The Apple OpenAL implementation is open source, btw.
http://developer.apple.com/audio/openal.html#anchor3
On Mon, Nov 30, 2009 at 9:51 AM, Erik Hofman e...@ehofman.com wrote:
James Turner wrote:
Nice work! And the preference / settings changes too - I know this is
painful work, but it's long
Ditto here on windows vista 64 using OpenAL SDK (for this build). The wind
noise has changed texture, as if it was heavily saturated, while it use to
be a nice wind sound. I guess maybe volume is too high on it.
And that can be tweaked I guess through the xml file. It really doesn't
sound the
Little mistake : The wind sound, which wasn't audible before, is now vastly
over the sound of the rumble, which I had mistakenly thought was the wind
(it makes for a better wind on wings sound, from this point of hearing
approximately between my ears)
The wind sample we use is indeed very
Anybody got sounds working properly on *windows* (ATIS and aircraft sounds
working at the same time ?)
If yes, what is your setup, not just openAL wise, but do you also build OSG,
and if yes, with what options ?
Share as much as possible of your setup, if current CVS works for you,
please.
I
the recent changes.
Which could also point to other misbehaved code, maybe even outside the
sound code.
I simply don't know.
Cheers,
Nic
On Wed, Oct 28, 2009 at 4:29 PM, Nicolas Quijano nquij...@gmail.com wrote:
Anybody got sounds working properly on *windows* (ATIS and aircraft sounds
working
I'm flabbergasted : disregarding the GPL to protect the GPL ?
How novel..
Really, really misguided, and it showcases a prevalent undercurrent with
some of our members, who think the GPL means something else than it really
does : when something is done that doesn't sit right with their vision of
Erh, he just has to take out said code, and his customers will not be the
wiser, since they won't see the message.
He does read the list after all.
As Bertrand said, it's not going to achieve the desired result, not at all.
And it's trying to work around the GPL, by doing something different if
typo in ATCDCL/AIPlane.cxx : at line 198, sizte_t len; should be size_t len;
Cheers,
Nic
On Sat, Oct 24, 2009 at 2:43 PM, syd adams adams@gmail.com wrote:
I did a new cvs checkout of flightgear and simgear, and I now have sound
again ...
Althought a separate problem popped up , trying to
in
full force,
Cheers,
Nic
On Sat, Oct 24, 2009 at 3:29 PM, Nicolas Quijano nquij...@gmail.com wrote:
typo in ATCDCL/AIPlane.cxx : at line 198, sizte_t len; should be size_t
len;
Cheers,
Nic
On Sat, Oct 24, 2009 at 2:43 PM, syd adams adams@gmail.com wrote:
I did a new cvs checkout
AIPlane doesn't build here, a problem with conversion from a unsigned char*
to the std::auto pointer thingy here :
new SGSoundSample((unsigned char*)buf.c_str(), buf.length(), 8000 ); at line
204
Didn't get Alan's errors in SG 'though, even though I use the same compiler
as him.
Weird.
On Mon,
Still no proper sound, and I think (can't make an informed judgement, no
expert on threading) we have some serious timing issues on init and startup,
and not just on windows (people have reported the same kind of stuff on
Linux)
Deadlock in MP, have to kill fgfs with today's build (with code
In Debug :
Still crashing on rumble.wav, still on SGSoundSample::free data : delete
_data.release() is the culprit, albeit no problems in generating the al
buffer for rumble.wav, etc.
That's when the sample does the test if it's a file or not, and then deletes
it in SGSoundManager::requestBuffer.
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
(ALUT_API_MAJOR_VERSION) ALUT_API_MAJOR_VERSION = 1
msg.append(alutGetErrorString(error));
#endif
Thanks for all the hard work, didn't quite finish my previous email before
pressing send.
Cheers,
Nic
On Sun, Oct 18, 2009 at 2:24 PM, Erik Hofman e...@ehofman.com wrote:
Nicolas Quijano wrote
it's all a controlled environment.
Cheers, get some sleep,
Nic
On Sun, Oct 18, 2009 at 2:53 PM, Erik Hofman e...@ehofman.com wrote:
Nicolas Quijano wrote:
#if defined(ALUT_API_MAJOR_VERSION) ALUT_API_MAJOR_VERSION = 1
msg.append(alutGetErrorString(error));
#endif
Shoot, that should
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
(Most of this written last night before bed)
Hi all, commenting out code in the destructor won't help, as the problem is
being set-up much earlier, while FGFS is still in the initialization stages
(dt == 0) : in debug, there is a fatal assert on SGSoundSample::freedata,
being called by
Hi Scott,
More than one fuel tank with fuel in it at startup ?
If that's the case, you want to set priorities, with lower being the first
tanks to empty.
it's done with priority tags in the tank definition in the jsb config
file.
Or set all tanks but one to 0 content and then fill them up after
I believe the problem is that the new fuel tank priority code doesn't deal
correctly (yet) with the case of multiple non-empty tanks at startup,
throwing it into an infinite loop.
