[Flightgear-devel] Fw: Latest CVS with Joystick on Vista...
Disregard the below. I found the e-mail in question. I'll switch the axis numbers in my bindings file until the next Win32 build which will contain the patch affecting the tags. (Oh, and also I obviously meant Aug 17 and not 19.) Sorry, -R. Robert M. Shearman, Jr. Transit Operations Supervisor, University of Maryland Department of Transportation also known as rm...@umd.edu - Forwarded Message From: "Rob Shearman, Jr." To: FlightGear Developers Sent: Saturday, September 5, 2009 9:56:35 AM Subject: Latest CVS with Joystick on Vista... Hi all -- I probably just missed the discussion, but when I upgraded to the latest CVS build for Win32 just now (dated Aug 19), my throttle axis and joystick axis seem to have gotten reversed. I'm using the same bindings file I always have. Is this a bug, or a remapping to align Linux with Vista axis numbering, or other? Thanks, and sorry if this was already mentioned somewhere. Cheers, -R. Robert M. Shearman, Jr. Transit Operations Supervisor, University of Maryland Department of Transportation also known as rm...@umd.edu -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] pilot list error
Last test shows correct amount of players , pilot list good , model view good , but now apparently when someone leaves and valid becomes false , they remain on the pilot list / model view for a short time , though no 3d model is visible in the model view. But I need sleep , have to look at it tomorrow. Cheers On Sat, Sep 5, 2009 at 10:44 PM, syd adams wrote: > Changing line 275 in multiplayer.nas to > > "distance-to-km": distance / 1000.0 or 0, > > appears to get things running again. > > > -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 1.9.2 release for FSWeekend?
Hi James, I'm certainly open to the idea, but I don't think I'm able to manage that, since I'm both primarily responsible for organizing FSWeekend, and have been coordinating the releases in the last few years as well. Having two deadlines come up at the same time, in addition to teaching four courses (of which two are new -> lots of preparation), a deadline for a grant proposal, and a major review paper (both Sept 30), as well as serving on a PhD defense committee and preparing a symposium talk (Nov 2 and 3 respectively), I'm not sure whether I'm alive by the start of FSWeekend. :-) For this reason, my personal preference would be to continue regular development until FSWeekend, than allow us a few weeks for bugfixing and Beta testing. That would put the release around christmas time, which would be a lot more of an easy time for me. I agree with Heiko (see earlier post in this thread) that we should have a more careful beta testing period. Last year we had a few last minute check-ins that turned out to bite us. Let's try to circumvent that. Cheers, Durk On Saturday 05 September 2009 11:36:39 James Turner wrote: > Subject says it all, I think - what do people think about doing a > 1.9.2 release just before FSWeekend (i.e first week of November)? > There's been enough improvements across the board (JSBSim updates, > many divions by zero / NaN fixes, improved random objects; just for > starters - I'm sure there's many things I've forgotten) quite apart > from the effects work. > > I'll leave it to Tim and co to decide if shaders / effects are enabled > or disabled by default in such a release - and the same for Torsten's > new input code. > > Regards, > James > > > --- >--- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 > 30-Day trial. Simplify your report design, integration and deployment - and > focus on what you do best, core application coding. Discover what's new > with Crystal Reports now. http://p.sf.net/sfu/bobj-july > ___ > Flightgear-devel mailing list > Flightgear-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] pilot list error
Changing line 275 in multiplayer.nas to "distance-to-km": distance / 1000.0 or 0, appears to get things running again. -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] pilot list error
After the first test I'm getting ... Nasal runtime error: nil used in numeric context at /home/syd/FGFS/data/Nasal/multiplayer.nas, line 275 which of coarse causes the pilot list to not appear. Will continue testing . -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] navradio
Hello. Unless Im doing something wrong , I'm now getting these errors trying to compile FG... navradio.cxx: In member function ‘virtual void FGNavRadio::update(double)’: navradio.cxx:362: error: ‘struct SGVec3d’ has no member named ‘sg’ navradio.cxx:362: error: ‘struct SGVec3d’ has no member named ‘sg’ navradio.cxx:363: error: ‘struct SGVec3d’ has no member named ‘sg’ make[3]: *** [navradio.o] Error 1 Ive tried compiling SG and FG starting from ./autogen.sh onward , but no luck. I'll try deleting the source for both and do a fresh checkout , but thought I'd mention the problem just in case. cheers -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Source code control systems
