Re: [Flightgear-devel] GIS data; Was: B-29 And Flightgear

2007-01-25 Thread Martin Spott
Hi Brian,

Brian Penix wrote:

 Second, besides the B-29 stuff I do Geographic Information Systems (GIS) for 
 a 
 living and have loads of data where that is concerned. Who is the point of 
 contact for bettering the various layers in the scenery?

Yes, please  ;-)
I'm the maintainer of this repository:

  http://wiki.osgeo.org/index.php/Geodata_Repository#PostGIS_serving_vector_data

that grew out of the idea to put the landcover data into a unified form
before Scenery is built from it. What dou you have to offer, does the
license meet the needs of a GPLed software project ?

Cheerio,
Martin.

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Re: [Flightgear-devel] FlightGear Book

2007-01-25 Thread Stuart Buchanan

--- Curtis Olson wrote:

 More on this later, but here's a quick link:
 
 http://www.bomots.de/flightgear/index.htm
 
 Bomots has just published a FlightGear book in the German language.  The
 title is FlightGear kompakt, ISBN: 3-939316-12-1.
 
 I have a copy in front of me and it it looks really nice.  (I say looks
 because I don't exactly read German very well.)  It's very current and
 includes a lot of pictures of the various available FlightGear aircraft.

It looks like it is very well put together. 

From the extract Heiko linked to on the -user list is quite impressive. In
particular the labeled diagrams of the default panel instruments are very
clear.

Pity they didn't switch anti-aliasing on the for the screenshots and chose
an aircraft with gear sunk into the ground!

I have previously investigated using some web-based print-on-demand
publisher to get a properly bound version of The FlightGear Manual. With
the latest revisions, The Manual is improving rapidly, and getting much
bigger so printing it out on a laser-printer is no-longer efficient. If
there was enough interest, such a book might provide another little useful
revenue stream to cover some of the server running costs.

From what I recall, the cost of printing the manual through lulu.com was
something in the region of $20, though I don't recall if that was in BW
or colour.

-Stuart



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[Flightgear-devel] objects with transparent textures

2007-01-25 Thread Yurik V. Nikiforoff

There are objects with transparent textures - part of visual model or 3d 
instruments. If two or more such objects overlaps, there is wrong appearance. 
Objects behind transparent texture may disappear or lost transparency. Some 
models from CVS has  this effect (artefacts with windows, propeller disk 
etc). I can't find documentation about it.

I found, that appearance of transparent objects depend from sequense this 
objects in ac file. But there is no methods for control of object sequence in 
3d editors (like ac3d).

There is simple issue - swap objects in ac file by text editor. Ac3d have 
simple and well documented format of file.

Order of transparent object in ac file must be from rear to front. For 
example, if object A stay behind object B, then object A must be placed in ac 
file before object B.

I don't know, if wrong appearance of transparent object present in OSG world, 
but PLIB version is.

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Re: [Flightgear-devel] FlightGear Book

2007-01-25 Thread Martin Spott
tangyong wrote:

 Can anybody translate the book to English?I think there are more people c=
 an read English than German language.

If you're looking for a manual in English language, please visit our
documentation pages and enjoy The FlightGear Manual, updated
yesterday, in PDF or HTML:

  http://www.de.flightgear.org/docs.html

Martin.
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Re: [Flightgear-devel] FlightGear Book

2007-01-25 Thread Thomas Förster
Am Donnerstag 25 Januar 2007 02:26 schrieb tangyong:
 Can anybody translate the book to English?I think there are more people can
 read English than German language.

I could but I don't have the book. From what I've read in the sample chapter 
there are lots of slips and even errors in it. Looks like somebody learned 
the prog on its own and had better asked a question or two before writing the 
book. Also the guy does not really know about aviation... :-(

My opinion is to set a link on the FG webpage to the book (after all its a 
printed Flightgear book) but to put a cautious note aside that it is not THE 
official FG book.

Thomas
-- 
PhD Student, Dept. Animal Physiology, HU Berlin
Tel +49 30 2093 6498, Fax +49 30 2093 6375

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Re: [Flightgear-devel] FlightGear Book

2007-01-25 Thread Melchior FRANZ
* Stuart Buchanan -- Thursday 25 January 2007:
 I have previously investigated using some web-based print-on-demand
 publisher to get a properly bound version of The FlightGear Manual. [...] If
 there was enough interest, such a book might provide another little useful
 revenue stream to cover some of the server running costs.

Yes. And let's call it the unofficial handbook. The official one
is the funny one with the archaic screenshots (2D panel, legacy GUI
style with text not fitting in buttons, etc.).  :-}

I have to add, though, that I'm happy about the fact that there are
people writing books about fgfs *at all*.

m.

