RE: [Flightgear-devel] [Repost] Simulating ground activity (fwd)

2003-11-07 Thread Norman Vine
Seamus Thomas Carroll writes:
 
 Can you direct me to where i can find HitList::fgCurrentElevation()?  i 
 have run grep on simgear and flightgear plus searched in google and 
 I still cant find mention of this function.

FGFS_SRC / Scenery / HitList

Norman



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Re: [Flightgear-devel] Multiplayer RFC -- wire protocol spec -- preliminary

2003-11-07 Thread Erik Hofman
John Barrett wrote:
Here is a quick and dirty 1st cut at a wire protocol definition, and some
requirements for the message handling classes that will implement the
protocol

Unless there are objections, byte order is little endian, and floats are intel FPU standard (ok -- i'm making it easy on the PCs that will likely be used to run display clients :)
Objection. Use network byte order (ntohl and the like) instead.

Erik

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Re: [Flightgear-devel] Multiplayer Server RFC

2003-11-07 Thread Erik Hofman
Martin Spott wrote:
David Luff [EMAIL PROTECTED] wrote:
On 11/5/03 at 1:38 PM John Barrett wrote:

I'm aware of the basic raw multiplayer and the OLK code (which I peeked at
and am still trying to figure out the details)
and what is the 3rd one ?? Dont see anything in CVS for it..

I think that was probably the Ace project.  It never went into CVS as far
as I know - I think it might have been a student project.
Thanks - that's what I meant, but I could'nt remember the name,
http://www.kbs.twi.tudelft.nl/People/Students/L.Otte/

Erik

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Re: [Flightgear-devel] Multiplayer Server RFC

2003-11-07 Thread Martin Spott
David Luff [EMAIL PROTECTED] wrote:
 On 11/5/03 at 1:38 PM John Barrett wrote:


I'm aware of the basic raw multiplayer and the OLK code (which I peeked at
and am still trying to figure out the details)

and what is the 3rd one ?? Dont see anything in CVS for it..

 I think that was probably the Ace project.  It never went into CVS as far
 as I know - I think it might have been a student project.

Thanks - that's what I meant, but I could'nt remember the name,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Multiplayer RFC -- wire protocol spec --

2003-11-07 Thread Martin Spott
John Barrett [EMAIL PROTECTED] wrote:

 Unless there are objections, byte order is little endian, and floats are =
 intel FPU standard (ok -- i'm making it easy on the PCs that will likely =
 be used to run display clients :)

I'm not qualified to comment on the float size, others may do. But I'd
recommend to stick to common convention regarding byte order. This
should comply to network byte order (big-endian in most cases I usually
deal with).
Anyway I'm delighted to see a documented wire protocol proposal.

Thanks,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Compliation of CVS Source Error --ssgCullandDraw

2003-11-07 Thread Richard Hornby
Seamus Carrol got the same problem - now I am getting it too!  (src, simgear
and plib all cvs versions).

Did anybody manage to fix it?

Melchior and Andy will appreciate that this is a HUGE advance in the build,
thanks to their patient explanations of CVS and other mysteries.

Thanks,

R
- Original Message -
From: Will Howard [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, October 31, 2003 10:57 AM
Subject: [Flightgear-devel] Compliation of CVS Source Error


 Hello:

 I cannot get the CVS source to compile.  I updated at 5:30am GMT. Here is
the final error in the ./scene/sky directory:

 /usr/local/src/flightSim/SimGear/simgear/scene/sky/cloud.cxx:453:
undefined reference to `ssgCullAndDraw(ssgRoot*)'
 /usr/local/lib/libsgsky.a(sky.o)(.text+0x7fc): In function
`SGSky::preDraw(float, float)':
 /usr/local/src/flightSim/SimGear/simgear/scene/sky/sky.cxx:175: undefined
reference to `ssgCullAndDraw(ssgRoot*)'
 collect2: ld returned 1 exit status

 ++Peace,

 --
 Will Howard


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Re: [Flightgear-devel] [Repost] Simulating ground activity (fwd)

2003-11-07 Thread David Luff

On 11/6/03 at 2:28 PM Seamus Thomas Carroll wrote:

I now have cubes and cylinders of various colours moving around in the 
flightgear world.  Currently I specify a starting lon, lat and the roaming

distance in meters in either the lon, lat direction.  I can have about 100

vehicles being updated 3 times a second each before my p4 1.4ghz really 
begins to slow down (20fps).  Currently the vehicles move in a rondom 
direction at a randomly changing speed.  The min and max speed limit is 
expressed in km/h so accurate movement is not dependant on the number of 
frames per second.  I would like to say thanks to those that have helped 
me so far.