Hi Anders Finally I found the time for a benchmark, and it turns out that a complete clone of 'data', using a 1.5Mb/s link, takes more than 3 hours. I think that if we switch to git, and if we expect the size of 'data' to keep growing at a brisk pace (addition of great new aircrafts, fancy new models, ...), maybe we should plan to factor out parts of it into separate repos. If we move Aircraft into a separate repository (hosted on hangar.flightgear.org :-) then we could push it to a widely-available SVN hosting service (code.google.com) and stream to users on demand. Think about it as the model for scenery & terrasync, but for airplanes. I'll post another message with this idea, so that we don't clutter this discussion, but I wanted to mention it here because it's related to how we structure the repositories. Tom $ time git clone git://mapserver.flightgear.org/flightgear flightgear Initialized empty Git repository in /home/fg/flightgear/.git/ remote: Counting objects: 36319, done. remote: Compressing objects: 100% (9803/9803), done. remote: Total 36319 (delta 29320), reused 32601 (delta 26411) Receiving objects: 100% (36319/36319), 7.81 MiB | 155 KiB/s, done. Resolving deltas: 100% (29320/29320), done. real1m14.823s user0m4.872s sys0m0.640s $ time git clone git://mapserver.flightgear.org/simgear simgear Initialized empty Git repository in /home/fg/simgear/.git/ remote: Counting objects: 11478, done. remote: Compressing objects: 100% (3713/3713), done. remote: Total 11478 (delta 8938), reused 9849 (delta 7695) Receiving objects: 100% (11478/11478), 4.19 MiB | 155 KiB/s, done. Resolving deltas: 100% (8938/8938), done. real0m41.144s user0m1.488s sys0m0.324s $ time git clone git://mapserver.flightgear.org/fgdata data Initialized empty Git repository in /home/fg/data/.git/ remote: Total 112564 (delta 67668), reused 94736 (delta 56311) Receiving objects: 100% (112564/112564), 1.63 GiB | 155 KiB/s, done. Resolving deltas: 100% (67668/67668), done. Checking out files: 100% (30324/30324), done. real195m8.212s user4m56.167s sys1m24.461s On Fri, Sep 4, 2009 at 7:18 AM, Anders Gidenstam wrote: > On Thu, 3 Sep 2009, Tom P wrote: > > > Hi Anders > > > > How long does it take you to do a shallow clone from mapserver ? > > > > While I've checked-out data via CVS various times in the past (and it > takes > > a couple of hours), I haven't been able to clone the 1.6GB fgdata > > repository, I interrupted after a few hours. > > Hi, > > As far as I could see (and git does present how much it has downloaded > and the achived transfer rate) git downloaded 1 GB data (i.e. the > compressed pack). > How much time that takes will depend on your connection, in my case it was > limited by my 6Mbit/sec downlink so the capacity of the mapserver was not > a bottleneck for me. > > I used > git clone --depth 1 git://mapserver.flightgear.org/fgdata > > You can probably use --depth 0 too. > > Cheers, > > Anders > -- > --- > Anders Gidenstam > WWW: http://www.gidenstam.org/FlightGear/ > > > -- > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day > trial. Simplify your report design, integration and deployment - and focus > on > what you do best, core application coding. Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > ___ > Flightgear-devel mailing list > Flightgear-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] pilot list error
Thanks for looking into it.Torsten , just got home from a soggy camping trip , so I can dry out and test your changes :) cheers On Sat, Sep 5, 2009 at 1:22 PM, Torsten Dreyer wrote: > > As I mentioned before , I've been looking for the missing player in the > > pilot list and model view. > > If I comment out the 2 lines below "foreach" , in multiplayer.nas at > line > > 374 ... > > > > foreach (var n; props.globals.getNode("ai/models", > > 1).getChildren("multiplayer")) { > > #if (!n.getNode("valid", 1).getValue()) > > # continue; > > > > ... I then get the correct in /ai/models, and I can now > step > > through ALL the players in "model view" , > > and they all appear in the pilot list. > > I don't consider this a fix since I dont know why the above lines would > > cause a problem,but it's a start. > > Cheers > Looks like this is a chicken-egg problem: > > The chicken: > The model class in multiplayer.nas listens on the > property /ai/models/model-added and checks for all models the > property "valid" to be true. > > The egg: > When AIManager attaches a model, it first loads the model by calling > model->init(); > FGAIBase::init() calls FGAIBase::load3DModel() which calls > FGAIBase::initModel() which sets property /ai/models/model-added. (This > triggers the chicken, but "valid" is not yet set to true) > _AFTER_ model->init() in AIManager::atach() is finished, the property > "valid" > in the /ai/models/multiplayer[n] is set to true. > > This causes new latest addition to the multiplayer list to be ignored. > > I think the behaviour of FGAIBase and AIManager is correct to set the > "valid" > property to true after the initialization is complete. > I also think that the check for "valid" in the model class in > multiplayer.nas > is required to stay there. > > I have just commited a patch for multiplayer.nas that ignores the "valid" > flag > for the latest pilot that has joined. > > Please check if this solves the problem. > > Torsten > > > -- > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day > trial. Simplify your report design, integration and deployment - and focus > on > what you do best, core application coding. Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > ___ > Flightgear-devel mailing list > Flightgear-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Source code control systems
