Re: [Flightgear-devel] Code/Model Optimization

2006-01-04 Thread AJ MacLeod
On Wednesday 04 January 2006 12:34, Ben Clark wrote:
 I'd be pretty sure that massive texture files is the problem as there is
 hardly any drop in frame rate in small, undetailed aircraft (Cessna series,
 Eurocopter, etc).

I'm not sure that any of the aforementioned are causing the stepped 
behaviour with MP.  Certainly, a/c using big textures cause meltdown on MP 
for people with older graphics cards (like me).

But as several people have noticed and mentioned on the IRC channel, even 
ordinary AI aircraft move in a slightly stepped fashion, identical to MP 
aircraft, which move this way seemingly independently of the rate of data 
transfer.  Does this happen with barebones, low-poly, low-texture, no-cockpit 
AI models too?  I suspect they're not any smoother - I'll maybe get time to 
test that later on.

 Only problem with removing pieces from an aircraft model when it's further
 away is the zoom function - it's not going to look good viewing a model
 with bits missing - unless of course the pieces become visible again on
 zooming.

That's a good point... personally I think hiding parts with LOD is a good way 
to go, but parts hidden should be almost entirely internal ones which aren't 
going to be seen anyway.  I know on my model there are significantly more 
vertices and more texturing in the cockpit than on the whole of the external 
model.  That might be more a comment on the poor quality of the external 
model, I don't know :-)

 I was also wondering if there is a unified set of XML files for each
 aircraft. I snoop around and some have millions of properties defined while
 some have very few.

I'm not sure what this bit is asking... Every aircraft has a -set file which 
specifies things like the FDM config and the main 3d model XML files to be 
used and some other bits and pieces.  Beyond that, we have almost complete 
freedom to structure the aircraft model as we like, with a tree of XML files 
managing various bits of the 3d model, and nowadays usually a nasal script or 
two.

Despite having followed the fgfs project for many years now, having started to 
build a model myself I have been amazed at the flexibility that is there...

Cheers,

AJ


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[Flightgear-devel] Lessons in FlightGear

2006-01-04 Thread Cyprien

Hello,
I've read the thread of Paul Surgeon Tying scenario specific code to 
aircraft and i think it could be good to do something like this :
It's hard for me to explain what i'm thinking about with my poor 
english, so i've made a example and draw a GUI : 
http://j2rpg.photos.free.fr/scenario/start.png
Each lesson is divided into stages (Take Off, Climbing Out, First 
Corner... etc) and each stage have a flag (White = stage is not 
finished, Green = successfull, Yellow = Small mistake, Orange = Medium 
mistake, Red = Retry)
Instructions are displayed only for the current stage (in my example, 
the current stage is First Corner...).


An XML file for Lesson 1 could be :

?xml version=1.0?
!--
Lesson 1 binding definitions.
--

StageList

stage n=0
 nameTakeOff/name
 instructionsGo at 60 knots and Take Off/instructions
 EndOfStageAltimeter=100/EndOfStage !-- Here we have the value to 
test if it's the end of the stage--

 MaxTime45/MaxTime
 evaluation
  cap10/cap !--red flag if the cap change more than 10°, Orange 
from 7° to 10°, yellow from 4° to 7° and green under 4°, for example--

  knots60/knots !-- don't know yet how to test an acceleration --
 /evaluation
/stage

stage n=1
 nameClimbing Out/name
...
/stage

stage n=2
 nameFirst Corner/name
 instructionsTake the cap 010/instructions
...
/stage

...
/StageList

I don't know how to do everything but what you think about this idea ???

Cyprien



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Re: [Flightgear-devel] Code/Model Optimization