The next step is to have the vehicles move down the real road networks 
(stored in postgres using the postgis module) at 
the proper speed limits.  Before I do this I am trying to eek out better 
performance. Here is my question:

Is it possible to determine if a vehicle is in the viewing area of the 
plane using the lon, lat of the vehicle?  If this is so I will be able to 
eliminate large amounts of computation.


You might want to make sure you know whether it's displaying the models or
computing their position that's slowing the code down.  Should be quite
easy - just compare displaying them as statics, displaying them with
computed movements, and just computing movements without displaying them.
Sorry if I'm teaching my Grandmother to suck eggs!!!

(But I would be interested in the results!)

Cheers - Dave



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[Flightgear-devel] Flightgear CVS undefinded reference error

2003-11-07 Thread Richard Hornby



Did you get your ssgCullAndDraw error fixed? 
I have the same thing!

Tks, R


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[Flightgear-devel] cvs guest oops ??

2003-11-07 Thread John Barrett
I was working on the directory layout and autoconf for my server module, and
the CVS app I'm using requires that everything be added to the repository
before a patch can be created -- without thinking, I added src/Server, and
the cvs guest account allowed me to do it !!

Doing patches is a new thing for me -- whats the correct diff command line
to produce a patch given the current cvs tree and my modified tree ??

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

2003-11-07 Thread Cameron Moore
* [EMAIL PROTECTED] (Norman Vine) [2003.11.06 05:51]:
 Melchior FRANZ writes:
  
  * Norman Vine -- Thursday 06 November 2003 10:10:
   John Barrett writes:

primary goal: blow them outa the sky !!
   
   FWIW Historicaly FlightGear has resisted being a Military SIM.
   (actually resisted is not a strong enough word)
  
  From the FAQ (http://www.flightgear.org/Docs/FAQ.shtml#7.4):
  | 7.4 - Is there support for any military scenarios like dog
  |   fighting or bomb dropping? 
  | 
  | No, we do not currently support combat. Most of our developers
  | are primarily focused on civilian aviation. We aren't explicitly
  | excluding these features -- we just haven't had anyone who seriously
  | wanted to develop these areas.
  | 
  | However, FlightGear does contain several military aircraft, albeit
  | without munitions.
  
  Doesn't sound like such a strong resistance.  :-
 
 There is a *huge* differeance between having military aircraft
 in a 'flight' simulator and a 'combat' simulator.
 
 If you want to simulate combat please make it a separate project
 Nothing wrong with building atop of FGFS, and in fact FGFS
 tries to be accomodating in that respect.

I wrote that FAQ entry after seeing several discussions about combat in
FG.  I never heard anyone say what you are saying Norman (ie. go away.
we aren't going to do combat).  I believe I also sent that entry to
Curt before publishing it to make sure I wasn't off base.

Now, there are a few people involved in FG that are very opposed to a
combat framework, but there are an equal number of people that are very
interested in adding it.  The rest of us (including me) fall somewhere
in the middle: if we don't have combat or if we do, I'm still going to
enjoy FG.

Having said that, I think the addition of combat capabilities should be
done in a modular, non-intrusive way.  I don't think we should force
someone to create a fork of FG just so they can implement projectiles
and a damage model.

To the folks that want combat, work real hard to support a
--with-combat=no option, or you're gonna get shot down real fast.  ;-)
-- 
Cameron Moore
/ The other day, I went to a tourist information booth and asked, \
\  Tell me about some of the people who were here last year./

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

2003-11-07 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said:

 Paul Surgeon writes:
 
   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.  :)
 
 That's pretty ancient.  Our current 172 looks a fair bit better.
 

