Re: [Flightgear-devel] Linux (Ubuntu) libsvn not found by cmake

2012-11-28 Thread ThorstenB
Am 28.11.2012 22:04, schrieb Alan Teeder:
 Yes, I understand that the user can override Cmake defaults. This would
 however require another fix to the Brisa automated script.

 My point is that  /usr/lib/l386-linux-gnu/  IS the default that the Ubuntu
 package manager is now using for the svn library (for 32 bit configurations
 at least), and therefore it would be sensible to add it to the Cmake svn
 library search path.

 I would not be surprised if Debian  is now the same.

Apparently this is a bug affecting some of Ubuntu's cmake packages. It 
is not considering the multiarch directories, which were introduced 
for Ubuntu. This is not just causing problems with FG - but with all 
packages which depend on libraries, which were already converted to the 
new multiarch directory structure.

The Ubuntu cmake bug report says, it was fixed.

For details, see: 
http://code.google.com/p/flightgear-bugs/issues/detail?id=946

cheers,
Thorsten

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Re: [Flightgear-devel] Musings on FG on Linux/Windows

2012-11-28 Thread ThorstenB
Am 28.11.2012 20:12, schrieb Stefan Seifert:
 A good first step would be to contact the maintainer of the FlightGear package
 in the games repository and ask why build is disabled for all non-openSUSE
 distributions.

Well, that would be me ;-), and since you have already asked:

The cross-platform build is disabled for FG because building for other 
distros isn't just a matter of flipping a switch.

First, you need to ensure that all the dependent libraries are 
available. And when you check the OBS repositories, you'll notice very 
few packages provide support for other distros. So, you'll need to start 
bottom-up, take care of lots of packages, OSG, dependent graphics and 
sound libraries - and lots stuff that they depend upon. The OBS 
cross-platform support was introduced years ago, but few package 
maintainers have adopted it.

Next, you'll need to make sure that the build spec file works for other 
distros. Each distro comes with their subtle differences. Even in 
between versions: it's sometimes funny enough to build a spec file which 
works with several versions of the same distro (sometimes you need to 
install the libsvn package, sometimes it's libsvn-1). After all, you 
will still need to deal with every single distro.

The advantage with Linux is: it is free and everyone can adapt it. The 
disadvantage is: Linux distros actually use their freedom. Linux is not 
like Windows, where you build a binary and it just runs everywhere 
(well, yes, mostly). It's a flexible platform which every distro somehow 
adapts to their own needs and likes - sometimes maybe even intentionally 
to distinguish themselves from others.

Also, each distro maintains its own app store (well, they don't call 
it like that, but it's really what it is - except that it's all free) 
and many, if not most users will even refuse to install stuff from other 
sources (considering separate installers too difficult - or fearing it 
could mess up their system or trigger update problems). So, universal 
binaries aren't even welcome everywhere.

I only adopted the OpenSUSE packages, which helps with finding things 
causing problems with packaging, like incomplete install rules, 
missing icons, invalid ASCII encodings in documents/READMEs, or with 
different compiler versions (the OBS build currently uses 4 different 
GCC versions). All the stuff, which isn't noticed when building stuff 
locally - but which prevents building a proper package or having it 
accepted into a distro. I can fix these things directly in FG, which 
should make things easier for other packagers.

What I have also tried for the FG 2.8 release, was getting in contact 
with other package maintainers. Reminding them of the new release, 
giving them some hints on what needs to be changed. Many have updated 
their packages pretty quickly - which may already be an improvement (see 
below). When possible, I'm also taking patches upstream, so they don't 
need to mess with adapting local patches for every release (yes, the 
infamous shared library thing is an example). This helps with speeding 
up the updates.

Concerning FG 2.8 (released August 17th), what I am aware of:

* OpenSUSE (released August 17th)
https://build.opensuse.org/package/show?project=gamespackage=FlightGear

* Playdeb for Ubuntu (released August 18th)
http://www.playdeb.net/software/flightgear

* FreeBSD (released September 7th)
http://www.freshports.org/games/flightgear

* Fedora (released September 11th)
http://koji.fedoraproject.org/koji/packageinfo?packageID=1200

* Arch Linux (released October 8th)
https://www.archlinux.org/packages/community/x86_64/flightgear/

* Gentoo (October 15th)
http://packages.gentoo.org/package/games-simulation/flightgear

* Debian (2.6.0 (not 2.8.0!) accepted into stable on October 30th)
http://packages.debian.org/de/sid/flightgear


Yes, it would still be nice to have a universal build. And I guess, 
ThorstenR (and probably others) think we're therefore doing a lousy job 
and should just spend more time on FG - like work full time to provide 
you the perfect service that you clearly all deserve (and for free, of 
course) :).

But at times you notice live is really short. You really need to think 
about what you want to do, and on which things you really want to spend 
your precious spare time on. And do I personally want to be responsible 
for building a package that runs on *any* Linux distro in the universe - 
and to somehow take care of all their ugly tweaks? To be frank: no.

The advantage of the current approach is: it distributes the work. It 
involves people which actually know and care about their individual 
distros - and, at least I do not need to do it all on my own. Yes, it 
may mean there's an extra latency before a new version becomes available 
for some distros. But is it really _so_ bad, like Debian users 
apparently seeing an 8 month delay? Or that Linux users may need to 
update their OS every 2 years (well, you have to update anyway, since 

Re: [Flightgear-devel] SenecaII: cannot start right engine

2012-11-25 Thread ThorstenB
Am 25.11.2012 12:57, schrieb Andreas Gaeb:
 with the git version from last Thursday, I cannot start the right engine
 of the SenecaII.

Works fine here with current Git.

 The main problem seems to be that /systems/fuel/fuel-pump[1]/enabled is
 set to false and immediately gets switched back to false if I set it to
 true in the property browser.

Either the fuel pump control switch is off (circuit breaker #8, fuel 
pump R), or the right engine primer wasn't pressed prior to starting 
(both result in /systems/fuel/fuel-pump[1]/enabled being forced to false).

cheers,
Thorsten

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Re: [Flightgear-devel] SenecaII: cannot start right engine

2012-11-25 Thread ThorstenB
Am 25.11.2012 16:07, schrieb Andreas Gaeb:
 It was indeed the primer of the right engine; if I press it, the engine
 starts. However, the left engine starts out of the box after launching
 Flightgear by pressing } three times and holding s; the right engine
 does not. Same for running the Hot start tutorial and holding s. Do you
 see this behaviour, too?

Yes, same here, the left engine starts more easily. This means there 
already is excess fuel in the left engine's carburator at startup - it 
happens in RL, too. Let's assume it's not a bug, but another realistic 
detail Torsten has intentionally modelled ;-).

 Btw, after running the Cold start tutorial, the master switch is off.
 Maybe the Start Engine tutorial should advise you to switch it back on
 again, otherwise the starter won't work when following the tutorial
 strictly.

Yes. Patches welcome. ;-)

cheers,
Thorsten

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Re: [Flightgear-devel] AI manager fails to compile with MSVC

2012-11-24 Thread ThorstenB
Am 24.11.2012 14:16, schrieb Alan Teeder:
 Thanks – FG compiles and runs again.

Thanks for the feedback. As you may have noticed, the Jenkins Windows 
builds were apparently stuck/blocked for 3 days - it hasn't even tried 
to compile - hence there were no messages (and that's why it says last 
successful build 3 days ago). The MSVC issue was only in trunk for a 
few hours though - so everything should have been fine before.

cheers,
Thorsten

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Re: [Flightgear-devel] Which navradio code is considered standard?

2012-11-22 Thread ThorstenB
On 22.11.2012 10:08, Adrian Musceac wrote:
 I've gone ahead and used the new radio code for navaids, but I have a
 question: which navradio code is considered standard? newnavradio or navradio?

navradio is the current/old standard, newnavradio is the new module. 
Most aircraft use navradio, few newnavradio. I'm not sure if there 
is a plan to switch/replace the old radio at some point, and whether the 
new module was compatible with the old etc. But for now, both are there. 
TorstenD is the expert here.

cheers,
Thorsten


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Re: [Flightgear-devel] Next FlightGear release (Feb. 17 2013)

2012-11-17 Thread ThorstenB
Am 17.11.2012 22:43, schrieb Stuart Buchanan:
 On Fri, Nov 16, 2012 at 2:27 PM, Torsten Dreyer wrote:

 1. A lack of stress testing.
 We have a four weeks testing period with release binaries publically
 available, so I am not sure how to improve that. Do we need more
 testers? Do we need more time?

 We've already got a fairly extensive lead-in time for the release.  More
 testers on more platforms would seem to be the answer.  Perhaps we
 should advertize for testers of those platforms that aren't adequately
 covered by developers running git?

The main area to improve is to distribute release candidates for all 
platforms earlier - preferably starting immediately after the freeze. 
That would already give us more time for testing - without extending the 
actual freeze period.

As I remember, we were pretty late with the initial distribution of FG 
2.8.0-RCs - especially for Mac (partly due to technical issues and 
partly due to people not being available - for which no one is to be 
blamed for, of course).

We should be in much better shape for the upcoming release - since the 
build automation on Jenkins should be working for all platforms now - 
and nothing about the infrastructure or build system has changed since 
the last release.

How about having a test run a week or two in advance, just to make sure 
we can indeed produce release installers for Win+Mac - and then release 
the first RC on December 17th/18th or 19th ;-) ? Curt, Fred, James? ;-)

cheers,
Thorsten

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Re: [Flightgear-devel] Bug 479 has come back

2012-11-16 Thread ThorstenB

Am 16.11.2012 10:13, schrieb Alan Teeder:

Changing --fg-aircraft=C:\FlightGear\MyAircraft
to --fg-aircraft=C:\FlightGear\MyAircraft\ ,
or to   --fg-aircraft=C:/FlightGear/MyAircraft has no effect.


Pull latest fgdata and see if it has any effect.

Is it possible that things were only working before, when the path given 
for --fg-aircraft used / instead of the usual Windows \ path 
separator? There was something goofed up in Nasal/io.nas, which suggests 
this should have been the case.