Think this page on creating a "super" project and having "submodules" is a good read. http://git.or.cz/gitwiki/GitSubmoduleTutorial ;-) Mathias Fröhlich wrote: > Hi, > > I also believe that we should move away from CVS. > > svn would have the benefit that it is very easy to use if you know cvs. > > Distributes systems have their huge benefits. If that DVCS is git or hg is > more > or less a matter of taste IMO. > > The downside is that distributes systems are more complex to handle. > I do not know how much people out there who do occasional development - > especially for the aircraft models - are familiar with DVCS or want to > understand what happens in a DVCS. > > The backup problem is more or less trivially solved with DVCS since you have > a > distributed backup across the developers. > > Git offers to clone from a svn server (git-svn). I know several people who > use > git-svn for their personal work on a bigger project. > So that might deliver a good compromise between a master svn and the git > usage > pattern for personal development. > What gets lost with this approach is that 'Curt, please pull from git:...' > workflow we see on virtually every git hosted project. > > I am not sure if this fine grained access control we have today on the cvs > server is still needed. I would argue that this had made more problems than > goods in the past. But if we still need that, I am not sure if we can do that > with git or hg. I know that this could be done with svn but even there it is > more complicated than just adding group write rights on some subdirectories > like it is with cvs. > > I know that there is a git port for windows. But does this already work well > enough? I have never tested ... > > My vote would go to a DVCS. > But I can well live with svn. > > Greetings > > Mathias > > -- > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day > trial. Simplify your report design, integration and deployment - and focus on > what you do best, core application coding. Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > ___ > Flightgear-devel mailing list > Flightgear-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 1.9.2 release for FSWeekend?
Heiko Schulz wrote: > But as I heard rumble Tim will come up with some further nice > changings for graphic in a couple of week, so it might be better to > wait. Well, there's always someone who has a nice feature in the queue which is worth waiting for it but this would end up in never having a release at all ;-) I think it's not that bad an idea to let the current state of affairs settle for a month or so before having a release and to add the next feature level afterwards. The process of branching a release as it's been done with 1.9.1 is a nice option as well. Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] pilot list error
On 09/05/09 13:22, Torsten Dreyer wrote: > Looks like this is a chicken-egg problem: > > The chicken: > The model class in multiplayer.nas listens on the > property /ai/models/model-added and checks for all models the > property "valid" to be true. > > The egg: > When AIManager attaches a model, it first loads the model by calling > model->init(); > FGAIBase::init() calls FGAIBase::load3DModel() which calls > FGAIBase::initModel() which sets property /ai/models/model-added. (This > triggers the chicken, but "valid" is not yet set to true) > _AFTER_ model->init() in AIManager::atach() is finished, the property "valid" > in the /ai/models/multiplayer[n] is set to true. > > This causes new latest addition to the multiplayer list to be ignored. > > I think the behaviour of FGAIBase and AIManager is correct to set the "valid" > property to true after the initialization is complete. > I also think that the check for "valid" in the model class in multiplayer.nas > is required to stay there. > > I have just commited a patch for multiplayer.nas that ignores the "valid" > flag > for the latest pilot that has joined. > > Please check if this solves the problem. The conventional technique for dealing with such problems is to have three states: 00 invalid 01 incipient, i.e. usable for some purposes 10 fully_valid, i.e. usable for all purposes Initialization routines typically require incipient or fully_valid, while other routines typically insist on fully_valid. This is less risky and more maintainable than simply ignoring the valid flag. -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 1.9.2 release for FSWeekend?
