Re: [Flightgear-devel] Autumn colors

2013-02-16 Thread Renk Thorsten
 I'm not sure this is necessary. I think an opt-in checkbox would
 suffice. After all FlightGear has been around for personal experiments
 for a very long time. So why not this option.

I don't mind leaving it - the rational for deleting it is that the texture 
sheets take up space and download bandwidth and the shader instructions take up 
GPU registers for everyone - even those who are not interested.


So, let me just try to explain better, because we do have a case study to see 
what's likely to happen next.

Lauri introduced the skydome shader a while ago. That was controlled by 
Rayleigh, Mie and density sliders. I think these are pretty technical terms - 
I'm not sure the average user knows or is interested in what Rayleigh 
scattering is. So we have a new project with impressive graphics arriving on 
the scene. What was the reaction?

The developer community largely supported it, someone coded a place in the GUI. 
What I did not hear are Mathias' remarks that all this is a very bad idea and 
Lauri should have done it differently. I did not hear that Rayleigh, Mie and 
density are complicated concepts and we need to simplify that because the user 
gets confused otherwise. I did not hear that cranking density all the way down 
or up it is completely possible to generate an airless Mars-sky or a 
super-dense greenish gas giant atmosphere and that we need to prevent the user 
from moving the sliders that way. I did not hear that we shouldn't implement 
this because it produces glaring graphical artefacts due to the mismatch with 
the terrain shading. I did not hear that it doesn't work under any amount of 
heavier fog, because the skydome is never fogged.

The user by and large community loved it. There are series of screenshots from 
the time where you can see that users happily accept playing with Rayleigh and 
Mie, accept looking at obvious mismatches with the terrain just to get the sky 
pictures.

(Well, there was one rather critical voice - that was me. But since I believe 
in constructive criticism, I didn't point out the flaws before I had read up 
O'Neill's original article, concluded that he doesn't understand what he's 
really solving, re-derived the scheme from scratch by just solving the 
integrals analytically, and then concluded what was missing in order to make 
things realistic, and when I started pointing out the flaws, I could offer a 
clear path to correct them. As it turned out, I also ended up implementing it 
myself.)

We may conclude that the user loves shiny and exciting graphical features, is 
willing to accept an un-intuitive GUI that can produce unrealistic outcome and 
is even willing to accept massive graphical artefacts under some conditions.

The funny thing is - when I finally fixed the artefacts by writing the matching 
terrain shader, THEN everyone started complaining why effect XY didn't work any 
more when the skydome was on. It was irrelevant that the artefacts matching 
terrain and skydome were gone, but the fact that one could not longer have 
bumpmapped planes together with the skydome shader really bugged people. We may 
conclude that the user *really* loves shiny graphics, no matter the cost 
otherwise.

(Btw, - could anyone tell Mathias what the end user wants? The user wants an 
ubershader - that's the single most requested feature I had to deal with in the 
last year...)

Of course, the skydome shader is a non-trivial beast with lots of dynamics in, 
so once one changes from the isotropic default skydome to the dynamical beast, 
the minimal matching terrain shader suddenly uses 220 lines of light and fog 
code rather than just 2 lines. Pretty much anyone can tell you that if you make 
a system 100 times more complex, it's going to take some time to get it free of 
all trouble. At which point it's very helpful if the surrounding community 
realizes that simple fact and tries for some constructive input - which may be 
as simple as one or two more folks who explain forum users how the FG shader 
system works and why effects can't simply be switched on in a new framework and 
why this is not a bug, or helps by diagnosing flaws rather than just pointing 
at them.

It turns out that in the event I was also able to remap the 
Rayleigh/Mie/density parameter space to a 2-parameter space covering all the 
situations relevant for the Earth atmosphere, ths preventing unrealistic input, 
 handing one of the new parameters to the weather system and leaving the other 
under user control. In principle this implies we could have removed the 
Rayleigh/Mie/density control - but when I asked if that should be done, the 
decision was made here to keep it (!). 

So, what do I learn from that case study as it applied to a potential 
procedural season model?

1) Users are likely to love it, no matter if the GUI has three additional 
sliders or not. Enthusiastic forum responses seem to confirm that.