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Re: [Flightgear-devel] FlightGear Book

2007-01-25 Thread Martin Spott
Melchior FRANZ wrote:

 Yes. And let's call it the unofficial handbook. The official one
 is the funny one with the archaic screenshots (2D panel, legacy GUI
 style with text not fitting in buttons, etc.).  :-}

Well, you certainly know that, aside from fixing it yourself, giving a
detailed bug report is the best start for improvement  ;-)
We're open for suggestions which pictures to place at the different
places and personally I'd be happy if you could provide us some shots
to replace the old ones.

We don't claim The Manual to be perfect, yet we make it as accurate as
our time permits. In fact, writing a book consumes a lot more time
than simply dropping a few lines in the Wiki here and there. Some
people still need to be made aware of this fact,

Martin.
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Re: [Flightgear-devel] FlightGear Book

2007-01-25 Thread Martin Spott
Melchior FRANZ wrote:

 Umm, but how is it the official FlightGear-user handbook.
 In which way is it official? Authorized in any way? Or is
 it just TFM (The FlightGear Manual) translated? Just
 marketing speak?! Yes probably ...

Yup, indeed this is just marketing speak, no official blessing at
all. The publisher approached me approx. two years ago in order to make
we write this book (apparently I declined to do so) but apparently
forgot to let anyone proof-read the book before it got into print 

The book indeed contains some small glitches, but to my impression
these are not too serious not to recomment this book. I'd say it is a
really good start for Joe Average into using FlightGear and it'll keep
him busy exploring new features for a while. By comparing its level to
that of the popular Data Becker books - do they still exist ? - then
I'd certainly consider this FlightGear book as superior,

Martin.
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Re: [Flightgear-devel] FlightGear Book

2007-01-25 Thread Melchior FRANZ
* Martin Spott -- Thursday 25 January 2007:
 Melchior FRANZ wrote:
  Yes. And let's call it the unofficial handbook. The official one
  is the funny one with the archaic screenshots (2D panel, legacy GUI
  style with text not fitting in buttons, etc.).  :-}
 
 Well, you certainly know that, aside from fixing it yourself, giving a
 detailed bug report is the best start for improvement  ;-)
 We're open for suggestions [...]

I mocked the official handbook -- you know, the German one. Not the
unofficial one. But if I hit a nerve here, and the unofficial TFM
has the same problems, then be my guest. As long as the legacy GUI style
is the default, the text not fitting in buttons is a feature, so the
images are just fair. In a sad way.  ;-)

m.


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Re: [Flightgear-devel] FlightGear Book

2007-01-25 Thread Martin Spott
Melchior FRANZ wrote:
 * Martin Spott -- Thursday 25 January 2007:
  Melchior FRANZ wrote:
   Yes. And let's call it the unofficial handbook. The official one
   is the funny one with the archaic screenshots (2D panel, legacy GUI
   style with text not fitting in buttons, etc.).  :-}
  
  Well, you certainly know that, aside from fixing it yourself, giving a
  detailed bug report is the best start for improvement  ;-)
  We're open for suggestions [...]
 
 I mocked the official handbook -- you know, the German one. Not the
 unofficial one. But if I hit a nerve here, and the unofficial TFM
 has the same problems, then be my guest.

As far as I'm concerned you didn't hit any nerve - but you leave me
confused. There is The Manual that comes with the Software, formerly
known as Getting Started Guide - which I would call the 'official'
manual. Then there is this German book by Rene Gäbler, which is named
to be an official user handbook and which I'd call 'unofficial'.
Is there a third one ?

We're aware that The Manual contains several screenshots that are no
more up to date and we _do_ realize the need to replace them. That's
why I was inviting you to provide some new ones if you like,

Martin.
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Re: [Flightgear-devel] FlightGear Book

2007-01-25 Thread Martin Spott
Stuart Buchanan wrote:

 From what I recall, the cost of printing the manual through lulu.com was
 something in the region of $20, though I don't recall if that was in BW
 or colour.

Using a carefully picked set of images in The Manual would allow these
to look pretty decent in BW as well. Yet this is a really tricky part
and requires certain post-processing of the shots 

Martin.
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Re: [Flightgear-devel] objects with transparent textures

2007-01-25 Thread AJ MacLeod
On Thursday 25 January 2007 10:21, Yurik V. Nikiforoff wrote:
 There are objects with transparent textures - part of visual model or 3d
 instruments. If two or more such objects overlaps, there is wrong
 appearance. 
 I found, that appearance of transparent objects depend from sequense this
 objects in ac file. But there is no methods for control of object sequence
 in 3d editors (like ac3d).

Actually, there are, (in AC3D, and ISTR in blender too) though they might not 
be very obvious in AC3D at least... I know someone else had to point them out 
to me.  In AC3D, from the tools menu select heirarchy view.  You are shown a 
view of the complete tree of objects and groups; if you right click on any 
object or group you can select move to head or move to tail and change 
the object ordering that way.

