Re: [Flightgear-devel] Some questions regarding scenery files

2003-11-09 Thread Paul Surgeon
On Sunday, 9 November 2003 03:22, Norman Vine wrote: This scheme may not be optimal but a square degree block even though it is conceptually simple is far from optimal. Remember we are trying to tile a sphere and squares don't work, esp. if you want anything approximating an equal area

[Flightgear-devel] b0105 lock

2003-11-09 Thread r . f . hornby
This still appears under the /models subdirectory. talk21 your FREE portable and private address on the net at http://www.talk21.com ___ Flightgear-devel mailing list [EMAIL PROTECTED]

Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-09 Thread Wolfram Kuss
Hi, They have mentioned FlightGear as a candidate simply for the reason that it can be modified and changed to do whatever we want it to do. No restrictions on functionality. Yes, that's the advantage of open source. BTW, I have lately heard people call Targetware and MSFS/CFS open source

Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-09 Thread Frederic Bouvier
We need some nice development tools. In particular a full blown scenery editor that one can use to lay down 3D objects (trees/buildings), taxiways, aprons, roads, rivers, etc. If it's done in OpenGL then you can make it WYSIWYG. Look at http://fgsd.sourceforge.net -Fred

Re: [Flightgear-devel] Apologies for the cvs commits

2003-11-09 Thread David Luff
John Barrett writes: Like to apologize to Curtis for the cvs commits using the cvsguest account (though I didnt do the ones to the ATC code That was me - I inadvertantly committed from the wrong tree. Cheers - Dave ___ Flightgear-devel mailing

[Flightgear-devel] Multiplayer -- wire protocol implementation

2003-11-09 Thread John Barrett
http://www.camelot-software.com/fgfs/fgmps.tar Here is the patch and source files for the preliminary wire protocol implementation -- comments and suggestions welcome -- untar in the directory containing the FGFS source directory, apply the patch, autogen, configure --with-multiserver, and make

Re: [Flightgear-devel] Multiplayer -- wire protocol implementation

2003-11-09 Thread Erik Hofman
John Barrett wrote: At the moment, I'm planning to build in my own socket classes to handle the net connections, as they are designed to handle multiple connections in a polling environment -- unless someone can point me at existing code in FG / SimGear / PLib thats up to handling multiple socket

RE: [Flightgear-devel] Multiplayer -- wire protocol implementation

2003-11-09 Thread Norman Vine
John Barrett writes: At the moment, I'm planning to build in my own socket classes to handle the net connections, as they are designed to handle multiple connections in a polling environment -- unless someone can point me at existing code in FG / SimGear / PLib thats up to handling multiple

[Flightgear-devel] Re: Help please!

2003-11-09 Thread Melchior FRANZ
* Sarel Theron -- Sunday 09 November 2003 06:59: On Fri, 2003-11-07 at 23:14, Melchior FRANZ wrote: * Sarel Theron [EMAIL PROTECTED] wrote: slDSP: write: Resource temporaliry unavailable [...] Or use a recent version of plib/SimGear/FlightGear (if you don't already). There was a bug

Re: [Flightgear-devel] Multiplayer -- wire protocol implementation

2003-11-09 Thread John Barrett
- Original Message - From: Norman Vine [EMAIL PROTECTED] PLib/src/net is a 'reasonably' efficient implementation of using polling in a multiple connection environment :-) The 'loop' is in netChanel.cxx SimGear sockets and are built ontop of PLib/Net as is the FGFS http server,

RE: [Flightgear-devel] Multiplayer -- wire protocol implementation

2003-11-09 Thread Norman Vine
John Barrett writes: From: Norman Vine [EMAIL PROTECTED] PLib/src/net is a 'reasonably' efficient implementation of using polling in a multiple connection environment :-) Guess I have enuf to do the server framework and initial handshake between client and server Might want to ask any

Re: [Flightgear-devel] Multiplayer -- wire protocol implementation

2003-11-09 Thread Andy Ross
John Barrett wrote: Here is the patch and source files for the preliminary wire protocol implementation -- comments and suggestions welcome This sounds fun, so I grabbed it and had a peek. One bug report in messagebuf.cxx, which has some code that I can't figure out: void

