Chris/Geoff,
I normally see reams of these and other similar lines.
I think that you are seeing some form of count for terrain type.

My usual output has other textures mixed in there and only ever <3 as
the number expressed.

If you are using a hight level of detail (OSM residental) and processing
a 10x10 then is will take a long time to complete and any tile that has
a lot of detail will produce lots of the described output.

I have also noticed that the generation takes a long time due to it
being single threaded ( hogs a single core ).
I have tried to use the server/client but found that it just doesn't
appear to work anymore......


Jason Cox
( still building YSSY to YWLM )


On Wed, 2011-06-01 at 01:35 +0200, Geoff McLane wrote:
> Hi Chris,
> 
> Glad the rough 'fixes' I provided worked a little 
> for you... have yet to clone your 'papillon81' 
> clone, and try it... but...
> 
> While it is agreed on this list everyone seems to 
> really _LOVE_ extreme brevity, (perhaps except 
> me ;=)), your post just did not tell me 
> enough ;=((
> 
> I searched the entire terragear-cs source for -
> "Default=", and did not get a single hit, well 
> one "... Default=%s\n", out_file)", but that's 
> obviously not it, so no idea where to look ;=(( 
> 
> Maybe the output is in simgear, or some of the 
> other libraries that are included in fgfs-construct...
> 
> Spaces and case are vitally important...
> 
> But what is the console output immediately prior 
> this 'continuous' output? Maybe that would provide 
> more clues as to where it is in the processing...
> 
> It is clear fgfs-construct is getting 'stuck' 
> somewhere, but simply need more information...
> 
> It is certainly _NOT_ 'normal' behavior, and 
> historically (I assume Curt ;=)) implemented some 
> draconian 'rlimit' - setrlimit(RLIMIT_CPU,<timeout>),
> to abort after a period of time, which is just 
> NOT available in my WIN32 environment, to avoid 
> such a 'forever' loop...
> 
> At the time I understand, they were building the 
> WHOLE WORLD world of scenery, and did not want the 
> process 'stuck' on some bucket, or group of 
> buckets...
> 
> So while I also now play with a Ubuntu linux build, 
> I try HARD to find 'other' solutions for WIN32...
> like finding, and fixing the 'reason' for such 
> 'forever' loops...
> 
> So with more information, maybe we can track 
> down, and 'fix' it, forever ;=))
> 
> But, _BUT_, be aware, some others, who have tried 
> my 'fixes', including myself ;=)), especially regarding 
> the 'priorities' have succeeded in only producing 
> really _MESSED_ up scenery - see -
>  http://geoffair.org/tmp/mess-01.ppm 
> or
>  http://geoffair.org/tmp/mess-02.jpg 
> and these were generated using my modified 
> WIN32 fgfs construct exe -
>  http://geoffair.org/fg/fgfs-054.htm#downloads 
> so I feel I am very _FAR_ from the solution ;=((
> 
> Any input from others, with knowledge, would 
> really HELP...
> 
> Regards,
> Geoff.
> 
> 
> 
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