There was also a simple ordering animation which could be done in the FG XML 
file using a none animation type, but simply listing the objects in 
object-name tags in the desired order.  I'm not sure whether that still 
works with OSG or not (I've never used it myself anyway AFAIK).  It's 
mentioned in the model-howto.html

If you would like yet another way, Melchior has a python script called 
ac3d-scan which I think would also do what you want 
http://members.aon.at/mfranz/ac3d-scan

HTH,

AJ

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Re: [Flightgear-devel] objects with transparent textures

2007-01-25 Thread Yurik V. Nikiforoff
В сообщении от 25 Январь 2007 19:44 AJ MacLeod написал(a):
 There was also a simple ordering animation which could be done in the FG
 XML file using a none animation type, but simply listing the objects in
 object-name tags in the desired order.  I'm not sure whether that still
 works with OSG or not (I've never used it myself anyway AFAIK).  It's
 mentioned in the model-howto.html

oops... I don't known about it.

I read handbook from FG distribution and here: 
http://www.flightgear.org/Docs/fgfs-model-howto.html, but not found nothing 
about ordering objects and transparency problem... 

-- 
Wbr, Yurik

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Re: [Flightgear-devel] objects with transparent textures

2007-01-25 Thread AJ MacLeod
On Thursday 25 January 2007 14:07, Yurik V. Nikiforoff wrote:
 I read handbook from FG distribution and here:
 http://www.flightgear.org/Docs/fgfs-model-howto.html, but not found nothing
 about ordering objects and transparency problem...

Yes, I can see why... that page seems quite out of date compared to the one 
with the same name in your data/Docs directory; you might want to have a look 
at it instead.

Cheers,

AJ

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Re: [Flightgear-devel] announcing star trek runabout shuttle and questions

2007-01-25 Thread Stewart Andreason
I'm personally hoping a shuttlecraft will replace the ufo. Light and
maneuverable, excellent for flying close to the ground, up mountain canyons. 
But you probably guessed that already. ;)

Perhaps the Klingon Bird of Prey is small enough to fly near the ground.

If it doesn't have too many vertices and faces. That's what's taken me over a 
year to get working with the runabout. I'd still like to know what that 
limitation actually is.

Actually, it wouldn't be hard to implement a cloaking device. Just make every 
object an animation, and turn it off...
Kind of defeats the purpose of having the model though, unless you're in a 
multi-player environment.

Glad you like them, Enjoy!
Stewart

--
Dene wrote:
 Nice models - I am looking forward to a klingon vessel!

 
 With or without cloaking device?
 
 Wouldn't a Klingon warbird be a nice alternative to the UFO?
 
 Dene
 NZWN



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[Flightgear-devel] about evil buildings (OSG PLIB)

2007-01-25 Thread Melchior FRANZ
I'm having several problems with the OSG branch. Actually, it's
still unusable for me. Some problems are only transient and rather
cosmetic, though still horrible for me and my bo105 (broken
material animation, no volumetric shadows), but others are
quite substantial. I don't mention this here to complain about
OSG. Mathias does a great job, and that although he's mostly on
his own, with not much help. Why I mention it is, because this
is also seems to be a problem under PLIB, albeit much less so:

It turned out that when I'm looking towards San Francisco City
from KSFO, the frame rate drops dramatically in OSG. From around
24 to only 6. Now I've investigated what the cause is. I used
this command line.

  $ fgfs --aircraft=ufo --lon=0.51 --lat=0.51 --altitude=300 \
 --prop:input/joysticks/js=0 \
 --prop:cursor=Scenery/Objects/w130n30/w123n37/emb-1-fb.xml

The /input/joysticks/js=0 is a way to avoid any js input. The
--lon/--lat are to minimize other influences. 0/0 has the problem
that a yellow/blue glider sits there (WTF?!), and 0.5/0.5 sits
in a white rift.

If I place one or more of these buildings into the ocean, I get
this drop in framerate:

   FPS
  Number   OSG PLIB
  `
0   97  89
1   74  85
2   62  82
3   54  78
4   47  76
5   43  73
6   39  71
7   35  69

Note how only four of these buildings drop my framerate in the OSG
branch to 50%! Scary! The building seems to cause z-buffer-fighting.
There are some textured faces positioned rather close to each other,
but apart from that the model looks rather unspectacular, with no
transparencies (material or texture).

m.


PS: Linux 2.6.19.2, nVidia FX5500/256MB.

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Re: [Flightgear-devel] B-29 And Flightgear

2007-01-25 Thread AJ MacLeod
On Thursday 25 January 2007 03:57, Brian Penix wrote:
 Now on to the real reason for this post. I have access to loads of data for
 the B-29 Super Fortress mostly dealing with the electrical components used
 and the meters for control panels. I have been crawling all over the wiki
 (and will continue to do so even though I hate wikis) for how to make these
 meters for the B-29 (especially for the currently non-functional Engineer's
 station) look more authentic. 
The first point of contact with things like this should be the original model 
author (or this list if you can't find their details).  The b29 is Josh 
Babcock's work so you would be best getting in touch with him directly if you 
can (his email address is in the README file)... but he may be busy at the 
moment, I'm still waiting to hear back from him myself (hint hint Josh :-)

 The problem is that I don't really write code 
 very well but I can do the correct meter artwork based on documented
 sources. (I already have one such meter artwork done but don't know what to
 do with it).