2) In the case of the skydome, I was able to get a heuristics throwing out the 

Re: [Flightgear-devel] Textures bug

2013-02-16 Thread mermar
__
 Od: Arnt Karlsen a...@c2i.net
 Komu: flightgear-devel@lists.sourceforge.net
 Datum: 31.01.2013 02:15
 Předmět: Re: [Flightgear-devel] Textures bug

On Sat, 26 Jan 2013 16:18:14 +0100, mer...@centrum.cz wrote in message 
20130126161814.7b021...@centrum.cz:

 Hello,
 with current Git version of Flightgear, i'm experiencing textures
 bug. See screenshots. http://www.imagehosting.cz/?v=fgfsscreen.jpg
 http://www.imagehosting.cz/?v=fgfsscumu.jpg
 http://www.imagehosting.cz/?v=fgfsscxcx.jpg
 http://www.imagehosting.cz/?v=fgfssccic.jpg
 
 I tried many combinations of Rendering options and some commandline
 options without success.
 
 I'm running Ubuntu 12.10 with radeon driver.

..first verify you have _all_ the firmware this driver needs,
on Debian we need firmware-linux-nonfree for the KMS stuff,
Ubuntu is similar. E.g. dpkg -l |grep firmware-linux

I don't think I need this. But:
$ dpkg -l | grep firmware 
ii  linux-firmware  1.95  all  Firmware for Linux kernel drivers
$ sudo apt-get install linux-firmware-nonfree

It didn't make any difference.

..later, you are also able to test with the radeonhd and fglrx 
drivers and post the output and pix of FG runs with those 
drivers, to help pinpoint the bug you found.  These latter 2
drivers require you disable KMS, and possibly even a reboot.

I cannot use fglrx because none of my cards is supported by current version of 
this driver. Gnome Shell didn't work with it in previous version. I don't like 
binary blob, made my computer unstable.

 I tried two different graphic cards with the same result.
 RV630 [Radeon HD 3600 Series]
 Cape Verde PRO [Radeon HD 7700 Series]
 
 $ ./run_fgfs.sh --version
 FlightGear version: 2.11.0
 Revision: 11f15a9b36ef3ca8e1bdc53b52e9e7f316ccc102
 Build-Id: none
 FG_ROOT=/media/mermar/aaa/fgfs/install/fgfs/fgdata
 FG_HOME=/home/mermar/.fgfs
 FG_SCENERY=
 SimGear version: 2.11.0
 PLIB version: 185
 
 There are no error messages in the console.
 
 With version 2.6 from Ubuntu repository, I'v got the same wrong
 output.

 Version 2.4 worked fine.

..does it (FG-2.4) _still_ work fine?

..if you no longer have it installed, you should be able to 
install it adding a deb line from whichever older version 
Ubuntu you had when you had FG-2.4, and install FG-2.4 with 
e.g. aptitude -t experimental install flightgear (modify 
as you see fit, experimental - your old Ubuntu version), 
and test it with your current Ubuntu's radeon, radeonhd 
and fglrx drivers.

I didn't manage to install version 2.4, but e.g. 0ad seems to run just fine.

 Is there something I can do to fix this? Or can someone please help
 me?

..first, the exact commandline you use to start FG,
then the output from that commandline in that xterm.
If this is a radeon bug, the radeon team will have 
a bunch of things they want you to do.  
Do you have reportbug installed?  If not, install 
it now, e.g. reportbug radeon gives you a nice 
intro guide on writing bug reports.

Don't know what is and what to do with reportbug.

Exact commandline with current git:

$ ./run_fgfs.sh 
Enabling ATI viewport hack
KMA20 audio panel initialized
KI266 dme indicator #0 initialized
loading scenario 'nimitz_demo'
  Trim Results: 
  Altitude AGL:4.4  wdot:  2.00e-04 Tolerance: 1e-03  Passed
   Pitch Angle:  0.047  qdot:  7.59e-05 Tolerance: 1e-04  Passed

  Trim Statistics: 
Total Iterations: 61
Sub-iterations:
wdot: 219 average: 3.5902  successful:  0  stability: 2
qdot: 131 average: 2.1475  successful:  61  stability: 2
Run Count: 1322
Electrical system initialized
KAP140 power up
$ 

I found two forum topics with the same problem:
http://flightgear.org/forums/viewtopic.php?f=37t=18921
http://flightgear.org/forums/viewtopic.php?f=37t=18964

So the problem persists, but thanks for your help.
Martin M.

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Re: [Flightgear-devel] Autumn colors

2013-02-16 Thread Erik Hofman

Hi THorsten,

On 02/16/2013 09:13 AM, Renk Thorsten wrote:

 So, let me just try to explain better, because we do have a case study to see 
 what's likely to happen next.

I really want to respond to all this but I feel I'm not really entitled 
to because I did little coding for FlightGear the past two years.

Let me emphasize that while I joined FlightGear because it really was an 
accurate simulator rather than in-flight game concept like all the other 
simulators at that time I do bribe about FlightGear these days, pointing 
out the realistic weather conditions for soaring for example.

Your work is highly appreciated by many and please take criticism more 
like there's room for improvement in this area rather than your 
implementation is rubbish because it's not .. 99% of the time which is 
a great achievement!

Your comments do let me believe that an opt-out checkbox might indeed be 
a better idea. The user base of FlightGear Starts to shift from 'real 
aviation/simulator enthusiasts' and more towards users who are used to 
Microsoft Flight(simulator). The latter will be impressed by many other 
things than the accuracy of the Flight Models (which is more or less 
taken for granted nowadays).

Anyhow, don't feel frustrated. Take criticism for what it's worth and 
reject it if it sounds unrealistic. Also there's no need to defend 
yourself every time, you for one have proven yourself to be highly 
capable at your area of expertise (which for FlightGear was sparse until 
now).

Erik

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Re: [Flightgear-devel] Release 2.10.0: final tags for 2.10.0

2013-02-16 Thread Torsten Dreyer
Am 15.02.2013 16:16, schrieb Torsten Dreyer:
 If no one shouts out loudly _NOW_, I'm going to tag the release branches
 tomorrow (Saturday) morning (Central European Time) and give the package
 managers the GO to build and distribute the bundles. That should give us
 a ready-to-download release just in time on Sunday the 17th.

Done.

The tag version/2.10.0-final exists on fgdata, simgear and flightgear. 
Please start creating the tarballs, installers, binaries et.al. for the 
final FlightGear 2.10 release from that tag.

FWIW, I have also merged the release/2.10.0 branch into the master 
branch on simgear and flightgear. Both had conflicts on a few files. I 
resolved these conflicts by checking out the files of the release branch 
(git checkout --theirs while sitting on master) and committing those 
versions. This has been documented in the merge commit.

There is still one open item:
To push the final pdf and html documentation to the mapserver site. I do 
not have write access, so may please somebody who knows how to do that 
and is able to do so take care of it?

Torsten



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Re: [Flightgear-devel] Release 2.10.0: Decision Altitude

2013-02-16 Thread Torsten Dreyer
Hy Yves

Sorry, I do not understand your question. Could you clarify, please?

Torsten
Am 16.02.2013 00:17, schrieb ys:
 Hi Torsten

 What does mean no public answer in this list for this decision ?

 -Yves




 Am 15.02.2013 um 16:16 schrieb Torsten Dreyer tors...@t3r.de:

 Hi all,

 at one point during every ILS approach you reach the decision altitude
 with two options: continue approach or go around. Being the copilot
 on our approach into the 2.10 release, I'd call out minimum, approach
 lights in sight, continue!

 If no one shouts out loudly _NOW_, I'm going to tag the release branches
 tomorrow (Saturday) morning (Central European Time) and give the package
 managers the GO to build and distribute the bundles. That should give us
 a ready-to-download release just in time on Sunday the 17th.

 Greetings,
 Torsten

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Re: [Flightgear-devel] Release 2.10.0: final tags for 2.10.0

2013-02-16 Thread Olivier
Hi Torsten,




 De : Torsten Dreyer tors...@t3r.de
Envoyé le : Samedi 16 février 2013 10h48

 There is still one open item:
 To push the final pdf and html documentation to the mapserver site. I do 
 not have write access, so may please somebody who knows how to do that 
 and is able to do so take care of it?

To my knowledge, this is a fully automated task, which is croned at each 
update. So for the online stuff everything seems to be fine.
The only thing I do not know is who is taking care to update the getstart.pdf 
files pushed into the installers and tarballs for the release.
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Re: [Flightgear-devel] Release 2.10.0: final tags for 2.10.0

2013-02-16 Thread Torsten Dreyer
 To my knowledge, this is a fully automated task, which is croned at each
 update. So for the online stuff everything seems to be fine.
 The only thing I do not know is who is taking care to update the
 getstart.pdf files pushed into the installers and tarballs for the release.

Ah, good news. I just love automated tasks ;-)
Stuart took care of the getstart.pdf for this release, so I assume we 
are all set w.r.t. documentation this time.

Thanks
Torsten


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Re: [Flightgear-devel] OSX 10.5 compilation

2013-02-16 Thread James Turner

On 15 Feb 2013, at 23:56, ys flightg...@sablonier.ch wrote:

 Ok, can we have a decision that SimGear/FlightGear is not supporting OSX 10.5 
 on intel anymore ? FG 2.8 is doable, and maybe 2.10 with some further tweaks 
 too, but after looking to what's coming up with next I see that more and 
 more tweaks are needed and that core developers do not take 10.5 into account 
 anymore (what I can understand very well, but it's not mentioned anywhere, 
 when I'm not wrong).
 
 Fact is that all dependencies still supports osx 10.5 on intel, but sg/fg 
 doesn't anymore (since 2.8 this is also posted at flightgear.org for mac 
 release, = 10.6).  As stated by James sg/fg code is not tested against 10.5 
 by core developers anymore, so please ... I my view a small message should 
 come to changelog which can be referenced by supporters at forums and 
 elsewhere for this fact. Or do you think this is completely wrong ?
 

Hmm, I'm not sure what to say - I'm not aware of any 'upcoming' stuff in next 
that makes 10.5 support harder. There's changes, e.g. the file-dialog stuff, if 
it does't work with 10.5 (and I've no idea if does or not), can simply be 
#ifdef-ed based on the system version. That's the *only* think I can think of 
in next which would affect system support.

And I maintain, that 10.5 support is pretty doable with the 2.10 codebase, or 
'next', if someone wishes to invest some time. So making an 'official 
statement' seems a bit silly - just like it would be odd to make a statement 
saying we don't support FreeBSD or Cygwin or Windows 2k. I imagine some of 
those platforms need a similar amount of tweaking to Mac 10.5, to work out of 
the box, since no one tried them in years, but if someone cares to make them 
work, they will work - and I'm happy to apply patches to support them, so long 
as they don't break existing stuff.

(Actually I think FreeBSD does work, precisely because someone did that work, 
for 2.8)

So we can make such a statement, and if someone asks, the reason for making the 
statement, is because you asked for such a statement! - but I don't really see 
who that benefits? It will still be possible to #ifdef some code and support 
10.5, if there's a person interested / motivated enough to make it happen.

Regards,
James
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Re: [Flightgear-devel] Iceland textures

2013-02-16 Thread Renk Thorsten
 Did you test your airfield grass with some of the newer generated terrain
 (LOWI in my case)?

No, I didn't. Shouldn't make a difference for rendering purposes how you 
created it, at this stage it's all vertices and pixels and the shaders don't 
care where they come from or how they connect.


 Noticed that despite the surrounding area got some light snow cover the
 airfield are had no snow cover.

It *should* get some, although not quite the same as terrain, just like the 
runway should get some cover, but considerably less than terrain (I think I 
know how to keep roads free of snow, so that's going to come as well).

 Beside that i noticed some small transparency issues with 8.5 markings /
 lines.
 All the 8.5 lines have a small white boarder that is not visible without
 the atmospheric light scattering enabled.

I'm not sure how much the shader can affect this - as I said, at this stage 
it's all vertices and pixels. We have seen some taxiway marking issues reported 
in the forum

http://www.flightgear.org/forums/viewtopic.php?f=5t=19097

is the problem perhaps somehow similar? Otherwise, is there perhaps a flaw in 
the underlying geometry that isn't apparent in the default rendering but 
becomes apparent using Light Scattering? Since the scheme uses much more 
properties of the geometry (default essentially uses only z-depth of the 
fragment) it is also more prone to producing artefacts if there is an actual 
flaw in the geometry (I've seen fog clinging to bad terrain meshes, I've seen 
illumination discontinuities where there is a 2 m elevation jump in the water, 
there's the skydome flaw,...).

* Thorsten
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Re: [Flightgear-devel] OSX 10.5 compilation

2013-02-16 Thread HB-GRAL
Hi James

I'm still trying to be this 10.5 person these days, I don't give up that 
fast of course ;-) And I spent a lot of time this week in this believe me.

It started with having all dependencies right, and now I'm still trying 
to get simgear/flightgear the right way. When I succeed I will need some 
tests (by real 10.5 users, but also by users  up to 6/7/8).

I will clone the sg/fg repositories and add the directives, send some 
merge requests. Actually there are only two small changes in code 
checked in by you: The cocoa clipboard code in flightgear source (the 
patch I already sent), and in simgear svn_cmdline_create_auth_baton 
and svn_client_checkout3 which can't be used with sdk 10.5. But the 
alternatives here are already in place, it just needs a clever directive 
using the SVN_VER_MINOR already there.

I got also the sound working now for 10.5, and I'm actually building a 
FGx 2.10 against SDK 10.5. When I succeed I will post a download link at 
forums to test, and then I will bring the small changes I made to a 
clone/merge request to verify.

Thanks, Yves



Am 16.02.13 15:15, schrieb James Turner:

 On 15 Feb 2013, at 23:56, ys flightg...@sablonier.ch wrote:

 Ok, can we have a decision that SimGear/FlightGear is not supporting OSX 
 10.5 on intel anymore ? FG 2.8 is doable, and maybe 2.10 with some further 
 tweaks too, but after looking to what's coming up with next I see that 
 more and more tweaks are needed and that core developers do not take 10.5 
 into account anymore (what I can understand very well, but it's not 
 mentioned anywhere, when I'm not wrong).

 Fact is that all dependencies still supports osx 10.5 on intel, but sg/fg 
 doesn't anymore (since 2.8 this is also posted at flightgear.org for mac 
 release, = 10.6).  As stated by James sg/fg code is not tested against 10.5 
 by core developers anymore, so please ... I my view a small message should 
 come to changelog which can be referenced by supporters at forums and 
 elsewhere for this fact. Or do you think this is completely wrong ?


 Hmm, I'm not sure what to say - I'm not aware of any 'upcoming' stuff in next 
 that makes 10.5 support harder. There's changes, e.g. the file-dialog stuff, 
 if it does't work with 10.5 (and I've no idea if does or not), can simply be 
 #ifdef-ed based on the system version. That's the *only* think I can think of 
 in next which would affect system support.

 And I maintain, that 10.5 support is pretty doable with the 2.10 codebase, or 
 'next', if someone wishes to invest some time. So making an 'official 
 statement' seems a bit silly - just like it would be odd to make a statement 
 saying we don't support FreeBSD or Cygwin or Windows 2k. I imagine some of 
 those platforms need a similar amount of tweaking to Mac 10.5, to work out of 
 the box, since no one tried them in years, but if someone cares to make them 
 work, they will work - and I'm happy to apply patches to support them, so 
 long as they don't break existing stuff.

 (Actually I think FreeBSD does work, precisely because someone did that work, 
 for 2.8)

 So we can make such a statement, and if someone asks, the reason for making 
 the statement, is because you asked for such a statement! - but I don't 
 really see who that benefits? It will still be possible to #ifdef some code 
 and support 10.5, if there's a person interested / motivated enough to make 
 it happen.

 Regards,
 James
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Re: [Flightgear-devel] OSX 10.5 compilation

2013-02-16 Thread HB-GRAL
Am 16.02.13 18:54, schrieb HB-GRAL:
 I got also the sound working now for 10.5, and I'm actually building a
 FGx 2.10 against SDK 10.5.

The sound problem is not related to 10.5 of course, I got the sound 
working for arch i386 and sdk 10.5/6 (x86_64 worked from beginning, 
building against sdk 10.6). There are four possibilities that made it 
running finally now, independent of the machine, I don't know which one 
(or all of this?) I should take into account for my build, I will check 
all of this again:
1) building against OSG 3.1.3 instead of trunk (3.1.5)
2) rebuilding plib and not using macports plib (at least for 10.5 this 
is necessary anyway because I can't use 10.6 macports plib of course)
3) enable fgpanel and getting glut with this (huh?)
4) building with RTI=off

But I'm only talking to myself here, sorry for that. I promise I will 
get more overview soon and shut up.

-Yves

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[Flightgear-devel] BufferedLogCallback in simgear

2013-02-16 Thread HB-GRAL
Hi James

I guess this is the next commit
https://gitorious.org/fg/simgear/commit/318c5000ce58a07a279053f084a28faaef5c422d

that breaks simgear compilation against osx sdk 10.5 and target 10.5 on 
intel (for 2.11, and I get no problems against 10.6):

Output:

simgear/simgear/debug/BufferedLogCallback.cxx: In member function 
‘unsigned int 
simgear::BufferedLogCallback::threadsafeCopy(std::vectorunsigned char*, 
std::allocatorunsigned char* )’:
simgear/simgear/debug/BufferedLogCallback.cxx:92: error: ‘class 
std::vectorunsigned char*, std::allocatorunsigned char* ’ has no 
member named ‘data’
simgear/simgear/debug/BufferedLogCallback.cxx:92: error: ‘class 
std::vectorunsigned char*, std::allocatorunsigned char* ’ has no 
member named ‘data’
make[2]: *** 
[simgear/CMakeFiles/SimGearCore.dir/debug/BufferedLogCallback.cxx.o] Error 1
make[1]: *** [simgear/CMakeFiles/SimGearCore.dir/all] Error 2

-Yves

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

2013-02-16 Thread YOSHIMATSU Toshihide
Hi Olivier, Stuart,

Current Manual on mapserver is broken at the midstream of section 8.10 
(The autopilot).

And I noticed that unintentionally disappeared chapters exist:
  Chapter 9, Chapter 10, Chapter 11, Appendix A, Appendix B

Maybe, Olivier's commit to basic.tex 15 hours ago was something wrong:
http://gitorious.org/fg/getstart/commit/4bb44e69eead605fd626a83e7535640b9ad908ce

I guess,
basic.tex line 1859:
\weblong{https://dealer.bendixking.com/servlet/com.honeywell.aes.utility.PDFDownLoadServlet?FileName=/TechPubs/repository/006-18034-_3.pdf}

should be

\weblong{https://www3.bendixking.com/servlet/com.honeywell.aes.utility.PDFDownLoadServlet?FileName=/TechPubs/repository/006-18034-_3.pdf}{https://www3.bendixking.com/servlet/com.honeywell.aes.utility\\.PDFDownLoadServlet?FileName=/TechPubs/repository\\/006-18034-\_3.pdf}

I also request minor (low priolity) corrections in section 5.2 (Keyboard 
controls) of:
http://gitorious.org/fg/getstart/blobs/master/source/flight.tex

Lines 280-287 (Autopilot controls are as follows.):
-- should be deleted.

Line 306 and 309:
Table 5 and Tableau 5 shoud be Table 4 and Tableau 4.

Line 324 and 327:
Table 6 and Tableau 6 shoud be Table 5 and Tableau 5.

Line 341 and 344:
Table 7 and Tableau 7 shoud be Table 6 and Tableau 6.

Line 375 and 378:
Tab.\,6 and Tableau\,6 shoud be Table 7 and Tableau 7.

Lines 387 - 409 (When the autopilot is enabled...):
-- Please temporary comment out, because table contents (tab*.tex) for 
Additional Autopilot controls is not currently prepared.

Cheers,
Toshi


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Re: [Flightgear-devel] Release 2.10.0: Decision Altitude

2013-02-16 Thread Curtis Olson
Hi Everyone,

I just wanted to send a quick update on the release process.  Feb 17
arrives at different times at different places and it is still Feb 16 here
for another hour.  I have uploaded the source and the mac version of the
release to ibiblio.org and the final windows version is being uploaded
right now with about 2hr 45min left to go.  So it will not finish before I
head off to bed.  When I get up I will hopefully find that everything
transferred correctly.  I'll update the kingmont mirror and hopefully the
other mirrors will be getting in sync soon too.  At that point I'll update
the download links on the web site, try to find Stuart's release
announcement in my email archives, etc. etc.  I have a couple commitments
tomorrow so I hope to have most of the release things taken care of by
mid-afternoon (MN time) but we'll see.  Please be patient if not everything
is quite in place by Feb 17 00:00 UTC, we are getting better, but we aren't
quite that good yet. :-)

I appreciate all the hard work that so many people have put in on so many
fronts to make this release happen smoothly!

Thanks!

Curt.


On Fri, Feb 15, 2013 at 9:16 AM, Torsten Dreyer wrote:

 Hi all,

 at one point during every ILS approach you reach the decision altitude
 with two options: continue approach or go around. Being the copilot
 on our approach into the 2.10 release, I'd call out minimum, approach
 lights in sight, continue!

 If no one shouts out loudly _NOW_, I'm going to tag the release branches
 tomorrow (Saturday) morning (Central European Time) and give the package
 managers the GO to build and distribute the bundles. That should give us
 a ready-to-download release just in time on Sunday the 17th.

 Greetings,
 Torsten


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