net/~saiarcot895/+archive/flightgear.
 There's a section on the page for users to easily add the PPA
 (basically the location of the packages) to their system.

 This applies to Ubuntu Oneiric (11.10), Ubuntu Precise (12.04), Ubuntu
 Quantal (12.10), and Ubuntu Raring (13.04) (this is a development
 version, so there may be few, if anyone, on this). If there are people
 who are on an earlier version of Ubuntu, then I can easily add a
 package for that version.

 Saikrishna Arcot

 On Tue 19 Feb 2013 03:28:52 PM CST, Curtis Olson wrote:
  Hi Saikrishna,
 
  Is there a top level link I can point people to from the main
  flightgear download page?  I'm not personally familiar with launchpad
  or the 'ppa' acronym.  I'd love to keep the entry on the flightgear
  page as concise as possible.  Is there a particular distribution this
  applies to?
 
  Thanks,
 
  Curt.
 
 
  On Mon, Feb 18, 2013 at 5:12 AM, Saikrishna Arcot
  saiarcot...@gmail.com mailto:saiarcot...@gmail.com wrote:
 
  Hi all,
 
  I just wanted to let everyone know here that I created a PPA for
  FlightGear on Launchpad and have compiled and uploaded FlightGear
  2.10.0 for Oneiric and above. Unfortunately, the fgfs-base isn't
  available at the moment, so users will have to download that
  separately. The link to the PPA itself is
  https://launchpad.net/~saiarcot895/+archive/flightgear
  https://launchpad.net/%7Esaiarcot895/+archive/flightgear. Users
  can follow the following steps to use the PPA and flightgear:
 
   1. Add ppa:saiarcot895/flightgear to their list of sources,
  either using Software Sources or sudo add-apt-repository
  ppa:saiarcot895/flightgear.
   2. Do an update using apt-get update.
   3. Either use Synaptic to install FlightGear or do sudo apt-get
  install flightgear. Both will automatically install SimGear
  as well.
 
  I've installed the version I uploaded and things seem to be
  running well. I have encountered two problems so far. One is that
  I don't see any AI aircraft, but I'm not sure if that's just me or
  if it's a bug. Another is that some patches of terrain are dark,
  but as I get closer, they turn light and can be seen again. I'm on
  an Intel GPU, so I'm not sure if it's because of that.
 
  Anyways, I've uploaded some screenshots from 2.10.0 here
  
 https://picasaweb.google.com/103387392510447269112/FlightGear2100?authuser=0authkey=Gv1sRgCKXaocKSqp2G_wEfeat=directlink
 
  (the black plane is, I'm assuming, a GPU bug since 2.8.0).
 
  --
  Saikrishna Arcot
 
 
 
 --
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  is your hub for all things parallel software development, from
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Re: [Flightgear-devel] Release 2.10.0: Decision Altitude

2013-02-18 Thread Curtis Olson
Hi Christian,

I completely blew away my build_flightgear and build_simgear
directories so they should be totally clean for the latest version of the
source code.  Are our cmake rules doing something they shouldn't and
writing files in the original source tree when you do out of source builds?

I thought (I was 100% sure until now that you say there was a problem) that
I looked at version.h in my build_simgear directory and it said 2.10.0

I really want to get this fixed as quickly as possible, but I'm confused as
to where things could be going wrong or how to fix it. Back in the day I
had the automake tools really figured out for myself at a deep level, but I
unfortunately don't have that same level of groking for the cmake tools.

Curt.


On Mon, Feb 18, 2013 at 4:31 AM, Christian Schmitt ch...@ilovelinux.dewrote:

 Curt,

 I noticed the SG/FG packages got updated on the mirrors. So I checked
 them out again: still the same issue. How did you create the source
 tarballs? Having the version number 2.8 in it looks like they were
 created from an older, used git clone and not a fresh or cleaned up
 one. The tarballs should only contain files that are in git, nothing
 that gets created during configure/compile time.

 Chris



 Curtis Olson wrote:

  Certainly this is my fault, however, I must misunderstand something
 about
  cmake for this to happen.  Can someone enlighten me and tell me what
 I
  need
  to do to fix this?  Maybe there is something we can tweak in the
 future if
  the default behavior requires manual intervention to achieve the
 correct
  outcome?
 
  Thanks for checking this out Chris.
 
  Curt.


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Re: [Flightgear-devel] Release 2.10.0: Decision Altitude

2013-02-18 Thread Curtis Olson
Ok, I see now that in simgear-2.10.tar.bz2 the top level file version
does report 2.10.0 but the simgear/version.h file is saying 2.8.0

So my question are:

1. for an out-of-source build, why is the build system writing files in the
source tree?  Can we fix that?
2. what is the proper cmake fix here so it doesn't happen in the future?

Thanks,

Curt.



On Mon, Feb 18, 2013 at 8:26 AM, Curtis Olson curtol...@flightgear.orgwrote:

 Hi Christian,

 I completely blew away my build_flightgear and build_simgear
 directories so they should be totally clean for the latest version of the
 source code.  Are our cmake rules doing something they shouldn't and
 writing files in the original source tree when you do out of source builds?

 I thought (I was 100% sure until now that you say there was a problem)
 that I looked at version.h in my build_simgear directory and it said
 2.10.0

 I really want to get this fixed as quickly as possible, but I'm confused
 as to where things could be going wrong or how to fix it. Back in the day I
 had the automake tools really figured out for myself at a deep level, but I
 unfortunately don't have that same level of groking for the cmake tools.

 Curt.


 On Mon, Feb 18, 2013 at 4:31 AM, Christian Schmitt ch...@ilovelinux.dewrote:

 Curt,

 I noticed the SG/FG packages got updated on the mirrors. So I checked
 them out again: still the same issue. How did you create the source
 tarballs? Having the version number 2.8 in it looks like they were
 created from an older, used git clone and not a fresh or cleaned up
 one. The tarballs should only contain files that are in git, nothing
 that gets created during configure/compile time.

 Chris



 Curtis Olson wrote:

  Certainly this is my fault, however, I must misunderstand something
 about
  cmake for this to happen.  Can someone enlighten me and tell me what
 I
  need
  to do to fix this?  Maybe there is something we can tweak in the
 future if
  the default behavior requires manual intervention to achieve the
 correct
  outcome?
 
  Thanks for checking this out Chris.
 
  Curt.


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Re: [Flightgear-devel] 2.10 tarball problem

2013-02-18 Thread Curtis Olson
We are currently looking into this, sorry for the glitch.  It sounds like
you have a simple work around for now and we'll be trying to update the
official tar balls as soon as we can iron our out this problem on our end.

Thanks,

Curt.


On Mon, Feb 18, 2013 at 4:57 AM, zezinho lists.jjo...@free.fr wrote:

 hi, I am the package maintainer of flightgear for Mageia distribution.

 In IRC, the hint was told me about version.h removal to use 2.10 data...
 maybe this info should go to download page, or tarballs be redone?

 thanks


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Re: [Flightgear-devel] Release 2.10.0: Decision Altitude

2013-02-18 Thread Curtis Olson
Maybe something has already been tweaked between v2.8 and v2.10.  After I
manually removed the simgear/version.h file it did not come back again --
so maybe we will be in good shape for future releases.

I noticed that simgear/version.h (along with all the other build time
files) are explicitely listed in the .gitignore files throughout simgear.

Here is me wondering out loud: If we *strongly* recommend out of source
builds, maybe it would make sense to *not* list build files in the
.gitignore so they clearly show up as an anomoly.  Previously when I did a
git status, it showed a pristine git tree on the 2.10 branch with no
changes or differences -- but the problem was hidden because of the
.gitignore file.

I found the git status --ignored command which shows ignored files, but
this is a lot of manual messing around to have to remember every 6 months
-- especially when 6 months is about the shelf life of remember specific
details on how or what I've done in the past if haven't repeated it since.
:-)

Anway, I have updated the source files on the ftp server and hopefully we
are ok for this release now.

Curt.


On Mon, Feb 18, 2013 at 9:10 AM, Erik Hofman e...@ehofman.com wrote:

 On 02/18/2013 04:08 PM, Erik Hofman wrote:
  On 02/18/2013 04:04 PM, James Turner wrote:
  Hmm, I don't think it matter *how* you write the file:
 PROJECT_BINARY_DIR seems like the correct place based on my understand of
 cmake. I could be wrong of course, but it makes more sense to me than
 CMAKE_CURRENT_SOURCE_DIR.
 
  You seem to be correct, when doing a make package_source I see
  simgear-2.11.0/build/simgear/version.h
 
  More investigation to do

 I suspect:

 set(HEADERS compiler.h constants.h sg_inlines.h
 ${PROJECT_BINARY_DIR}/simgear/version.h)

 is the culprit.

 Erik

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Re: [Flightgear-devel] OSX 10.5 compilation

2013-02-18 Thread Curtis Olson
On Mon, Feb 18, 2013 at 11:00 AM, ys wrote:

 O, happy now.

 Finally it is working. And 2.10 is really a hit, compiled against sdk
 10.5. One can still use an older macbook for simple multi-machine fun, with
 an old osx with bad bad graphics (old ATI, almost no vram). Now turning on
 3d clouds, water, crop and transistion shader ... everything looks fine
 with a reasonable framerate (around 20fps). Only atmospheric lights, urban
 shader, random buildings/vegetation and some AI traffic reduces framerate
 to a no go. But really, well done, thanks guys. And special thanks to James
 and others nuking alut and making building sg/fg on a mac easier and easier
 (beside of my sound and boost troubles the last days, but that's just a
 private 2.10/osx learning curve here, I see).

 I am happy for the rest of the week (and shut up) because I got 2.10
 working now from OSX 10.5 to 8, with simply downgrading boost and nuking
 macports. I will publish a version with FGx asap.

 Now I see that the small cocoa change for flightgear making compiling
 possible for 10.5 has already been merged by James, thanks, the patch for
 the simgear sdk 10.5 svn problem will follow asap.


I haven't been following this thread too closely, but is it possible to get
10.5 support back into the official build on Jenkins or does it require a
separate build/installer for 10.5 support?

Thanks,

Curt.
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Re: [Flightgear-devel] Website update request

2013-02-18 Thread Curtis Olson
Hi Toshi,

Thanks for catching the broken link.  It should now be fixed.  There's
always a zillion things to update with each new release and once in a while
something falls through the cracks.