You need to use a 3d modelling package (I like AC3D, but Blender is free, open 
source and extremely powerful if you get along with it) to create / modify or 
manipulate the instrument that the face belongs to (i.e. to make sure it has 
the correct shape /number of hands etc)

You then need to create an XML file to control the animation of it (if it's to 
be a working gauge).  That instrument-specific XML file then needs to be 
included by the main model XML file.  It sounds awfully complicated and 
long-winded, but once you understand what's going it really isn't.  By far 
the best way to get to grips with this stuff is to look at existing 
instruments and see how they're done - in the b29, check the 
Instruments/jrb-wbd-clock.xml file for example, which controls the clock.  
You can open the jrb-wbd-clock.ac in Blender or AC3D and check it over... you 
should probably start with an existing instrument like this and modify it to 
suit your needs.

Anyway, I'm sure that even just the gauge faces (artwork) would be very 
welcome, even if you never managed to figure out the rest (which I'm sure 
anyone can do, given a bit of effort).

Cheers,

AJ

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Re: [Flightgear-devel] Flightgear and IVAO

2007-01-25 Thread Thiago Drechsel

No problem to me regarding GPL...

I'll wait for your contact.

Thanks.

On 1/25/07, Pep Ribal [EMAIL PROTECTED] wrote:


 Thanks for the interest, Thiago.

Of course all help is welcome, and I'm sure I can learn from your Linux
experience.

However I must stick to the guidelines of the IVAO staff, as there are
chances that they host the project (not confirmed yet). But there should be
no problem.

The only condition from my part is that it should be free softare (GPL
license).

Cheers.

Pep.


Thiago Drechsel escribió:

Hi Pep.

I've been working with Linux for a long time, but I'm new with FG stuff.
I can't be your mentor, but I'd like to help you developing this
interface. I think this is an excelent learning oportunity. Can I join your
team?

Thanks.

Thiago Drechsel

On 1/25/07, Pep Ribal [EMAIL PROTECTED] wrote:

 Hi all,

 I'll explain what brings me here: I'm a member of the IVAO network
 (http://www.ivao.aero), which provides a background for flight simmers
 and virtual controllers. Perhaps many of you already know about what I'm

 going to explain.

 Virtual pilots connect to the network either as virtual ATC or virtual
 pilot.

 In this last case (pilot), the user needs in the first place, a flight
 simulation software (Micro$oft Flight $imulator, X-Plane, Fly!,...).

 In the second place, a connection software that links the simulator to
 the IVAO network. Usually this client software is displayed as a kinda
 FMS-like gauge. The IVAO pilot client for M$ FS is called Ivap. A
 notorious existing client for other simulators is Squawkbox.

 In the third place, an account in the IVAO network, which is 100% free
 of charge (IVAO is a free network).

 Thus, you can use your favourite simulator in an environment with
 hundreds of other pilots and controllers who are using either other
 flight simulators (and so other pilot clients) or ATC clients.

 So far, most of the people who fly online in IVAO is unfortunately using
 M$ FS. Some of them use X-Plane, Fly! or other simulators. So far
 there's no possibility to fly in IVAO with a free software simulator
 like Flightgear, because there's no client software for them. And that's

 what I intend to fix.

 I've had a few conversations with the software development team of IVAO
 and it's very likely that they'll offer me their help and support for
 the development of a pilot client flor Flightgear. This way, FG users
 will be able to fly online with thousands of pilots who actually fly
 other simulators.

 It's a few months since I moved to the Linux environment. I'm a software
 developer but I've always developed under (sorry! :( ) the M$
 environment.

 What I'm asking to you is some help regarding communication between
 Flightgear and the client, which will have to produce an information
 flow between the simulator and the server, regarding weather, planes
 position, and so on.

 An optionally (as this will be my first Linux project) I'll be more than
 happy if someone offered to be my mentor in these my first steps in
 the path of the light side of the force. However I'll try not to be a
 burden: I have been studying a lot these last months and I learn fast.

 Thanks all!

 Pep Ribal.




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[Flightgear-devel] Flightgear and IVAO

2007-01-25 Thread Pep Ribal
Hi all,

I'll explain what brings me here: I'm a member of the IVAO network 
(http://www.ivao.aero), which provides a background for flight simmers 
and virtual controllers. Perhaps many of you already know about what I'm 
going to explain.

Virtual pilots connect to the network either as virtual ATC or virtual 
pilot.