U... that release is less than two weeks old ;-).  There are a couple of
172's and they are fairly low poly models.   Some work is being done in the 3D
engine to improve rendering,  which might be part of the complaint.  Anyway,
IMHO there is nothing wrong with low poly models, especially  ones as well
done as these.  This doesn't mean that a high poly version would not be
welcome as an alternative if you want to build one Paul.  It'd be nice to have
a full set of 3D instruments to go in it as well :-)

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 microsoft billionaires club :-)).  After
spending a two or three hours with it my impression is that there are two ways
to value eye candy...quality and quantity.  The MS has a lot more quantity
because of all the bodies they threw at it.  We're there, or better, with the
quality.  For those inteterested in the appearance of the scene and the
aircraft,  all they need to do is go to work and build some models.

BTW I can also say now that I understand now how much of a threat the FLY!
series was to the microsoft product.  Too bad it failed...but it looks like
FlightGear is destined to someday be a major influence in the popular arena.

Best,

Jim


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

2003-11-07 Thread David Megginson
Jim Wilson writes:

   That's pretty ancient.  Our current 172 looks a fair bit better.
  
  U... that release is less than two weeks old ;-).

I'm losing track of release numbers, then, but the clunky 172 model
with the yellow tint on wings has not been our default for a long
time.  Maybe he got it by specifying

  --aircraft=c172r-3d

or something similar.


All the best,


David

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[Flightgear-devel] Instrument and Panel README

2003-11-07 Thread Jon S Berndt
Is there a README, FAQ, or manual on making instruments for a panel 
and/or creating the panel itself?

Jon

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

2003-11-07 Thread John Barrett

- Original Message - 
From: Cameron Moore [EMAIL PROTECTED]

 To the folks that want combat, work real hard to support a
 --with-combat=no option, or you're gonna get shot down real fast.  ;-)
 -- 

Already there and them some :)

I'm working up the protocol base classes at the moment, and I went so far as
to make the entire client/server code enabled/disabled by configure option,
then, as added protection for those not interested in what I'm adding on, I
added a new executable target to the Main makefile -- fgmp -- when you
build, you get a stock FG binary, and if enabled, the multiplayer version
that uses the client/server extensions.

That should keep everyone happy who does not want a tainted binary, and
allow easy performance/etc comparison between stock fgfs and fgmp


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

2003-11-07 Thread Paul Surgeon
On Friday, 7 November 2003 06:39, Nick Coleman wrote:
 As a counterpoint, I would like to request that this either not take
 priority, or that it be an option in the configure stage.  I want fast
 framerates as the priority.  For me, this is a _flight_ sim and I don't
 see the point of eyecandy. ( Personally, I was disappointed with FS2002
 and much preferred the playability of FS98.

Well what do you define as eye candy?
If people don't want eye candy then why do we have ground textures in 
FlightGear? They are just wasting framerates.

 FS2002 devoted too much to
 eyecandy and was so obtuse in actually getting to the point where you
 were in the air and flying that I stopped using it.  It took about five
 minutes of configuring various options before you could take off.)

That's odd - once I had set up and saved a default flight it was just a matter 
of starting the sim and away I went.

 I disagree with this assessment.  I think lower spec machines should be
 able to run a _flight_ sim and shouldn't be excluded just for the sake
 of eyecandy.

I don't for a minute think that lower speced machines should be excluded but 
it would be nice to cater for higher end machines as well. This is where one 
can have low poly models and configurable options to remove eye candy just 
like other sims have. For instance a slider that sets the amount of 3D 
objects you want to be able to see from zero to max with several levels in 
between.

 I just tried this and it does go to VNE.  In my experience (a few
 hundred hours PPL, mainly C172 and C152), the C172 is modelled very
 accurately.  Did the OP chase the VSI?  It has a several-second lag,
 esp when changing attitude quickly (again, this is modelled
 accurately), which could account for him not hitting VNE.

I held a 1500 fpm decent for 3 minutes from 6000 ft at full throttle.
It seems that I have an old model although I thought 0.9.3 was a recent build.

 I'm not trying to rain on the OP's parade; I think he has some good
 ideas.  It's just that I would prefer to see development take priority
 in the fields I am interested in, naturally enough.