Gijs, I triaged the comments about 2.8.0 release candidates.

Curt.


On Mon, Feb 18, 2013 at 11:35 AM, Gijs de Rooy gijsr...@hotmail.com wrote:


  Today, I found one link error.
 
  * http://www.flightgear.org/download/

 And on that same page, 2.8.0 release candidates can probably go ;-)

 Cheers,
 Gijs


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Re: [Flightgear-devel] Release 2.10.0: Decision Altitude

2013-02-17 Thread Curtis Olson
Certainly this is my fault, however, I must misunderstand something about
cmake for this to happen.  Can someone enlighten me and tell me what I need
to do to fix this?  Maybe there is something we can tweak in the future if
the default behavior requires manual intervention to achieve the correct
outcome?

Thanks for checking this out Chris.

Curt.


On Sun, Feb 17, 2013 at 3:16 PM, Christian Schmitt ch...@ilovelinux.dewrote:

 Hi,

 upon further inspection the problem appears to be more serious: It
 occurs if SG/FG are built in a separate build dir, as recommended by
 the cmake process. We then have version 2.8 in the original sources and
 2.10 in the build dir. Why 2.8 gets picked up is beyond my knowledge
 but I would consider this to be a serious issue and we should fix it
 before getting flamed post-release.

 Chris




 Christian Schmitt wrote:

  Hi,
 
  while this might be a minor issue, I still want to bring it up here:
  The SG and FG 2.10.0 release tarballs from the ibiblio mirror contain
  version.h files with version number 2.8.0. While this should be
  overwritten by cmake on configure time I just experienced a case
 where
  it wasn't with the result that fgfs didn't run because of
  fgdata/program mismatch.
  The version.h files should not be in the distributed tarball as they
  are runtime generated files.
 
  Just FYI
  Chris
 



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Re: [Flightgear-devel] Release 2.10.0: Decision Altitude

2013-02-16 Thread Curtis Olson
Hi Everyone,

I just wanted to send a quick update on the release process.  Feb 17
arrives at different times at different places and it is still Feb 16 here
for another hour.  I have uploaded the source and the mac version of the
release to ibiblio.org and the final windows version is being uploaded
right now with about 2hr 45min left to go.  So it will not finish before I
head off to bed.  When I get up I will hopefully find that everything
transferred correctly.  I'll update the kingmont mirror and hopefully the
other mirrors will be getting in sync soon too.  At that point I'll update
the download links on the web site, try to find Stuart's release
announcement in my email archives, etc. etc.  I have a couple commitments
tomorrow so I hope to have most of the release things taken care of by
mid-afternoon (MN time) but we'll see.  Please be patient if not everything
is quite in place by Feb 17 00:00 UTC, we are getting better, but we aren't
quite that good yet. :-)

I appreciate all the hard work that so many people have put in on so many
fronts to make this release happen smoothly!

Thanks!

Curt.


On Fri, Feb 15, 2013 at 9:16 AM, Torsten Dreyer wrote:

 Hi all,

 at one point during every ILS approach you reach the decision altitude
 with two options: continue approach or go around. Being the copilot
 on our approach into the 2.10 release, I'd call out minimum, approach
 lights in sight, continue!

 If no one shouts out loudly _NOW_, I'm going to tag the release branches
 tomorrow (Saturday) morning (Central European Time) and give the package
 managers the GO to build and distribute the bundles. That should give us
 a ready-to-download release just in time on Sunday the 17th.

 Greetings,
 Torsten


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Re: [Flightgear-devel] Release 2.10.0: Decision Altitude

2013-02-15 Thread Curtis Olson
I would just add a quick last minute request to the developers (or anyone
else).  We haven't organized an effort to collect screen shots for the
v2.10 release yet and I'd like to do that now.  If anyone is
interested/willing to submit v2.10 screen shots (based on the release
candidates or other pre-release builds) I would be happy to take them.  You
can send them directly to me and I will assemble a screen shot page on the
web site.  It would be wonderful to have a dozen or two high quality images
in time for the release, but we can always add more images to the page
later.  +1 to shots that highlight something new or interesting in
FlightGear and +1 to any shot that is just a nice, well composed FlightGear
scene.  And as usual, I'd like to steer clear of images that show private
unreleased work, or content that would be difficult for an average user to
chase down and see themselves.

I think most people are visual and if we don't change up any imagery on the
web site (some of the images are from the 2.6 release or maybe earlier)
there could be a perception that not much has gone on in the last 6 months.

Thanks!

Curt.


On Fri, Feb 15, 2013 at 9:16 AM, Torsten Dreyer tors...@t3r.de wrote:

 Hi all,

 at one point during every ILS approach you reach the decision altitude
 with two options: continue approach or go around. Being the copilot
 on our approach into the 2.10 release, I'd call out minimum, approach
 lights in sight, continue!

 If no one shouts out loudly _NOW_, I'm going to tag the release branches
 tomorrow (Saturday) morning (Central European Time) and give the package
 managers the GO to build and distribute the bundles. That should give us
 a ready-to-download release just in time on Sunday the 17th.

 Greetings,
 Torsten


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Re: [Flightgear-devel] Release candidates

2013-01-31 Thread Curtis Olson
On Thu, Jan 31, 2013 at 6:49 AM, Geoff McLane ubu...@geoffair.info wrote:

 Hi Curt,

 Downloaded 2.10 RC1 - Wow over a 20 minutes
 even at about 550 MB/s, but I guess all good things
 come with a little pain ;=))

 But noted you 'forgot' to adjust the default install
 folder - it still reads C:\PF\FlightGear-2.8.0.4
 as the default install folder. And likewise the name
 for the default desktop icon.


I believe Fred intentionally chose to use the same registry key from one
version to the next.   Thus if you install a new version over the top of an
existing version it will end up in the same path under C:\PF

If you uninstall the old version first (maybe?) or are installing from
scratch on a new system, it should pick the expected install directory.

Since I am also interested in producing a RC from my
 own build curious how you 'separate' the RC data from
 the git master fgdata.


There is a make target in the flightgear top level make that cherry picks
all the pieces we want to go into the distributed 'data' package.

Regards,

Curt.
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Re: [Flightgear-devel] Release candidates

2013-01-31 Thread Curtis Olson
On Thu, Jan 31, 2013 at 12:07 PM, Geoff McLane ubu...@geoffair.info wrote:


  There is a make target in the flightgear top level ...

 And assume the 'make' target is $ make package, or
 $ make package_source which seem to be the only
 possible targets shown for $ make help

 But running the first with -n seemed only to do the
 binaries, no data, and the second seemed to only be
 regarding fg source, again not fgdata...

 So maybe I do not quite understand ;=(


My bad, I checked out the wrong revision of that memory from my brain's
repository.   More recently there is a script in $(FGSRC)/package/ called 
make-base-package.no-arch.sh

Curt.
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Re: [Flightgear-devel] Release candidates

2013-01-30 Thread Curtis Olson
FYI, the first windows 2.10 release candidate has been posted.  It hits the
ibiblio.org and kingmont.com mirrors first and then propagates as the other
mirrors run their scheduled syncs.

http://www.flightgear.org/news/flightgear-v2-10-release-candidates/

James, let me know when there's something ready to go on the MacOS side and
I'll update the 2.10 RC info page.

Thanks!

Curt.


On Wed, Jan 30, 2013 at 4:11 AM, Erik Hofman e...@ehofman.com wrote:

 On 01/30/2013 08:10 AM, Renk Thorsten wrote:
  It does run on my Win 7 laptop with nvidia graphics hardware (and nvidia
  graphics drivers installed.)  I will get it uploading ... 740Mb!  So
 much
  for the CD distribution. :-)  Didn't Bill Gates famously say 640Mb
 should
  be enough for anyone?
 
  Um... which reminds me - I had on my old computer a bunch of obsolete
 cloud models and textures flagged  and done long-term testing that they
 really aren't used - that's probably 20-30 MB worth of files that can go.
 In all the confusion migrating to a new machine I forgot about that - do
 you want me to look for that list? Doesn't really get us to CD size, but
 still...

 Are the Winter textures still needed?

 Erik

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Re: [Flightgear-devel] Release candidates

2013-01-30 Thread Curtis Olson
On Wed, Jan 30, 2013 at 8:43 AM, James Turner wrote:

  James, let me know when there's something ready to go on the MacOS side
 and I'll update the 2.10 RC info page.



 It's ready to go as an RC1. I have further tweaks to make tonight, adding
 Stuart's PDF and back-porting the atmospheric fix for random buildings, but
 those are fairly minor and getting more test coverage would be good.


Should I be looking at the Mac-release target? (or FlightGear-mac?)

Gijs: I've added the forum/bug-tracker links, thanks for pointing out the
proper ones.

Curt.
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Re: [Flightgear-devel] Aircraft download page for 2.10.0

2013-01-30 Thread Curtis Olson
On Wed, Jan 30, 2013 at 9:41 AM, Gijs de Rooy gijsr...@hotmail.com wrote:

 Hi Stuart,

 I planned to have another look next week, when I have a short holiday. I
 still have the files and IIRC the only real problem shouldn't be too hard
 to fix.


Hi Gijs, let me know and we can try to get this setup for this time around.
 For the 2.8 release I didn't start making aircraft download packages (or
uploading them to the ftp servers) until after the official release date
which was a mistake (are you taking notes Torsten?) :-)  So hopefully in
the next week or so I'll begin the process of making all the 2.10 aircraft
packages and uploading them, and then I can update them as last minute
changes are made to the release branch.

Curt.
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Re: [Flightgear-devel] Release candidates

2013-01-29 Thread Curtis Olson
I've been working on the first windows release candidate this week.  It's
been going fairly well, but there are the usual packaging things to work
through (and/or remember.)

Curt.


On Tue, Jan 29, 2013 at 2:54 PM, Gijs de Rooy  wrote:

 Hi all,

 with just two more weeks to go till the release, we'd better get our
 release candidates published. Mac is available on Jenkins, but I couldn't
 find anything for Windows or other OS yet...