2006-01-04 Thread Ben Clark
On the XML front, badly worded. I was wondering this because another thread was talking about a uniform set of XML documents for multiplayer with a list of changes to be made for multiplayer play (e.g lower res textures, lower polygon models etc) - this would at hopefully allow multiplayer play to work better while allowing model devs to decide what features they want cut from their aircraft.
I do think though it would be very sensible to completely ditch rendering of MP plane cockpits, as it's unlikely other players will then them, not have need for 3D switches, etc ;)
On 04/01/06, AJ MacLeod [EMAIL PROTECTED] wrote:
On Wednesday 04 January 2006 12:34, Ben Clark wrote: I'd be pretty sure that massive texture files is the problem as there is hardly any drop in frame rate in small, undetailed aircraft (Cessna series,
 Eurocopter, etc).I'm not sure that any of the aforementioned are causing the steppedbehaviour with MP.Certainly, a/c using big textures cause meltdown on MPfor people with older graphics cards (like me).
But as several people have noticed and mentioned on the IRC channel, evenordinary AI aircraft move in a slightly stepped fashion, identical to MPaircraft, which move this way seemingly independently of the rate of data
transfer.Does this happen with barebones, low-poly, low-texture, no-cockpitAI models too?I suspect they're not any smoother - I'll maybe get time totest that later on. Only problem with removing pieces from an aircraft model when it's further
 away is the zoom function - it's not going to look good viewing a model with bits missing - unless of course the pieces become visible again on zooming.That's a good point... personally I think hiding parts with LOD is a good way
to go, but parts hidden should be almost entirely internal ones which aren'tgoing to be seen anyway.I know on my model there are significantly morevertices and more texturing in the cockpit than on the whole of the external
model.That might be more a comment on the poor quality of the externalmodel, I don't know :-) I was also wondering if there is a unified set of XML files for each aircraft. I snoop around and some have millions of properties defined while
 some have very few.I'm not sure what this bit is asking... Every aircraft has a -set file whichspecifies things like the FDM config and the main 3d model XML files to beused and some other bits and pieces.Beyond that, we have almost complete
freedom to structure the aircraft model as we like, with a tree of XML filesmanaging various bits of the 3d model, and nowadays usually a nasal script ortwo.Despite having followed the fgfs project for many years now, having started to
build a model myself I have been amazed at the flexibility that is there...Cheers,AJ---This SF.net email is sponsored by: Splunk Inc. Do you grep through log files
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Re: [Flightgear-devel] Model this?

2006-01-04 Thread Curtis L. Olson

Gerard ROBIN wrote:


How could you dare, to suggest to anybody a model development, when you
concluded that model development  is not contribution to FG ? (cf  your
Message 18-dec 2005 user-mailing list).
Which made me to withdraw  any model offers and proposals ( Crusader
F-8E and Corsair F4U) to FG community.

Did you modify your policy, or is it only because that is coming only
from you ?

 



Hi Gerard,

Happy New Year to you.  You are a very talented modeler, you do 
excellent work, and could make some nice contributions to this project 
if you chose to.  But if you are just here to troll or be negative or 
start an argument I am too busy to participate.


Best regards,

Curt.

--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d



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Re: [Flightgear-devel] Model adding/download/rating system

2006-01-04 Thread AJ MacLeod
On Wednesday 04 January 2006 16:31, Ben Clark wrote:

 What if we had a central location for all flightgear models with the
 following features:

We already have a central location for fg models on the aircraft download page 
(and CVS of course)

 Login System
 Upload and manage aircraft

Hmm.  I'd be wary of that one myself... I think the current system (a/c 
authors send updates to one of the devs with CVS commit access) appears to 
work fairly well, although I haven't quite got to the stage of sending mine 
in yet so I reserve the right to change that opinion :-)

 Aircraft inflight pictures

It would be nice to be able to display screenshots that you think are nice... 
the wiki could be used for that too?  The other side to that is the policing 
required - I can see that being ripe for abuse if it was wide open to all :-(

 Version number, changelog and features

Features would likely be a useful addition to the a/c page - maybe a subpage 
for each aircraft to save the main page getting too cluttered?

 Comment and rating

This is something I'd be very wary of.  It takes a lot of work to model an 
aircraft, and a massive amount of work to do it nicely.  Nobody can 
appreciate that properly until they try it for themselves, and I can see this 
feature actually having a negative effect.  If people complain or unhelpfully 
criticise a model that someone has dedicated a large number of hours to and 
which after all costs nothing, the author I can imagine might well be 
discouraged and even feel disinclined to carry on working on it.

If someone wants to improve on any model that currently exists, the 
opportunity is there for them to get off their backsides and do it themselves 
- as several people have, I know, submitting their improvements to the 
aircraft author, or one of the mailing lists.

On the other hand, if you try an aircraft model and love it, you are free to 
email the author or the mailing lists to enthuse about it and display your 
appreciation.

So I'd be wary of a ratings system... also because different things matter to 
different people; some prioritise eye-candy and others FDM fidelity.

In conclusion... Some good suggestions (features page, user-submitted 
screenshots etc) but I really don't like the idea of the ratings system.  If 
someone hates my model I'd rather they kept it to themselves or fixed it :-)

Cheers,

AJ


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Re: [Flightgear-devel] Model this?