If it's still not working, replace your fgdata/Nasal/io.nas with the 
attached version, run fgfs, reproduce the issue and send the log output 
to me (default log settings are enough).


cheers,
Thorsten

# Reads and returns a complete file as a string
var readfile = func(file) {
if ((var st = stat(file)) == nil)
die(Cannot stat file:  ~ file);
var sz = st[7];
var buf = bits.buf(sz);
read(open(file), buf, sz);
return buf;
}


# Loads Nasal file into namespace and executes it. The namespace
# (module name) is taken from the optional second argument, or
# derived from the Nasal file's name.
#
# Usage:   io.load_nasal(filename [, modulename]);
#
# Example:
#
# io.load_nasal(getprop(/sim/fg-root) ~ /Local/test.nas);
# io.load_nasal(/tmp/foo.nas, test);
#
var load_nasal = func(file, module = nil) {
if (module == nil)
module = split(., split(/, file)[-1])[0];

printlog(info, loading , file,  into namespace , module);

if (!contains(globals, module))
globals[module] = {};
elsif (typeof(globals[module]) != hash)
die(io.load_nasal(): namespace ' ~ module ~ ' already in use, but 
not a hash);

var code = call(func compile(readfile(file), file), nil, var err = []);
if (size(err)) {
(func nil)();  # FIXME hack around 
Nasal bug

if (substr(err[0], 0, 12) == Parse error:) { # hack around Nasal 
feature
var e = split( at line , err[0]);
if (size(e) == 2)
err[0] = string.join(, [e[0], \n  at , file, , line , 
e[1], \n ]);
}
for (var i = 1; (var c = caller(i)) != nil; i += 1)
err ~= subvec(c, 2, 2);
debug.printerror(err);
return 0;
}
call(bind(code, globals), nil, nil, globals[module], err);
debug.printerror(err);
return !size(err);
}


# Load XML file in FlightGear's native PropertyList format.
# If the second, optional target parameter is set, then the properties
# are loaded to this node in the global property tree. Otherwise they
# are returned as a separate props.Node tree. Returns the data as a
# props.Node on success or nil on error.
#
# Usage:   io.read_properties(filename [, props.Node or property-path]);
#
# Examples:
#
# var target = props.globals.getNode(/sim/model);
# io.read_properties(/tmp/foo.xml, target);
#
# var data = io.read_properties(/tmp/foo.xml, /sim/model);
# var data = io.read_properties(/tmp/foo.xml);
#
var read_properties = func(path, target = nil) {
var args = props.Node.new({ filename: path });
if (target == nil) {
var ret = args.getNode(data, 1);
} elsif (isa(target, props.Node)) {
args.getNode(targetnode, 1).setValue(target.getPath());
var ret = target;
} else {
args.getNode(targetnode, 1).setValue(target);
var ret = props.globals.getNode(target, 1);
}
return fgcommand(loadxml, args) ? ret : nil;
}

# Load XML file in FlightGear's native PropertyList format.
# file will be located in the airport-scenery directories according to
# ICAO and filename, i,e in Airports/I/C/A/ICAO.filename.xml
# If the second, optional target parameter is set, then the properties
# are loaded to this node in the global property tree. Otherwise they
# are returned as a separate props.Node tree. Returns the data as a
# props.Node on success or nil on error.
#
# Usage:   io.read_airport_properties(icao, filename [, props.Node or 
property-path]);
#
# Examples:
#
# var data = io.read_properties(KSFO, rwyuse);
#
var read_airport_properties = func(icao, fname, target = nil) {
var args = props.Node.new({ filename: fname, icao:icao });
if (target == nil) {
var ret = args.getNode(data, 1);
} elsif (isa(target, props.Node)) {
args.getNode(targetnode, 1).setValue(target.getPath());
var ret = target;
} else {
args.getNode(targetnode, 1).setValue(target);
var ret = props.globals.getNode(target, 1);
}
return fgcommand(loadxml, args) ? ret : nil;
}

# Write XML file in FlightGear's native PropertyList format.
# Returns the filename on success or nil on error. If the source
# is a props.Node that refers to a node in the main tree, then
# the data are directly written from the tree, yielding a more
# accurate result. Otherwise the data need to be copied first,
# which may slightly change node types (FLOAT becomes DOUBLE etc.)
#
# Usage:   io.write_properties(filename, 

Re: [Flightgear-devel] Bug 479 has come back

2012-11-16 Thread ThorstenB
Am 16.11.2012 22:28, schrieb Alan Teeder:
 It all works out of the (git)  box now. I have not tried the io.nas that you
 attached to your post, but can do if you wish.

No need to, if it's working now.

I believe we've fixed another old and ugly bug here, requiring Windows 
users to use Unix-style paths for some command-line parameters to make 
Nasal access work (namely for --fg-aircraft and --fg-scenery).

The realpath patch only extended the existing issue - since realpath 
converts Unix-style paths back to proper Windows-style paths - so now 
the issue also caught those using Unix-style paths as a work-around so far.

Thanks,
Thorsten


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Re: [Flightgear-devel] Bug 479 has come back

2012-11-15 Thread ThorstenB
Am 15.11.2012 12:55, schrieb Alan Teeder:
 Found it !
 Here is the culprit:
 commit dbea0c936103b2530e551be7c51bc6bd7b5218cb
 Author: ThorstenB
 Date: Sun Nov 11 19:26:51 2012 +0100

 Geoff McLane: realpath for Windows using _fullpath.
 Alan
 *From:* Alan Teeder mailto:ajtee...@v-twin.org.uk
 *Sent:* Thursday, November 15, 2012 11:32 AM
 *To:* Flightgear-devel@lists.sourceforge.net
 mailto:Flightgear-devel@lists.sourceforge.net
 *Subject:* [Flightgear-devel] Bug 479 has come back
 Bug 479 (loadxml: reading 'file.xml' denied (unauthorized access) from
 --aircraft directory) has come back during the last week. (Windows MSVC
 2010).

Apparently the path checker somehow mismatches the given file path and 
the fg-aircraft path. This is obviously caused by the conversion of the 
path to an absolute path - but it's strange since absolute paths should 
certainly work (and they are what should normally be given on the 
command-line in the first place, so the conversion should not really 
have changed anything, except for those who were using relative paths - 
but those weren't even working before).

We either need someone running Windows to debug this.
Alternatively, please provide the exact values of the

* fg-aircraft command-line parameter (--fg-aircraft=...)
* The value of the /sim/fg-aircraft property (see property tree)
* The exact path given in the error message (loadxml: reading '...' 
denied)

Make sure to copy the paths exactly as shown - even tiny differences 
(such as / vs \, or an appended extra slash may make a difference).

cheers,
Thorsten


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Re: [Flightgear-devel] download_and_compile.sh

2012-11-12 Thread ThorstenB
On 12.11.2012 14:25, Pat wrote:
 I've been learning a lot about Linux development by reading the
 download_and_compile.sh.  I have a few ideas for enhancements to the
 script.

 Is anyone keeping a list of requested enhancements to the script?

 Is this list the right place for discussion of the script and changes
 to it?

The script is maintained by Francesco Brisa. Not sure if he's reading 
this list. Otherwise try contacting him directly (see contact details in 
script header).

cheers,
Thorsten

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Re: [Flightgear-devel] Scenery not being loaded

2012-11-11 Thread ThorstenB
Am 11.11.2012 05:32, schrieb Jon S. Berndt:
 I have a new problem, now, though. I do see the scenery (when I get under
 about 6000 feet - until then I see only white fog) since I gave the path to
 the directory outside $FG_ROOT where I placed the terrain, but now I no
 longer get proper HUD symbology - the numbers aren't there anymore. Any
 suggestions on how I can do this? I'm not sure how I can set two scenery
 paths on the cygwin command line for starting FlightGear.

When the HUD no longer works, make sure you haven't deleted anything in 
FGDATA - like the fonts. You don't need to define the path to the base 
scenery (within fgdata). If you downloaded additional scenery, in one or 
multiple separate directories, you can separate the paths with : 
(works also on Windows).

fgfs --fg-root=FGDATA_PATH --fg-scenery=CUSTOM_PATH1:CUSTOM_PATH2:...

cheers,
Thorsten


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Re: [Flightgear-devel] Scenery not being loaded

2012-11-11 Thread ThorstenB
Am 11.11.2012 13:14, schrieb Frederic Bouvier:
 multiple separate directories, you can separate the paths with :
 (works also on Windows).

 fgfs --fg-root=FGDATA_PATH --fg-scenery=CUSTOM_PATH1:CUSTOM_PATH2:...

 On windows, the path separator if ;

You are right, for scenery it indeed is. But I'm sure I have seen a 
funny hack in our code somewhere, which detected if the : character 
was preceded by a single or multiple letters - in order to distinguish 
Windows drive specs (i.e. C:\foo..) from actual path separators 
(C:\foo:A:\bar). But maybe this hack is in another area - or it was 
dumped...

cheers,
Thorsten

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Re: [Flightgear-devel] flight recorder / replay system

2012-11-11 Thread ThorstenB
Am 11.11.2012 10:52, schrieb Thomas Geymayer:
 Everything works great here. Save own flights, playback own and your
 flights (Nice approach btw.;)  ). Only with jsbsim the my controls
 button is missing, but that wasn't working before neither...

Good. ;-)

Right, the my controls button is currently intentionally disabled for 
JSBSim and for YASim helicopters. Only works with YASim aircraft so far.

YASim reads in all relevant properties before each iteration, so any 
external change to a property (aircraft angle, velocity) takes immediate 
effect. This is why it is easy to just take over control of a replay 
session: when the replay system has restored the state of all relevant 
properties, we can just reenable the FDM calculation - and YASim just 
takes it from there and continues.

Unfortunately that's different with YASim helicopters: the rotor speed 
(pretty much the most important property of a helicopter) isn't read 
from the property tree. So, if you took over control in mid-air, YASim 
ignores the rotor speed set by the replay system - and the helicopter 
dropped like a stone. I tried to fix this a while ago, but it turned out 
to be more complex than expected.

It's the same issue with JSBSim, if I remember correctly. It doesn't 
read (at least not all) properties prior to an iteration, so external 
changes to aircraft properties don't have any effect.

It's possible to start JSBSim with a given velocity/angle/.. though, 
like we do when initially starting FlightGear or trigger a simulator 
reset. However, we currently can't just reinitialize or tear down and 
recreate a single subsystem - at least that is currently not working 
with the FDM subsystem. The whole (re)initialization phase has a lot of 
dependencies and fixed sequences. So that currently also isn't an option.

The hope is that will change. We have already cleaned up a lot of 
subsystem / initialization things over the past year - and more things 
are planned. Eventually, I hope we can just recreate an FDM at any time 
(out of thin air... ;-) ) with arbitrary initial settings.

cheers,
Thorsten


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Re: [Flightgear-devel] Scenery not being loaded

2012-11-11 Thread ThorstenB
Am 11.11.2012 17:39, schrieb Jon S. Berndt:
 Also, if I specify only the custom scenery path - as in the command line
 below - I get the errors that follow. Don't know if those are revealing or
 unexpected ...

 bin/Win64/fgfs.exe --fg-root=./data --fg-scenery=./scenery
 --aircraft=CitationX --native-fdm=socket,in,30,,5550,udp --fdm=external
 --airport=KCHS

 Cannot find Nasal script './data/Nasal/local_weather ...