In this last case (pilot), the user needs in the first place, a flight 
simulation software (Micro$oft Flight $imulator, X-Plane, Fly!,...).

In the second place, a connection software that links the simulator to 
the IVAO network. Usually this client software is displayed as a kinda 
FMS-like gauge. The IVAO pilot client for M$ FS is called Ivap. A 
notorious existing client for other simulators is Squawkbox.

In the third place, an account in the IVAO network, which is 100% free 
of charge (IVAO is a free network).

Thus, you can use your favourite simulator in an environment with 
hundreds of other pilots and controllers who are using either other 
flight simulators (and so other pilot clients) or ATC clients.

So far, most of the people who fly online in IVAO is unfortunately using 
M$ FS. Some of them use X-Plane, Fly! or other simulators. So far 
there's no possibility to fly in IVAO with a free software simulator 
like Flightgear, because there's no client software for them. And that's 
what I intend to fix.

I've had a few conversations with the software development team of IVAO 
and it's very likely that they'll offer me their help and support for 
the development of a pilot client flor Flightgear. This way, FG users 
will be able to fly online with thousands of pilots who actually fly 
other simulators.

It's a few months since I moved to the Linux environment. I'm a software 
developer but I've always developed under (sorry! :( ) the M$ environment.

What I'm asking to you is some help regarding communication between 
Flightgear and the client, which will have to produce an information 
flow between the simulator and the server, regarding weather, planes 
position, and so on.

An optionally (as this will be my first Linux project) I'll be more than 
happy if someone offered to be my mentor in these my first steps in 
the path of the light side of the force. However I'll try not to be a 
burden: I have been studying a lot these last months and I learn fast.

Thanks all!

Pep Ribal.



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Re: [Flightgear-devel] Flightgear and IVAO

2007-01-25 Thread John Wojnaroski
Pep Ribal wrote:

What I'm asking to you is some help regarding communication between 
Flightgear and the client, which will have to produce an information 
flow between the simulator and the server, regarding weather, planes 
position, and so on.

  

Hi Pep,

Over the past few years we've tried to work with the VATSIM folks to 
develop a similar interface, but the GPL license an their proprietary 
stuff kept getting in the way. Perhaps with IVAO it might be different

At any rate, I've been with FG for several years now and would welcome 
such an interface. (see the 747 project page on the FG website).  Curt 
and I have taken the sim to several shows -- a real-time, live interface 
to other players/controllers would have been a show stopper.  I'll be 
glad to help and try to be your mentor, especially in the communications 
area; so if you have any questions, need some code snippets, fire away 
with your questions.

Regards
John W.


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Re: [Flightgear-devel] Flightgear and IVAO

2007-01-25 Thread Thiago Drechsel

Hi Pep.

I've been working with Linux for a long time, but I'm new with FG stuff.
I can't be your mentor, but I'd like to help you developing this
interface. I think this is an excelent learning oportunity. Can I join your
team?

Thanks.

Thiago Drechsel

On 1/25/07, Pep Ribal [EMAIL PROTECTED] wrote:


Hi all,

I'll explain what brings me here: I'm a member of the IVAO network
(http://www.ivao.aero), which provides a background for flight simmers
and virtual controllers. Perhaps many of you already know about what I'm
going to explain.

Virtual pilots connect to the network either as virtual ATC or virtual
pilot.

In this last case (pilot), the user needs in the first place, a flight
simulation software (Micro$oft Flight $imulator, X-Plane, Fly!,...).

In the second place, a connection software that links the simulator to
the IVAO network. Usually this client software is displayed as a kinda
FMS-like gauge. The IVAO pilot client for M$ FS is called Ivap. A
notorious existing client for other simulators is Squawkbox.

In the third place, an account in the IVAO network, which is 100% free
of charge (IVAO is a free network).

Thus, you can use your favourite simulator in an environment with
hundreds of other pilots and controllers who are using either other
flight simulators (and so other pilot clients) or ATC clients.

So far, most of the people who fly online in IVAO is unfortunately using
M$ FS. Some of them use X-Plane, Fly! or other simulators. So far
there's no possibility to fly in IVAO with a free software simulator
like Flightgear, because there's no client software for them. And that's
what I intend to fix.

I've had a few conversations with the software development team of IVAO
and it's very likely that they'll offer me their help and support for
the development of a pilot client flor Flightgear. This way, FG users
will be able to fly online with thousands of pilots who actually fly
other simulators.

It's a few months since I moved to the Linux environment. I'm a software
developer but I've always developed under (sorry! :( ) the M$ environment.

What I'm asking to you is some help regarding communication between
Flightgear and the client, which will have to produce an information
flow between the simulator and the server, regarding weather, planes
position, and so on.

An optionally (as this will be my first Linux project) I'll be more than
happy if someone offered to be my mentor in these my first steps in
the path of the light side of the force. However I'll try not to be a
burden: I have been studying a lot these last months and I learn fast.