> If I may make one humble suggestion as (essentially) an observer here -- I > would suggest at the very least that the issue with missing players in > Multiplayer mode be ironed out first. I don't know what level of priority > most developers give the Multiplayer system (I suspect not very high) -- > but I know myself that I consider it a fairly substantial bug, and there > have been many others on the forum who have been frustrated by it as well. > > Fortunately I noticed that Syd had apparently isolated the lines of code in > multiplayer.nas that seem to be causing it, so a permanent fix might be > around the corner. Should be fixed, please check the "pilot list error" thread in this list for technical details. Greetings, Torsten -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] pilot list error
> As I mentioned before , I've been looking for the missing player in the > pilot list and model view. > If I comment out the 2 lines below "foreach" , in multiplayer.nas at line > 374 ... > > foreach (var n; props.globals.getNode("ai/models", > 1).getChildren("multiplayer")) { > #if (!n.getNode("valid", 1).getValue()) > # continue; > > ... I then get the correct in /ai/models, and I can now step > through ALL the players in "model view" , > and they all appear in the pilot list. > I don't consider this a fix since I dont know why the above lines would > cause a problem,but it's a start. > Cheers Looks like this is a chicken-egg problem: The chicken: The model class in multiplayer.nas listens on the property /ai/models/model-added and checks for all models the property "valid" to be true. The egg: When AIManager attaches a model, it first loads the model by calling model->init(); FGAIBase::init() calls FGAIBase::load3DModel() which calls FGAIBase::initModel() which sets property /ai/models/model-added. (This triggers the chicken, but "valid" is not yet set to true) _AFTER_ model->init() in AIManager::atach() is finished, the property "valid" in the /ai/models/multiplayer[n] is set to true. This causes new latest addition to the multiplayer list to be ignored. I think the behaviour of FGAIBase and AIManager is correct to set the "valid" property to true after the initialization is complete. I also think that the check for "valid" in the model class in multiplayer.nas is required to stay there. I have just commited a patch for multiplayer.nas that ignores the "valid" flag for the latest pilot that has joined. Please check if this solves the problem. Torsten -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] file to fg-data
Hi Syd! It seems that you forgot to add file itself to fg-data, Aircraft/dhc6/Models/registration.xml > -- Переслане повідомлення -- > From: Syd Adams > To: flightgear-cvsl...@lists.sourceforge.net > Date: Sun, 30 Aug 2009 03:00:23 -0500 > Subject: [Flightgear-cvslogs] CVS: data/Aircraft/dhc6/Models DHC6.xml, 1.13, > 1.14 > Update of /var/cvs/FlightGear-0.9/data/Aircraft/dhc6/Models > In directory baron.flightgear.org:/tmp/cvs-serv16690/Models > > Modified Files: > DHC6.xml > Log Message: > added wing registration - callsign > > Index: DHC6.xml > === > RCS file: /var/cvs/FlightGear-0.9/data/Aircraft/dhc6/Models/DHC6.xml,v > retrieving revision 1.13 > retrieving revision 1.14 > diff -u -r1.13 -r1.14 > --- DHC6.xml 17 Apr 2009 04:14:29 - 1.13 > +++ DHC6.xml 30 Aug 2009 07:59:30 - 1.14 > @@ -106,6 +106,54 @@ > > > > + > + > + Aircraft/dhc6/Models/registration.xml -- --- WBR, Vadym. -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 1.9.2 release for FSWeekend?
Hi, Not only the problem with multiplayer... But as I heard rumble Tim will come up with some further nice changings for graphic in a couple of week, so it might be better to wait. I can live with a release around christmas like the last year- but only if we have a better Beta-test! Cheers HHS still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html Von: "Rob Shearman, Jr." An: FlightGear developers discussions Gesendet: Samstag, den 5. September 2009, 16:01:41 Uhr Betreff: Re: [Flightgear-devel] 1.9.2 release for FSWeekend? If I may make one humble suggestion as (essentially) an observer here -- I would suggest at the very least that the issue with missing players in Multiplayer mode be ironed out first. I don't know what level of priority most developers give the Multiplayer system (I suspect not very high) -- but I know myself that I consider it a fairly substantial bug, and there have been many others on the forum who have been frustrated by it as well. Fortunately I noticed that Syd had apparently isolated the lines of code in multiplayer.nas that seem to be causing it, so a permanent fix might be around the corner. My two cents, -R. Robert M. Shearman, Jr. Transit Operations Supervisor, University of Maryland Department of Transportation also known as rm...@umd.edu From: James Turner To: FlightGear developers discussions Sent: Saturday, September 5, 2009 5:36:39 AM Subject: [Flightgear-devel] 1.9.2 release for FSWeekend? Subject says it all, I think - what do people think about doing a 1.9.2 release just before FSWeekend (i.e first week of November)? There's been enough improvements across the board (JSBSim updates, many divions by zero / NaN fixes, improved random objects; just for starters - I'm sure there's many things I've forgotten) quite apart from the effects work. I'll leave it to Tim and co to decide if shaders / effects are enabled or disabled by default in such a release - and the same for Torsten's new input code. Regards, James -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list flightgear-de...@lists.sourceforge..net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] [flightgear-devel] Internal documentation of props.Node object
Is it possible to find detailed information for each method of Node object which is in $FG_ROOT/Nasal/props.nas file. Actually my problem as follows: I'm taking input from an input box and i assign it to a property. I want it to be a numeric value (double for example) but it's always a string. I've tried everything and looked everywhere but couldn't find how to do it. Because of this shorthandness, at later steps I get NaN errors. I try to make some calculations and naturally I can not do since they are strings Any help would be very appreciated! Greetings -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Latest CVS with Joystick on Vista...