Aha... You must not use relative paths on Windows. Only absolute paths 
are supported.

If anyone was interested/able to fix the support for relative paths on 
Windows, please implement SGPath::realpath in simgear/misc/sg_path.cxx:

 std::string SGPath::realpath() const
 {
 #if defined(_WIN32) || (defined(__APPLE__)  MAC_OS_X_VERSION_MAX_ALLOWED = 
 1050)
 // Not implemented for Windows yet. Return original path instead.

 #else
 ...

This code is supposed to convert a relative path (given in command-line 
parameters) into a proper absolute path - since we have several places 
in FG, which just cannot deal with relative paths.

cheers,
Thorsten


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Re: [Flightgear-devel] Scenery not being loaded

2012-11-11 Thread ThorstenB
Am 11.11.2012 18:23, schrieb Jon S. Berndt:
 Thanks for the reply. The path handling in FlightGear seems a bit delicate.
 Not sure if in Cygwin under Windows I need to be more unix-like, or more
 windows-like in specifying paths. I'll play with that some, but relative
 paths do work - at least selectively, for some things.

Yes, they work in some areas. But they don't work for Nasal and some 
other areas. To avoid the issues you really need to use absolute paths - 
whatever kind works for Cygwin...

For Cygwin, instead of c:\FlightGear, try
/c/FlightGear/...
or
c:/FlightGear/...

cheers,
Thorsten


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Re: [Flightgear-devel] Scenery not being loaded

2012-11-11 Thread ThorstenB
Am 11.11.2012 19:05, schrieb Geoff McLane:
 That's strange no one has done this for WIN32 ;=()

I guess most Windows people are using launchers. It's mainly Linux 
people who love command-lines ;-).

 #if defined(_WIN32)
 // with absPath NULL, will allocate, and ignore length
 char *buf = _fullpath( NULL, path.c_str(), _MAX_PATH );
 if (!buf) {
SG_LOG(... as per unix  ...);
return path; // failed, return path as is
 }
 std::string p(buf);
 free(buf); // was allocated using malloc(), so
 return p;

Thanks. I have committed it, but can't test it myself. Can some check 
with latest SimGear if relative paths are working for Windows now - with 
standard MSVC build (check for Nasal ... not found errors).

Actually, thinking about it: cygwin is POSIX, so it can use the POSIX 
implementation.

I'm not sure if the compiler switches in sgpath are really correct - it 
assumes normal Windows paths for cygwin (WIN32 is also defined for 
cygwin). I guess Cygwin isn't really well maintained for FG right now. 
Patches welcome... ;-)

cheers,
Thorsten


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[Flightgear-devel] flight recorder / replay system

2012-11-10 Thread ThorstenB
I have updated the flight recorder / replay system with something I had 
already planned after last year's update. Two new features:

1. Sessions can be saved to/loaded from disk. Simply fly along, then 
select Save flight recorder tape from the file menu and press Save. 
You can load the tape again at any later time. You can keep the tape 
recording for your own amusement - or send it to someone else.

2. You can add text messages to a flight recording. This turns the 
recording into a flight tutorial. It's somewhere in between the existing 
tutorial system and a Youtube video: unlike the existing tutorials, the 
recorded flight can be used to demonstrate complete flight manoeuvres, 
such as how to fly a complex approach into an interesting airport. And 
unlike a fixed video tutorial, users can change views, inspect 
instruments, or take over control at any point.

As a teaser and test, I have created a tutorial showing how to fly the 
nice Isafjördur fjord takeoff and approach. A beautiful airport in 
Iceland. The tutorial should be used with the Beechcraft b1900d:

Instructions:
- Make sure you have (terrasync) scenery for Iceland (airport BIIS).
- Download tutorial and store on your disk: 
http://www.filedropper.com/b1900d-biis-isafjordur-tutorial
- Start FlightGear with the b1900d.
- Menu File = Load Flight Recorder Tape
- Select the downloaded file b1900d-BIIS-Isafjordur-Tutorial.fgtape
- Press Load
- Watch. You should also see instructions during the flight.
- Try the approach yourself (i.e. go back with the replay slider, press 
my controls...)

(The cool Icelanders fly this approach on daily schedule. For the 
interested, here's a real-life recording: 
http://www.youtube.com/watch?v=Fv_c6vA8DXE ).

Never mind the scenery glitch at the airport (in the FG scenery, not on 
the RL airport ;-) ).

I'll document the details of how to create a tutorial (add text 
messages) later. For now, I'd like to know if the basic system is 
working everywhere, and if recorded tapes work across systems.

When something is (not) working, let me know.

cheers,
Thorsten

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Re: [Flightgear-devel] Windows SG DLL build - NO GO!

2012-11-08 Thread ThorstenB
On 08 Nov 2012 Geoff McLane wrote:
 But maybe we would be better off removing the
 SIMGEAR_SHARED option if WIN32 ;=))

No objections. Indeed it wasn't intended for Windows.
I'll remove the option for WIN32.

 And of course, I really wonder WHY we added
 a 'shared' version of SG at all... but that
 is another topic...
 I assume someone had a 'good' only-for-UNIX
 reason ;=))

Exactly.
It improved support for Linux distributions a lot, which do have fixed 
rules to use shared libs. Since shared lib support is now in SG, all 
distros can/could drop their local makefile patches, which they had to 
use before. It has removed a major obstacle preventing distros from 
quickly updating to the latest FG release: they no longer need to wait 
for a volunteer to update their local makefile patches for every single 
FG release.

Please let's not discuss the reasons here why Linux packagers are so 
strict with using shared libs (they have very good reasons), it's futile 
and beyond our power anyway...

cheers,
Thorsten


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Re: [Flightgear-devel] FSWeekend 2012...

2012-11-07 Thread ThorstenB
On Wed, 7 Nov 2012, Durk Talsma wrote:
 No worries. :-). This is actually fairly subjective, and I'm afraid that I
 didn't explain my concern too well in my initial post. The real issue is
 salience, which you can describe as the subjective property of a percept to
 stand out from it's environment (see
 http://en.wikipedia.org/wiki/Salience_(neuroscience) ). So, a cool feature 
 that
 easily dominates in a screenshot contest may not be able to capture our
 attention very effectively in a different context, such as the one at
 FSWeekend, where visitors are usually bombarded with high quality graphics.

 So, what I was actually looking for was new ways of *using* FlightGear, within
 the limitations of an internet-free environment. Our lan based multiplayer
 server was very effiective in the past, and in the last few years we also had
 some new aircraft and/or a specific theme, or even an internet connection, all
 of which served as great eye-catchers. This year was a bit of a step back in
 those respects, so I found myself more often than not reverting back to the
 tested and tried.

Only slightly exaggerating, there are two types of people at FSWeekend: 
those who have never even heard about FG before, and those who have 
faintly heard about it, but never actually used or seen it ;-).

So, presenting FG really needs to start with the very basic stuff: what 
is FG, where do I get it, how much does it cost ;-), how is it 
different/better etc. People also ask questions like Can I reuse the 
FSx addons which I already bought, will my hardware devices work, etc.

So, presenting FG is not so much a matter of concentrating on the latest 
development gimmicks - like we would do in a newsletter or release 
announcement for people who already know FG. It's more about explaining 
and showing how it looks/feels in general. But of course, *all* the nice 
features inside FG and all the nice aircraft absolutely help with 
demonstrating FG to an interested visitor and help making a good overall 
impression, so that people will actually remember FG when back home - 
and start downloading.

I agree with Durk, maybe we have been a bit less effective this year in 
making people stop and look. And until people actually pay attention, it 
doesn't even matter what's on the screens at all (FG, Rembrandt or just 
random pixels :) ). As you can see on the photos, there are loads of 
tables at FSWeekend. Each has a computer with 1-3 displays. In that 
respect, our booth may not have looked different enough this year.

Last year, the 10 display (or 12 displays for LinuxTag :) ) worked 
pretty well as an eye catcher - causing almost everyone passing to go 
WTF!?? Brain-to-feet: full stop!! Brain-to-eyes: Check it out! What is 
this??. It also worked well as an ice-breaker: people would immediately 
start asking questions How do you connect these? How many machines are 
running these? How much power does it draw... ;-)

So, I really hate to say it, but there really is something about 
marketing. Or, to go with Durk: there really is something about 
psychology: to get people's attention, it takes more than a good product 
alone... ;-)

On Wed, 7 Nov 2012, geneb wrote:
 Durk, if you can find someone that's willing to cut the parts for you, I'd
 be happy to donate a drawing set for my single-seat collimated display
 system.  You show up next year with THAT and I can just about guarantee
 most folks will forget how to spell FSX. :)

Yay! That would *definitely* trigger a major visitor stampede! ;-)

cheers,
Thorsten

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[Flightgear-devel] FSWeekend 2012...

2012-11-04 Thread ThorstenB
... is already over now, unfortunately.

For those who couldn't attend but are interested in what it was like 
(make sure to join next year!), here are some photos showing the event 
and FlightGear booth:

http://www.flickr.com/photos/70866411@N05/sets/72157631926925511/detail/

More details are probably to follow (maybe Durk will explain how he 
managed to reserve the hall's huge main projection screen exclusively 
for FlightGear - and how a silly broomstick is connected... :-) ).

Thanks to every attending this year! Yet again, it's been a lot of fun :).

cheers,
Thorsten

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Re: [Flightgear-devel] FSWeekend 2012...

2012-11-04 Thread ThorstenB
Am 04.11.2012 20:39, schrieb Jon S. Berndt:
 Did you run into Austin Meyer (X-Plane)?

No, he was there last year to promote his latest release, but I'm not 
aware that he attended this year.

(There were rumours someone had seen a Curtis Olson at the event, but 
that is yet another story...;-) ).

cheers,
Thorsten


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Re: [Flightgear-devel] Simgear commit breaks Atlas (ot??)

2012-10-15 Thread ThorstenB
 FYI the Atlas configure.ac will use -lSimGearCore if ENABLE_SIMGEAR_SHARED
 is set to yes, which is misleading. I will change this to something more
 more useful (Suggestion?).

I added ENABLE_SIMGEAR_SHARED to Atlas some time last year, since the 
libraries SimGearCore and SimGearScene (the latter isn't required for 
Atlas) were only built when the ENABLE_SIMGEAR_SHARED switch was set 
for SimGear - so the options for SimGear and Atlas matched exactly.

Since 2.9.0 SimGear always builds two libraries only (instead of the 
earlier 9 or 10 different libs), no matter whether static or shared libs 
were selected for SimGear. So indeed, the option should be renamed now. 
Also, the default should be changed - since SimGearCore is now always 
provided by latest (and future) SimGear.

Suggestion: rename the switch to SIMGEAR_LEGACY and invert the logic, 
so it can be set when building with old SimGear versions.

cheers,
Thorsten


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Re: [Flightgear-devel] Patch: FOV automatic compensation for wider screens

2012-10-08 Thread ThorstenB
On 7 Oct 2012, at 15:19, Stuart Buchanan wrote:
 The use-case is to enable or disable particular views if you don't want to
 have to spend ages cycling through them.

I also quite like this option. Some a/c also provide many additional 
custom views. It's handy to just enable the personal favourites.

 Options dialogs at present, but the View Options name is too generic.
 How about Enable/Disable Views?

Doesn't sound like a proper main menu entry to me. Just as awkward to 
translate to other languages.

 Alternatively, we could just merge the Display Options and View Options 
 dialogs
 into one (probably named View Options).  Neither of them are very large.

That sounds good to me!

 A more radical idea would be to change the noun from Views to
 Cameras, which IMO
 are a bit more descriptive.  We'd then have a Cockpit Camera rather than a
 Cockpit View etc.

Also ok. But it could still be merged into a single dialog then. 
Disadvantage of renaming view to camera though is that plenty of 
places would need to be adapted or things get inconsistent. There are 
also lots of aircraft which install custom views (jump seat view, 
radio panel view, ...). So, things get messy. And I think camera 
even sounds odd for some of our current views: would the copilot 
view be renamed to copilot camera? Should aircraft provide custom 
radio panel cameras? Hmm ;-).

Personal taste: I'd keep the views named as views and just merge the 
dialogs.

cheers,
Thorsten

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Re: [Flightgear-devel] Engine sound and HSI problems with Lightning

2012-10-08 Thread ThorstenB
On 8 Oct 2012, at 14:35, Alan Teeder wrote:
 The HSI is now stable, but does not agree with the other compasses. Is there
 a gyro alignment procedure that I need to learn?

Yes. It's one of the pilot's duties as part of the pre-start checklist 
;-). Also something which needs to be done every 10-15 minutes when in 
flight, since the indication continuously drifts away. See here:
http://www.pilotfriend.com/training/flight_training/fxd_wing/di.htm

When the sim starts (or is reset), the initial indication should be 
aligned with the compass though. However, when the gyro isn't powered, 
the indication will be wrong as soon as the aircraft turns (offset).
The HSI has a knob to adjust the indicator (see C172 cockpit), but it 
seems to missing in the Lightning.

cheers,
Thorsten



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Re: [Flightgear-devel] Engine sound and HSI problems with Lightning

2012-10-07 Thread ThorstenB
On 7 Oct 2012, at 09:06, Alan Teeder wrote:
 If I taxi the Lightning the HSI starts operating normally, and does not fail
 when I apply the brakes. Something is not getting initialised I guess.

Watch the properties
/systems/electrical/outputs/DG
and
/instrumentation/heading-indicator-dg/spin

Initially, they are both 0 (no voltage output, hence the gyro isn't 
spinning). When full thrust is applied, voltage output goes to 115.0016 
and the gyro starts spinning (voltage seems a bit high, but the code 
isn't simulating overvoltage failures ;-) ).

When thrust is reduced, voltage output returns to 0, hence the gyro is 
slowing down again. Of course, a heading indicator isn't working 
properly when the gyro isn't spinning (no voltage supplied).

Check the computation for /systems/electrical/outputs/DG in
Aircraft/Lightning/Systems/lightning-electrical.nas. Something doesn't 
seem right.

I have also pushed an update to fg which improves the failure simulation 
when gyro spin is low (at spin==0 the indicator should be completely 
stuck now). However, I haven't seen anything in there which could have 
been different for Windows vs Linux.

cheers,
Thorsten

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Re: [Flightgear-devel] [Gitorious] Activity: fredb pushed 1 commits to nextnext...

2012-10-04 Thread ThorstenB
On 4 Oct 2012, at 01:28, James Turner wrote:
 The translation strings come from FGDATA, so it sounds like either
 your fgdata hasn't updated correctly, or you're somehow selecting a locale for
 which we don't have translations?

The English language resource is always considered for defaults. 
incomplete resource only appears when the identifier isn't found in 
the user's selected language resource, nor in the English (master) resource.

So, a git pull for fgdata is required here, to update the (English) 
GUI labels.

cheers,
Thorsten


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[Flightgear-devel] fgdata trouble

2012-09-21 Thread ThorstenB
On 21 Sep 2012, at 13:03, Anders Gidenstam wrote:
 The master branch of fgdata has become messed up. A number of commits
 have become duplicated and some undone (they exist in the history but
 their effect is gone from HEAD).

It has happened again, fgdata history is messed up. It looks as if my 
last commits (6d46fe7, f722671) were applied to fgdata multiple times 
now (duplicates are 818b92f and e7452f7). With gitk itself, I can't even 
see how where these originated (looks as if I had pushed them multiple 
times). Only the gitorious.org history shows that these were indeed not 
pushed by me:

https://www.gitorious.org/fg/fgdata/commit/818b92fa07a49c333f80ac21f483b33fd5e2b7c7

https://www.gitorious.org/fg/fgdata/commit/e7452f70358e67824e499294fd32d6d6f8d3dd93

Can we please make it a requirement that _local_ merge operations must 
not become visible on our public repository, so _everyone_ has to 
rebase before pushing anything?

The only merge/branch operations that should be visible in our public 
repo should be those that affect public branches (release branch 
creation/merges etc).

There's really no reason why other people should see that user XYZ has 
merged his local branch 1-15 times with gitorious, before pushing back. 
It only results in the git history becoming unreadable. And apparently 
it results in more issues.

If you compare simgear's or flightgear's history with fgdata's history, 
you'll see how nice and readable a git history can be - since obviously 
(almost) everyone pushing to sg/fg knows hows how to rebase.

Resolving merge operations locally, to reorder and cleanup the history 
is really simple - and only requires a few seconds. If you have 
uncommited changes in your local directory, you can temporarily stash 
them - so that rebase won't complain.

For fgdata:
git stash
git rebase origin/master
git stash pop

(And for simgear/flightgear:
git stash
git rebase origin/next
git stash pop
)

It is also a good idea to check the git history (gitk) before pushing to 
gitorious: you can read and double check your own changes a final time - 
and also check the history for local merge or funny duplication issues. 
If you're having local Git trouble (like duplications), *please* ask 
before pushing to gitorious.

cheers,
Thorsten

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Re: [Flightgear-devel] [Flightgear-commitlogs] FlightGear branch, next, updated. 1dbc2c83e5c0514b1a51eb0c2aee9f6dbe577492

2012-09-05 Thread ThorstenB
 I'm very suspicious of this - I don't think there's been any post 2.8 commit
 that could change such a core behaviour. (I don't read every single commit in
 detail, but I look at the summaries)

 The change is certainly valid, but I'd be much happier knowing why it worked
 before and what broke it. I'll take a quick look myself but any help would be
 appreciated.

I checked commit comments, but couldn't find anything related. Checked a 
bit closer now: my best _guess_ is, it's related to the following 
simgear change:

 commit f1201eaebc3fbb8964e06b7ef158fd34a12901aa
 Author: Mathias Froehlich
 Date:   Sat Aug 25 08:43:12 2012 +0200

 scene: Reorganize stg loading.


Specifically, the diff contains:

 SGReaderWriterXML::readNode(const std::string fileName,
  {
 +std::string fileName = osgDB::findDataFile(name, options);
 +
  osg::Node *result=0;
  try {
  SGPath p = SGModelLib::findDataFile(fileName);

The XML reader relies on osgDB to resolve paths now. If 
osgDB::findDataFile cannot find the file, it returns , in which case 
SGModelLib::findDataFile cannot search any additional directories.
So, maybe osgDB::findDataFile doesn't know about extra directories, 
while SGModelLib::findDataFile was fg-aircraft aware. Not sure why the 
change was applied in the first place.

Again, I haven't tested - it just looks plausible and somehow related. 
Maybe you or Mathias can investigate if that's what triggered it and 
whether anything else may still be broken now.

cheers,
Thorsten

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Re: [Flightgear-devel] FlightGear at TU Delft

2012-09-05 Thread ThorstenB
 However, in the past couple of weeks ( after a graphics card update for our
 simulator) we started working with FlightGear 2.8.

Thanks a lot for your report! It's really nice and motivating to see 
FlightGear being used for serious (research) projects and not just for 
fun/gaming. And a full motion sim certainly is a serious thing ;-).

Also shows that FSWeekend is a worthwhile event (btw for everyone: this 
year's FSWeekend takes place on November 3rd/4th).

cheers,
Thorsten


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Re: [Flightgear-devel] strange screen

2012-09-02 Thread ThorstenB
 On Sun, Sep 2, 2012 at 11:31 AM, Alasdair ali...@btinternet.com wrote:
 After git pull (sg,fg,fgdata) a couple of days ago, I was presented with a
 strange screen which I had not seen before. My regular was shown as a
 sub-screen in the bottom-left corner. Clicking the maximise widget restores
 full screen, but any click on a menu item returns me to this stupid screen.
 Is this infuriating behaviour deliberate, or has my graphics driver gone
 walk-about?

 https://dl.dropbox.com/u/15936159/fg_quarter-screen.png

Unfortunately a long standing issue. This affects ATI graphics cards 
when running newer drivers. It can be fixed by reverting to an older 
ATI driver (see link below). To me it looked like a genuine OSG or ATI 
driver bug (the size of the graphics view port doesn't properly resize 
to the size of the window), but it's likely triggered by something 
special we're doing in FG, since other applications don't seem to have 
this issue.

Also, it's timing-/sequence dependant: it only affects certain aircraft 
(aircraft using wxradar, which changes/delays the OSG init sequence on 
startup, are less likely to have the issue) - and for some people it 
dis- and reappears with certain FG builds.

It would be really good if someone seeing the issue locally could 
properly debug this - even if it means digging into OSG - since a larger 
number of people are affected. I tried remote debugging this a while 
ago, but gave up after being unable to narrow it down inside FG. Maybe 
someone else has better luck.

For more see here:
http://code.google.com/p/flightgear-bugs/issues/detail?id=385

cheers,
Thorsten

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Re: [Flightgear-devel] Running Nasal at simulation rate

2012-08-29 Thread ThorstenB
 From: Johnathan Van Why jrvanwhy@gm... - 2012-08-29 13:20

 I have a need to run Nasal code at the same rate as the simulation.

 At this point, I am unsure which to pursue. Which method do you find to be
 better?

To be frank, the whole idea is just bad in the first place - so I vote 
for #3: avoid *any* Nasal in the fast simulation loop.
Nasal execution is slow and non-deterministic. Running it in the fast 
simulation loop is the last thing we want.

I know, some people on the forum would like to eventually replace 
fgfs(.exe) with nasal(.exe), because apparently everything is just 
better (tm) when implemented in Nasal (core = bad, nasal = good). But I 
really think this is a completely wrong direction - and harming the project.

Concerning your original issue on implementing an autopilot: a much 
better way to do it is to avoid Nasal for the actual autopilot 
controller elements (numeric computation). Instead, use XML autopilot 
rules for the filter, gain, damper, integrator elements:
http://wiki.flightgear.org/Autopilot_Configuration_Reference

You can then use Nasal for the high level stuff, and 
enable/disable/switch the individual controller elements (e.g. in order 
to automatically switch the autopilot mode when capturing the ILS). 
There are some nice examples with fgdata/Git aircraft. You could look at 
the 777.

This is also how such things are done in the real world: controllers 
aren't implemented in imperative programming languages these days - 
especially not in scripting languages. People use model-based design and 
connect controller elements - using graphical tools like 
MATLAB/Simulink. Obviously, FG is missing a graphical interface to 
specify the controller rules - but the idea of specifying through XML is 
the same and specification is straight forward.

cheers,
Thorsten


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Re: [Flightgear-devel] JSBSim bug fix that should be backported to FG 2.8.0

2012-07-21 Thread ThorstenB
Am 20.07.2012 11:10, schrieb Anders Gidenstam:
 Given that there is some risk that the behaviour of carefully tuned flight
 models change I'd suggest we only update 2.9.0 and do not update 2.8.0 as
 it is late in its release cycle.

Valid point. Can someone with more insight into the patch 
(Jon/Betrand...) judge whether the patch means a larger/noticeable 
change in a models flight behaviour? Has anyone observed any noticeable 
effect?

The patch is currently in both trunks - but we can still back off with 
the release branch, if there's a problem/risk. And we certainly don't 
have time to adapt any aircraft FDMs for 2.8.0...

cheers,
Thorsten

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[Flightgear-devel] FG2.8.0 on final

2012-07-17 Thread ThorstenB
It's July 17th: http://wiki.flightgear.org/index.php/Release_plan

Continuing with FG2.8.0's landing procedures, we have turned on final, 
moving the release candidate to a separate Git branch (release/2.8.0 
for sg/fg/fgdata). FG2.9.0 is already lined up on next (and fgdata 
master), so new developments are cleared for take off.

All bug fixes should be pushed to the next/master branches first. If 
they are essential for 2.8.0, they should be cherry-picked into the 
release branch. If you don't know how Git cherry-picking works, please 
ask the cabin crew for help. The closer we get to the touch down point, 
the more important is a stable approach. So, throttle back, and when 
correction is necessary, apply minimal rudder and patches only.

Arrival at the release gate is expected to be on time on August 17th, so 
we'll flare the release a few days early to wrap things up and build 
final setups. Until then, keep seatbelts fastened... ;-)

cheers,
Thorsten

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Re: [Flightgear-devel] 2.8-RC3 Startup Failure for Unknown Reasons

2012-07-17 Thread ThorstenB
Am 17.07.2012 05:14, schrieb Keita Yokoyama:

 DUMP FILE and .WER REPORT compressed into single ZIP file:
 http://www.mediafire.com/?3lwhbrd5dd9wdu7

It would be helpful if s.o. with a Windows PC could convert this dump 
into a human (developer :) ) readable stack trace - using Dumpchk.exe 
or something:
http://support.microsoft.com/kb/315263

cheers,
Thorsten

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Re: [Flightgear-devel] PAPI/runway lights size - Rembrandt

2012-07-16 Thread ThorstenB
Am 16.07.2012 16:22, schrieb Christian Schmitt:
 the size of the PAPI lights has been bothering me for quite some time. It
 looks just too big for me. Going through the simgear git history I found out
 quickly that it was changed by commit 1dfde64ac2e6ed0a Use bigger point
 sprites for airport lighting.
 I reduced the size locally to 14 for the PAPI and 8 for the runway lights.
 All was good until I started FG with Rembrandt enabled. Then the PAPI lights
 do not show up during daytime now.
 This looks like a Rembrandt bug to me. I think the sizes should be reduced
 for the non-Rembrandt users as this is still our main audience.
 Fred, do you have a clue what is going on?

To me it appears the lights aren't scaled with the screen size, unlike 
the rest of the scenery. So they appear really huge especially on small 
screens (while on large screens, they might even appear too small).

http://code.google.com/p/flightgear-bugs/issues/detail?id=716

cheers,
Thorsten

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Re: [Flightgear-devel] FGCom - cmake

2012-07-10 Thread ThorstenB

Am 10.07.2012 15:27, schrieb HB-GRAL:

The last weeks Geoff McLane and me forked fgcom temporary at gitorious
(http://www.gitorious.org/fgcom) and made some significant changes.
Origin source is still available at http://sourceforge.net/projects/fgcom/


Schön wieder Fortschritte bei fgcom zu sehen. Und schön CMake + Git zu 
sehen ;-). Habt ihr auch mal Holger Wirtz kontaktiert? Wäre vielleicht 
ganz gut. Er ist beim LinuxTag in Berlin immer mit dabei - hat aber 
ansonsten wohl viel anderes zu tun.



- In CMakeLists you can see that is possible now to set paths to
positions and frequencies files with:
-DSPECIAL_FREQUENCIES_FILE=fgcom-data/special_frequencies.txt
-DDEFAULT_POSITIONS_FILE=fgcom-data/positions.txt


Super wäre es, wenn diese auch als CMake Optionen von außen gesetzt 
werden können - damit man das an sein System anpassen kann, ohne an den 
Sourcen zu schrauben. Siehe Patch im Anhang.


Ansonsten habe ich für Linux noch die pthread Library hinzufügen 
müssen. Eine saubere Lösung wäre wohl das irgendwie zu detektieren - 
ggf. mal in die FG CMake Files reinschauen, und irgendwie abkupfern.


Mit dem Patch im Anhang hat es bei mir direkt funktioniert und fgcom 
läuft einwandfrei. Das alte fgcom konnte ich nur auf meinem alten 
Rechner laufen lassen (lansgsamer single core) - auf meiner modernen 
6core Maschine lief das alte fgcom irgendwie nicht.


Gruß,
Thorsten
diff --git a/CMakeLists.txt b/CMakeLists.txt
index d599aae..63fd5dc 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -298,8 +298,11 @@ add_definitions( -DSVN_REV=261 )
 add_definitions( -DLIBVER=SVN 261 )
 
 # for now follow like in OSX, in fgcom-data in the 'install' directory
-add_definitions( -DSPECIAL_FREQUENCIES_FILE=fgcom-data/special_frequencies.txt )
-add_definitions( -DDEFAULT_POSITIONS_FILE=fgcom-data/positions.txt )
+option( SPECIAL_FREQUENCIES_FILE Path to 'special frequencies' file. /usr/share/fgcom/special_frequencies.txt )
+option( DEFAULT_POSITIONS_FILE Path to 'default positions' file. /usr/share/fgcom/positions.txt  )
+add_definitions( -DSPECIAL_FREQUENCIES_FILE=${SPECIAL_FREQUENCIES_FILE} )
+add_definitions( -DDEFAULT_POSITIONS_FILE=${DEFAULT_POSITIONS_FILE} )
+
 
 if(ADD_DEBUG_OUTPUT)
add_definitions( -DDEBUG )
@@ -358,6 +361,7 @@ else(WIN32)
 # DYNLIB=libiaxclient.dylib
 else(APPLE)
 if(UNIX)
+set( win_LIBS pthread )
 # CFLAGS:= $(CFLAGS) -Iportaudio/src/os/unix
 # DYNCFLAGS=-fPIC
 # DYNLIB=libiaxclient.so
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Re: [Flightgear-devel] FGCom - cmake

2012-07-10 Thread ThorstenB
Ah well. You guessed the obvious... This was mainly meant for HB-GRAL.
Anyway, an opportunity to learn some German! ;-)

cheers,
Thorsten

Am 10.07.2012 20:52, schrieb ThorstenB:
 Am 10.07.2012 15:27, schrieb HB-GRAL:
 The last weeks Geoff McLane and me forked fgcom temporary at gitorious
 (http://www.gitorious.org/fgcom) and made some significant changes.
 Origin source is still available at
 http://sourceforge.net/projects/fgcom/

 Schön wieder Fortschritte bei fgcom zu sehen. Und schön CMake + Git zu
 sehen ;-). Habt ihr auch mal Holger Wirtz kontaktiert? Wäre vielleicht
 ganz gut. Er ist beim LinuxTag in Berlin immer mit dabei - hat aber
 ansonsten wohl viel anderes zu tun.

 - In CMakeLists you can see that is possible now to set paths to
 positions and frequencies files with:
 -DSPECIAL_FREQUENCIES_FILE=fgcom-data/special_frequencies.txt
 -DDEFAULT_POSITIONS_FILE=fgcom-data/positions.txt

 Super wäre es, wenn diese auch als CMake Optionen von außen gesetzt
 werden können - damit man das an sein System anpassen kann, ohne an den
 Sourcen zu schrauben. Siehe Patch im Anhang.

 Ansonsten habe ich für Linux noch die pthread Library hinzufügen
 müssen. Eine saubere Lösung wäre wohl das irgendwie zu detektieren -
 ggf. mal in die FG CMake Files reinschauen, und irgendwie abkupfern.

 Mit dem Patch im Anhang hat es bei mir direkt funktioniert und fgcom
 läuft einwandfrei. Das alte fgcom konnte ich nur auf meinem alten
 Rechner laufen lassen (lansgsamer single core) - auf meiner modernen
 6core Maschine lief das alte fgcom irgendwie nicht.

 Gruß,
 Thorsten



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Re: [Flightgear-devel] Release 2.8.0: feature freeze starts now

2012-07-09 Thread ThorstenB
Am 17.06.2012 21:14, schrieb Torsten Dreyer:
 today is June, 17th and this marks our feature freeze for the sources of
 SimGear, FlightGear and FGDATA. Within FGDATA, only aircraft not being
 part of the base package are not part of the feature freeze. Maintainers
 for those aircraft are kindly requested to carefully check not to update
 _any_ file outside their individual aircraft's root directory.

Brief update: Release 2.8.0 is still on downwind. We need people testing 
and fixing things though.

* Curt has published the first release candidates for Windows, see: 
http://www.flightgear.org/download

* Here's a list of things about how you could help: 
http://www.flightgear.org/forums/viewtopic.php?t=15136

* Also check the bug tracker, if you can help with any reported bug 
issue: 
http://code.google.com/p/flightgear-bugs/issues/list?q=-Type%3DFeatureRequest+-status%3ATesting

* We also still need Italian, Spanish, Polish, Portuguese and German 
(oops!) volunteers translating the language resources: 
http://www.flightgear.org/forums/viewtopic.php?t=16876

Distance remaining is about 1 week to the release branch and about 6 
weeks to touch down.

cheers,
Thorsten

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Re: [Flightgear-devel] upcoming release suggestion

2012-07-01 Thread ThorstenB
Am 01.07.2012 05:52, schrieb syd adams:
 Before the next release , maybe it would be a good idea to disable
 those 'panel' outlines , which show up when you press 'C' to view
 hotspots.

I don't think this was intentional. The outlines aren't even properly 
aligned on any aircraft I checked - so it just looks like a bug. And 
it's only visible on some aircraft. My guess is it only affects 2D 
elements - i.e. all the 2D map displays (radar/groundradar/maps) in 
glass cockpits.
Also seems to be a relatively new issue - I hadn't even noticed before.

Anyone knows when/how this started? Otherwise we'd need to check git 
commits.

cheers,
Thorsten

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Re: [Flightgear-devel] Release 2.8.0: feature freeze starts now

2012-07-01 Thread ThorstenB
Am 30.06.2012 15:02, schrieb Bertrand Coconnier:
 I don't know if it's only me, but all my efforts to match sg/fg/fgdata
 version were unsuccessful until I manually deleted
 src/Include/version.h in flightgear.
 After a complete rebuild and installation FlightGear was finally able
 to start but the above mentioned file was not restored ?!?

version.h is generated whenever cmake runs. If you delete it, you need 
to call cmake again. It's also possible that a manual call to cmake is 
required after every version change, since we keep the version in a 
separate (non-cmake) file - which isn't really a standard solution.

Either type your usual cmake command-line cmake , or enter your 
build directory and trigger a manual refresh/update of all makefiles 
using the most recent configuration with make rebuild_cache.

cheers,
Thorsten

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Re: [Flightgear-devel] Release 2.8.0: feature freeze starts now

2012-06-26 Thread ThorstenB
Am 17.06.2012 21:14, schrieb Torsten Dreyer:
 today is June, 17th and this marks our feature freeze for the sources of
 SimGear, FlightGear and FGDATA. Within FGDATA, only aircraft not being
 part of the base package are not part of the feature freeze. Maintainers
 for those aircraft are kindly requested to carefully check not to update
 _any_ file outside their individual aircraft's root directory.

In order to prepare building the first 2.8.0 release candidate(s), we 
have now updated the simgear/flightgear/fgdata version in the git 
repositories - to version 2.8.0.

Note, the release candidate sources are still in the frozen next 
branches (master for fgdata). On July 17th we'll move 2.8.0 to a 
separate branch, reopen next for development and bump its version 
again (to 2.9.0).

See: http://wiki.flightgear.org/Release_plan

(The version change was pushed to sg/fg/fgdata consistently. If you get 
a version mismatch, make sure you have pulled all three repos, rebuilt 
and _installed_ sg + fg. If you still get a version mismatch, try a 
clean build - and _install_.)

cheers,
Thorsten

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Re: [Flightgear-devel] Sea color

2012-05-11 Thread ThorstenB
On 11.05.2012 10:21, Renk Thorsten wrote:
 The problem with that consequence is: As you switched all loops off,
 the Nasal part of Advanced Weather ceased to run completely and all
 that's left is the same cloud-generating functionality which is
 responsible for Basic Weather (C++ and shader work). If killing all
 Nasal did not solve the problems, then they can't be caused by Nasal,
 and porting to C++ will not fix them.

Not quite true. A significant part of Nasal-related frame rate impact is 
caused by garbage collection. Its delay/jitter only depends on the 
number of Nasal objects and their references which need to be searched. 
Increasing the number of Nasal objects (code+data) existing in memory 
also increases the delay.

The amount of Nasal code which is actually being executed only 
influences the g/c frequency, i.e. whether the effect is visible every 
few seconds vs several times per second.

This is why we are loading large Nasal modules, like advanced weather, 
on demand only (= only when feature enabled). We're not unloading 
objects when disabling a feature though - this usually requires 
restarting fgfs. This should be remembered when comparing such features 
(i.e. restart fgfs after disabling advanced weather etc).

cheers,
Thorsten

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Re: [Flightgear-devel] FG2.6.0 @ FreeBSD

2012-05-05 Thread ThorstenB
Am 05.05.2012 10:25, schrieb James Turner:
 On 5 May 2012, at 09:00, Martin Spott wrote:
 Cool !  I'm checking the FreeBSD port almost every week, but until
 recently it's still been at 2.4, looks like this will change soon  :-)

 Yep, if any CMake assistance is required, please just ask.

Not sure the FreeBSD maintainer is reading here. Anyway, I think he's 
done. He offered his changes after completing the port, package is 
available here:
http://www.freshports.org/games/flightgear/

@Curt: you can now also bump the FG version for the FreeBSD link on the 
FlightGear main download page to 2.6.0 ;-).

cheers,
Thorsten

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Re: [Flightgear-devel] Issue 717: Disabling advanced weather crashes the sim

2012-04-25 Thread ThorstenB
Am 25.04.2012 12:50, schrieb Renk Thorsten:
 From my perspective, switching between GUIs runtime and trying to
 mix features is problematic input in the first place. My

Agreed. And I don't think it was the intention of the current GUI to 
toggle between both dialogs, while keeping advanced (or basic) weather 
enabled.

However, I'm not too happy with the current way of switching between the 
weather systems in general: I don't think normally advanced users 
understand the concept. This bug report/feature request (i.e. show METAR 
in basic weather dialog when advanced weather is enabled) shows the 
issue: users think they are toggling between a basic and an advanced 
_dialog_ (likely surprised by the basic dialog looking a lot more 
complex than the advanced dialog though). It's easy to miss that this 
actually switches between two completely different features: the basic 
vs advanced _weather system_ - in the same way as they can switch 
between 2D and 3D clouds.

So, maybe we could find a better method of switching between the weather 
systems - though this isn't the main issue here. Using radio buttons or 
a drop-down list would be a more standard way to toggle between 
alternatives. Otherwise, just updating (and maybe moving) the button 
descriptions might already help (something like enable advanced weather 
system rather than just  advanced weather, and disable ... rather 
than  basic weather).

 inclination is if this needs to be hardened against problematic
 input  to treat the usage of the '-  Basic Weather' button as
 intention to leave Advanced Weather and just add a call to
 local_weather.clear_all(); to the code of the button which ends
 Advanced Weather when ending its GUI. That would leave Basic
 Weather still in disabled state though, so to go beyond I would
 need to save the state of Basic Weather at startup of Advanced
 Weather and write these parameters back when ending it.

With the current GUI concept, I'd expect advanced weather to be 
disabled and basic weather to be enabled when I switch back from 
advanced to basic weather dialog. So adding your call to disable (and 
maybe another to properly enable basic weather) makes sense.

 But where should the METAR string be? My idea was that you can get it
 in-sim via the radio, or if you want to cheat there's always the
 property browser to look it up. Displaying it on the Advanced Weather
 GUI as well is also not really a problem if that's what people think
 should be done. Any opinions?

Users (like me! :) ) probably want to see the METAR string in some 
dialog - not just in a property.

I'd suggest to display METAR also in the advanced weather dialog.

Or, maybe we can move METAR to a completely separate dialog (independent 
of advanced/basic weather). This would also shrink the basic weather 
dialog considerably (it's huge! ;-) ). And we could still add a tiny 
button to open the METAR dialog from the weather dialog(s). And we could 
have a METAR main menu item.

Torsten(D) really needs to comment though...

 Also, after selecting 'Advanced Weather' then Shift-Esc restarting,
 clouds flash repeatedly and then segfaults .. only when Shift-Esc
 after selecting Advanced wetather
 Well, yes - a restart implicitly starts up Basic Weather again
 without terminating Advanced Weather and results in a fight between
 systems.

Ok, so that's what's causing it. Once advanced weather is running, basic 
weather should stay disabled - even if the user resets/relocates. The 
issue might be a result of our generic method resetting all properties 
to their initial value on sim reset. We need to explicitly protect 
(exclude) those properties, which should not be affected (enable the 
properties' preserve flags).

Which properties exactly enable basic weather? Again, I guess Torsten(D) 
should know (I'll give a bump shortly, unless he's reading this anyway 
;-) ).

 Again, probably the best solution is to end Advanced Weather for good
 on restart (if anyone can tell me what property to tie the listener
 to?) because it's impossible to guess the cause for the restart - a
 restart at the same location would allow to keep the whole calculated
 cloud configuration and just leave it running and not restart Basic
 Weather, a restart at a different location however needs a lot of
 re-computation.

I'm not sure whether that's the expected behaviour. Someone who opts to 
advanced weather probably wants to keep using it - even when he's 
resetting/relocating. Similar to switching between 2D or 3D clouds - you 
don't want to loose your selection on reset.

Anyhow, you should tie a listener to
/sim/signals/fdm-initialized
This triggers on _every_ FDM reset, which is when the aircraft knows 
its new position. You could use this to disable advanced weather - 
though I'd prefer if you used it to reset and adapt the advanced weather 
system to the new location, while we sort out how to keep basic weather 
disabled.

 I just tried that one, but I didn't get the 

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread ThorstenB
Am 25.04.2012 13:35, schrieb Stuart Buchanan:
 Also, there is a significant slow-down in scenery loading.

I can certainly confirm ;-). It's not just a longer delay for initial 
start-up (splash screen takes much longer to drop), it's also causing 
issues with scenery taking too long to be loaded at run-time, so the 
aircraft sometimes flies into a patch of void.

It also seems to delay unloading of scenery tiles (noticeable when 
trying to shutdown). This reminds me of an issue we had a while ago, 
where we had a huge number of shared models (cattle and horses) 
scattered across the scenery. Something in OSG doesn't scale well with 
huge numbers - which only caused issues when trying to unload a scenery 
tile. Since loading and unloading is done in the same thread, this also 
caused the loader to almost stall. Not sure, if this could also be a 
factor here. At the time, the only solution we (mainly Tim) saw, was 
drastically reducing the number of shared models (cull the cattle... ;-) ).

Another issue: the density range in the rendering dialog is 0-10. 
However, even with density 1.5 the buildings look pretty packed. For me, 
only a density of 0.17 is about usable (avoids the void scenery patch 
issue). This, however, is the lowest possible setting on the slider - 
and is very tricky to adjust (just try to configure such a low value, 
you'll see what I mean).

Can we somehow change the slider to a lower range, e.g. 0-3? Not sure if 
higher values made any sense at all. Actually, I have the same issue 
with the vegetation density slider. Does the range 0-10 really make any 
sense to anyone? A lower range would make it much easier to configure 
usable values on the slider.

cheers,
Thorsten



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Re: [Flightgear-devel] updates to nav.dat.gz

2012-04-24 Thread ThorstenB
On 23.04.2012 13:52, Christian Schmitt wrote:
 We could, if the xml parser would not simply discard any new runways that
 are not already in the apt.dat file.

If I understood a comment of James in the bug tracker correctly, this, 
however, always has been and still is the normal behaviour, since these 
XML files were only intended to provide updated airport info, not 
introduce completely new ones (so it's not a new bug, as someone 
suggested). Also see below.

 The xml files are small, can be distributed easily and are very fine-
 grained, meaning that FG only has to parse the data it really needs for the
 current scenery path, instead of parsing a close-to 100 MB file on every
 startup (only for the apt data).

I think we need the complete airport data in many places, i.e. when 
mapping the given start airport code to a starting position, to display 
the list of available airports in the selection dialog, to have data for 
the route manager, data for scheduling AI traffic, and for the Nasal 
interface to nav/airport data (which James is just updating these days). 
These probably all rely on a complete airport list being available 
straight away.

So, we probably can't restrict things to the current display area. What 
may make sense is a better, non-compressed file format though, where we 
only load basic data (airport names/position/runways/...) at start-up, 
which would probably only require a few 100K. Later, we could go back 
into the (database) file and load additional data on demand, such as 
taxiway information, etc. (Which reminds of this 
http://developer.x-plane.com/2009/09/scalability-and-apt-dat/ ).

If data needs to be loaded anyway (airport codes/positions), then 
distributing it to tons of individual files may not help with start-up 
delays either.

James really needs to comment on nav data things though, since I never 
touched this area.

 Terrasync already syncs a global /Models directory, so terrasync
 scenery can use newer or updated models. We could do the same for nav
 data.

 You mean to put small apt.dat/nav.dat parts into these directories?

Large even. This wasn't meant as a revolution to nav data handling. But 
it'd be one line of change to tell terrasync to sync another directory, 
and probably another one or two to change the search directory for 
apt.dat/nav.dat, so the terrasync directory was considered before the 
base package. This would only help with keeping terrasync scenery/nav 
data in sync. It wouldn't help with individual scenery packages. But I'm 
not sure if mixing nav data from different scenery packages is a good 
idea in the first place. At least I would like to have _one_ set of 
consistent, preferably very latest nav data available in FG.

cheers,
Thorsten

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Re: [Flightgear-devel] Failed to select the language for Flightgear

2012-04-18 Thread ThorstenB
On 18.04.2012 07:03, 刘先生 wrote:
 I'm confusing that when I use the FGrun,every time I select language
 from the Advanced Options(e.g. ,I input fr for French),the language of
 the FlightGear remains English.It remains the same Even when I use the
 command line to select the language(I input the command as fgfs
 --language=fr,the FG rans but the menu is still English).
 Could you please tell me anything about the reason?

See http://code.google.com/p/flightgear-bugs/issues/detail?id=263
It's broken for a long time. Right now, only the language for the 
command-line help can be switched, not the language for the menu.

cheers,
Thorsten

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Re: [Flightgear-devel] Failed to select the language for Flightgear

2012-04-18 Thread ThorstenB
On 18.04.2012 10:34, Gijs de Rooy wrote:
   Right now, only the language for the command-line help can be switched
 And even that appears broken now... Or is it just me and some fault in
 my home-built FG?

Indeed. It got broken when the evaluation of command-line options was 
restructured. I'm adding this to the bug report...

cheers,
Thorsten

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Re: [Flightgear-devel] Workaround: c172p on MacBook Pro with Intel HD3000

2012-04-14 Thread ThorstenB
On 14.04.2012 13:08, Stuart Buchanan wrote:
 I like the idea of resizing textures at model loading time a lot.

 The other option would be to switch the shader off. Presumably that
 would not load the normal map into the GPU.

Shader textures are loaded unconditionally, at least into main memory. 
Hopefully GPU loading is optional - but I'm not sure.

If someone was looking into improving the effect/texture loading code: 
it would be great if loading shader textures could be made optional, 
i.e. defer loading them until first access.

As a hard work-around, we could also introduce a new command-line option 
to disable shaders support completely (enabling shaders at run-time via 
the dialog wouldn't work then). This would help those with weak GPUs/old 
systems - and reduce loading times and memory consumption.

cheers,
Thorsten

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Re: [Flightgear-devel] Workaround: c172p on MacBook Pro with Intel HD3000

2012-04-14 Thread ThorstenB
On 14.04.2012 15:18, Mathias Fröhlich wrote:
   Shader textures are loaded unconditionally, at least into main memory.
   Hopefully GPU loading is optional - but I'm not sure.

 Textures are loaded in main memory when the model that references them
 is loaded. Handing textures over to OpenGL is done once they are

Right. But some of the global shaders always seem to be loaded. For 
example, start at LOWI. Doesn't matter whether shaders are enabled or 
disabled - you still get the warnings about the proprietary 
sea_foam.dds textures being loaded. Not sure whether it's really 
referenced by the scenery there - the sea should be really far away ;-).

   If someone was looking into improving the effect/texture loading code:
   it would be great if loading shader textures could be made optional,
   i.e. defer loading them until first access.
 Well, what do you mean with 'first access'?

To somehow create the effect object when the model references it, but 
to defer loading the texture until the effect condition becomes true for 
the very first time - which is the moment when the texture is actually 
needed/accessed for the first time. This would keep the feature of being 
able to enable shaders at run-time, while avoiding to waste memory/CPU 
performance on loading unnecessary textures.

   As a hard work-around, we could also introduce a new command-line option
   to disable shaders support completely (enabling shaders at run-time via
   the dialog wouldn't work then). This would help those with weak GPUs/old
   systems - and reduce loading times and memory consumption.
 That's actually something I consider having. Also for different reasons.
 All the shader stuff is really nice but there are really use cases out
 there where it does not matter if the chrome is glossy or not. For them
 it's really most important that you get stable 60hz in *any* case. Which
 is still easier to get using the fixed function pipeline.

 So again still having that available would be good IMO.

+1

cheers,
Thorsten

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Re: [Flightgear-devel] another segfault

2012-04-12 Thread ThorstenB
Am 12.04.2012 16:50, schrieb syd adams:
   I've been updating the CitationX , and suddenly Im getting this error
 and the program segfaults.

 calc_bearing is not a finite number : Speed nanpos : nan, nanwaypoint
 43.8071, 11.2006
 waypoint name rotateSegmentation fault

The segfault should be gone with latest Git. Just the result of the 
AIAircraft calling a hard exit - which isn't a good idea for a number 
of reasons. Now, you'll probably only get a bunch of error messages in 
the console (or another segfault somewhere else :) ).

But the question for the root cause triggering the error message 
remains. Seems like some AI aircraft is missing a way point. Disabling 
AI traffic might avoid the issue. But if it really depends on some 
aircraft modification (like introducing the NavDisplay), then it could 
be the result of an ugly memory issue.

If you can reproduce this, it's probably best if you provided your 
modified aircraft files (here or in the bug tracker) and someone starts 
digging with a debugger...

cheers,
Thorsten


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Re: [Flightgear-devel] updates to nav.dat.gz

2012-04-10 Thread ThorstenB
Am 10.04.2012 21:08, schrieb Martin Spott:
 And there's still one thing to consider: Having one central set of
 apt./nav.dat files in the Base Package still doesn't address the trend
 of the FlightGear project and Scenery development proceeding
 asynchronously.

But to be honest, it neither works with central terrasync scenery. We 
could never push any updates (such as introducing terrasync scenery with 
the new EDDF runway) without immediately breaking consistency with all 
previously released FG versions (= their base packages). And we cannot 
expect all users to run the same FG version - or to even update their FG 
setups (base packages) on the same day. A bunch of Linux distros still 
haven't switched to FG 2.6.0...

Since we somehow hard-code navigation data into the generated scenery 
tiles, it really makes sense to couple them closely.

Terrasync already syncs a global /Models directory, so terrasync 
scenery can use newer or updated models. We could do the same for nav 
data. I'd be happy to extend terrasync to sync another global directory, 
i.e. /Nav (or /Nav810, /Nav850) and then extend FG to consider 
these directories first, before defaulting to (old) nav/airport/airway 
data from the base package - which then would only need to match the 
(old) base package scenery (i.e. before the users pulls terrasync data 
for the first time).

This would avoid consistency issues, unless the nav data format itself 
changes - like it will with the 810/850 change. But this seems a less 
frequent event - hopefully not happening every 3 months or every year.

It wouldn't help with any individual, regional scenery projects though: 
these could still rely on different, conflicting versions of nav data - 
and we can only load one version into FG. But we probably don't need to 
(nor could, maybe neither should ;-) ) address this anyway...

cheers,
Thorsten

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Re: [Flightgear-devel] Recent GIT version fails to compile (fgadmin_funcs)

2012-04-08 Thread ThorstenB
Am 07.04.2012 21:20, schrieb Björn Kesten:
 I think I've upgraded GCC to 4.7 recently, but for the life of me, I
 can't remember what else got upgraded that might have broken FG
 compilation.
 The drawback of running a rolling release system (Arch Linux)...

The advantage is: you can beta-test FG compatibility with all the new 
packages rolling onto your system. ;-)

 #ifdef _WIN32
 #  includedirect.h
 #  includeio.h
 #define unlink _unlink
 #define mkdir _mkdir
 #else // !_WIN32
 #includeunistd.h
 #endif

 That worked! Thanks!

Also in Git now. Thanks for testing...

cheers,
Thorsten

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Re: [Flightgear-devel] Recent GIT version fails to compile (fgadmin_funcs)

2012-04-07 Thread ThorstenB
On 06.04.2012 19:07, Björn Kesten wrote:
 I hope this is the right place for GIT version related things.

Certainly is ;-).

 utils/fgadmin/src/CMakeFiles/fgadmin.dir/fgadmin_funcs.cxx.o
 /home/bjoern/fg_git/sources/flightgear/utils/fgadmin/src/fgadmin_funcs.cxx:
 In function ‘void remove_dir(const char*, void (*)(void*, int), void*,
 bool)’:
 /home/bjoern/fg_git/sources/flightgear/utils/fgadmin/src/fgadmin_funcs.cxx:363:39:
 error: ‘unlink’ was not declared in this scope

Jenkins always builds the latest Git sources - and everything is fine 
there. Also, I cannot see anything that has changed about fgadmin in 
recent weeks, neither any change of the few includes it is using. So, 
it's weird if things suddenly changed for you. Seems like some change on 
your system...