Thanks all!

Pep Ribal.



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Re: [Flightgear-devel] Flightgear and IVAO

2007-01-25 Thread Pep Ribal




Thanks for the interest, Thiago.

Of course all help is welcome, and I'm sure I can learn from your Linux
experience.

However I must stick to the guidelines of the IVAO staff, as there are
chances that they host the project (not confirmed yet). But there
should be no problem.

The only condition from my part is that it should be free softare (GPL
license).

Cheers.

Pep.


Thiago Drechsel escribi:
Hi Pep.
  
I've been working with Linux for a long time, but I'm new with FG stuff.
I can't be your "mentor", but I'd like to help you developing this
interface. I think this is an excelent learning oportunity. Can I join
your team?
  
  
Thanks.
  
Thiago Drechsel
  
  On 1/25/07, Pep Ribal [EMAIL PROTECTED]
wrote:
  Hi
all,

I'll explain what brings me here: I'm a member of the IVAO network
(http://www.ivao.aero), which
provides a background for flight simmers
and virtual controllers. Perhaps many of you already know about what
I'm

going to explain.

Virtual pilots connect to the network either as virtual ATC or virtual
pilot.

In this last case (pilot), the user needs in the first place, a flight
simulation software (Micro$oft Flight $imulator, X-Plane, Fly!,...).


In the second place, a connection software that links the simulator to
the IVAO network. Usually this client software is displayed as a kinda
FMS-like gauge. The IVAO pilot client for M$ FS is called Ivap. A

notorious existing client for other simulators is Squawkbox.

In the third place, an account in the IVAO network, which is 100% free
of charge (IVAO is a free network).

Thus, you can use your favourite simulator in an environment with

hundreds of other pilots and controllers who are using either other
flight simulators (and so other pilot clients) or ATC clients.

So far, most of the people who fly online in IVAO is unfortunately using
M$ FS. Some of them use X-Plane, Fly! or other simulators. So far
there's no possibility to fly in IVAO with a free software simulator
like Flightgear, because there's no client software for them. And
that's

what I intend to fix.

I've had a few conversations with the software development team of IVAO
and it's very likely that they'll offer me their help and support for
the development of a pilot client flor Flightgear. This way, FG users

will be able to fly online with thousands of pilots who actually fly
other simulators.

It's a few months since I moved to the Linux environment. I'm a software
developer but I've always developed under (sorry! :( ) the M$
environment.


What I'm asking to you is some help regarding communication between
Flightgear and the client, which will have to produce an information
flow between the simulator and the server, regarding weather, planes

position, and so on.

An optionally (as this will be my first Linux project) I'll be more than
happy if someone offered to be my "mentor" in these my first steps in
the path of the light side of the force. However I'll try not to be a

burden: I have been studying a lot these last months and I learn fast.

Thanks all!

Pep Ribal.



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Re: [Flightgear-devel] Flightgear and IVAO

2007-01-25 Thread Pep Ribal




Thanks a lot John, be sure I'll start shooting questions really soon. ;)

I didn't know about the proprietary protocol of VATSIM being such a
problem. Fortunately I've talked to the IVAO dev team, and despite
their protocol is private as well, they keep their old protocol which
they can make available to me. They have no plans to remove this
functionality from the servers, so we really can develop a free
software tool that uses this protocol.

Thanks once more.

Pep.

(by the way, I found your 747 project really impressive!! congrats!)



John Wojnaroski escribi:

  Pep Ribal wrote:

  
  
What I'm asking to you is some help regarding communication between 
Flightgear and the client, which will have to produce an information 
flow between the simulator and the server, regarding weather, planes 
position, and so on.

 


  
  Hi Pep,

Over the past few years we've tried to work with the VATSIM folks to 
develop a similar interface, but the GPL license an their proprietary 
stuff kept getting in the way. Perhaps with IVAO it might be different

At any rate, I've been with FG for several years now and would welcome 
such an interface. (see the 747 project page on the FG website).  Curt 
and I have taken the sim to several shows -- a real-time, live interface 
to other players/controllers would have been a show stopper.  I'll be 
glad to help and try to be your mentor, especially in the communications 
area; so if you have any questions, need some code snippets, fire away 
with your questions.

Regards
John W.


