Yup.
Apparently there's no limit to the depths they will sink.
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On Sunday 18 October 2009 07:19:41 am Tom P wrote:
And what about the hyper-deceiving one?
http://www.youtube.com/watch?v=0NGwlwPcsBQ
An advertisement for Flight Pro Sim, which is based on the
freely-available and open source FlightGear, using a video of Microsoft
FlightSim X !!
Tom
Just for your information: most of their screenshots were stolen from YouTube
videos
as well...
I've just emailed FPS's host, asking to remove the images that are mine (and
also those
from flightgear.org and others from YouTube), as the guy himself didn't respond
to my
earlier personal
On Sun, Oct 18, 2009 at 4:59 PM, syd adams wrote:
Yup.
Apparently there's no limit to the depths they will sink.
But they keep bobbing to the surface. :-/
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Mathias Fröhlich wrote:
Hi Dave,
On Saturday 17 October 2009 18:23:44 dave perry wrote:
Is the change to SGAtomic.cxx that causes this break really necessary?
Don't know yet.
I have reverted that patch and sent the proper information to Mathias.
Erik
leee wrote:
On Friday 16 Oct 2009, Martin Spott wrote:
Instead of pouring time into a (probably) never ending chain of
backward compatibility (alias old cruft) layers, I think the
effort is much better spent for bringing the respective aircraft
configurations onto speed for FlightGear's
Durk Talsma wrote:
Hi,
On Saturday 17 October 2009 11:06:33 pm syd adams wrote:
After an update and compile this morning , I hear atc-chatter , but nothing
else.
With the s76c , I hear sounds until I start the engine , then sounds cut
out.
Is the engine still running after that (can you
daveluff wrote:
I'm also unable to run FG with the new sound system, this time on
Windows built with msvc 2005 express. In my case, dt to update_late is
definitely non-zero though. Here's the stack trace:
Thanks David, I think I've nailed this down now.
It not, could you specify any
I still appear to have the same problem... compiled a couple of minutes
ago, fgfs with no command line options, backtrace follows...
^C
Program received signal SIGINT, Interrupt.
[Switching to Thread 0x7fc28f3f3790 (LWP 7693)]
0x7fc28f104a94 in __lll_lock_wait () from /lib/libpthread.so.0
James Sleeman wrote:
I still appear to have the same problem... compiled a couple of minutes
ago, fgfs with no command line options, backtrace follows...
../../../SimGear/simgear/sound/soundmgr_openal.cxx:430
#7 0x00989b2c in SGSampleGroup::update (this=0x318af70,
Vivian Meazza wrote:
Patched soundmgr_openal.cxx/hxx and sample_group.hxx with
+#elif defined(_WIN32)
+# include al.h
or
+#elif defined(_WIN32)
+# include al.h
+# include alc.h
+# include AL/alut.h
Olaf pointed out to me that this wasn't necessary for more than 5 yearss
and indeed
James Sleeman wrote:
I still appear to have the same problem... compiled a couple of minutes
ago, fgfs with no command line options, backtrace follows...
I think I've found the problem which might or might not be a bug in the
OpenAL implementation. It is recommended to place all updates to
syd adams wrote:
This works for me ...
./configure CFLAGS= -march=athlon CXXFLAGS=-march=athlon
--with-jpeg-factory
... once I remembered to do a make clean before make :)
Thanks Syd,
The make clean turned out to be the problem.
This works for me ...
./configure CFLAGS=-march=native
On 19/10/09 02:48, Erik Hofman wrote:
I think I've found the problem which might or might not be a bug in the
OpenAL implementation. It is recommended to place all updates to the
Maybe not, still locking up, I note there is an AL Error (atc): in the
output there now which wasn't before (I
On Sun, 2009-10-18 at 15:07 +0200, Erik Hofman wrote:
Vivian Meazza wrote:
Patched soundmgr_openal.cxx/hxx and sample_group.hxx with
+#elif defined(_WIN32)
+# include al.h
or
+#elif defined(_WIN32)
+# include al.h
+# include alc.h
+# include AL/alut.h
Olaf pointed out
Geoff McLane
On Sun, 2009-10-18 at 15:07 +0200, Erik Hofman wrote:
Vivian Meazza wrote:
Patched soundmgr_openal.cxx/hxx and sample_group.hxx with
+#elif defined(_WIN32)
+# include al.h
or
+#elif defined(_WIN32)
+# include al.h
+# include alc.h
+# include
Hi Vivian,
using anything other than the
latest build from Creative Labs?
