Re: [Flightgear-devel] Autumn colors

2013-02-13 Thread Renk Thorsten
 OK, now I understand. Here's a screenshot:

 https://dl.dropbox.com/u/57645542/fgfs-screen-099.png

 It's not good for UK - but I guess we can fix that eventually.


Do you have any reference material how autumn/winter colors in the UK should 
look like?


 ..desert?  Severe drought?

-20 degrees, 10 cm snow - now remove the snow, and what is underneath will 
pretty much look like this - soil, dead branches, dead plants, decayed leaves. 
This is what the color is for - providing a plausible background for frost and 
snow patterns with incomplete cover of the ground (which look silly 
superimposed on bright breen fields).

* Thorsten

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Re: [Flightgear-devel] Autumn colors

2013-02-13 Thread James Turner

On 12 Feb 2013, at 22:08, Vivian Meazza vivian.mea...@lineone.net wrote:

 OK, now I understand. Here's a screenshot:
 
 https://dl.dropbox.com/u/57645542/fgfs-screen-099.png
 
 It's not good for UK - but I guess we can fix that eventually.

I'd say for Scotland in autumn / winter, with potential snow on top, and trees 
separately changing/keeping colour, it looks plausible. That's based more on 
moorland than farmed agriculture of course.

James

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Re: [Flightgear-devel] OSX 10.5 compilation

2013-02-13 Thread ys
Hi James

I'm stuck with this now. And no, there is no arch PPC, I'm just compiling with 
i386 against SDK 10.5 and target 10.5 with arch i386 only, but also when I 
switch to 10.6 SDK and target 10.6 I get no wav sound and fg hangs. I opened 
the wavs with other software, no problem, I downloaded 2.10 release dmg and run 
it with 10.6 on this machine ... and get no sound problems?! 

I checked CMakeCache of simgear and flightgear on jenkins against my cache and 
could not find any important difference. The only thing different is that I use 
arch i386 explicitely and I set SDK and target with cmake. The log shows the 
same, sound is enabled ... I checked all the links of fgfs, exactly the same. 
I'm assuming that simpits mac is i386 too and is the same hardware generation 
more or less (but I'm not sure about). 

Are you using a flag on jenkins shell or rb script I couldn't see and I need to 
take into account? should I try on another machine first ... Or is there some 
mystic endianess I should take into account for this first generation intel 
macs? I wonder that I had absolutely no problems with alut and 2.8 some months 
ago.

I could try to compile on another slave, a x86_64 machine and have a look what 
happens there, or I could edit the wavreader code to see more clearly where the 
problem occurs and if it's really the byte order (what I could not imagine, but 
one never knows). No other ideas at the moment. Arghh, maybe it's just a small 
little thiny bit I miss, a new simgear/flightgear build guru bity I don't get.

Thanks, Yves




Am 12.02.2013 um 15:23 schrieb James Turner zakal...@mac.com:

 
 
 On Feb 11, 2013, at 03:05 PM, ys flightg...@sablonier.ch wrote:
 
 Hi James
 
 I guess this forking would be possible with the cocoa and the svn patch, but 
 I'm struggling with something different at the moment. Everything compiles 
 fine against 10.5 but when I start flightgear I have no engine sound, and 
 when engine sounds are activated fg hangs (no segfault). I can only startup 
 with aircrafts that have no engines running (i.e. c172p or b1900), the 
 others will crash flightgear and I get a simgear log entry that the 
 associated wav files are corrupted or truncated. Ehrm, looking where this 
 message is generated there are a lot of possibilities in your new wavreader 
 ;-)
 
 Can you give me any hint where this OpenAL sound problem could reside? 
 Strange thing is that avionics sound works (i get some 'instrument beeps' in 
 b1900 i.e.), only the engine is a problem. When I turn off sounds (switching 
 off master in the GUI) everything works as expected, I get 30 fps without 
 shaders and out of KSFO, keys are working etc. Maybe this is not related to 
 10.5 at all and there are some other important changes/patches for osx 
 compilation I missed after alut nuke ?
  
 To be honest I have no ideas - the WAV reading code is extremely simple, and 
 copied directly from the ALUT sources - it's used everywhere - Windows, Linux 
 and Mac, with no #ifdefs. So I can't imagine why some sounds would work and 
 not others. Except, some of our beeps (morse code) are synthesised, not 
 loaded from WAVs.
 
 Some WAVs are stereo, but the code must handle this or every platform would 
 die. Could it be an endian issue? PPC? 
 
 Ah, I wonder if I assumed PPC was gone, when porting the code? So you might 
 need to add byte-swapping into the code, if __PPC__ is set. 
 
 James
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Re: [Flightgear-devel] OSX 10.5 compilation

2013-02-13 Thread James Turner

On 13 Feb 2013, at 10:05, ys flightg...@sablonier.ch wrote:

 Are you using a flag on jenkins shell or rb script I couldn't see and I need 
 to take into account? should I try on another machine first ... Or is there 
 some mystic endianess I should take into account for this first generation 
 intel macs? I wonder that I had absolutely no problems with alut and 2.8 some 
 months ago.