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Re: [Flightgear-devel] Flightgear and IVAO

2007-01-25 Thread Thomas Förster
Am Donnerstag 25 Januar 2007 21:09 schrieb Pep Ribal:

 lots of HTML

please post no HTML mails to this list

Thanks,
Thomas
-- 
PhD Student, Dept. Animal Physiology, HU Berlin
Tel +49 30 2093 6498, Fax +49 30 2093 6375

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Re: [Flightgear-devel] Flightgear and IVAO

2007-01-25 Thread Bertrand CHERRIER
Greetings,

X-Ivap is the client from x-plane, and since 0.17, it's GPL, might be a 
good start ...

http://xivap.linuxpunk.org/index.php/Main_Page



Pep Ribal a écrit :
 Thanks a lot John, be sure I'll start shooting questions really soon. ;)

 I didn't know about the proprietary protocol of VATSIM being such a 
 problem. Fortunately I've talked to the IVAO dev team, and despite 
 their protocol is private as well, they keep their old protocol which 
 they can make available to me. They have no plans to remove this 
 functionality from the servers, so we really can develop a free 
 software tool that uses this protocol.

 Thanks once more.

 Pep.

 (by the way, I found your 747 project really impressive!! congrats!)



 John Wojnaroski escribió:
 Pep Ribal wrote:

   
 What I'm asking to you is some help regarding communication between 
 Flightgear and the client, which will have to produce an information 
 flow between the simulator and the server, regarding weather, planes 
 position, and so on.

  

 
 Hi Pep,

 Over the past few years we've tried to work with the VATSIM folks to 
 develop a similar interface, but the GPL license an their proprietary 
 stuff kept getting in the way. Perhaps with IVAO it might be different

 At any rate, I've been with FG for several years now and would welcome 
 such an interface. (see the 747 project page on the FG website).  Curt 
 and I have taken the sim to several shows -- a real-time, live interface 
 to other players/controllers would have been a show stopper.  I'll be 
 glad to help and try to be your mentor, especially in the communications 
 area; so if you have any questions, need some code snippets, fire away 
 with your questions.

 Regards
 John W.


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Linux chebe 2.6.17-10-generic #2 SMP Fri Oct 13 18:45:35 UTC 2006 i686 GNU/Linux
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Néanmoins, un grand nombre d'électrons a été terriblement agité.


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Re: [Flightgear-devel] segfaults in SGShaderAnimation::~SGShaderAnimation(), Patch

2007-01-25 Thread Maik Justus

Hi all,

I am not sure, but maybe we have the cause for the segfaults/failed 
assert (big thanks at Joacim for finding the point).


The _effectTexture is loaded by ssgTexture* 
ssgLoaderOptions::createTexture. If the texture is already loaded, a 
pointer to this texture is returned.
But SGShaderAnimation::~SGShaderAnimation() does not check, if the 
texture is used by another object, it just deletes it without checking 
the refcount of the texture or deleting it from the list, createTexture 
is using. If then a multiplayer connects with an aircraft using the same 
texture, createTexture returns the pointer to this already deleted 
texture and flightgear crahses.


The enclosed patch removes the deltete _effectTexture form the 
destructor. (Didn't find out, how to reduce the refcount and delete it, 
if refcount is zero and remove it from the list createTexture is using).


I think we should commit this to plib and head.

Maik



Joacim Persson schrieb am 24.01.2007 18:05:

On Fri, 5 Jan 2007, Maik Justus wrote:

  

Hello,

sometimes I get a segfault in function 
SGShaderAnimation::~SGShaderAnimation(), file 
simgear/scene/model/shadanim.cxx.



I never get a SIGSEGV from there, but rather a SIGABORT due to a failed
assert. (This with plib, nota bene) And from the gang-debugging session we
had last night on IRC+MP we now know how to replicate it. (although I'm not
sure if there was a consesus on exactly how, but something like this: at least
two models using the chrome shader, one leaves mp and then fgfs crashes for
any miserable one watching them leave. Other's said it was provoked by a
join-leave-rejoin cycle)

I looked through my gdb logs frm last night again now and found this
interesting little piece of forensic evidence:
#
$30 = {SGAnimation = {ssgBase = {_vptr.ssgBase = 0x861cd08, refc = 0, 
unique = 169256, type = 1,
   spare = 0, name = 0x0, user_data = 0x0}, static current_object = 0x0,
 static sim_time_sec = 370.013874, _branch = 0xe84da10, 
animation_type = 0}, _condition = 0x0,
   _condition_value = true, _shader_type = 3, _param_1 = 1, _param_color = 
{9.52882956e-44, 9.38869971e-44,
 9.52882956e-44, 8.82818033e-44}, _depth_test = true, _factor = 1, 
_factor_prop = {_ptr = 0x0},
   _speed = 1, _speed_prop = {_ptr = 0x0}, _effectTexture = 0xe822df8,
   _textureData = 0xe860b98 
\216\211\214\210\203\207\203~\201{wzxtvwtvwtuwtuxuvyvwywwzwx~}{\200\200~\201\202\1
77\202\203\177\202\203\177\211\204\206\201\177|\205\205\204\206\206\206\206\206\206\206\206\206\223\224\222\23
0\231\226\232\234\231\234\236\232\235\237\233\235\237\233\236\237\234\236| 
\234\236| \234\236| \234\236| \234\
236| \234\236| 
\234\236\237\234\235\237\233\235\237\233\234\236\232\232\234\231\230\231\226\223\224\222\206\20
6\206\206\206\206\206\206\206\205\205\204\201\177|\211\204\206\202\203\177\202\203\177\201\202\177\200\200~~}{
zwxywwyvwxuvwtuwtuwtvxtv{wz\203~\201\210\204\207\203~\201{w..., _texWidth = 
64, _texHeight = 64, _envColor =
{
 0.853901267, 0.865621746, 0.934002459, 1}}
(gdb) print * this._effectTexture
$31 = {ssgBase = {_vptr.ssgBase = 0x862d428, refc = 1, unique = 169252, type 
= 17, spare = 0, name = 0x0,
 user_data = 0x0}, filename = 0x0, own_handle = 0, handle = 0, wrapu = 0, 
wrapv = 0, mipmap = 0,
   has_alpha = false}
###