Re: [Flightgear-devel] Multiplayer -- wire protocol implementation

2003-11-09 Thread John Barrett
- Original Message - From: Andy Ross [EMAIL PROTECTED] To: FlightGear developers discussions [EMAIL PROTECTED] Sent: Sunday, November 09, 2003 11:59 AM Subject: Re: [Flightgear-devel] Multiplayer -- wire protocol implementation John Barrett wrote: Here is the patch and source files

Re: [Flightgear-devel] Multiplayer -- wire protocol implementation

2003-11-09 Thread John Barrett
- Original Message - From: Norman Vine [EMAIL PROTECTED] To: FlightGear developers discussions [EMAIL PROTECTED] Sent: Sunday, November 09, 2003 11:58 AM Subject: RE: [Flightgear-devel] Multiplayer -- wire protocol implementation John Barrett writes: From: Norman Vine [EMAIL

Re: [Flightgear-devel] Some questions regarding scenery files

2003-11-09 Thread Curtis L. Olson
Paul Surgeon writes: I wonder if TerraGear does automatic texture scaling based on lattitude ... Yes. Regards, Curt. -- Curtis Olson HumanFIRST Program FlightGear Project Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org Minnesota

Re: [Flightgear-devel] Apologies for the cvs commits

2003-11-09 Thread Curtis L. Olson
John Barrett writes: Like to apologize to Curtis for the cvs commits using the cvsguest account (though I didnt do the ones to the ATC code -- just the configure.ac, src/Makefile.am, src/Main/Makefile.am, and the src/Server directory) I should apologize too for inadvertantly leaving the cvs

Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-09 Thread Curtis L. Olson
Paul Surgeon writes: On Friday, 7 November 2003 02:58, David Megginson wrote: What release is it? The 172 changed a release or two ago. 0.9.3 - The one with the nice ready to run Windows installer. It's the 172 with the 3D cockpit and nice yellow tints on the wings. :) I would run it

Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-09 Thread Curtis L. Olson
Jim Wilson writes: Recently I aquired a copy of the latest MSFS. It's the first I've bought since MS took it over from SubLogic! (No I haven't gone crazy and joined the other side. It was USED and very cheap so my rational was it would not put money directly into the pockets of the

RE: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-09 Thread Curtis L. Olson
Norman Vine writes: Paul Surgeon writes: I hope FG doesn't tie textures to every single polygon in the scenery files. (faster rendering because the calculations don't have to be done at render time but larger scenery files because of all the texture co-ords tied to the vertices)

Re: [Flightgear-devel] Apologies for the cvs commits

2003-11-09 Thread John Barrett
- Original Message - From: Curtis L. Olson [EMAIL PROTECTED] I figured your changes would eventually return through proper channels so I just left that in for now. If you want me submitting patches, I will need the correct procedure for creating patches. I havent had any luck

Re: [Flightgear-devel] Alpha channels in textures

2003-11-09 Thread Curtis L. Olson
Paul Surgeon writes: Obviously FG supports alpha channels in textures used for 3D objects like trees but is the same true for ground textures? Yes, that should be supported. It's more a function of the texture, not where/how it is drawn. i.e. Can FG do multitexturing (blend two textures

Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Curtis L. Olson
Jonathan Richards writes: What I value about FlightGear is that it attempts to *simulate* the real world and aviation in it. The landscapes and the airports are realistic, the weather is (can be made) realistic, the celestial objects are realistic, the flight dynamics themselves are

RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Jon Berndt
I would propose that the server be structured so that a purely civilian/non-combat version could be run. I don't want it to be possible for some idiot to come and blow me out of the sky when I'm practicing ILS approaches in my C172 at my local airport. I guess there ought to be an explicit

Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread John Barrett
- Original Message - From: Curtis L. Olson [EMAIL PROTECTED] I would propose that the server be structured so that a purely civilian/non-combat version could be run. I don't want it to be possible for some idiot to come and blow me out of the sky when I'm practicing ILS approaches

Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Curtis L. Olson
John Barrett writes: Would a --no-combat option on the server be acceptable ?? (i.e. someone can pull the trigger, but it wont do anything to the multiplayer world -- they could still use you for a target, but you would never see the ordinance) That sounds reasonable. I would add the

RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Jon Berndt
John Barrett writes: Would a --no-combat option on the server be acceptable ?? (i.e. someone can pull the trigger, but it wont do anything to the multiplayer world -- they could still use you for a target, but you would never see the ordinance) That sounds reasonable. I would add

Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread John Barrett
- Original Message - From: Jon Berndt [EMAIL PROTECTED] To: FlightGear developers discussions [EMAIL PROTECTED] Sent: Sunday, November 09, 2003 4:24 PM Subject: RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status John Barrett writes: Would a --no-combat option on the

Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread John Barrett
- Original Message - From: Curtis L. Olson [EMAIL PROTECTED] To: FlightGear developers discussions [EMAIL PROTECTED] Sent: Sunday, November 09, 2003 4:16 PM Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status John Barrett writes: Would a --no-combat option on

Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Lee Elliott
On Sunday 09 November 2003 21:16, Curtis L. Olson wrote: John Barrett writes: Would a --no-combat option on the server be acceptable ?? (i.e. someone can pull the trigger, but it wont do anything to the multiplayer world -- they could still use you for a target, but you would never

Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread John Barrett
- Original Message - From: Lee Elliott [EMAIL PROTECTED] To: FlightGear developers discussions [EMAIL PROTECTED] Sent: Sunday, November 09, 2003 5:05 PM Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status On Sunday 09 November 2003 21:16, Curtis L. Olson wrote:

Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Jon Stockill
On Sun, 9 Nov 2003, John Barrett wrote: Though actually -- a single master server could handle all the position updates without that much trouble given the update limiter code and headless (no opengl display) operation -- offload the airport and regional ATC to stand alone apps that interface

Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Jon Stockill
On Sun, 9 Nov 2003, John Barrett wrote: If each client instance specified I'm only interested in events which happen within 20deg of my current position (use a square around current lat/lon offset by the range specified, rather than circular) -- should be Yeah, it's certainly a much faster

Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread John Barrett
- Original Message - From: Jon Stockill [EMAIL PROTECTED] To: FlightGear developers discussions [EMAIL PROTECTED] Sent: Sunday, November 09, 2003 6:13 PM Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status On Sun, 9 Nov 2003, John Barrett wrote: If each client

Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-09 Thread David Megginson
Curtis L. Olson writes: If you are running low on video ram, enlarging the window can kill your performance (due to needing to reallocate and shuffle ram.) You can try starting with the window maximized and see if that works. There's also a problem with the NVIDIA drivers on some systems,

RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Norman Vine
John Barrett writes: If each client instance specified I'm only interested in events which happen within 20deg of my current position (use a square around current lat/lon offset by the range specified, rather than circular) -- should be very fast for the server to do that check before

Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread John Barrett
- Original Message - From: Norman Vine [EMAIL PROTECTED] To: FlightGear developers discussions [EMAIL PROTECTED] Sent: Sunday, November 09, 2003 6:28 PM Subject: RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status John Barrett writes: If each client instance specified

[Flightgear-devel] fgrun - runtime error

2003-11-09 Thread Richard Hornby
This may be one for Erik ... I am using FG 0.9.3 CVS version. I have compiled fltk and fgrun on SuSE8.2 and both seemed to go fine.I compiled both with --with-x and --with threads. On running fgrun I get the following message in the console linux:~ # fgrunX_DestroyWindow: BadWindow

Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Lee Elliott
On Sunday 09 November 2003 22:23, John Barrett wrote: - Original Message - From: Lee Elliott [EMAIL PROTECTED] To: FlightGear developers discussions [EMAIL PROTECTED] Sent: Sunday, November 09, 2003 5:05 PM Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread John Barrett
- Original Message - From: Lee Elliott [EMAIL PROTECTED] I read your later post after I'd sent that:) I agree that the server operator choosing the type of world is a good idea. However, there's potential for quite a wide range of realistic scenarios including elements of both

RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Norman Vine
John Barrett writes: Norman Vine writes Please - remember FGFS is not a flat earth system whatever works -- if the computation gets too intense, it can always be handled periodically (every 60-120 seconds perhaps) and keep a list of entities for which we are interested in their

[Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Michael Matkovic
Could you describe the --headless option (Phase 1 changes)? Sounds a little like what I'm trying to get Flightgear to do. / /I was hoping to have multiple airplanes (each controlled by an individual program), each being updated once per video render instead of having independent execution

Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread John Barrett
- Original Message - From: Michael Matkovic [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, November 10, 2003 12:07 AM Subject: [Flightgear-devel] Multiplayer Server RFC -- Current Status Could you describe the --headless option (Phase 1 changes)? Sounds a little like what I'm