 I've opened the usual subforum on the forum today, so we can collect all
 reports in a single place.
 http://www.flightgear.org/forums/viewforum.php?f=68

 Cheers,
 Gijs


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Re: [Flightgear-devel] Release candidates

2013-01-29 Thread Curtis Olson
... and it looks like the windows version crashes immediately when it tries
to bring up the splash screen (based on --log-level=debug).  This is on my
windows XP test machine that ran v2.8 ok.  Hmmm...

fgfs.exe has encountered a problem and needs to close, we are sorry for
the inconvenience.

Console log (at debug log level) says...

Initializing splash screen
found path: blah blah splash.png
Splash screen progress init
Microsoft Corporation
GDI Generic
1.1.0

A window is opened, but it's just the outline, nothing is drawn in it
before the error/crash happens.

Any ideas?

Curt.


On Tue, Jan 29, 2013 at 3:25 PM, Curtis Olson curtol...@flightgear.orgwrote:

 I've been working on the first windows release candidate this week.  It's
 been going fairly well, but there are the usual packaging things to work
 through (and/or remember.)

 Curt.


 On Tue, Jan 29, 2013 at 2:54 PM, Gijs de Rooy  wrote:

 Hi all,

 with just two more weeks to go till the release, we'd better get our
 release candidates published. Mac is available on Jenkins, but I couldn't
 find anything for Windows or other OS yet...

 I've opened the usual subforum on the forum today, so we can collect all
 reports in a single place.
 http://www.flightgear.org/forums/viewforum.php?f=68

 Cheers,
 Gijs


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Re: [Flightgear-devel] Release candidates

2013-01-29 Thread Curtis Olson
It does run on my Win 7 laptop with nvidia graphics hardware (and nvidia
graphics drivers installed.)  I will get it uploading ... 740Mb!  So much
for the CD distribution. :-)  Didn't Bill Gates famously say 640Mb should
be enough for anyone?

Curt.


On Tue, Jan 29, 2013 at 3:33 PM, Curtis Olson curtol...@flightgear.orgwrote:

 ... and it looks like the windows version crashes immediately when it
 tries to bring up the splash screen (based on --log-level=debug).  This is
 on my windows XP test machine that ran v2.8 ok.  Hmmm...

 fgfs.exe has encountered a problem and needs to close, we are sorry for
 the inconvenience.

 Console log (at debug log level) says...

 Initializing splash screen
 found path: blah blah splash.png
 Splash screen progress init
 Microsoft Corporation
 GDI Generic
 1.1.0

 A window is opened, but it's just the outline, nothing is drawn in it
 before the error/crash happens.

 Any ideas?

 Curt.


 On Tue, Jan 29, 2013 at 3:25 PM, Curtis Olson curtol...@flightgear.orgwrote:

 I've been working on the first windows release candidate this week.  It's
 been going fairly well, but there are the usual packaging things to work
 through (and/or remember.)

 Curt.


 On Tue, Jan 29, 2013 at 2:54 PM, Gijs de Rooy  wrote:

 Hi all,

 with just two more weeks to go till the release, we'd better get our
 release candidates published. Mac is available on Jenkins, but I couldn't
 find anything for Windows or other OS yet...

 I've opened the usual subforum on the forum today, so we can collect all
 reports in a single place.
 http://www.flightgear.org/forums/viewforum.php?f=68

 Cheers,
 Gijs


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Re: [Flightgear-devel] Release candidates

2013-01-29 Thread Curtis Olson
On Tue, Jan 29, 2013 at 4:37 PM, Torsten Dreyer tors...@t3r.de wrote:

 Didn't he say GiB? And CDs are an ancient technology...

 Thanks for building the RC. We need to get this automated some day. Or
 at least documented...

 (another one from famous last words: if you have to do it more than
 once, automate it. If you can't automate it, document it.)


It's mostly scripted, but it's windows, so it involves a couple scripts, a
couple windows programs, and a bunch of extra hoopla.  There's one script
to pull pieces from git and from the jenkins build server and assemble a
tree of how all the files will be organized when they are installed.  Then
there is another script that builds the setup.exe (and that needs to run on
windows, so I run it in XP inside a virtual machine on my linux desktop
box.)  Then another script that mirrors the ftp tree to the ftp source
servers.  Typical house of cards stuff. :-)

Curt.
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Re: [Flightgear-devel] Ati viewport bug

2013-01-28 Thread Curtis Olson
 On 28 Jan 2013, at 19:09, Torsten Dreyer wrote:

  Any chance to wrap this into something like
 
  if( true == getprop(/sim/use-ati-hack) ) {
addTheEmptyPrerenderCamera();
  } else {
doNothing();
  }


On Mon, Jan 28, 2013 at 4:42 PM, James Turner wrote:

 Yes of course, that's probably wise.


This does mean that the default behavior is still broke for the people we
are trying to help with this, but it at least offers a fix for anyone who's
willing to ask (or hunt through the email archives.)

Curt.
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Re: [Flightgear-devel] Heads up: release branches are ready,

2013-01-17 Thread Curtis Olson
Hi Torsten,

Thanks for making this happen in a timely manner.  I have starred your
message so it floats at the top of my email inbox and will start looking at
packaging a release candidate in the next couple days I hope.  Hopefully
Jenkins hasn't been completely rearranged again, but if it has we'll chase
down the changes and update my packaging scripts.

Curt.


On Thu, Jan 17, 2013 at 1:23 PM, Torsten Dreyer wrote:

 Am 17.01.2013 19:03, schrieb Torsten Dreyer:
  I'll post a message when I'm done.
 Done.

 Version 2.10.0 now lives on the release/2.10.0 branches on SimGear,
 FlightGear and FGDATA to be released around the 17th of February.

 SimGear and FlightGear next branches as well as FGDATA master branch are
 now on version 2.11.0. These branches are again open for regular
 development. Thank you all for adhering to our feature freeze policy.

 Curt, James, ThorstenB and Tat: Please create our first release
 candidate as soon as possible to give many users without source code
 compile expertise the chance to test our new version.

 Greetings,
 Torsten


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Re: [Flightgear-devel] (JSBsim) body accelerations

2012-12-19 Thread Curtis Olson
On Wed, Dec 19, 2012 at 9:48 AM, James Turner wrote:

 Hi,

 Once 2.10 has branched (i.e, in a month!) I'm going to make a consistency
 change to a simulation variable: namely to change the body (UVW)
 accelerations JSBsim exposes to FlightGear, to come from a slightly
 different source (FGAccelerations::GetUVWdot instead of
 FGAccelerations::GetBodyAccelerations).

 This is because the later includes gravity and some other terms
 (centripetal acceleration, I'm guessing, but I'm not an expert) which the
 YASim equivalents do not. I'm also going to expose the values via new
 properties under /accelerations/body/foo-accel-fps_sec, for both JSBSim and
 YASim.


Hi James,

I believe JSBSim does include gravity and centripetal accelerations.  I
believe YASim also includes gravity, but centripetal accelerations are
beyond the scope of the YAsim physics engine.  This is a tiny difference
that wouldn't show up in most situations, unless you are dealing with
extremely expensive inertial sensors such that might go in a 737 or a space
shuttle.


 This will enable standard simulation of inertial acceleration based
 instruments, which I want to play around with.


This should already work for both JSBSim and YASim -- I believe the
following properties work well for both JSBSim and YASim aircraft.  (the
only main difference being that JSBSim includes centripetal accelerations
which doesn't matter if you are playing with code that will eventually be
driven by consumer level mems sensors.)

Gyros:  /orientation/{p,q,r}-body
Accelerometers: /accelerations/pilot/{x,y,z}-accel-fps_sec

Both of these are expressed in the pilot/body frame of reference.  The
accelerometer values include gravity.  I've used these to drive a 15 state
kalman filter and observe good attitude estimate convergence for both yasim
and jsbsim aircraft.

Because of the current discrepancy between JSBSim and YASim, the body
 accelerations are currently *not* exposed in any standard location (JSBSim
 exposes them in its private property tree), and code is avoiding using
 them: for example: (from the multiplayer code!)

 // accels, set that to zero for now.
  // Angular accelerations are missing from the interface anyway,
 // linear accelerations are screwed up at least for JSBSim.
  // motionInfo.linearAccel =
 SG_FEET_TO_METER*SGVec3f(ifce.get_U_dot_body(),  ifce.get_V_dot_body(),
 ifce.get_W_dot_body());

 The JSBSim values aren't screwed up, I think, just including other
 non-inertial terms which YASim does not. Since it's the inertial
 accelerations I want to sense in the instruments, that's why I will tweak
 the JSBSim-FGFS interface and not YASim.

 Any comments or observations on this, please let me know. As I said it's
 all only relevant for 2.12 - I won't make any changes until after we branch
 for 2.10


See above, I do believe they values of interest are exposed in the
flightgear tree with identical property names and identical units.  It's
always possible I'm mistaken, but my kalman filter seems happy enough which
isn't direct forward proof, but says something I think?

Thanks,

Curt.
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Re: [Flightgear-devel] (JSBsim) body accelerations

2012-12-19 Thread Curtis Olson
On Wed, Dec 19, 2012 at 10:54 AM, James Turner zakal...@mac.com wrote:

 Right - but I think exposing the values without gravity added in is
 useful, and the for the internal (C++) value, the Yasim one doesn't include
 gravity, so neither should then JSBsim value (both FDMs compute both
 variants already!). Then we could start exposing linear accelerations over
 MP (or a future MP system) and make the prediction better. (And obviously
 that prediction won't want to include gravitational terms)


I won't complain if you wish to publish a new set of values (that don't
include gravity) under a new set of property names.  I assume it would make
the most sense to use the NED coordinate frame (not the body frame) for
gravity-less acceleration values.

BTW, is your Kalman filtering code available anywhere? It might be of
 interest :)


It's from a university project and I've never gotten the green light to
make the source available -- although I've asked a few times.  Overall, it
is an interesting math problem.  Given gps (geodetic position and velocity
in the NED coordinate frame) along with inertial sensor data in the body
coordinate frame (gyro, and accelerometers which does include gravity), can
you then compute the actual orientation of your vehicle (roll, pitch, yaw.)
 It turns out you can solve for a correction transform (a rotation) that
makes your gps agree with your inertials, but there are infinite solutions
(it's an under-constrained problem).  But if you take the data across
multiple time steps, you can apply some least squares techniques to come up
with a best fit solution.  The kalman filter can take that a step further
and estimate your sensor biases so you can do better project-ahead between
gps readings, and well it's a kalman filter which is sort of obscure magic.