Well my point is that I'll do the development in the eye candy department.
It does not have to detract from anyone elses time.  :)

I would love to have a poll on this topic to see how many people would like 
some eye-candy and those that don't care much about it.
If no one want's any visual improvements in FlightGear then I better not waste 
my time.

Thanks for your input though - I do understand where you are coming from even 
if I don't quite understand your reasons.

Paul



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

2003-11-07 Thread Erik Hofman
David Megginson wrote:
Jim Wilson writes:

   That's pretty ancient.  Our current 172 looks a fair bit better.
  
  U... that release is less than two weeks old ;-).

I'm losing track of release numbers, then, but the clunky 172 model
with the yellow tint on wings has not been our default for a long
time.  Maybe he got it by specifying
  --aircraft=c172r-3d

or something similar.
It might be caused by the fact that he is probably using the 
configuration for slower machines which I posted last week, which is not 
a good test case because it also reduced the fmd update to 60 Hz.

Erik

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

2003-11-07 Thread Erik Hofman
Paul Surgeon wrote:
On Friday, 7 November 2003 06:39, Nick Coleman wrote:

As a counterpoint, I would like to request that this either not take
priority, or that it be an option in the configure stage.  I want fast
framerates as the priority.  For me, this is a _flight_ sim and I don't
see the point of eyecandy. ( Personally, I was disappointed with FS2002
and much preferred the playability of FS98.
Well what do you define as eye candy?
If people don't want eye candy then why do we have ground textures in 
FlightGear? They are just wasting framerates.
IMHO there are two kinds of eye candy. The ones that are necessary for 
learning (snow/rain, fog) and the once that don't add anything but nice 
views (dust clouds on touchdown and such).

So far I've mostly concentrated on the first type by adding better 
textures and sunset/sunrise effects.

Erik

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[Flightgear-devel] Version[s]

2003-11-07 Thread Jon S Berndt
Suggestion:  for debugging purposes (if nothing else) it would be 
useful to have this command:

fgfs --version

also spit out info on other pertinent version numbers, e.g. for:

plib
simgear
jsbsim
yasim
etc.
JSBSim has this available in a header file, and IIRC it is also 
available in a function call.

Jon

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

2003-11-07 Thread John Barrett
Bring on the eye candy :) and a good config gui to control how much candy
you eat (along with everything else that a config gui should do -- joystick
calibration, screen resolution, sounds and sound volume, load/save config)

I personally have a problem with relying on a seperate project to create the
config gui for FG, as there will always be lag from when FG releases new
features until the gui catches up -- there needs to be a startup gui
included that gets updated right along with each new feature -- nothing
fancy, just enough to control all the features.

Re: priority on fast frame rates -- I've always had a problem with the idea
of frame rates faster than the display refresh speed - I've seen plenty of
Quake III benchmarks that claim 150-300 fps, which technically is
impressive, but as far as actual usage, seems pretty useless on a display
that only updates 80 fps at best. Get FG up around 60-80 fps (on a 2ghz
machine + GeForce2/64mb or better) with most if not all the eye candy
options turned on, and I'll be very happy.

- Original Message - 
From: Paul Surgeon [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Friday, November 07, 2003 4:31 AM
Subject: Re: [Flightgear-devel] Some thoughts and ideas (LONG)


 On Friday, 7 November 2003 06:39, Nick Coleman wrote:
  As a counterpoint, I would like to request that this either not take
  priority, or that it be an option in the configure stage.  I want fast
  framerates as the priority.  For me, this is a _flight_ sim and I don't
  see the point of eyecandy. ( Personally, I was disappointed with FS2002
  and much preferred the playability of FS98.

 Well what do you define as eye candy?
 If people don't want eye candy then why do we have ground textures in
 FlightGear? They are just wasting framerates.

  FS2002 devoted too much to
  eyecandy and was so obtuse in actually getting to the point where you
  were in the air and flying that I stopped using it.  It took about five
  minutes of configuring various options before you could take off.)

 That's odd - once I had set up and saved a default flight it was just a
matter
 of starting the sim and away I went.

  I disagree with this assessment.  I think lower spec machines should be
  able to run a _flight_ sim and shouldn't be excluded just for the sake
  of eyecandy.