2006-01-04 Thread Trasca Virgil

   Hi all,

 Will you have courage to give this plain to model
to a totally new/unexperienced FlightGear mailinglist
member. 
My only FlightGear experience is that I am reading the
posts from this list for some timeand I also good
skilled in C/C++. 

So what do you think?

Cheers,
Virgil


--- Curtis L. Olson [EMAIL PROTECTED] wrote:

 Ben Clark wrote:
 
   Interesting aircraft, looks like a bus to fly
 though :P
 
  I do think it'd be a nice addition to flightgear
 :)
 
 
 I think they are nicknaming it Air Force Fun. :-) 
 It's designed to be 
 the ultimate surf exploration aircraft.  Possibly
 carrying ocean going 
 jet skis from it's hard points, internal racks for
 surf boards, chase 
 cameras, huge beach party sound system, super
 models, etc. etc.
 
 I've been told that the only piece missing from this
 puzzle is bikini 
 clad super models actually piloting the plane.  The
 person mentioning 
 this difficiency to me indicated that it was
 fortunate he was an 
 instructor. :-)
 
 Curt.
 
 -- 
 Curtis Olsonhttp://www.flightgear.org/~curt
 HumanFIRST Program  http://www.humanfirst.umn.edu/
 FlightGear Project  http://www.flightgear.org
 Unique text:2f585eeea02e2c79d7b1d8c4963bae2d
 
 
 

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Re: [Flightgear-devel] Model adding/download/rating system

2006-01-04 Thread Ben Clark
Sounds good :) I'm going to work on a few prototypes before i begin fully fletched development so i'll have to get back to you. Thanks for the help :)On 04/01/06, 
Martin Spott [EMAIL PROTECTED] wrote:
Ben Clark wrote: Login System Upload and manage aircraft Aircraft inflight pictures Version number, changelog and features Comment and ratingH'd happy to host the database for such a project, but I'd like to see
at least a sketch of a concept before such a project is launched.Cheers,Martin.-- Unix _IS_ user friendly - it's just selective about who its friends are !--
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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-04 Thread Martin Spott
Andrea Vezzali wrote:
 Hi All! Some time ago on the mailing list I read something about
 multiplayer's voice comunication, does anyone is working on that?

No, the solutions that people proposed in the past had been blessed
with disregard by most FlightGear developers.

Cheers,
Martin.
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[Flightgear-devel] Exceptions

2006-01-04 Thread Vance Souders








Was the exception handling issue referenced below ever
addressed? 



Thanks,

Vance



-



 I've seen a couple of Failed to open file
messages w/o a file,
 and decided to hunt for that one. It looks like this is only
 thrown from within simgear, but always with a path.

 Closer examination reveals that easyxml.cxx throws it, and uses the same
 pattern as JSB and I had recently agreed to be problematic ---
 dynamically creating things on the stack and throwing them!

 Either I managed to persuade JSB in a wrong C++ fact (I'm not 100% sure
 about it), or each and every throw throughout simgear and
flightgear
 must be reviewed and such usages rewritten.

 One might argue that this is smth that only aids in error
recovery in
 already screwed up situations, but some exceptions might be thrown to
 indicate non-globally-fatal situations --- i.e., without looking at every
 such place we can't be sure.


Bad news --- I've verified, and indeed this is a wrong way to throw a tmp
object out of a stack frame. It's fine as long as the catch handler is in
the same function.

If all that the catch handler does is catch smth by reference
and never access the instance, it is fine, but 1) the throw is still
unsafe 2) in this case, all that the exception object is used for
is just signal the type of exception by its C++ type, and thus
it makes more sense to have one static object of that class
for this very purpose, to save the ctor/dtor hassle.

Bottom line: sg/fg contains a lot of unsafe and unportable code
(i.e., some compilers will have it crash earlier than the others),
and a patch is needed. I'll try to work on this in this coming weekend,
time permitting. It's a lot of code to verify --
find . -name '*.[ch]*' | xargs cat | grep -c throw
gave me 66 on sg and 43 on fg.

It's a pity no exceptions like these had been thrown
during the valgrind
runs some folks were running.

Vassilii











RE: [Flightgear-devel] Multiplayer voice comunication

2006-01-04 Thread Vivian Meazza
Martin Spott

 
 Andrea Vezzali wrote:
  Hi All! Some time ago on the mailing list I read something about
  multiplayer's voice comunication, does anyone is working on that?
 
 No, the solutions that people proposed in the past had been blessed
 with disregard by most FlightGear developers.
 

Not by me, Martin. We're currently tearing our hair out trying to get a good
MP solution. If we come up with something presentable, we can then turn our
attention to your scheme.