Note the refc's are different for the parent and child.


Something like this perhaps?
  if (_effectTexture-getRef()==UNUSED) delete _effectTexture;
#define UNUSED 0 // ??





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Index: shadanim.cxx
===
RCS file: /var/cvs/SimGear-0.3/source/simgear/scene/model/shadanim.cxx,v
retrieving revision 1.7
diff -u -p -r1.7 shadanim.cxx
--- shadanim.cxx1 Jul 2006 20:06:05 -   1.7
+++ shadanim.cxx25 Jan 2007 21:33:24 -
@@ -618,7 +618,7 @@ void SGShaderAnimation::init()
 SGShaderAnimation::~SGShaderAnimation()
 {
 delete _condition;
-delete _effectTexture;
+//delete _effectTexture;
 delete _textureData;
 }
 
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Re: [Flightgear-devel] segfaults in SGShaderAnimation::~SGShaderAnimation(), Patch

2007-01-25 Thread Maik Justus
Hi,
the same thing with _condition.

It's systematically done wrong.

_textureData could be done correctly :-)

Maik




Maik Justus schrieb am 25.01.2007 22:58:
 Hi all,

 I am not sure, but maybe we have the cause for the segfaults/failed 
 assert (big thanks at Joacim for finding the point).

 The _effectTexture is loaded by ssgTexture* 
 ssgLoaderOptions::createTexture. If the texture is already loaded, a 
 pointer to this texture is returned.
 But SGShaderAnimation::~SGShaderAnimation() does not check, if the 
 texture is used by another object, it just deletes it without checking 
 the refcount of the texture or deleting it from the list, 
 createTexture is using. If then a multiplayer connects with an 
 aircraft using the same texture, createTexture returns the pointer to 
 this already deleted texture and flightgear crahses.

 The enclosed patch removes the deltete _effectTexture form the 
 destructor. (Didn't find out, how to reduce the refcount and delete 
 it, if refcount is zero and remove it from the list createTexture is 
 using).

 I think we should commit this to plib and head.

 Maik

 Index: shadanim.cxx
 ===
 RCS file: /var/cvs/SimGear-0.3/source/simgear/scene/model/shadanim.cxx,v
 retrieving revision 1.7
 diff -u -p -r1.7 shadanim.cxx
 --- shadanim.cxx  1 Jul 2006 20:06:05 -   1.7
 +++ shadanim.cxx  25 Jan 2007 21:33:24 -
 @@ -618,7 +618,7 @@ void SGShaderAnimation::init()
  SGShaderAnimation::~SGShaderAnimation()
  {
  delete _condition;
 -delete _effectTexture;
 +//delete _effectTexture;
  delete _textureData;
  }
  
   
 

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Re: [Flightgear-devel] announcing star trek runabout shuttle and questions

2007-01-25 Thread Ampere K. Hardraade
On Thursday 25 January 2007 02:46, Dene wrote:
 With or without cloaking device?
Oooh... I wonder what sort of methods could pull that off. :)

 Wouldn't a Klingon warbird be a nice alternative to the UFO?
I would assume so. :)

Ampere

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Re: [Flightgear-devel] announcing star trek runabout shuttle and questions

2007-01-25 Thread Curtis Olson

On 1/25/07, Ampere K. Hardraade  wrote:


 Actually, it wouldn't be hard to implement a cloaking device. Just make
 every object an animation, and turn it off...
Ah, but on the shows, the ships don't disappear suddenly; they fade out
with
that characteristic cloaking noise. :)

 Kind of defeats the purpose of having the model though, unless you're in
a
 multi-player environment.
Actually, I'm not sure it will work across the network.  Which means you
might
not be able to see yourself, but others can see your perfectly.



Sounds strikingly similar to that unfortunate incident I had last summer
with the cloaking body suit I bought off of ebay. :-(

Curt.
--
Curtis Olson - University of Minnesota - FlightGear Project
http://baron.flightgear.org/~curt/  http://www.humanfirst.umn.edu/
http://www.flightgear.org
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