 I don't for a minute think that lower speced machines should be excluded
but
 it would be nice to cater for higher end machines as well. This is where
one
 can have low poly models and configurable options to remove eye candy just
 like other sims have. For instance a slider that sets the amount of 3D
 objects you want to be able to see from zero to max with several levels in
 between.

  I just tried this and it does go to VNE.  In my experience (a few
  hundred hours PPL, mainly C172 and C152), the C172 is modelled very
  accurately.  Did the OP chase the VSI?  It has a several-second lag,
  esp when changing attitude quickly (again, this is modelled
  accurately), which could account for him not hitting VNE.

 I held a 1500 fpm decent for 3 minutes from 6000 ft at full throttle.
 It seems that I have an old model although I thought 0.9.3 was a recent
build.

  I'm not trying to rain on the OP's parade; I think he has some good
  ideas.  It's just that I would prefer to see development take priority
  in the fields I am interested in, naturally enough.

 Well my point is that I'll do the development in the eye candy department.
 It does not have to detract from anyone elses time.  :)

 I would love to have a poll on this topic to see how many people would
like
 some eye-candy and those that don't care much about it.
 If no one want's any visual improvements in FlightGear then I better not
waste
 my time.

 Thanks for your input though - I do understand where you are coming from
even
 if I don't quite understand your reasons.

 Paul



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

2003-11-07 Thread Jim Wilson
Paul Surgeon [EMAIL PROTECTED] said:

 I would love to have a poll on this topic to see how many people would like 
 some eye-candy and those that don't care much about it.
 If no one want's any visual improvements in FlightGear then I better not
waste my time.

There are several people working on this stuff and more is certainly welcome.
 If you keep looking I think you'll find some pretty amazing visual work
already in FlightGear.  Have you headed north from the default runway yet
(toward downtown)?

BTW if you've got talent, be it in modeling or coding,  it is hard for me to
imagine that you won't get an enthusiastic response from at least some of the
users.  There will always be a wide range of interests here and I think
flightgear provides the flexibility to satisfy many.

Best,

Jim


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[Flightgear-devel] Re: Version[s]

2003-11-07 Thread Melchior FRANZ
* Jon S Berndt -- Friday 07 November 2003 19:15:
 Suggestion:  for debugging purposes [...]
 JSBSim has this available in a header file, and IIRC it is also 
 available in a function call.

... and not only that:

  $ ident `which fgfs`

m.   ;-)




BTW: you can easily invent new ident keywords, like $YASim: v12.34 $

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

2003-11-07 Thread John Barrett

- Original Message - 
From: Jim Wilson [EMAIL PROTECTED]

 There are several people working on this stuff and more is certainly
welcome.
  If you keep looking I think you'll find some pretty amazing visual work
 already in FlightGear.  Have you headed north from the default runway yet
 (toward downtown)?


Ok -- try this idea on for size -- we've already heard mention of handling
different periods of time re: aircraft capabilities, extend that idea to
terrain modeling -- i.e. you could have chicago details for each decade
since 1930, have the scenario system decide which specific terrain overlay
to apply to a region -- I'm not suggesting that there be an intensive effort
on anyones part to create a broad range of overlays, just that the ability
be there so that scenario designers can select existing overlays, or create
them using an overlay editor

 BTW if you've got talent, be it in modeling or coding,  it is hard for me
to
 imagine that you won't get an enthusiastic response from at least some of
the
 users.  There will always be a wide range of interests here and I think
 flightgear provides the flexibility to satisfy many.


Hehehe -- what gets me is the stay out of my sandbox crowd -- would rather
find ways to work together :)


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Re: [Flightgear-devel] Instrument and Panel README

2003-11-07 Thread John Check
On Friday 07 November 2003 12:10 pm, Jon S Berndt wrote:
 Is there a README, FAQ, or manual on making instruments for a panel
 and/or creating the panel itself?


Try F1

 Jon

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

2003-11-07 Thread David Luff
Paul Surgeon writes:

 On Friday, 7 November 2003 06:39, Nick Coleman wrote:
  I disagree with this assessment.  I think lower spec machines should be
  able to run a _flight_ sim and shouldn't be excluded just for the sake
  of eyecandy.
 