Vivian



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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-04 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Andrea Vezzali schrieb:
 Hi All! Some time ago on the mailing list I read something about
 multiplayer's voice comunication, does anyone is working on that? If yes
 what is the state of development? I'm asking that because I found this
 GPL project http://linux-wildo.sourceforge.net/ that maybe interesting
 for FG...

A voice communication tool that works together with multi player would
be great.

It needs to fullfill at least a few requirements though:

- - cross platform (i.e. run everywhere FG does)
- - minimum use of resources
- - be stable and easy to setup or include in FG (that includes installing
and firewall/NAT penetration)
- - it should be actively supported

At least the first two seem to be covered.

Nice to have would be:

- - FGFS should be able to controll the voice link. Like adding statics
based on the distance to the communication partner, etc. pp.
- - seamless integration in FG


Only having a very brief look linux-wildo it seems to have potential.
But it looks like is has only one developer - that might become a
problem if he decides to spend his time differently.

CU,
Christian


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Re: [Flightgear-devel] Exceptions

2006-01-04 Thread Stefan Seifert

Vance Souders wrote:


Was the exception handling issue referenced below ever addressed? 



IIRC this was discussed and the code was correct. But Vassilii did some 
improvements regardless.


Nine


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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-04 Thread Ben Clark
This would certainly be useful for people wanting to train up in air traffic control. If multiplayer environments become crowded voice communications would be a perfect way to avoid collision. Maybe it would be a good idea to implement some ATC controls in FG (tracking radar with height, etc), either in FG itself or by the 
pigeond.net map system. It'd sure be an exciting and fairly original feature for Flightgear :DOn 04/01/06, Christian Mayer
 [EMAIL PROTECTED] wrote:
-BEGIN PGP SIGNED MESSAGE-Hash: SHA1Andrea Vezzali schrieb: Hi All! Some time ago on the mailing list I read something about multiplayer's voice comunication, does anyone is working on that? If yes
 what is the state of development? I'm asking that because I found this GPL project http://linux-wildo.sourceforge.net/ that maybe interesting for FG...
A voice communication tool that works together with multi player wouldbe great.It needs to fullfill at least a few requirements though:- - cross platform (i.e. run everywhere FG does)- - minimum use of resources
- - be stable and easy to setup or include in FG (that includes installingand firewall/NAT penetration)- - it should be actively supportedAt least the first two seem to be covered.Nice to have would be:
- - FGFS should be able to controll the voice link. Like adding staticsbased on the distance to the communication partner, etc. pp.- - seamless integration in FGOnly having a very brief look linux-wildo it seems to have potential.
But it looks like is has only one developer - that might become aproblem if he decides to spend his time differently.CU,Christian-BEGIN PGP SIGNATURE-Version: GnuPG v1.4.0 (MingW32)
iD8DBQFDvF1+lhWtxOxWNFcRAuM8AJwPYp/hi8FsTH0K885s07BklSo1+gCgpkL3bqrvqlLP20prrJ+IzmDvhxw==W6aL-END PGP SIGNATUREThis SF.net
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Re: [Flightgear-devel] Model this?

2006-01-04 Thread Lee Elliott
On Wednesday 04 Jan 2006 16:59, Gerard ROBIN wrote:
 Le mercredi 04 janvier 2006 à 10:06 -0600, Curtis L. Olson a 
écrit :
  If any of you airplane designers are bored with your current
  projects, here's an idea for you:
 
  http://www.billabongclipper.com
 
  I've done some work with the chief pilot of this airplane
  and was inside it before it got painted up and flown to
  Hawaii.  I could probably get lots of technical data on it
  and first hand pilot reports.
 
  http://www.flightgear.org/~curt/Photos/KMHV/Link/img_2715.ht
 ml
  http://www.flightgear.org/~curt/Photos/KMHV/Link/img_2719.ht
 ml
  http://www.flightgear.org/~curt/Photos/KMHV/Link/img_2743.ht
 ml
 
  Best regards,
 
  Curt.

 Hello Curt,

 How could you dare, to suggest to anybody a model development,
 when you concluded that model development  is not contribution
 to FG ? (cf  your Message 18-dec 2005 user-mailing list).
 Which made me to withdraw  any model offers and proposals (
 Crusader F-8E and Corsair F4U) to FG community.

 Did you modify your policy, or is it only because that is
 coming only from you ?

 Cheers.

I can only find one message from Curt to the user-list on 
18-Dec-2005.  It appears to be a reply to your complaint that no 
one had rushed to fix a problem you had reported and I cannot 
find anything in it to suggest that he concluded that model 
development is not a contribution to FG.