Curt.
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Re: [Flightgear-devel] Next FlightGear release (Feb. 17 2013): Version 2.10

2012-12-18 Thread Curtis Olson
Thanks!
On Dec 18, 2012 4:32 PM, Stuart Buchanan stuar...@gmail.com wrote:

 On Tue, Dec 18, 2012 at 10:16 PM, Torsten Dreyer wrote:
  There is probably a version number in getstart that has to be adjusted
  (Stuart?)

 Done, and pushed to data/Docs/getstart.pdf and data/Docs/getstart-fr.pdf

 -Stuart


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Re: [Flightgear-devel] Scenery manager

2012-12-16 Thread Curtis Olson
There are many issues and tradeoffs with mesh simplification.  There are
many algorithms and approaches, each with their own unique strengths and
weaknesses.  Challenges include finding a strategy to hide the cracks
between adjacent tiles draw with different levels of details (and possibly
more or less details on the edges.)  You also have issues of objects
floating or being partially (completely) burried if the underlying terrain
becomes coarser or more detailed (or you have to move the objects up or
down which can also be odd looking.)  Of course there is the whole issue of
processing/managing the GIS data, and generating the tiles to support
whatever LOD scheme is chosen.

When the FlightGear scheme was originally devised, there was a leaning in
the flight sim world away from LOD schemes and back towards just drawing
all the tiles in full detail -- again, this is just another strategy on the
continuum of available options with it's own strengths and weaknesses.

Keep in mind that some of the popular strategies of the day are popular
because they are developed in response to the typical capabilities of
current gamer hardware.

After we committed to our strategy, continuous level of details algorithms
began to really catch steam and become popular -- thinks like ROAM.  These
algorithms were designed to minimize how many vertices were sent to
the graphics hardware every frame.  But again, they have their strengths
and weakness -- nothing that can't be solved or worked around, but only
through a large amount of effort to do what we need for a generic
flight simulator trying to model the entire world.

But then (maybe a bit like clothing styles), the capabilities of consumer
3d hardware improved and began to be able to store the actual geometry
right on the card.  Shader language effects became popular, and there was
less need to send the geometry to the video card every frame.  More and
more of the rendering was right on the card.  That led to less popularity
with ROAM type algorithms because they are always sending the new geometry
over to the card each frame and you end up not utilizing the full
capability of the graphics hardware.

So there is always the universal principle that it's faster to do less
work.  But styles and algorithm popularity is a moving target as hardware
is a moving target.  If we were building a game that would go to market in
the next 6 months and be removed from the shelves a few months later, we
would probably use a different strategy compared to our development process
which started in 1996 and does follow the trends to some degree, but a
little less aggressively and a little more skeptically because we would
like to run on hardware from a few years ago, on hardware 6 months from
now, and on hardware 5-10 years from now.

Curt.


On Sun, Dec 16, 2012 at 10:39 AM, Mathias Fröhlich wrote:


 Hi Adrian,

 The same idea is behind the osg lod based whole world model.
 Where do you store the elevation data?

 Greetings

 Mathias



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Re: [Flightgear-devel] Musings on FG on Linux/Windows

2012-12-02 Thread Curtis Olson
The FS Weekend event has been the closest thing to a developer conference
that we've had over the past few years.Our developers are dispersed
across the world so any event would involve significant travel for most
people.  For people with day jobs, young families, or tight budgets,
international travel can be a significant challenge.  Everyone is in a
slightly different situation though, so attending an event might be doable
for enough people to make it worth while?  With our size, it probably makes
sense to continue to piggy back on other larger events.

Another thing that might be fun to try is a group skype call or google
hangout.  I think you have to pay money for the high end version of skype
to organize a group skype call, but google hangouts are free.  If there's
any interest in something like this it would be fun to try it out.  I could
imagine a weekly hangout to discuss issues of the week, future
developments, etc.

When FlightGear was first launched in the late 90's, group email was the
way these things were done, but now we have more options.  For a google
hangout we have to deal with timezones around the world, and we'll never
have a perfectly convenient time for everyone.  If you've never used google
hangouts before, you have to download a plugin for your browser (which is
available for windows, mac, linux) and then you need a google+ account.  I
propose google hangouts because it's free to the end user (even though not
open-source), supports all the major platforms out there (and can even run
on smartphones or tablets), and as far as I know, there isn't an upper
limit to the number of participants in a hangout.

But if anyone is interested in something like this, let's propose a time to
do a test.  I think for many people they'll need to spend some time messing
around getting the plugin installed, getting their mike and video to work
(if they wish to show their face) :-)  I got it running pretty quickly on
linux, but the true test was that I got it running on a mac and a windows
box (which means it can't be all that hard to get running there if I could
do it.) :-)

Curt.


On Sun, Dec 2, 2012 at 7:04 AM, Olivier acom...@yahoo.com wrote:

 Hi Yves, all,

   --
 *De :* HB-GRAL flightg...@sablonier.ch
 *Envoyé le :* Dimanche 2 décembre 2012 12h12
 **

  My dream: FlightGear should held a developer meeting once next year.
  This would be my all time favourite. Have there been such meetings once?
 At least there were thoughts about doing a FG Eurodev conference (
 http://www.flightgear.org/forums/viewtopic.php?f=18t=8337 ) after the
 FSWeekend.

 FG is a very exciting project, where everyone can find a place where he
 can contribute depending on his skills, interests, ... Maybe something we
 are lacking is a kind of roadmap, so we can have a clearer view on the
 future.

 Olivier (silent, but working!)


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Re: [Flightgear-devel] Musings on FG on Linux/Windows

2012-12-01 Thread Curtis Olson
On Sat, Dec 1, 2012 at 7:12 AM, Pat pat.callah...@gmail.com wrote:

 My thanks to everybody who's ever comitted anything without getting
 paid money for it.

 Thank you.

 For responding to my posts on the mailing lists.
 And for talking with me on irc.
 Thanks for Flightgear.
 It's a great hobby.

 I appreciate it and all of you.


Responding to earlier comments:  There are most definitely leaders in any
open source project -- they are those that bust their tails to do all the
hard work.  It is therefore not an exclusive club.  But it is a club you
need to earn your way into.  It is not a club of ideas (although ideas are
certainly valuable.)  It's not a club of suggestions or wishes.  Leadership
in an opensource project is a club of action and doing.  It is not the same
sort of top down leadership you would find in business or politics.
 Volunteers do not respond well to being told what do to and having
deadlines imposed on them.  Open Source leadership is the sort of
leadership that you might find in a group of climbers trying to scale a
high peak.  Words often do not need to be spoken.  The leaders are the ones
who step forward and do the hard work and make the way easier for everyone
following.  Open-source is also not a perfect world -- as soon as humans
get involved in just about any endeavor we have communication challenges,
differences of opinions, misunderstandings, and all that rolled on top of
our own personal shortcomings (and we all have a few.)  So it's important
to remember that we are all volunteers doing this for the fun of it, for
the challenge of it, for the experience.  We are a group, we all have
different skills and bring a different perspective, and contribute in
different ways.  Roles can evolve over time as the project evolves, as
people's life situations evolve.

Centralizing versus decentralizing an organization's structures is a debate
that goes on in every organization -- there is a dilbert cartoon about
that.  In an imperfect world we are always seeking to improve the
situation, but every change brings pluses and minus so what sounds good
might not always be as big of a win once you play out all the consequences
and side effects and bring equilibrium back to the system.

Curt.
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Re: [Flightgear-devel] Moonlight reloaded

2012-11-09 Thread Curtis Olson
Hi Thorsten,

One more tidbit of info on phase of the moon.  The phase of the moon is
proportional to the relative location of the sun and the moon in the sky;
more specifically the angle between them.  For example, a full moon will be
rising precisely when the sun is setting -- in this case they are nearly
180 degrees opposite in the sky and you see the entire reflection of the
sun light off the moon.  When the moon is straight up in the sky at the
same time the sun is setting, it will be a 1/2 moon.  When the moon is
almost in the same place in the sky as the sun (near zero degrees) then you
either don't see the moon, or you may see an extremely thin sliver.  You
may recall seeing a very thin sliver of moon just above the horizon right
after sunset -- the sun and moon are very close together in the sky and
it's really hard to see the moon until the sun drops below the horizon.

FlightGear positions the sun and moon in their correct 'relative' positions
in the sky, and then we illuminate the moon sphere from the sun, and that
automatically gives us the correct phase/orientation of the moon in the sky
visually.  So that's a pretty cool way to get the correct moon in the sky
(I think), we don't do anything fancy, just copy nature's design. :-)

I don't know off hand if the direction (vectors) of sun  moon illumination
are available in the property tree.  But if they were or could be made
available, then your task is simply to compute the angle between these two
vectors.  That angle is proportional to the amount of the moon that is
visibly illuminated to us.  180 degrees = full moon, 90 degrees = 1/2 moon,
0 degrees = no moon.  Of course these values are rarely 180 or 0 degrees
exactly -- that would correspond to an eclipse which so far has been beyond
the scope of our rendering methods to properly display.  But now with
Rembrandt maybe we can begin to cast the earth's shadow onto the moon?
 What do you think Fred? :-)

Curt.


On Fri, Nov 9, 2012 at 7:08 AM, Durk Talsma  wrote:

 Just a quick note for now, because I've got a lecture coming up in about
 30 minutes...


 If you need any information about the moon's position and/or phase, just
 let me know. It should be trivial to extract these values from the
 ephemeris code.

 Cheers,
 Durk


 On 09 Nov 2012, at 13:25, Renk Thorsten wrote:

  Interesting, looks good. So effectively it glows...
 
  Not really - unlike glowing stuff, it is actually obscured by cloud
 cover for instance.
 
  * Thorsten
 
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Re: [Flightgear-devel] FSWeekend 2012...

2012-11-04 Thread Curtis Olson
Those rumors would definitely be interesting!
On Nov 4, 2012 3:28 PM, ThorstenB bre...@gmail.com wrote:

 Am 04.11.2012 20:39, schrieb Jon S. Berndt:
  Did you run into Austin Meyer (X-Plane)?

 No, he was there last year to promote his latest release, but I'm not
 aware that he attended this year.

