>Frederic Bouvier wrote:
>Note, even with this option selected, if you rebuild any part of SG, a
full 
>FG rebuild will occur. I have not found a way to preclude this.

Actually, I've managed to modify my project to prevent a full rebuild
should only a small part be modified. If I alter the Properties of only
a single source file to name the 'Object File Name' and 'Program
Database File Name' from, say, './Release\Lib_Atmosphere/' to simply
'Release\' then only those files that have been modified will be
recompiled - throughout the whole project.  Essentially I've perhaps
made the Unix derived build approach look a little more like a Visual
Studio one.

Anyway, on to another question - when delivering Multiplayer messages to
FG, even if recorded from the network, modified and replayed (and thus,
although feeding an entirely different installation of FG, I assume is
correctly formatted), FG returns the message...

FGMultiplayer::MP_ProcessData: No such file or directory

Not only can I not find this particular message in the source, but I am
at a loss over which file this recorded network traffic may be provoking
FG to look for. I don't believe it's referring to the xml file that
describes the aircraft to which this message refers. Perhaps FG creates
and stores temporary files to describe each participant drawn from the
network? I don't know.

Basically, is there any documentation that describes the whole process
of sending multiplayer messages to Flightgear?

Thanks,

Gordon.


--------------
Dr Gordon Hart

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