If you're on Intel, and the 2.10 official release works, I am stumped. The code 
is /extremely/ simple - open file, read some bytes. There's no scripts or 
options or anything to control it, as far as I know.

And there's no mystic endian-ness, and plenty of people on Linux use 32-bit 
builds - so I really have no idea what might be going.

Sorry, not helpful I realise.

James

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Re: [Flightgear-devel] Manual update request (Was: Updated Short Reference for 2.10.0)

2013-02-13 Thread YOSHIMATSU Toshihide
Hi Olivier,

Sorry, I have missed your e-mail that you already committed to git.
Your judgment about worldaerodata link is OK.
I also confirmed that the current version of html Manual on mapserver 
now shows good links.
Thank you very much!

If you have a spare time, can you have a look and commit my first 
suggestion (posted 2 days ago) about the Keyboard controls tables in 
chapter 5.2?

Simultaneously, I guess your French translation will be required if you 
follow my suggestions about the tables.

P.S.
This issue was initially reported from another person who is making 
effort to update Japanese Manual:
http://flightgear.jpn.org/wiki/index.php?FlightGear%A5%DE%A5%CB%A5%E5%A5%A2%A5%EB

I know following translation to updates of English Manual is hard work.
I'm paying a tribute to your work!

Cheers,
Toshi


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[Flightgear-devel] FG 2.10 Change Log and Release Announcement

2013-02-13 Thread Stuart Buchanan
Hi All,

The complete 2.10 changelog is available here:

http://wiki.flightgear.org/Changelog_2.10

I've now made it read-only.  If anyone has any final comments/edits
they want to make, please let me know.

I anticipate using a slightly modified version of the first couple of
paragraphs for the release announcement.  i.e.:


The FlightGear development team is happy to announce the v2.10 release
of FlightGear, the free, open-source flight simulator. This new
version contains many exciting new features, enhancements and
bugfixes. Highlights in this release include improved usability,
better terrain rendering and a fully scriptable 2D rendering system.
A list of major changes can be found at
http://wiki.flightgear.org/Changelog_2.10.

Founded in 1997, FlightGear is developed by a worldwide group of
volunteers, brought together by a shared ambition to create the most
realistic flight simulator possible that is free to use, modify and
distribute. FlightGear is used all over the world by desktop flight
simulator enthusiasts, for research in universities and for
interactive exhibits in museums.

FlightGear features more than 400 aircraft, a worldwide scenery
database, a multi-player environment, detailed sky modelling, a
flexible and open aircraft modelling system, varied networking
options, multiple display support, a powerful scripting language and
an open architecture. Best of all, being open-source, the simulator is
owned by the community and everyone is encouraged to contribute.

Download FlightGear v2.10 for free from FlightGear.org.

FlightGear - Fly Free!


Comments welcome as always.

-Stuart

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Re: [Flightgear-devel] Autumn colors

2013-02-13 Thread Arnt Karlsen
On Wed, 13 Feb 2013 08:17:32 +, Renk wrote in message 
e495a106ff5f31448739e79d34138c192789a...@mbs2.ad.jyu.fi:

  OK, now I understand. Here's a screenshot:
 
  https://dl.dropbox.com/u/57645542/fgfs-screen-099.png
 
  It's not good for UK - but I guess we can fix that eventually.
 
 
 Do you have any reference material how autumn/winter colors in the UK
 should look like?
 
 
  ..desert?  Severe drought?

..those were suggestions ;o), looked quite like the desert around 
In Amenas, Algeria, if I can believe the oily news pictures.

 -20 degrees, 10 cm snow - now remove the snow, and what is underneath
 will pretty much look like this - soil, dead branches, dead plants,
 decayed leaves. This is what the color is for - providing a plausible
 background for frost and snow patterns with incomplete cover of the
 ground (which look silly superimposed on bright breen fields).

..maybe in the old days, nowadays, some grass is green, most 
of it, say 4/5 is a pale dull yellow when the snow comes.
Climate change, grass grows about 3 months longer now, than 
in the 1960-ies when grass was cut once, nowadays farmers get 
3 harvests.

-- 
..med vennlig hilsen = with Kind Regards from Arnt Karlsen
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] OSX 10.5 compilation

2013-02-13 Thread ys
Hi James

Thanks a lot for all your replies, gave me some hope ;-) But I guess I'm not 
able to make FGx possible for mac users with built-in osg/sg/fg the next days, 
because of this strange sound problem. Ok, this doesn't matter that much, 
because FGx is only a very small side project and an unofficial fg side 
release, even when I tried to follow the official release plan with this piece 
the last months. Maybe it's a simple slave hardware issue, or there is some 
strange behaviour with the macports setup and I need to hang another machine 
with a fresh new install into jenkins. As the official mac release has working 
sound I guess it's really not related to sg/fg code at all, sorry for the 
noise. And as a launcher without built-in libs FGx still works on macs, also 
with 2.10.