 (There were rumours someone had seen a Curtis Olson at the event, but
 that is yet another story...;-) ).

 cheers,
 Thorsten



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[Flightgear-devel] Quad-copters

2012-10-14 Thread Curtis Olson
Quick question:  Do we have any working/flying examples of quad-copters in
FlightGear?  One of my friends from the U of MN is involved in a cool
quad-copter based kickstarter.com project:

http://www.kickstarter.com/projects/qfolabs/mimixtm-tilt-to-fly-controller-and-nanoqtm-copter

It's fairly hackable so it might be a fun one to model in FlightGear, and
maybe even be able to fly the simulated version with the real controller.

Thanks,

Curt.
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Re: [Flightgear-devel] another git question

2012-10-04 Thread Curtis Olson
Thanks again everyone for the great feedback.  I was completely unaware of
the git bundle mechanism.  That actually seems like it is the simplest and
most straight forward.  It allows pretty typical work flow with just an
alternative mechanism for handling the network parts.  The only tricky
thing appears that I have to manually look at the log of commits and make
sure I bundle the right things.  Typical pull/push over the network figures
all that out automatically.

In my case I can sneaker-net the bundle or if it's small (which it usually
is) I can sz/rz them back and forth over my slow console connection.

So +1 on git bundle! :-)

Curt.


On Wed, Oct 3, 2012 at 4:05 AM, James Turner wrote:


 On 3 Oct 2012, at 09:41, Tim Moore wrote:

  A better alternative in your case might be to use git bundles, which
  pack into a file the data that would be on the wire in a git push.
  http://git-scm.com/2010/03/10/bundles.html seems well suited to your
 scenario.

 Oooh, I didn't know about these - they sound like a good solution to
 Curt's issue.

 (Well, I'm a little surprised he/Curt can't rig some kind of serial/
 usb-ethernet connection sufficient to push/pull directly from the device,
 but that's 'solving the wrong problem' :)

 James



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Re: [Flightgear-devel] XML include (and value overriding) question

2012-10-02 Thread Curtis Olson
For the sake of completeness, there is also the xml parameterization system
often used for panel/instrument configuations.  However, the down side of
that is that it can lead to some crazy/convoluted path names that can be
brittle and are highly dependent on nesting levels -- a functional
but unwieldy extension to the property system. :-)

Curt.


On Mon, Sep 24, 2012 at 2:41 AM, Stuart Buchanan stuar...@gmail.com wrote:

 On Mon, Sep 24, 2012 at 7:49 AM, Erik Hofman wrote:
  As far as I know XML is processed in order of appearance, so this should
  do the trick:
 
  PropertyList
 config
   weight-and-balance include=passengers.xml
 
 passenger1-kg75/passenger1-kg
 passenger3-kg80/passenger1-kg
 
   /weight-and-balance
 /config
  /PropertyList

 I think that will result in

 /config/weight-and-balance/passenger1-kg[0] = 60
 /config/weight-and-balance/passenger1-kg[1] = 75
 /config/weight-and-balance/passenger2-kg = 60
 /config/weight-and-balance/passenger3-kg[0] = 60
 /config/weight-and-balance/passenger3-kg[1] = 80
 /config/weight-and-balance/passenger4-kg = 60

 I think you need

 PropertyList
config
  weight-and-balance include=passengers.xml
passenger1-kg n=075/passenger1-kg
passenger3-kg n=080/passenger1-kg
  /weight-and-balance
/config
 /PropertyList

 I've used similar schemes in the various materials.xml and effects
 definitions.

 -Stuart


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[Flightgear-devel] another git question

2012-10-02 Thread Curtis Olson
I know how everyone loves git questions here, so this is a bit off topic,
but I have another crazy git question.  The situation is probably weird
enough that I might not be able to explain it well enough to get an answer,
but let me try.

The situation is that I have a master git repository on my linux pc
(--bare).  I then cloned it from multiple places and I can push and pull
and commit from any of the remote clones (the clones that have a working
tree) and everything works as expected.

Now I'd like to also be able to pull and push and make changes (and keep in
sync) on a computer that is impossible to have on the network (it's an
embedded linux computer that has no network hardware and no way to add
any.)  The embedded linux computer has a full copy of git and a full native
development system right on board.

I am able to plug in a USB thumb drive, so my brilliant idea was to
create a clone of the master repository on the thumb drive.  The clone on
the thumb drive is setup so it's remote path is valid when it is plugged
into my main linux desktop PC and can see the master repository from there.

I have a clone of the repository on my embedded system too, and it's remote
is setup to point to the clone on the thumb drive when that is plugged in.
 So I can plug the thumb drive into my main linux computer and run
pull/push against the master repository, or I can plug the thumb drive into
the embedded system and do pulls/pushes from the local embedded system with
the repository on the thumb drive acting as the remote master.  Then if
there are changes from the embedded system, I can move the thumb drive over
to the linux desktop PC, go to the thumb drive repository and run a push
from there to get the changes back into the master central repository ...
that was my theory at least and I though I had it working until I started
pushing changes around from a few different directions.

The clone on the thumb drive was originally just a simple clone with a
working tree, but I ran into problems making that the remote for my
embedded clone, so I went back and remade the thumb drive clone using the
--bare option.  But now I'm in a situation where I have changes from the
embedded system that I've pushed into the thumb drive repository.  And I
have changes from elsewhere that I've pushed into the master repository.

If I cd to the thumb drive repository and run git push (which I thought
would push my changes to the master repository) I get the following error:

$ git push
To /path/myrepo.git/
 ! [rejected]master - master (non-fast-forward)
error: failed to push some refs to '/path/myrepo.git/'
hint: Updates were rejected because the tip of your current branch is behind
hint: its remote counterpart. Merge the remote changes (e.g. 'git pull')
hint: before pushing again.
hint: See the 'Note about fast-forwards' in 'git push --help' for details.

However, my thumb drive repository is created with the --bare option so I
don't have a working tree, thus when I run git pull as per the suggestion
in the error message I get:

$ git pull
fatal: /usr/libexec/git-core/git-pull cannot be used without a working tree.

This may not make any sense the way I'm explaining it, or maybe I'm missing
something completely obvious?  But essentially I'm trying to work around
not having a network connection by creating a go-between repository clone
on a thumb drive.  Is this possible?

BTW, I looked at git clone --mirror, but I need to pass changes in both
directions to/from the embedded system through the thumb drive repository
so I don't think a pure mirror of the master repository will do what I want.

Any suggestions?

Thanks,

Curt.
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[Flightgear-devel] XML include (and value overriding) question

2012-09-23 Thread Curtis Olson
I have a question about the Flightgear xml config system and doing
includes.  This is an arbitrary example, but let's say I have an xml
config file called main.xml:

PropertyList
  config
weight-and-balance include=passengers.xml /
  /config
/PropertyList

The passenger.xml file might look like the following:

PropertyList
  passenger1-kg60/passenger1-kg
  passenger2-kg60/passenger2-kg
  passenger2-kg60/passenger2-kg
  passenger2-kg60/passenger2-kg
/PropertyList

In the property tree after this loads I will have:

/config/weight-and-balance/passenger1-kg = 60
/config/weight-and-balance/passenger2-kg = 60
/config/weight-and-balance/passenger3-kg = 60
/config/weight-and-balance/passenger4-kg = 60

Now this is an arbitrary example, but what I want to do in my main.xml is
override some of the default values in passenger.xml.  Just imagine I am
including a much more complicated config file with a lot of standard
values, but maybe I want to override a tcp port, or set a enable/disable
flag and do that from the main.xml level, and not touch the included file.
 This included file may get included on a number of systems and I may want
to set specific values for each installation, rather than create a myriad
of slightly different copies of a bunch of different included files.

So for example, on some flight maybe I only have 3 passengers.  I weigh
them and they are 65 kg, 55 kg, and 58 kg (and the 4th would then be 0 kg.)
 I don't want to touch the passenger.xml file, but I want to override the
default values in my main.xml file after (before?) including the file.

Is there a way to include a sub xml file, but override some of the
default values that are set in the included xml file?

Thanks,

Curt.
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Re: [Flightgear-devel] X-Plane sued for patent infringement

2012-09-16 Thread Curtis Olson
I posted something to slashdot, but I guess it came out as anonymous
coward.   Honestly, there are a lot of sharp people that read slashdot,
but for every one of them, there are 10 complete morons.  And at least on
slashdot, the dumber the person and the less information they are armed
with, the more emphatic they will make their point.  I personally don't
have time to correct every statement on slashdot, especially with people
that shout louder than me.  And my comment probably is ranked so low no one
will actually see it, but hey, I did put in 15 minutes of effort here. :-)

If someone else wants to be the flightgear slashdot information
correctness ambassador I will be happy to give you an appointment and give
you an official title, and even an official email address.

Curt.


On Sat, Sep 15, 2012 at 11:32 AM, Arnt Karlsen a...@c2i.net wrote:

 On Sat, 15 Sep 2012 08:42:40 +0200, Tim wrote in message
 CAPK_1fyqmUGgLrEO8KEUPGNvUHb5Frcr=ypieemg7m_oyjn...@mail.gmail.com:

 
 http://games.slashdot.org/story/12/09/14/2048240/patent-troll-sues-x-plane
 
  It turns out that the patent has nothing to do with flight simulation
  but with remote license checking, but still. The Slashdot article has
  the line X-plane is a cross-platform flight simulator app, notably
  the only serious one that supports Mac OSX and Linux. In the comments
  the serious part refers to X-Plane being FAA certified. Now, I
  know that software isn't FAA certified -- complete systems --are and
  that FlightGear has been used in commercial simulators too, but
  someone (Curt?) with the real details might want to chime in with a
  correction.

 ..looks like Austin's big sin was make X-plane an Android app.
 Who are the other 8 app developers?

 ..he should have dual-licensed X-Plane, _much_ easier to
 find pro bono lawyer etc help with the GPL.   Oh well.

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Re: [Flightgear-devel] license

2012-09-05 Thread Curtis Olson
On Wed, Sep 5, 2012 at 6:16 AM, Martin Spott martin.sp...@mgras.net wrote:

 Renk Thorsten wrote:

  FlightProSim does not defraud its customers as far as I am aware.

 According to reports on this very list (hint) and elsewhere they don't
 comply with the money-back guarantee they advertize.


I have heard of some people getting their money back, after quite a bit of
difficulty.  I have heard of many others who were in the process of trying
to get their money back -- but I don't know the ultimate resolution -- just
that it is far harder than the web site implies.