As I said, not quite clearly, on the fgfs list, you have to set priorities,
with lower numbers going first, and higher
Hi Erik (sorry Erik ;))
Bit of background : I used to use Vivian setup when I first starting
building my own exe a while back (OpenAL SDK 1.1 + freealut 1.0.1) and sound
worked. I switched to Fredb's third party libs a few months back, sound
worked.
Now, I can build a working exe with my
Hi Alex, a 100 cliks is way too low, visual horizon at 3 feet is much
higher than 100 km, and users with the horsepower might want to set it to
what it is in real life : the visual horizon at 3 feet to sea level is
over 350 km, close to 360.
Hi Anders, thank you very much !! ( I knew I was forgetting someone for
T-shirt award suggestions)
This is a feature I've grown to love and live by, as I like to fly near KSFO
:)
Many thanks,
Cheers,
Nic
--
Be Kind.
Remember, everyone is fighting a hard battle.
on Windows, it's the environment variable %APPDATA% which maps to what
Vivian said on 2k and XP.
On Vista (and 7 I think), it maps to user/appdata/roaming/flightgear.org
On Thu, Oct 8, 2009 at 3:30 AM, Vivian Meazza vivian.mea...@lineone.netwrote:
-Original Message-
From: Jacob
Of course, I made a mistake it's users/user_name/appdata/roaming/
flightgear.org
%APPDATA% is what you want to use in scripts, etc.
Cheers,
Nic
On Thu, Oct 8, 2009 at 10:54 AM, Nicolas Quijano nquij...@gmail.com wrote:
on Windows, it's the environment variable %APPDATA% which maps to what
Did you update the Effects folder ? It's necessary for the changes to work
Cheers,
Nic
On Thu, Oct 8, 2009 at 8:12 PM, Victhor Foster victhor.fos...@gmail.comwrote:
The new shader dialog looks good, but it doesn't want to enable the
water shader. And I think it's not turning on the crop
Hey all, I also added time.h on my side, in an #ifdef, since it's somehow
already included nix side :)
That said, why not simply assign 0 to the two time_t rather than a function
call ?
Then, it's only a matter of dealing with difftime.
Don't we already have time (and timing ?) abstracted
Hi all, this doesn't build on windows, it can't find the time symbol
referenced at line 229 and 233 in route_mgr.cxx.
Missing header ?
Also, there is a reference to std::strncasecmp in positioned.cxx around line
820, which is also not available in windows (at least, not here).
Since it's dealing
Hi lee, funny enough I mostly agree.
But I'm sorry, it's really easy to ignore you because like some of the
fanbois of the event, you're resorting to demeaning language to speak of
those who don't agree with you, showing exactly the intolerance you're
decrying.
At least, you're not resorting to
binary data != binary code.
Binary data is ALL the images files included in aircraft, possibly some
models format supported by OSG (like .ive), all sound files, that sort of
thing.
CVS is notoriously bad at handling these files, and very inefficient at
doing so.
I believe that's what Erik meant.
Still a problem, with or without the MP ignore chat. (tested under both
conditions)
We intermittently now get chat messages from people thousands of kilometres
away and duplicated messages with the callsign changed : for example,
some_nic says : nice barrel roll, then some_other_nic a few seconds
Rest of the world ? That's not good if you mean it literally : no more
carrier landings, no more field landings, no more landing on building
tops... Surely, you don't mean the rest of the world, do you ?
Instead of enabling/disabling it in code, why the resistance at giving us a
property to turn
Never mind, found the actual codeline, where the mask is set.
Cheers,
Nic
On Thu, Sep 10, 2009 at 2:13 PM, Nicolas Quijano nquij...@gmail.com wrote:
Rest of the world ? That's not good if you mean it literally : no more
carrier landings, no more field landings, no more landing on building
So in generic.cxx, at line 381, I suggest using *strtod* instead, since the
value is cast to float anyway on the next line.
I gather this change (separate case for float and double) is the fix for
choppy replays ?
Cheers,
Nic
--
Be Kind.
Remember, everyone is fighting a hard battle.
Hi Vivian, testing your new groundvehicle class for AI scenarios in the
context of a train of tanks and another of jeeps, I stumbled into their
wandering in the air.
The solution is two-fold : one, specify a starting altitude through the
altitude tag in the groundvehicle's entry in the ai
Hmm, needs further work... Now, they've taken a liking to going under the
terrain, damn
Will get back with further findings once I've dug deeper (pun intended)
Cheers,
Nic
On Wed, Sep 9, 2009 at 8:05 PM, Nicolas Quijano nquij...@gmail.com wrote:
Hi Vivian, testing your new groundvehicle class
Strange colors on windows with ATI GPU, but here dominating color is red in
the crop shader.
I slightly modified the effects file and rendering gui to be able to enable
them one at a time.
both landmass and crop suffer from that, and it's triggered by camera
movement.
Unrelated comments :
Might
That's because you were missing the Effects and Shaders folders : doesn't
know about terrain texturing anymore without them :)
Cheers,
Nic
On Mon, Aug 31, 2009 at 8:30 AM, Bruno Sanches bcsanc...@gmail.com wrote:
Did you build FlightGear/CVS or 1.9.1? If you built the development
version you
Look in the setfile for an aircraft (the ***-set.xml file), there will be an
aero tag that indicates which FDM engine it's using.