All these things need a lot of time, and many thanks for your support and 
thoughts. When I installed a jenkins some months ago I thought we can switch 
version with the new build, skipping a dependency here and there, and build it, 
release, finish, without a lot of tweaks. Forget that with flightgear (and 
Yves, and osx, and all this old unused machines) ;-) My last hope is now that I 
can bring back some findings that are useful for others the next days probably, 
and that I get a new build that makes FGx 2.10 also possible for mac users. 
It's not impossible, but I still have no idea why the sound has gone.

-Yves




Am 13.02.2013 um 11:39 schrieb James Turner zakal...@mac.com:

 
 On 13 Feb 2013, at 10:05, ys flightg...@sablonier.ch wrote:
 
 Are you using a flag on jenkins shell or rb script I couldn't see and I need 
 to take into account? should I try on another machine first ... Or is there 
 some mystic endianess I should take into account for this first generation 
 intel macs? I wonder that I had absolutely no problems with alut and 2.8 
 some months ago.
 
 If you're on Intel, and the 2.10 official release works, I am stumped. The 
 code is /extremely/ simple - open file, read some bytes. There's no scripts 
 or options or anything to control it, as far as I know.
 
 And there's no mystic endian-ness, and plenty of people on Linux use 32-bit 
 builds - so I really have no idea what might be going.
 
 Sorry, not helpful I realise.
 
 James
 
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Re: [Flightgear-devel] FG 2.10 Change Log and Release Announcement

2013-02-13 Thread Olivier
Hi Stuart,




 De : Stuart Buchanan stuar...@gmail.com
Envoyé le : Mercredi 13 février 2013 21h59

 The complete 2.10 changelog is available here:

 http://wiki.flightgear.org/Changelog_2.10

The French translation is on its way:
http://wiki.flightgear.org/Fr/Changelog_2.10.0
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[Flightgear-devel] I love free software day!

2013-02-13 Thread chris
Hi folks @ flightgear!

I feel encouraged to express my big gratitude to all of you guys  gals
who make this happen!
I Love FlightGear a lot and enjoy all you have done in the last time,
well, since I have learned about FG that is! To have been able to see
the progress this project has done was an amazing experience! Well, I
think I joined around 2 or 3 years ago. I got deeper into it, about when
local weather came around! What a giant step! Awesome! Then the light
scattering came along, Rembrandt, just to name a few major milestones!
Amazing!!!

Thank you Thank you for letting me see the results of your hard
work! Thank you for letting me benefit! And thank you for letting me
in, on my humble attempts to contribute a small dose. So far I only
managed to build one livery, and now I'm about to set it up for
Rembrandt/Ubershader level. That's about how much a jelly-fish (in
terms of tech-development) can do. And I very much appreciate what you
all are doing and want to give you a big, big hug for that! :)

Thx, and keep up your great work!

Cheers
chris_blues

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Re: [Flightgear-devel] Autumn colors

2013-02-13 Thread Renk Thorsten
 ..maybe in the old days, nowadays, some grass is green, most
 of it, say 4/5 is a pale dull yellow when the snow comes.
 Climate change, grass grows about 3 months longer now, than
 in the 1960-ies when grass was cut once, nowadays farmers get
 3 harvests.

The whole discussion brings again a long standing issue to my mind.

It's a slider. It's in fact part of a menu of several environent-controlling 
sliders. Which means that you (the user) is supposed to adjust it.

Now, my philosophy is - what you get as a user here is a tool which gives you 
infinite options how precisely your terrain may look like. You can have a dry 
autumn, a wet autumn, just a bit of snow on dry autumn - all by adjusting the 
sliders. 

The price you have to pay is that you actually have to think a bit, because the 
system allows you to select silly and unnatural combinations. You can have snow 
in Hawaii, you can have desert dust in rainforest, you can combine dust and 
season to kill vegetation off completely in central Europe.

From where I stand, having infinite possibilities seems more interesting than 
just having 4 pre-defined season textures. But having 4 pre-defined scenarios 
is on the other hand fool-proof - you will not be able to select a silly 
combination. But we may disagree on that. 

My goal is to be able to simulate a realistic seasonal change of the terrain by 
_suitable_ slider adjustments which need to be chosen based on region, 
vegetation and conditions. My goal is not to make any combination of slider 
adjustments work everywhere.

But if there is otherwise general consensus that we should operate FG in such a 
mode as to prevent unrealistic user input, just let me know, and I remove the 
environment postprocessing from GIT and keep it in my own devel branch. I am 
decidedly not keen on feedback along the lines 'Oh, look, if I adjust the 
sliders like that, it really looks bad!'

So if climate change affects your region and you believe that vegetation 
doesn't get all brown, then just do not move the slider all the way. It's as 
simple as that, and I really shouldn't need to write that here.

* Thorsten
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