These guys advertise with a combination of FSX, X-Plane, and Flightgear
screen shots, and lately I've been seeing pictures of large commercial full
cockpit sims.  They advertise under a variety of names including names that
are variations of Flight Simulator X.  They blatantly rip images off our
web site and crop the water marks.  We haven't been able to pin them down
on an obvious violation of our FlightGear license, but they will do and say
just about anything.  In addition, most of the advertising I've seen has
been done under fake accounts.  And even the identities on the official
flight pro sim (and virtual pilot 3d) web pages are suspect.  Oh, and they
have been filling up the internet with fake reviews and piles of links to
try to game the search engines. Typically when someone pulls the trigger
and purchases the product, they get a download link only.  They end up
needing to pay an additional fee to get the software on DVD.

It is a fairly long stretch to say that these guys offer a legitimate
service, or meat the expectations their  advertising creates.  We haven't
been able to pin them down on a specific technical violation of the gpl,
but that doesn't mean they are legitimate, honorable, and ethical.

Unfortunately, there are new people signing onto the internet for their
very first time every day, and a few of them do fall victim to some of
these wonderful sounding scams.

Curt.
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Re: [Flightgear-devel] license

2012-09-05 Thread Curtis Olson
 all the ways today's security and
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Re: [Flightgear-devel] Jenkins build server...

2012-08-31 Thread Curtis Olson
Hi Gijs,

We are scratching our heads over this one.  The server seems fine, jenkins
itself is still running, it just stops answering web requests until the
process can be restarted.  I've just restarted the jenkins service so
hopefully it will go for a while now.

Curt.


On Fri, Aug 31, 2012 at 5:56 AM, Gijs de Rooy gijsr...@hotmail.com wrote:

 Hi Gene,

 looks like Jenkins is completely down today...

 Cheers,
 Gijs


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Re: [Flightgear-devel] feature request

2012-08-28 Thread Curtis Olson
How do I get a prototype here?  Depending on how they have implemented the
device, the integration could be relatively straight forward.

Curt.


On Tue, Aug 28, 2012 at 8:12 AM, Michael scrat_h...@yahoo.com wrote:

 http://linuxgamingnews.org/2012/08/02/oculus-rift-step-into-the-game/

 feature request for a later version!
 Cheers


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Re: [Flightgear-devel] Re : Rembrandt Compatibility and Triple Monitor Configuration: Hardware Recommendations?

2012-08-28 Thread Curtis Olson
On Tue, Aug 28, 2012 at 12:03 PM, Durk Talsma durkt...@gmail.com wrote:

 I'll certainly look into upgrading the CPU (+Motherboard) as well then...


I recently upgrade my primary PC (was forced to due to a hardware failure)
and bought an AMD FX-6200 (6 x 3.8Ghz cores.)  That seemed to be somewhere
on the corner of the price/performance curve which is usually where I try
to aim.  (Beyond which higher performance starts costing a *lot* more.)

I'm probably coming due for a new video card here too so I'm happy to hear
what other people's experiences are.

I started building my own PC's again -- I went through 2 off-the-shelf PC's
and they both were very disappointing and underperforming for FlightGear
purposes.

Curt.
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Re: [Flightgear-devel] 2.8. osx download broken

2012-08-20 Thread Curtis Olson
On Sun, Aug 19, 2012 at 4:40 AM, HB-GRAL flightg...@sablonier.ch wrote:

 Hi Curt and mirrors

 I can’t download the OSX release from your servers. It’s always broken
 around +- 450 Mb.


What tool (browser, app?) are you using to download flightgear?  In the
past we have run into some browsers that simply croaked on larger files.
 If this is common to a specific browser or download app it would be good
to make note of that so we can warn people and suggest an alternative.  I
know the google chrome and firefox are pretty solid choices for downloading
big files.  Sometimes it's just the local internet that's a problem and
isn't stable for long enough stretches to download such big files.


 But anyway, I don’t know if it is worth to care about
 this download, the Mac release seems to be broken at all,


James has pushed through a fix for 10.6.x I believe and we are waiting for
someone to test it and give feedback before pushing it up to the wide world.


 there is a
 problem with subversion linking reported from many users at forums (this
 is the heavy change to be compatible with OSX 10.8, I know, it’s boring
 and I also know James is working very hard on this).


I wouldn't call it boring, but not everyone owns a Mac running 10.8 -- I
think that's a pretty small club right now (growing of course, but there
are still some people out there running 10.5, and I have 10.6 on my little
iMac.)

But is it worth just to kick out a release directly with heavy changes
 in distribution, without any testing and candidates before? I will
 really help to test and unfortunately I didn’t find the time the last
 days because of other work. And I’m willing to help users at forums and
 everywhere, but not without having some time for testing and another
 schedule, which is always widely accepted by OSX users btw. (see history
 of 2.0/2.4/2.6 macflightgear releases).


It's never fun to run into issues like this the hard way.  But we have a
published plan that we were/are operating from.  Again, different
developers run different systems so we depend on each other to cover
different areas of expertise.  We are continually updating the plan and the
process and fixes for MacOSX that we discover in this cycle will hopefully
feed into the next cycle so that each time is a little smoother than
before.  One issue this time around was that Tat was out of town for most
of the critical weeks leading up to the release so James jumped in to try
to get the release package working and spent a huge amount of time trying
to add support for 10.8.  Not only is our own code evolving and improving,
but the systems we support can also be a rapidly moving target.

So I will personally apologize for any issues on the MacOSX front this time
around, clearly we hit a couple glitches, but everyone is working hard and
we will get this all sorted out soon I think -- and sorted out in a way
that will make future releases and future release candidates much easier to
deal with.

Thanks,

Curt.
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Re: [Flightgear-devel] Unable to play FlightGear.

2012-08-20 Thread Curtis Olson
On Mon, Aug 20, 2012 at 2:39 PM, Erik Hofman e...@ehofman.com wrote:

 I do have a solution that installs the required dll files using
 cmake/cpack and nsis for my own project. Maybe good to add to the next
 release.


I believe we do include the necessary dll's already, but perhaps this
individual had different (older/newer?) versions that somehow conflicted
enough to cause an error?

Curt.
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Re: [Flightgear-devel] Release 2.8.0 - closing release/2.8.0 branch

2012-08-16 Thread Curtis Olson
On Thu, Aug 16, 2012 at 1:13 AM, Torsten Dreyer tors...@t3r.de wrote:

 This marks our final state of the code for the 2.8.0 release. Please
 start building our distributables from this tag on the release/2.8.0
 branch.

 Anything pushed to fg/sg/fgdata into the release/2.8.0 branch from how
 on will eventually go into a 2.8.0.x bugfix release.


I'm currently uploading source .tar.gz's and the FlightGear-data.tar.gz to
the ibiblio.org mirror.  I've finished the windows packaging and once the
data tar ball is fully uploaded, I'll begin to upload the official v2.8.0
windows setup.exe

I have a preliminary v2.8 aircarft download page created (
http://www.flightgear.org/download/aircraft-v2-8/) but Gijs is working on
an improved aircraft download page that should be ready in time for the
release.

Curt.
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Re: [Flightgear-devel] Dan Freeman and ProFlightSimulator

2012-08-15 Thread Curtis Olson
On Wed, Aug 15, 2012 at 8:30 AM, geneb wrote:

 Ah, ok.  I wonder if that's what is on this fancy 4 DVD set they're
 shipping now...

 I still would like the contents of those DVDs - I'd like to put together
 some kind of anti campaign so folks know where to get for free what
 they're considering spending $150 on.


Just be aware that the entire proflightsim/virtualpilot3d campaign and
marketing is operated under a multitude of fake accounts. (I know you know
that.)  The point is that under fake accounts, people can say and do any
nasty thing they want -- when I spent a bit of time trying to report some
fake accounts and false advertising, I got met with some vicious responses.
 I wouldn't put it past some of these guys to do denial of service attacks
or attempt to disrupt our project using the meanest techniques they can
think of.  Unfortunately they can easily be far more mean and nasty than me
-- so please be a bit careful about upping the ante with these guys.

Thanks,

Curt.
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Re: [Flightgear-devel] Changelog for Release 2.8.0

2012-08-15 Thread Curtis Olson
On Wed, Aug 15, 2012 at 10:13 AM, Vivian Meazza
vivian.mea...@lineone.netwrote:

 Curt,

 ** **

 I’m sure we could do a pretty good screenshot of Vinson. I’ll see what I
 can come up with.

 ** **

 Vivian


Hi Vivian,

I'd love to have a couple nice Vinson shots -- at least one with shadows,
and at least one with the new deck lighting.  I keep wanting to make some
new carrier ops videos -- watching the aircraft pass through the deck
lights and get lighter/darker is subtle and happens quickly, but is pretty
cool.  Also watching the shadow on landing is also pretty cool, as is
seeing the spinning radar dish shadows cast across the deck ...

Curt.


 

 ** **

 *From:* Curtis Olson [mailto:curtol...@gmail.com]
 *Sent:* 14 August 2012 15:47
 *To:* FlightGear developers discussions
 *Subject:* Re: [Flightgear-devel] Changelog for Release 2.8.0

 ** **

 On Tue, Aug 14, 2012 at 9:43 AM, Frederic Bouvier wrote:

 By the way, maybe we could contribute few screenshots (the best) to the
 OSG new website :

 http://www.openscenegraph.com/index.php/gallery/screenshots

 For the moment, FG is absent in this page.

 ** **

 How about a cool Rembrandt shot showing some nice lighting or shadows? The
 Vinson is pretty cool although I don't know how well that shows up as a
 screenshot?

 ** **

 Curt.

 -- 

 Curtis Olson:

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Re: [Flightgear-devel] Changelog for Release 2.8.0

2012-08-15 Thread Curtis Olson
Oh, that link doesn't reference your name so it doesn't work (I get my own
public folder) :-)

On Wed, Aug 15, 2012 at 10:42 AM, Vivian Meazza
vivian.mea...@lineone.netwrote:

 Curt,

 ** **

 Here’s a few:

 ** **

 https://www.dropbox.com/home/Public/Vinson

 ** **

 Any good? I can soon rattle up a few more.