 I don't for a minute think that lower speced machines should be excluded but 
 it would be nice to cater for higher end machines as well. This is where one 
 can have low poly models and configurable options to remove eye candy just 
 like other sims have. For instance a slider that sets the amount of 3D 
 objects you want to be able to see from zero to max with several levels in 
 between.
 

I see no conflict at all between eye candy and frame rates as long as it's all user 
configurable.

 
 I would love to have a poll on this topic to see how many people would like 
 some eye-candy and those that don't care much about it.

Ultimately, the only votes that really count come with patches attached :-)

 If no one want's any visual improvements in FlightGear then I better not waste 
 my time.
 

Believe me, any visual improvements you make would/will be much appreciated, just as 
the work of Fred Bouvier, Erik Hofman, Lee Elliot, Jim Wilson and many others in the 
visual department has been and is much appreciated.

Personally I agree with Jim's comment that the main area we suffer in currently is 
quantity - the single biggest eye candy improvement that could be made now that 
downtown LA and the Bay bridges have been/are being done would be to populate the 
World's (or at least the Bay area's) airports with buildings and the odd static.  So 
far KSFO is the only one with anything.

And with a .za address, you might like to dig out FALA's runways from their trench ;-))

Cheers - Dave 

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[Flightgear-devel] Alpha channels in textures

2003-11-07 Thread Paul Surgeon
Obviously FG supports alpha channels in textures used for 3D objects like 
trees but is the same true for ground textures?

i.e. Can FG do multitexturing (blend two textures together based on an alpha 
channel)?

Thanks
Paul


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

2003-11-07 Thread Paul Surgeon
On Saturday, 8 November 2003 02:08, David Luff wrote:
 And with a .za address, you might like to dig out FALA's runways from their
 trench ;-))

Haha!
Not only FALA but FAJS and many others too.

I found the approaches rather exciting although not very realistic.  :)

Paul


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Re: [Flightgear-devel] Alpha channels in textures

2003-11-07 Thread Erik Hofman
Paul Surgeon wrote:
Obviously FG supports alpha channels in textures used for 3D objects like 
trees but is the same true for ground textures?

i.e. Can FG do multitexturing (blend two textures together based on an alpha 
channel)?


Not yet. I've been playing a bit with the idea to make the water 
textures semi transparent and draw the cloud layers at the same, but 
negated altitude to create a reflection effect.

I've done just very limited testing and didn't get it working at that point.

Erik

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Re: [Flightgear-devel] Compliation of CVS Source Error --ssgCullandDraw

2003-11-07 Thread Seamus Thomas Carroll
I am thinking back as hard as I can and I cant pin point how things began 
working.  I was having problems with CVS not updating files I had modified 
with cvs update -d -P.  I downloaded a brand new cvs for flightgear and 
it began to compile (and maybe simgear).  

HTH,

Seamus

On Fri, 7 Nov 2003, Richard Hornby wrote:

 Seamus Carrol got the same problem - now I am getting it too!  (src, simgear
 and plib all cvs versions).
 
 Did anybody manage to fix it?
 
 Melchior and Andy will appreciate that this is a HUGE advance in the build,
 thanks to their patient explanations of CVS and other mysteries.
 
 Thanks,
 
 R
 - Original Message -
 From: Will Howard [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Friday, October 31, 2003 10:57 AM
 Subject: [Flightgear-devel] Compliation of CVS Source Error
 
 
  Hello:
 
  I cannot get the CVS source to compile.  I updated at 5:30am GMT. Here is
 the final error in the ./scene/sky directory:
 
  /usr/local/src/flightSim/SimGear/simgear/scene/sky/cloud.cxx:453:
 undefined reference to `ssgCullAndDraw(ssgRoot*)'
  /usr/local/lib/libsgsky.a(sky.o)(.text+0x7fc): In function
 `SGSky::preDraw(float, float)':
  /usr/local/src/flightSim/SimGear/simgear/scene/sky/sky.cxx:175: undefined
 reference to `ssgCullAndDraw(ssgRoot*)'
  collect2: ld returned 1 exit status
 
  ++Peace,
 
  --
  Will Howard
 
 
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[Flightgear-devel] Re: Flightgear-devel Digest, Vol 7, Issue 24

2003-11-07 Thread Nick Coleman
On Sat, 8 Nov 2003 09:30 am, [EMAIL PROTECTED] 
wrote:
 Message: 8
 Date: Sat, 8 Nov 2003 00:08:30 +
 From: David Luff [EMAIL PROTECTED]
 Subject: Re: [Flightgear-devel] Some thoughts and ideas (LONG)
 To: FlightGear developers discussions
 [EMAIL PROTECTED]
 Message-ID: [EMAIL PROTECTED]
 Content-Type: text/plain; charset=US-ASCII

 Paul Surgeon writes:
  On Friday, 7 November 2003 06:39, Nick Coleman wrote:
   I disagree with this assessment.  I think lower spec machines
   should be able to run a _flight_ sim and shouldn't be excluded
   just for the sake of eyecandy.
 
  I don't for a minute think that lower speced machines should be
  excluded but it would be nice to cater for higher end machines as
  well. This is where one can have low poly models and configurable
  options to remove eye candy just like other sims have. For instance
  a slider that sets the amount of 3D objects you want to be able to
  see from zero to max with several levels in between.

 I see no conflict at all between eye candy and frame rates as long as
 it's all user configurable.

Totally agree,
Nick


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

2003-11-07 Thread Matevz Jekovec




Nick Coleman wrote:

  On Fri, 7 Nov 2003 11:46 am, [EMAIL PROTECTED] 
wrote:

  
  
   Preface
==
I would like to see the sim become more friendly to casual users
especially on the eye candy side of things.
This does not need to detract from the scientific/academic nature of
FlightGear - you guys can carry on with the great work.
My reason for this is that a lot of people who play with sims can
also develop addons but there needs to be an incentive to get them
involved and screenshots say more than a thousand words can.

  
  
As a counterpoint, I would like to request that this either not take 
priority, or that it be an option in the configure stage.  I want fast 
framerates as the priority.  For me, this is a _flight_ sim and I don't 
see the point of eyecandy. ( Personally, I was disappointed with FS2002 
and much preferred the playability of FS98.  FS2002 devoted too much to 
eyecandy and was so obtuse in actually getting to the point where you 
were in the air and flying that I stopped using it.  It took about five 
minutes of configuring various options before you could take off.)
  

Yes, I agree as well! IMO we should make FG as CPU friendly as possible
and should maintain the ultra-realism as a primary goal. Ground trees,
super detailed objects and 3d clouds should always be optional if they
eat more than 20% FPS altogether.


- Matevz


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

2003-11-07 Thread Nick Coleman
On Sat, 8 Nov 2003 09:30 am, [EMAIL PROTECTED] 
wrote:
 Message: 3
 Date: Fri, 7 Nov 2003 15:31:29 -0500
 From: John Barrett [EMAIL PROTECTED]
 Subject: Re: [Flightgear-devel] Some thoughts and ideas (LONG)
 To: FlightGear developers discussions
 [EMAIL PROTECTED]

 Re: priority on fast frame rates -- I've always had a problem with
 the idea of frame rates faster than the display refresh speed - I've
 seen plenty of Quake III benchmarks that claim 150-300 fps, which
 technically is impressive, but as far as actual usage, seems pretty
 useless on a display that only updates 80 fps at best. Get FG up
 around 60-80 fps (on a 2ghz machine + GeForce2/64mb or better) with
 most if not all the eye candy options turned on, and I'll be very
 happy.

The quake engine uses framerates for its calculations, so faster is 
always better, even if the display can't use it.  The fraggers always 
used to complain when someone else is jumping all around them 'cause 
their framerate was higher ;).  As well, there is some modulo framerate 
that is optimal (125 from memory).

I don't know how fgfs uses it, so can't comment.

Sorry if my comments came out negative, I didn't mean them to be.  I was 
just offering another viewpoint from someone who uses fgfs more for 
things like IFR nav practice, rather than zooming about shooting at 
things (not that there's anything wrong with that--Seinfeld).  I 
totally agree that eyecandy should be able to be included, as long as 
it is a configurable option for those who don't want it, either in the 
make stage or in the startup stage.

Nick


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

2003-11-07 Thread Paul Surgeon
On Saturday, 8 November 2003 01:05, Nick Coleman wrote:
 totally agree that eyecandy should be able to be included, as long as
 it is a configurable option for those who don't want it,either in the
 make stage or in the startup stage.