Well they could for example be using the openal-soft
http://sourceforge.net/projects/openal-soft/
which suggests it is version 1.2.??? And has a CVS
download, and uses the 'AL' sub-directory!
But it seems the last
Hi Erik, you should have committed the whole patch, as you broke building
under that system, which uses a bare bones alut (which is why some of us
have moved to the OpenAL SDK, plus I use it in other projects locally, which
use the standard no AL folder setup...)
So right now, it doesn't build on
Nicolas Quijano wrote:
I don't see why a WIN32 (we define WIN32, doesn't have to be _WIN32) is
such an anathema, seeing as there is one for Apple already.
Frankly I don't care to include it, but there doesn't seem to be a
consensus between windows developers which have to be sorted out before
Nicolas Quijano wrote:
Hi Erik, you should have committed the whole patch, as you broke
building under that system, which uses a bare bones alut (which is why
some of us have moved to the OpenAL SDK, plus I use it in other projects
locally, which use the standard no AL folder setup...)
So
You might want to give kst [1] a try, which includes a plugin for
weighted least-squares data fitting [2].
imho, kst is the easiest way to plot data in real time (with or
without filters), and works very good with flightgear csv output (with
a little bit of javascript).
Wim
[1]
Hi Erik, I know, I erased my local changes, seeing you had changed it for
alGetError, but didn't notice the call to alutGetErrorString just below it
when I did my merge :)
I did this to build (under fredb's third party lib, going to do a build with
the regular openAL sdk after)
#if
Nicolas Quijano wrote:
#if defined(ALUT_API_MAJOR_VERSION) ALUT_API_MAJOR_VERSION = 1
msg.append(alutGetErrorString(error));
#endif
Shoot, that should also have been alGetError instead.
It's fixed, thanks.
Erik
(now i need some sleep)
Hello!
I'm really like new clouds from Stuart, especially Stratus improvements.
Last weeks I had few long flights, in slow-n-low aircraft, and looked
at FG 3d-clouds for hours.
Then I look at RL clouds, and notice that they have no such smooth
edges, as in FG.
So I decided to make my own
Vadym Kukhtin wrote:
Hello!
I'm really like new clouds from Stuart, especially Stratus improvements.
Last weeks I had few long flights, in slow-n-low aircraft, and looked
at FG 3d-clouds for hours.
Then I look at RL clouds, and notice that they have no such smooth
edges, as in FG.
So I
Hey Erik, since you're not sleeping yet, I think you wanted to commit
alGetError, not alGetErrorString.
the error on exit would seem to be related to buffer release (Invalid
Operation)
Also, I see you replaced delete[], by delete in the sound sample destructor.
Shouldn't we just be setting to
Hi All,
Just to clear up this video issue, it appears one of the newbie affiliates
grabbed this video and rebranded it.
This has not been released by us.
I have also contacted you tube to get the video taken down as clearly they
did not make it themselves.
Have a look at the
Hi Vivian,
I was very busy these days, so I did not catch up with the mailing list
in time ...
I was in the impression that it would be wise to support Freds Build
system, though not perfect but one can life with it.
Vivian Meazza wrote:
Patched soundmgr_openal.cxx/hxx and sample_group.hxx
Hi @all,
Hi David,
Hi Innis,
Some time ago I began to model the 3d-cockpit. It was a bit much for me, so
this project stalled.
But for the flightdeck I had to fix the dimensions and proportions of the
exterior model. The fuselage had more the length of the 737-400, the wings the
span of a
Damn, typoed. Meant, you want alGetString(error), not
alGetErrorString(error).
On Sun, Oct 18, 2009 at 3:55 PM, Nicolas Quijano nquij...@gmail.com wrote:
Hey Erik, since you're not sleeping yet, I think you wanted to commit
alGetError, not alGetErrorString.
the error on exit would seem to be
Are those pics 'shopped? They have such good contrast and stuff, I
can't believe it's FG, because it doesn't look like that on my PC :)
BTW, good job, and, if you really did it, nice work on the pics too,
they look much better than the real ones ;)
Hi,
Maybe it is the video card and driver that is producing the higher quality?
May I point out the starboard navigation light seems to be on the port
wing? etc.
;P
Otherwise, very nice.
Stewart
Victhor Foster wrote:
Are those pics 'shopped? They have such good contrast and stuff, I
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