 ** **

 Vivian 

 ** **

 *From:* Curtis Olson [mailto:curtol...@gmail.com]
 *Sent:* 15 August 2012 16:19

 *To:* FlightGear developers discussions
 *Subject:* Re: [Flightgear-devel] Changelog for Release 2.8.0

 ** **

 On Wed, Aug 15, 2012 at 10:13 AM, Vivian Meazza vivian.mea...@lineone.net
 wrote:

 Curt,

  

 I’m sure we could do a pretty good screenshot of Vinson. I’ll see what I
 can come up with.

  

 Vivian

 ** **

 Hi Vivian,


 I'd love to have a couple nice Vinson shots -- at least one with shadows,
 and at least one with the new deck lighting.  I keep wanting to make some
 new carrier ops videos -- watching the aircraft pass through the deck
 lights and get lighter/darker is subtle and happens quickly, but is pretty
 cool.  Also watching the shadow on landing is also pretty cool, as is
 seeing the spinning radar dish shadows cast across the deck ...

 ** **

 Curt.

  

  

 *From:* Curtis Olson [mailto:curtol...@gmail.com]
 *Sent:* 14 August 2012 15:47
 *To:* FlightGear developers discussions
 *Subject:* Re: [Flightgear-devel] Changelog for Release 2.8.0

  

 On Tue, Aug 14, 2012 at 9:43 AM, Frederic Bouvier wrote:

 By the way, maybe we could contribute few screenshots (the best) to the
 OSG new website :

 http://www.openscenegraph.com/index.php/gallery/screenshots

 For the moment, FG is absent in this page.

  

 How about a cool Rembrandt shot showing some nice lighting or shadows? The
 Vinson is pretty cool although I don't know how well that shows up as a
 screenshot?

  

 Curt.

 -- 

 Curtis Olson:

 http://www.atiak.com - http://aem.umn.edu/~uav/

 http://www.flightgear.org - http://gallinazo.flightgear.org

  



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 ** **

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Re: [Flightgear-devel] Release 2.8.0 - closing release/2.8.0 branch

2012-08-14 Thread Curtis Olson
On Tue, Aug 14, 2012 at 3:30 AM, Torsten Dreyer tors...@t3r.de wrote:

 Hi all,

 I have just suggested off-list to close the release/2.8.0 branches
 (FG+SG+FGDATA) on Thursday (16th) in the morning (UTC) to give those
 packing the binaries and tarballs enough time for the task.

 Please shout if there are any objections.


Do we have a volunteer (Thorsten?) to tag the branches as 2.8.0 to mark the
official close of changes for 2.8.0(.0)?

Thanks,

Curt.
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Re: [Flightgear-devel] Changelog for Release 2.8.0

2012-08-14 Thread Curtis Olson
On Tue, Aug 14, 2012 at 9:43 AM, Frederic Bouvier wrote:

 By the way, maybe we could contribute few screenshots (the best) to the
 OSG new website :

 http://www.openscenegraph.com/index.php/gallery/screenshots

 For the moment, FG is absent in this page.


How about a cool Rembrandt shot showing some nice lighting or shadows? The
Vinson is pretty cool although I don't know how well that shows up as a
screenshot?

Curt.
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Re: [Flightgear-devel] git help request

2012-08-09 Thread Curtis Olson
It looks like every time you rebase you have to reapply the same set of
patches over top the target branch.  So even if I figure out a way through
it once, I'll have to repeat the same conconction of craziness each time I
rebase.  I think I'm going to create a new branch, untar my changes on top,
lose all my history and forget about it.  I didn't budget 2 full days to
fiddle with this and I'm frustrated and annoyed now and unsure
what/if/anything I've lost or broken -- blahhh ... little things you might
not notice for 6 months because you don't work with every file every day ...

Curt.


On Thu, Aug 9, 2012 at 1:56 AM, Renk Thorsten thorsten.i.r...@jyu.fiwrote:

  The typical fix is to edit the conflicting files and git add them the
 run git rebase --continue.
  But these files don't exist so I can't edit them, git add fails, git rm
 also fails since they don't exist.

 If the files no longer exist, I think one solution is to tell the system
 to skip the patch:

 git rebase --skip

 did the trick for me on a similar occasion. The rebase operation then goes
 on with the next patch. If you actually want the files,

 git checkout branch where files still exist -- non-existing file

 should fetch them from the branch where they still exist.

 I also frequently use

 git status

 to track what exactly the problem is. Although I am probably not the best
 source for GIT troubleshooting, I feel your pain. I've had similar trouble
 a few times.

 Cheers,

 * Thorsten

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Re: [Flightgear-devel] git help request

2012-08-09 Thread Curtis Olson
On Thu, Aug 9, 2012 at 10:44 AM, Anders Gidenstam
anders-...@gidenstam.orgwrote:

 If you can figure out which commits cause the problems you can edit them
 out of your branch (or, better, out of a copy of it) using

 git rebase -i HEAD~42

 (change 42 to the number of commits back from HEAD that you need to
 touch).

 See also the manual page for git rebase and

 http://git-scm.com/book/en/Git-Tools-Rewriting-History#Changing-Multiple-Commit-Messages


I appreciate all the suggestions, it is getting slightly more complicated
than I want to deal with today. :-)  I did play with interactive git
rebase, but my brain overheated trying to imagine what happens and what
downstream breakage might occur if I skip a commit that involves renaming
directories?  And then I'd still have to remember the exact sequence of
steps each time I did a new rebase.  Apparently rebase doesn't quite do
what I expected it to do -- it catches you up, but later if you do another
rebase apparently it redoes all your changes from day 1 of your branch.
 There is probably a good reason for doing it this way, but I was imagining
that a rebase was a one time operation and future rebases would be able to
start from where the previous one finished off.  Maybe that doesn't make
any sense?  I'm probably a bit confused in either case -- flightgear seems
to force you to jump into the deep end of the git pool right away. :-)
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Re: [Flightgear-devel] 3D models import webform in production.

2012-08-09 Thread Curtis Olson
Thanks to all involved for all your hard work on this!!!  I'm busy right
now updating new scenery chunks that include Martin's recent duplicate
object clean up.  But everyone can get things quicker themselves via
terrasync (or running svn manually to keep their scenery tree in sync.)

Curt.


On Thu, Aug 9, 2012 at 11:03 AM, Olivier wrote:

 Hi all,

 Just to let you know that the 3D models import webform in now in early
 production. The first 3D models (both static and shared) imported for test
 have been correctly shipped downwards by Terrasync.

 A big thank to Martin, Julien, Clément for their help and support.

 I hope you enjoy this tool and that it will make more scenery available
 via Terrasync, without having to download here and there, so we have a
 beautiful (hopefully with a new generated terrain) scenery to show for 3.0.

 Together with the other webforms for mass insertion, deletion, update,
 this is [yet another - but we're used to!] unique feature in the flight
 simulation world issued by FG!

 All tools are available on the usual website with scenemodels and
 mapserver data : http://scenemodels.flightgear.org/submission/

 Enjoy,

 Olivier


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Re: [Flightgear-devel] git help request

2012-08-09 Thread Curtis Olson
On Thu, Aug 9, 2012 at 11:50 AM, Tim Moore wrote:

 If you are going to keep a branch for a long time that you are not
 merging  back into e.g., master, there are a couple of possibilities.
 One is to merge (pull) master into your branch. Another is to check
 out git-rerere (I kid you not), which records merge conflict
 resolutions and reapplies them automatically when needed. With that
 you can either rebase repeatedly or never rebase and periodically do
 test merges with master.


My typical workflow is to pull the master branch (daily at least) and then
when there are updates, checkout my private branch and git merge master.
 That's worked fine, except it is my understanding that this is frowned
upon because some day if I ever cherry pick something back into the master
branch, the commit log will get prefaces with a couple hundred merge
messages.  The rebase supposedly puts my local changes at the top.  Every
thing generally works as it's supposed to I think, except the double
directory mv in a single commit seemed to completely confuse the subsequent
rebase.  I think I'm just going to file this under: git gives you more than
enough rope to hang yourself by, especially when you venture away from the
simple/common usage cases and don't have a complete understanding of what
git does under the hood and how each command manipulates the internal
state.  I haven't lost anything (other than 2 days of my life) :-) -- and I
still have my old branch, now renamed with all the history; so for the
moment I've created a new branch, moved all the different stuff to that (I
hope) and will continue on from there.

Regards,

Curt.
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[Flightgear-devel] git help request

2012-08-08 Thread Curtis Olson
I've run into a problem with git and I seem to hit a dead end no matter
which way I turn.  I'm hoping this is something easy to solve, but the
details might be complicated to communicate?  I'll try to start simple --
I'm working with the fgdata repository.  I created my own branch and have
been tracking some experimental stuff there.  This has been working well
and when I do a git pull I will checkout my local branch and merge with
the master to make sure everything is tracking well and stays compatible.

With my most recent attempt to merge my local branch with master I got an
error (unfortunately now I do not remember what the exact error was, and I
had to do a reboot for other reasons in the mean time.)  My first thought
after getting an error trying to merge was maybe I should rebase since I've
just been merging all along.

So I ran git rebase and that ran did a lot of work, but then generated
some error messages about whitespace, and then displayed some message that
it had to fall back to a 3-way diff.  That ran and ran for quite some time
and (I think?) errored out.  Again, I don't have the message any more. :-(

Now after my reboot, I'm trying to figure out what's going on.  If I run
git branch I get:

$ git branch
* (no branch)

If I try to checkout any branch I get a list of files that need merge and
then the message: error: you need to resolve your current index first.

If I git add any of these files, what branch am I adding them to and
merging them into?  (no branch)?

It seems like all the git help I can find for these error messages presumes
I can checkout a branch -- but I can't.  Any suggestions?

Thanks,

Curt.
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Re: [Flightgear-devel] git help request

2012-08-08 Thread Curtis Olson
A quick update here.  Rob pointed out the git rebase --abort command
which got me back to a sensible working state.  I was able to reevaluate my
original problem which turned out to be a simple merge conflict in my
branch vs. changes in master and I was able to fix that and successfully
merge -- so I'm in a reasonable working state again.

But I would mind rebasing my local changes, but I still get an error.

I think what happened originally is I changed the directory name of my
aircraft from Malolo1 to Resolution, then thought for a second and changed
it again to ATI-Resolution -- and then did that all as a single commit.
 Now the rebase throws fits on that patch.

It complains about whitespace errors, then falls back to a 3-way merge,
then reports conflicts with all the files in the 2 old directories, for
example:

Aircraft/Malolo1/Engines/18x8.xml: needs merge
Aircraft/Resolution/Engines/18x8.xml: needs merge

The typical fix is to edit the conflicting files and git add them the run
git rebase --continue.  But these files don't exist so I can't edit them,
git add fails, git rm also fails since they don't exist.

I suppose I could abandon this branch, figure out the diffs against
master manually, create a new branch, and copy those diffs into my new
branch -- but then I would lose all my history and that just doesn't seem
very git-ish -- I hate to go against the spirit of git which is more
along the lines of performing brain surgery on myself when I don't quite
feel happy -- what could go wrong?  Or what do I do when something goes
wrong? :-)

Curt.


On Wed, Aug 8, 2012 at 9:27 AM, Curtis Olson curtol...@gmail.com wrote:

 I've run into a problem with git and I seem to hit a dead end no matter
 which way I turn.  I'm hoping this is something easy to solve, but the
 details might be complicated to communicate?  I'll try to start simple --
 I'm working with the fgdata repository.  I created my own branch and have
 been tracking some experimental stuff there.  This has been working well
 and when I do a git pull I will checkout my local branch and merge with
 the master to make sure everything is tracking well and stays compatible.

 With my most recent attempt to merge my local branch with master I got an
 error (unfortunately now I do not remember what the exact error was, and I
 had to do a reboot for other reasons in the mean time.)  My first thought
 after getting an error trying to merge was maybe I should rebase since I've
 just been merging all along.

 So I ran git rebase and that ran did a lot of work, but then generated
 some error messages about whitespace, and then displayed some message that
 it had to fall back to a 3-way diff.  That ran and ran for quite some time
 and (I think?) errored out.  Again, I don't have the message any more. :-(

 Now after my reboot, I'm trying to figure out what's going on.  If I run
 git branch I get:

 $ git branch
 * (no branch)

 If I try to checkout any branch I get a list of files that need merge and
 then the message: error: you need to resolve your current index first.

 If I git add any of these files, what branch am I adding them to and
 merging them into?  (no branch)?

 It seems like all the git help I can find for these error messages
 presumes I can checkout a branch -- but I can't.  Any suggestions?

 Thanks,

 Curt.
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Re: [Flightgear-devel] git help request

2012-08-08 Thread Curtis Olson
On Wed, Aug 8, 2012 at 10:45 AM, Curtis Olson curtol...@gmail.com wrote:

 A quick update here.  Rob pointed out the git rebase --abort command
 which got me back to a sensible working state.  I was able to reevaluate my
 original problem which turned out to be a simple merge conflict in my
 branch vs. changes in master and I was able to fix that and successfully
 merge -- so I'm in a reasonable working state again.

 But I would mind rebasing my local changes, but I still get an error.

 I think what happened originally is I changed the directory name of my
 aircraft from Malolo1 to Resolution, then thought for a second and changed
 it again to ATI-Resolution -- and then did that all as a single commit.
  Now the rebase throws fits on that patch.

 It complains about whitespace errors, then falls back to a 3-way merge,
 then reports conflicts with all the files in the 2 old directories, for
 example:

 Aircraft/Malolo1/Engines/18x8.xml: needs merge
 Aircraft/Resolution/Engines/18x8.xml: needs merge

 The typical fix is to edit the conflicting files and git add them the
 run git rebase --continue.  But these files don't exist so I can't edit
 them, git add fails, git rm also fails since they don't exist.

 I suppose I could abandon this branch, figure out the diffs against
 master manually, create a new branch, and copy those diffs into my new
 branch -- but then I would lose all my history and that just doesn't seem
 very git-ish -- I hate to go against the spirit of git which is more
 along the lines of performing brain surgery on myself when I don't quite
 feel happy -- what could go wrong?  Or what do I do when something goes
 wrong? :-)


brain surgery --abort :-)

Curt.
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Re: [Flightgear-devel] git help request

2012-08-08 Thread Curtis Olson
On Wed, Aug 8, 2012 at 12:06 PM, Tim Moore wrote:

 It sounds like your local tree has not been completely committed. See
 what git status says. Check out the man page for git-mv. I can't say
 more right at the moment, but I'll see if I can add more details
 later.


There are a couple other random untracked changes, but nothing inside any
of the directories that were renamed and now failing on the rebase.

Curt;.
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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Curtis Olson
Is this work something that is active by default or does it need to be
turned on?  Or is it only availble in a particular area?  Do I need to do
anything special to look at the results beyond just take off and fly around
anywhere?

Thanks,

Curt.


On Tue, Aug 7, 2012 at 9:52 AM, Renk Thorsten thorsten.i.r...@jyu.fiwrote:

  are there any screenshots available which compares before/after?

 Not as such... A collection of work in progress is in the forum

 http://www.flightgear.org/forums/viewtopic.php?f=47t=16884

 but this is with my private not-necessarily-GPL development environment.

 The comparison is otherwise quite easily done in-sim - the transition and
 landmass quality sliders control the texturing, setting them both to zero
 when atmospheric light scattering is on restores default texturing.

 Note that currently only /Materials/regions/materials.xml contains the
 overlay texture definitions and that not all landclasses are done - I still
 have some textures only in non-GPL compatible form.

 * Thorsten

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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Curtis Olson
On Tue, Aug 7, 2012 at 11:10 AM, Renk Thorsten wrote:

  Is this work something that is active by default or does it need to be
  turned on?  Or is it only availble in a particular area?  Do I need to do
  anything special to look at the results beyond just take off and fly
  around
  anywhere?

 * atmospheric light scattering: on
 * shader micromanagement dialog: landmass and transition effects to max
 (or above 3 in order to see partial effects)


Hmmm, my shader micromanagement dialog box is only showing two options
right now.  Category General: landmass and water.  There is an aicraft
category at the bottom of the dialog, but no actual options to set.  I'm
running a pretty advanced nvidia card with very recent nvidia drivers.  Has
the system decided I don't have any shader options I can set other than
these two ... this must be a recent change -- not long ago I remember
having lots of shader options I could tweak.




  - look for any shrub or herbtundra landclass, they have the full bells
 and whistles, sand has some detail overlay

 * also play with Advanced Weather/Environment dust cover and terrain
 wetness for more fun

 The area around Las Vegas is very nice - it's almost all shrub and gets
 the full blast of the effect.

 - Mojave desert should look like this
 http://users.jyu.fi/~trenk/pics/xb70.jpg

 Watch console for shader compilation errors if this doesn't work,
 experience tells me that nVidia drivers are very tolerant, ATI drivers are
 not, so it is possible that some GLSL runs fine for me, but not for others,
 which is very hard to anticipate.

 * Thorsten

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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Curtis Olson
On Tue, Aug 7, 2012 at 1:22 PM, Renk Thorsten wrote:

  Hmmm, my shader micromanagement dialog box is only showing two options
  right now.  Category General: landmass and water.

 I don't have the bandwidth at the moment to pull back master, but I've
 checked the local branch from which I merged and I checked the log for
 FGData master on GIT -  among other things,
  gui/dialogs/shaders-lightfield.xml should have received an update enabling
 the settings for urban and transition shader - which you are not seeing.

 I can actually see the dialog with the correct options here


 https://www.gitorious.org/fg/fgdata/blobs/9e8735c64996614174d2d86526f258f44bacd7c4/gui/dialogs/shaders-lightfield.xml

 So to my ability to check, FGData master should allow you to see the
 additional options and make the shaders work for you. Are you by any chance
 on the release branch?


I'm on the master/next branch here for these tests.   But I haven't kept
close enough tabs on the lightfield/regional gui options dialog box to
quite know exactly what I should be seeing or where to start for hunting
what's going on.  Shouldn't I be seeing quite a few detailed shader options
-- that used to be the case.  Are the regional textures automatic?

Curt.
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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Curtis Olson
Hi Fred and Thorsten,

I exited and restarted and seem to be getting the dialog more correctly now
-- but I don't think I'm seeing the regional or procedure textures around
Mojave.  What should I be looking for there?  I'm running with:
 --materials-file=Materials/regions/materials.xml and rembrandt off.
 Turning atmospheric scattering on/off seems to do the right thing now with
the shader dialog box.  But I'm not seeing anything different in the ground
textures.  Or do I need to have some sort of custom scenery installed that
references the new material definitions?

Thanks,

Curt.


On Tue, Aug 7, 2012 at 2:11 PM, Frederic Bouvier wrote:

  Hmmm, my shader micromanagement dialog box is only showing two options
 right now.
  Category General: landmass and water. There is an aicraft category at
 the bottom
  of the dialog, but no actual options to set. I'm running a pretty
 advanced nvidia
  card with very recent nvidia drivers. Has the system decided I don't
 have any
  shader options I can set other than these two ... this must be a recent
 change --
  not long ago I remember having lots of shader options I could tweak.

 Here is how the dialog looks here :
 http://frbouvi.free.fr/flightsim/fgfs-shader-dialog.jpg

 Left: without atmospheric scattering
 Right: with atmospheric scattering

 (Rembrandt off of course)

 Regards,
 -Fred


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Re: [Flightgear-devel] Scenery

2012-08-04 Thread Curtis Olson
On Sat, Aug 4, 2012 at 2:59 AM, Erik Hofman wrote:

 When searching for some nice scenery spots for FlightGear to download I
 discovered that everything on the site still refers to the 1.0.1 scenery
 that was automatically generated in 2008.


Hi Erik,

Where were you seeing the links and references to the 1.0.1 scenery.  It's
true we haven't regenerated terrain since probably back then, but we do
continually add new objects continually.

Thanks,

Curt.
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Re: [Flightgear-devel] Planned downtime of ftp.de

2012-08-01 Thread Curtis Olson
Sounds good, thanks for the update!  What did they end up upgrading to?
 (Are you they or are they someone else?  Who are they anyway?)
 Please pass along my thanks to them. :-)

Curt.


On Wed, Aug 1, 2012 at 1:10 PM, Martin Spott martin.sp...@mgras.net wrote:

 Martin Spott wrote:

  ftp.de is currently offline due to hardware failure, it's been a Sun
  Ultra10 which has been running for more than a decade now.

 After the mirror had already been running in degraded mode (without
 Scenery) for a while, it should now be fully functional again,

 Martin.
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