What about in the menu system?
Switch it off and it stays off for good without having to complicate build 
procedures or always having to launch with a string of I don't want that or 
that or that ... parameters.

Paul


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

2003-11-07 Thread Matevz Jekovec




Paul Surgeon wrote:

  On Saturday, 8 November 2003 01:05, Nick Coleman wrote:
  
  
totally agree that eyecandy should be able to be included, as long as
it is a configurable option for those who don't want it,either in the
make stage or in the startup stage.

  
  
What about in the menu system?
Switch it off and it stays off for good without having to complicate build 
procedures or always having to launch with a string of "I don't want that or 
that or that ..." parameters.

Paul
  

Yes, that would be perfect. But IMO you should also be able to access
*all* the possible options in menu via command line parameters as well.


- Matevz


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

2003-11-07 Thread Cameron Moore
* [EMAIL PROTECTED] (John Barrett) [2003.11.07 11:12]:
 
 - Original Message - 
 From: Cameron Moore [EMAIL PROTECTED]
 
  To the folks that want combat, work real hard to support a
  --with-combat=no option, or you're gonna get shot down real fast.  ;-)
  -- 
 
 Already there and them some :)
 
 I'm working up the protocol base classes at the moment, and I went so far as
 to make the entire client/server code enabled/disabled by configure option,
 then, as added protection for those not interested in what I'm adding on, I
 added a new executable target to the Main makefile -- fgmp -- when you
 build, you get a stock FG binary, and if enabled, the multiplayer version
 that uses the client/server extensions.
 
 That should keep everyone happy who does not want a tainted binary, and
 allow easy performance/etc comparison between stock fgfs and fgmp

In case you are misunderstanding what I am talking about, let me
clarify.  Noone (that I know of) is opposed to multiplayer/multipilot
capabilities being in FG.  What we are debating is combat -- ie.
modelling projectiles such as bombs, bullets, and rockets and their
resulting damage to objects.  These are two separate problems, though
one is a prerequisite of the other.
-- 
Cameron Moore
[ So what's the speed of dark? ]

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Re: [Flightgear-devel] Version[s]

2003-11-07 Thread Cameron Moore
* [EMAIL PROTECTED] (Jon S Berndt) [2003.11.07 12:16]:
 Suggestion:  for debugging purposes (if nothing else) it would be 
 useful to have this command:
 
 fgfs --version
 
 also spit out info on other pertinent version numbers, e.g. for:
 
 plib
 simgear
 jsbsim
 yasim
 etc.
 
 JSBSim has this available in a header file, and IIRC it is also 
 available in a function call.

How about putting them in the property tree?

/versions/fgfs = 0.9.4
/versions/plib = 1.6.0
/versions/simgear = 0.3.4
/versions/jsbsim = 0.9.4
...

Then you could just loop through /versions/* and spit out the values.
This way, any component can register its version for the user to view.
-- 
Cameron Moore
/ Right now I'm having amnesia and deja vu at the \
\  same time. I think I've forgotten this before. /

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

2003-11-07 Thread Norman Vine
Cameron Moore writes:
 
 In case you are misunderstanding what I am talking about, let me
 clarify.  Noone (that I know of) is opposed to multiplayer/multipilot
 capabilities being in FG.  What we are debating is combat -- ie.
 modelling projectiles such as bombs, bullets, and rockets and their
 resulting damage to objects.  These are two separate problems, though
 one is a prerequisite of the other.

Indeed multiplayer, multipilot and even remote pilot capability has always 
been a desired capability, and AFAIK one of the primary motivators of FGFS
being made 'network' aware.  Speaking of which it's been awhile since I have 
checked up on the remote jpeg server capability.  IMO It would be really neat
if a 'web jockey' were to integrate the jpg server and the http interface into
a single served page.  When I was developing the thing I mucked around with  
a remote proxy server  a couple of lines of python  put that the http interface 
and the jpeg into frames so both were on the same page, this was pretty cool in 
that I could monitor/control  FGFS running on my machine at home that was on 
a dialup from just about anywhere :-)

cheers

norman



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