Cheers,
Nic
On Thu, Aug 27, 2009 at 11:18 AM, Randall Green randall.gr...@wright.eduwrote:
Anders,
Thanks for the email. Yes, it crashes right after it says
It actually (pre) fetches scenery on the fly, based on your position.
You don't actually need terrasync to run FGFS, and you can download the
scenery by hand if you'd rather.
It's very convenient to be able to select a departure airport, hit the
prefetch button in fgrun, wait a couple minutes at
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:
That seems to have done the trick : edit props.hxx, not .cxx to use
SGMath.hxx and defining #NOMINMAX at project level seems to work.
More testing later, got to run.
Thanks to Vivian and Tim for taking time to sort it out,
Cheers,
Nic
On Mon, Jul 20, 2009 at 8:50 AM, Vivian Meazza
cl.exe which compiles C and C++ has nothing in common with the CLR compiler
(.NET).
Unrelated issues, and what Curtis said : a bit of perspective, gcc is NOT
100% compliant either.
The issue has to do with standards compliance and C++ idioms, not MS
business strategy
Funny how any sense of
. This is not the right
place.
Alan
--
*From:* Nicolas Quijano [mailto:nquij...@gmail.com]
*Sent:* 19 July 2009 17:23
*To:* FlightGear developers discussions
*Subject:* Re:
[Flightgear-devel][Simgear-cvslogs]CVS:source/simgear/propsprops.cxx,
1.44,1.45 props.hxx
Hi all, can't build in debug atm on Doze, as a recent change in
simgear/screen/RenderTexture.cpp breaks non X11 builds because of non
isolated GLX code.
The attributes code should have been wrapped (tsk tsk 8p)
This is a bandaid, as it does NOT implement the equivalent functionality on
win32 (or
Oh, I'm well aware of that (former development professional, not just 3d
games. 10 years of it), and it's not a big issue indeed, but nevertheless a
cosmetic issue that shouldn't be neglected when possible.
So let's forget I even mentioned it happens to cvs users : it happens to
stable releases
Hi all, there was a fly-in today in New Zealand, and even though a lot of us
flew the same plane from the same author, we could only see each other as
gliders.
Why ? Because in the past couple months, some aircraft used today have
undergone model file name changes as well as set file name changes,
Thanks a lot for adding the model files to CVS, I was just done posting my
own version of them on the forums :)
I meant nothing by culprits, in case that wasn't clear, just as an example
of what his us today : I'm a fan of your work on the Beaver and Twin Otter.
I had completely forgotten about
Sorry, I was going to send you the changes right after posting, should have
done it the other way around.
But your commits made it all moot, so I removed the archive attachment in my
forum post.
Thanks for doing something about it with that much speed,
Cheers,
Nic
On Sun, Jul 5, 2009 at 5:37 PM,
Re-sent without pic attachment.
On Sun, Jun 28, 2009 at 1:19 PM, Nicolas Quijano nquij...@gmail.com wrote:
Hello all, wonder if anyone is seeing this (link at the end), especially on
nvidia cards as it would help determine that it's not specific to a driver
or particular vendor (ATI GPU here
and install them just to
fly that aircraft. People contribute to fgfs because they want to,
not because they are already familiar with its scripting language,
which is easy enough to learn.
You don't get it, nothing I can do about it.
* Nicolas Quijano -- Wednesday 04 March 2009:
I really didn't
Howdy all, took my sweet time answering, and will not discuss this further
on the list.
I didn't want to start such a conversation, and consequently only answering
now, at the risk of seeing another polemic start : not answering could give
the wrong impression :)
On Fri, Feb 27, 2009 at 12:40
In the interest of clarity, moving to OSG was a good, if not brilliant move
(some potential sources of revenue would have it as a requirement as far as
open source engines are concerned)
It's simply a bit bloated, by default, although I suspect you don't have to
ship the parts you don't use at
Hi all, let me start that my goal here is NOT to start a polemic on the
reasons for using nasal vs any other scripting language, or the scripting vs
native code, or any such argument :)
Thanks for remembering that.
That said, being a long time user and proponent of levering scripting in
Gerard, you're not getting it : if I want wildfire to spread when I crash a
Crusader, you shouldn't have a say in it, period.
Let me try to explain it from the user's perspective : a user of both the
dev's creation, the simulation, and in this case, your a/c.
I'm the one piloting the Crusader,
You probably get that a lot, or I hope you do :
Thanks for taking of win32 binaries, it's very much appreciated.
Cheers, et un gros merci (assuming you're French)
Nic
On Sat, Feb 7, 2009 at 1:37 PM, Frederic Bouvier fredfgf...@free.fr wrote:
I don't know where this discussion will lead us but
Hi all, ex-subscriber back in the fray : it's been years, and my hat off to
all involved for the leaps and bounds in bringing FGFS so far from its
humble beginnings :)
In answer to Curt's request for screenies, I have set up a public web album
on my Picassa page where I'll be uploading
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