Hi all -- I probably just missed the discussion, but when I upgraded to the latest CVS build for Win32 just now (dated Aug 19), my throttle axis and joystick axis seem to have gotten reversed. I'm using the same bindings file I always have. Is this a bug, or a remapping to align Linux with Vista axis numbering, or other? Thanks, and sorry if this was already mentioned somewhere. Cheers, -R. Robert M. Shearman, Jr. Transit Operations Supervisor, University of Maryland Department of Transportation also known as rm...@umd.edu -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 1.9.2 release for FSWeekend?
If I may make one humble suggestion as (essentially) an observer here -- I would suggest at the very least that the issue with missing players in Multiplayer mode be ironed out first. I don't know what level of priority most developers give the Multiplayer system (I suspect not very high) -- but I know myself that I consider it a fairly substantial bug, and there have been many others on the forum who have been frustrated by it as well. Fortunately I noticed that Syd had apparently isolated the lines of code in multiplayer.nas that seem to be causing it, so a permanent fix might be around the corner. My two cents, -R. Robert M. Shearman, Jr. Transit Operations Supervisor, University of Maryland Department of Transportation also known as rm...@umd.edu From: James Turner To: FlightGear developers discussions Sent: Saturday, September 5, 2009 5:36:39 AM Subject: [Flightgear-devel] 1.9.2 release for FSWeekend? Subject says it all, I think - what do people think about doing a 1.9.2 release just before FSWeekend (i.e first week of November)? There's been enough improvements across the board (JSBSim updates, many divions by zero / NaN fixes, improved random objects; just for starters - I'm sure there's many things I've forgotten) quite apart from the effects work. I'll leave it to Tim and co to decide if shaders / effects are enabled or disabled by default in such a release - and the same for Torsten's new input code. Regards, James -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] 1.9.2 release for FSWeekend?
Subject says it all, I think - what do people think about doing a 1.9.2 release just before FSWeekend (i.e first week of November)? There's been enough improvements across the board (JSBSim updates, many divions by zero / NaN fixes, improved random objects; just for starters - I'm sure there's many things I've forgotten) quite apart from the effects work. I'll leave it to Tim and co to decide if shaders / effects are enabled or disabled by default in such a release - and the same for Torsten's new input code. Regards, James -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Source code control systems
Hi, I also believe that we should move away from CVS. svn would have the benefit that it is very easy to use if you know cvs. Distributes systems have their huge benefits. If that DVCS is git or hg is more or less a matter of taste IMO. The downside is that distributes systems are more complex to handle. I do not know how much people out there who do occasional development - especially for the aircraft models - are familiar with DVCS or want to understand what happens in a DVCS. The backup problem is more or less trivially solved with DVCS since you have a distributed backup across the developers. Git offers to clone from a svn server (git-svn). I know several people who use git-svn for their personal work on a bigger project. So that might deliver a good compromise between a master svn and the git usage pattern for personal development. What gets lost with this approach is that 'Curt, please pull from git:...' workflow we see on virtually every git hosted project. I am not sure if this fine grained access control we have today on the cvs server is still needed. I would argue that this had made more problems than goods in the past. But if we still need that, I am not sure if we can do that with git or hg. I know that this could be done with svn but even there it is more complicated than just adding group write rights on some subdirectories like it is with cvs. I know that there is a git port for windows. But does this already work well enough? I have never tested ... My vote would go to a DVCS. But I can well live with svn. Greetings Mathias -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel