Looks good , Ive commited your work, but changed the wheel rotation to use
my nasal tire-rpm and spin down script.
Thanks for the nice work .
I'll leave the mp-osi alone until I know what direction we're going with
that.Might be better to change the replay code if we're going to remove that
Stuart Buchanan wrote:
Hi All,
I have the pleasure to announce that the latest edition of the FlightGear
Newsletter is now available:
http://wiki.flightgear.org/index.php/FlightGear_Newsletter_August_2009
Looking at the custom made scenery screenshots I must say that hand
altered
On Fri, 7 Aug 2009, syd adams wrote:
lol. No problem :).I was just bugging since I sort of know you through MP.
But you did raise an interesting topic. Some time ago I was under the
impression that we were
phasing out mp-osi in favor of mp-inhg.
I didnt realize the replay system used it. (I
I've committed a version of Till Busch's terrain effects, as seen at LinuxTag.
I know that he hasn't finished tuning them, and I've changed his landmass effect
to use the base terrain texture, which he's not entirely in agreement with :)
Nevertheless, they are great examples of using the new
Tim Moore wrote:
Update of /var/cvs/SimGear-0.3/source/simgear/scene/material
In directory baron.flightgear.org:/tmp/cvs-serv9328/simgear/scene/material
Modified Files:
Effect.cxx Makefile.am makeEffect.cxx mat.cxx mat.hxx
Added Files:
EffectBuilder.cxx EffectBuilder.hxx
Tim Moore wrote
I've committed a version of Till Busch's terrain effects, as seen at
LinuxTag.
I know that he hasn't finished tuning them, and I've changed his landmass
effect
to use the base terrain texture, which he's not entirely in agreement with
:)
Nevertheless, they are great
I wrote:
I've committed a version of Till Busch's terrain effects, as seen at
LinuxTag.
I know that he hasn't finished tuning them, and I've changed his
landmass
effect
to use the base terrain texture, which he's not entirely in agreement
with
:)
Nevertheless, they are great
On Sat, Aug 8, 2009 at 5:26 AM, Tim Moore wrote:
I've committed a version of Till Busch's terrain effects, as seen at
LinuxTag.
I know that he hasn't finished tuning them, and I've changed his landmass
effect
to use the base terrain texture, which he's not entirely in agreement with
:)
Looks good , Ive commited your work, but changed the wheel rotation to use
my nasal tire-rpm and spin down script.
Thanks for the nice work .
Thanks syd. Your wheel spin code looks great, the spin down on take
off is nice touch. Will the wheel spin work over multiplayer, or could
it be made to
Yep, tried to signal that error on the cvs annoucement list, don't know if
the moderator let it through or not.
You can do a diff on the previous version to copy back all the instruments
as temporary stopgap measure :)
On Sat, Aug 8, 2009 at 11:42 AM, Jacob Burbach jmburb...@gmail.com wrote:
Yes Ive separated the instruments into a panel.xml since I want to add ap
original instrument and panel layout.
I.ll commit the extra files for now but is a work on progress
On Sat, Aug 8, 2009 at 8:42 AM, Jacob Burbach jmburb...@gmail.com wrote:
Looks good , Ive commited your work, but
OK panel fixed
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On Sat, Aug 8, 2009 at 12:42 PM, syd adamsadams@gmail.com wrote:
OK panel fixed
Thanks syd, everything is working great now.
cheers!
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On Saturday 08 August 2009 11:26:00 Tim Moore wrote:
I've committed a version of Till Busch's terrain effects, as seen at
LinuxTag. I know that he hasn't finished tuning them, and I've changed his
landmass effect to use the base terrain texture, which he's not entirely in
agreement with :)
On Sat, Aug 8, 2009 at 1:23 PM, AJ MacLeod wrote:
On Saturday 08 August 2009 11:26:00 Tim Moore wrote:
I've committed a version of Till Busch's terrain effects, as seen at
LinuxTag. I know that he hasn't finished tuning them, and I've changed
his
landmass effect to use the base terrain
Hi,
For what it's worth, 3d clouds seem to run reasonably fast by themselves, but
if you have 3d clouds + these new shader effects (or existing effects like
rain/snow) then my frame rates come grinding to nearly a halt. Switching to
2d clouds with these new shader effects puts me back up to
I'm also suffering from the same problem. I can get nearly 25 fps
without the new shaders/rain/snow.
Hi,
For what it's worth, 3d clouds seem to run reasonably fast by
themselves, but if you have 3d clouds + these new shader effects (or
existing effects like rain/snow) then my frame
On Saturday 08 August 2009 19:39:26 Victhor Foster wrote:
I'm also suffering from the same problem. I can get nearly 25 fps
without the new shaders/rain/snow.
I would just like to clarify that I'm perfectly content with the drop in fps
that I'm seeing - I think it's entirely commensurate with
On Saturday 08 August 2009 19:55:19 Curtis Olson wrote:
Hi AJ,
Under a scenario with these shaders (and/or rainsnow), fly up into the 3d
cloud lyaer so you are punching through the puffy clouds. Are you still
getting 20 fps?
I don't see much difference between flying above the puffy clouds
Curtis Olson wrote:
For what it's worth, 3d clouds seem to run reasonably fast by themselves,
but if you have 3d clouds + these new shader effects (or existing effects
like rain/snow) then my frame rates come grinding to nearly a halt.
Switching to 2d clouds with these new shader effects
On Sat, Aug 8, 2009 at 3:20 PM, Stuart Buchanan wrote:
However, it's possible that the 3d clouds and trees are being loaded in a
different
way to the new shaders, in a way that is sub-optimal. I'm sure Tim will
know :)
So, we now have shaders for trees, clouds and terrain. Particles next?
Hi on my wish list for eye candy would be:
1. Shadows (aircraft shadows cast on to itself and onto the ground.)
2. Wet runways that reflect some sort of foggy, fuzzy something or other.
Like glass effects except more wet runway-ish.
3. Proper landing lights that illuminate the scene.
Hello all --
Of late I have been reporting some bugs in the MP system, and I still believe
the problems stem from the more recent CVS builds. Vivian asked me to report
whether there were any NASL console errors associated, and I can now
definitively say that there are none. The symptom is
Hello, Syd and Jester...
How easy/difficult would it be to add a small detail to the radar scope view,
which would be extended centerlines for the runways? Trying to use version 2
today, I ran into difficulty giving good localizer intercepts just trying to
eyeball the extended lines,
Same thing here, ongoing for at least 2 weeks. People often missing in
chat and mp list, though I can see them visually. Sometimes it seems
to only let me see two others in the chat/mp_list at a time, other
times I can see more, and rarely can see everyone. I have zero nasal
errors, or errors of
I think I know what your looking for , dont know if I like the idea , but it
shouldn't be too difficult. You can tint the view from the menu to darken
it so the screen info displays clearer ... what about another step to
blackout the background view completely?
What comes to mind is a line from
You can tint the view from the menu to darken it so the screen info
displays clearer ... what about another step to blackout the background
view completely?
Well I really think having separate window and scope views might make it
easier to discern the details, particularly the callsigns and data
That might be best . I know very little about what information a real scope
displays , and intercepting a radial is the pilots job , so I dont know if
I can bring myself to add that line ;).
I know , Im sure you mean this as a training tool, and I'll play around
with ideas , but I'd be interested
I noticed long ago that only 1/2 of dirt and grass runways were
textured. The untextured part was an appropriate color so I didn't
worry too much about it.
Yesterday papillon81 brought the issue up on IRC because he'd like to
improve the texture. Looking at the code and using simgear's
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