What I understood him to be saying is that it is the people who 
contribute to FG that influence the directions it takes.  For 
example, it was the result of 3d modellers making carrier 
capable aircraft that FG now has carrier capabilities.  If 
that's not influencing FG development, I don't know what is.

LeeE



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Re: [Flightgear-devel] Model adding/download/rating system

2006-01-04 Thread Ampere K. Hardraade
On January 4, 2006 12:26 pm, Martin Spott wrote:
 Karsten Krispin wrote:
  But it would be great to have such a database and acutally also the
  object db (but that's another story) on one site. - Users doesn't have to
  crawl on hundreds of sites to find some nice aircrafts but looking on
  fg-site and get happy.

 I'd say this is already the case _now_, but this:
  [...] Additionally, you don't have to keep track of the latest version of
  one aircraft, the author himself can update his aircraft on his own.

 really makes sense.

 Cheers,
   Martin.
Agreed!

Ampere


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Re: [Flightgear-devel] Model this?

2006-01-04 Thread Ampere K. Hardraade
On January 4, 2006 09:31 pm, Curtis L. Olson wrote:
 The other small point that I would make is that this individual did
 contribute an aircraft to FG, but later asked to have it removed from
 CVS in protest that certain bugs weren't getting addressed to his
 satisfaction.  In fact, he continually ramped up his negative rhetoric,
 culminated by yanking his model out of CVS and *un* contributing it,
 then unsubscribed from our lists ... I'm not sure exactly what set him
 off originally, but certainly things were not happening to his
 satisfaction -- and that is how he chose to deal with it.

 People are free to contribute to FlightGear whatever they like, and this
 person could recontribute his model if he ever wanted to, and we would
 all welcome it I'm sure, but that's a choice he's going to have to make
 for himself.

 If someone wants something from me, just ask, and I'll do the best I can
 within my human limitations to help.  But if you ramp up the negativity
 until it gets down right nasty -- I don't play that game and I'm
 definitely not motivated by that approach.

 My view is that I'll keep trucking here -- making my share of mistakes
 -- but doing the best I possibly can.  And this other individual can do
 what ever he wants, and we'll all keep moving on with life.  I wish  him
 all the best whatever he wants to do with his time and energy, no hard
 feelings from my end.

 Curt.
This question has been rolling in my mind for a while: how can a person 
uncontribute something from an opensource project?

If I understand this correctly, anyone is free to do anything with works that 
are GPL'ed, as long as the said person doesn't violate the GPL.  Doesn't this 
imply that you are free to ignore his request to have his works removed from 
the CVS?

If his works aren't GPL'ed to begin with, I don't think we would want to see 
them in the CVS at all.

Ampere


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Re: [Flightgear-devel] Model this?

2006-01-04 Thread dene maxwell





From: Ampere K. Hardraade [EMAIL PROTECTED]



On January 4, 2006 09:31 pm, Curtis L. Olson wrote:

Snip


 If someone wants something from me, just ask, and I'll do the best I can
 within my human limitations to help. Â But if you ramp up the negativity
 until it gets down right nasty -- I don't play that game and I'm
 definitely not motivated by that approach.

 My view is that I'll keep trucking here -- making my share of mistakes
 -- but doing the best I possibly can. Â And this other individual can do
 what ever he wants, and we'll all keep moving on with life.  I wish  
him

 all the best whatever he wants to do with his time and energy, no hard
 feelings from my end.

 Curt.
This question has been rolling in my mind for a while: how can a person
uncontribute something from an opensource project?

If I understand this correctly, anyone is free to do anything with works 
that
are GPL'ed, as long as the said person doesn't violate the GPL.  Doesn't 
this
imply that you are free to ignore his request to have his works removed 
from

the CVS?

If his works aren't GPL'ed to begin with, I don't think we would want to 
see

them in the CVS at all.

Ampere



Just a suggestion, why don't you start up 2 new mailing lists;
[Flightgear-Feedback-Positive]

and

[Flightgear-Feedback-Negative]

then we could subscribe to which ever suits ..(our personality).G

I am totally in awe of what has been achieved given FG is 
GPL'ddevelopers, modellers etc all will get a big pat on the back if I 
ever meet them in person...(hmmm an international FG conference...do-able? 
g )


My views might be niave but wasn't GPL called niave when it was first 
proposed?


Cheers, please keep up the good work, it is very much appreciated.
Dene

_
Find the coolest online games @ http://xtramsn.co.nz/gaming



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