Furthermore, rmdir and unlink are standard POSIX functions and 
should be available in the global scope. Which compiler/version are you 
using? Have you upgraded recently?

cheers,
Thorsten

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[Flightgear-devel] Git frame rate

2012-04-07 Thread ThorstenB
On 06.04.2012 21:25, Heiko Schulz wrote:
 Nethertheless- perfomance has much increased now! :-) Depending on
 the aircraft I can get now 30-60 fps at noon with materials-dds.xml,
 trees and clouds with my standard settings.

Likely related: a number of smaller performance improvements, but also 
two major boosts are in Git since a few days. They save CPU cycles - so 
are independent of GPU or particular graphics features (also independent 
of Rembrandt).

The major boost affects a general part of the FG core, reducing the 
computations necessary for the environment by a large factor - which 
helps with all aircraft and settings.

And there was another boost specific to YASim, speeding up its FDM 
computations considerably - so, overall, YASim aircraft gained most.

There's a few more improvements pending with project frame rate ;-), 
but compared to FG 2.6.0, everyone should already see quite an 
improvement now. Or, of course, you can reinvest the saved computation 
time in shadows ;-).

cheers,
Thorsten

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Re: [Flightgear-devel] Recent GIT version fails to compile (fgadmin_funcs)

2012-04-07 Thread ThorstenB
Am 07.04.2012 15:33, schrieb Geoff McLane:
 #ifdef _WIN32
 #  includedirect.h
 #  includeio.h
 #define unlink _unlink
 #define mkdir _mkdir
 #else // !_WIN32
 #includeunistd.h
 #endif

 To make windows happy ;=)) and avoid some
 warnings...

Yes, looks good. Indeed, I can't see how fgadmin includes unistd.h so 
far. Björn, let us know if this fixes your issue. I'd push this to Git, 
if it works.

The really nice way to fix this though, would be drop the direct POSIX 
calls (unlink/remove) and use our simgear wrapper (simgear::Dir::remove) 
instead. Would remove another platform dependency from our sources. Then 
again, fgadmin isn't really a hotspot of current FG development ;-).

cheers,
Thorsten

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Re: [Flightgear-devel] Rembrandt - Some Feedback

2012-04-01 Thread ThorstenB
With Rembrandt, brightness of the scenery seems to depend on the view's 
pitch angle a lot. So, when you fly along and pitch up/down heavily 
(take the ufo), you see the ground becoming brighter and darker. It 
mainly seems to affect the bright (non-shadow) areas.

When pitching up, the ground eventually becomes as dark as the shadows 
(no contrast), while when pitching down, you see the ground being bright 
and only the shadows are dark:

http://imageshack.us/photo/my-images/837/fgfsscreen.png/

cheers,
Thorsten

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Re: [Flightgear-devel] OSG caching and other OSG issues

2012-04-01 Thread ThorstenB
Am 01.04.2012 18:25, schrieb Mathias Fröhlich:
 If you work with weak pointers/observer_ptr you need to use the lock method.

Ok, you're absolutely right. I wasn't aware of the lock method before, 
indeed it has to be used here. I'll push a change. Thanks for reviewing 
this!

cheers,
Thorsten

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Re: [Flightgear-devel] OSG caching and other OSG issues

2012-03-28 Thread ThorstenB
Hi,

I've pushed a fix for a larger memory issue, mainly affecting 
effects/texture images, but also other objects. Once loaded, these stuck 
in memory until shutting down flightgear - so memory consumption was 
continually growing when flying larger distances.

Probably wasn't much of an issue initially, when we only had few or 
generic textures. Now, with lots of custom models and eye candy, we 
obviously should be able to drop stuff again.

We've discussed this about a year ago. Tim suggested using observer 
pointers instead of references in the cache maps. The discussed patch 
was never pushed to sg/next though, since I was running into stability 
issues with OSG 2.8.3. Since we don't support OSG 2.8.3 any longer, I've 
revived this again and changes are in simgear now. Keeps memory 
consumption a lot lower. I'm still seeing a slight memory growth when 
moving - but by far, it's not as bad as it was.

Simple test is to relocate-on-ground to a series of airport locations 
and watch process memory.

Mathias, maybe you can have a look at the simgear changes. Maybe you see 
a way to improve this even further - i.e. do we still need all these 
cache maps? Or could we simply rely on some OSG cache in some places?

cheers,
Thorsten


Am 03.05.2011 21:49, schrieb ThorstenB:
 On Mon, Apr 18, 2011 at 9:55 AM, Tim Mooretimoor...@gmail.com  wrote:
 On Sun, Apr 17, 2011 at 6:10 PM, ThorstenBbre...@gmail.com  wrote:
 There is
 a global cache in simgear/makeEffect.cxx (effectMap), and it has no
 condition to ever drop anything. So, created effects always stay in
 memory until shutdown - hence also their textures.

 It seemed like a good idea at the time :)
 The Effect cache could be changed to use osg::observer_ptr, which is a
 weak pointer.

 Good idea. Here's a patch using observers instead of references for
 caching. Puts some live into the effect/texture destructors - so these
 can finally free up some memory once the objects are no longer used
 anywhere:
 http://www.gitorious.org/~thorsten/fg/thorstenbs-simgear/commit/71d14629076b3a56c40cc0309b42b3a22d579bec



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Re: [Flightgear-devel] Photo scenery patch: request for help

2012-03-26 Thread ThorstenB
Not sure if this adds anything new, but digging in old email, I found 
Tim's review of the photo scenery patch from about a year ago. I'm not 
sure if the patch was updated since (or even if it's really the same at 
all), but there were two issues/questions then:

1. It unconditionally uses texture unit 3 in the terrain
fragment shader even if no photo-realistic texture has been found.

2. It seems to blend the photo textures with the default material 
textures using the alpha value of the photo texture, but
that isn't documented anywhere.. The purpose wasn't really clear then - 
i.e. why would you want to blend something photo realistic with a 
material texture in the first place.

To get the patch into Git, Tim asked for the first issue to be fixed, so 
there was no impact unless photo textures were actually used. And he 
tried to discuss the second point.

There wasn't any follow up/reply from the author though (at least, none 
that I'm aware of - which of course could just mean they switched to 
French ;-) ).

cheers,
Thorsten

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-26 Thread ThorstenB
Am 25.03.2012 19:49, schrieb Frederic Bouvier:
 The Rembrandt renderer is enabled with the --enable-rembrandt option.
 *ALL SHADERS SHOULD BE SET TO OFF* unless someone want to begin to
 convert other shaders.

Basically works here on Linux with proprietary Nvidia drivers. However, 
when I zoom in or out, large parts of the screen start flicking. Areas 
flicker between correct colors and bright green/red patches.

Screenshot shows the effect:
http://imageshack.us/photo/my-images/33/fgfsscreen046.jpg/

cheers,
Thorsten

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Re: [Flightgear-devel] Change in failures.nas

2012-03-25 Thread ThorstenB
Am 25.03.2012 00:46, schrieb Eugenio Mondini:
 I'd like to understand something that seems to affect only me.
 As you can see in the forum [0] after a recent fgdata update I couldn't use
 one plane because it checked against a property in failure-manager part of the
 tree, that was not appering for me. Once I understood more or less what was
 happening I reverted a part of the commit [1] only in the failures.nas file
 and it worked again.

Oops, there was another change in my commit that wasn't supposed to be 
pushed. I somehow missed that. Try latest fgdata and see if it's back to 
normal now. The issue should have affected all aircraft using the 
failure module.
Thanks for reporting.

cheers,
Thorsten


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Re: [Flightgear-devel] sound questions

2012-03-24 Thread ThorstenB
On 24.03.2012 00:29, syd adams wrote:
 I,ve noticed for awhile that sounds seem to cut off at the
 reference-distance rather than max-dist.
 Is there a new way to do the sound files that Ive missed or is this a bug ?
 It is nice that sounds actually stop now , but I must be doing
 something wrong .I've been attempting to fix all my sound files but
 things aren't working as expected.

Erik should be able to give authoritative answers on sound, but AFAIK 
we're using the inverse distance clamped model for attenuation of all 
sounds. There's a graph showing how gain vs distance works in this 
mode - see this OpenAL spec (section 3.4.2):
http://connect.creativelabs.com/openal/Documentation/OpenAL%201.1%20Specification.pdf

Additionally, FG 2.6 introduced a new range check to free sound 
resources completely above maximum distance. That's a check that FG is 
doing itself - not done by openAL (so not shown in the openAL spec).

So, how it should work altogether for FG is:
Volume is clamped to a maximum below reference distance.
Volume is attenuated above reference distance.
Sounds are completely cut off above maximum distance (since 2.6).

If you think it's not behaving as described, it's probably best if you 
gave an example.

cheers,
Thorsten

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Re: [Flightgear-devel] sound questions

2012-03-24 Thread ThorstenB
Am 24.03.2012 15:39, schrieb syd adams:
 I thought the volume was
 reduced to half at reference-distance

That's actually what README.xmlsound still says - but I don't think 
that's right (it's not halved, but clamped at it's maximum at ref-dist). 
Maybe the description matched a pre-OpenAL implementation of our sound 
module and needs an update? Erik?

cheers,
Thorsten


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[Flightgear-devel] Performance issue with sim reset vs Nasal

2012-03-20 Thread ThorstenB
Hi,

I noticed an ugly issue with many of our Nasal modules. Not sure if 
that's a result of changed behaviour years ago, or it's just a common 
copy  paste issue that just wasn't noticed so far.

Problem is, lot's of Nasal modules listen to the property
/sim/signals/fdm-initialized
to trigger some initialization code. It's fine to do so. However, 
modules need to be aware that this signal triggers on _every_ simulator 
reset. So, the connected code executes every time you hit Shift-ESC, use 
the Relocate-in-air or Relocate-on-ground dialogs.

We had plenty of places were init code connected to 
/sim/signals/fdm-initialized installed a fresh set of listeners or 
started another timer-driven update loop. This results in performance 
degrading with every sim reset.

The worst case scenario looks like this:

_setlistener(/sim/signals/fdm-initialized, func {
 setlistener(/sim/foo, foo);
 setlistener(/sim/bar, bar);
 update_loop();
}

var update_loop = func {
...
settimer(update_loop,0);
}

= Initially 'foo' and 'bar' are called once whenever their respective 
listener triggers. After the 2nd sim reset, they are called twice per 
change, after the 10th reset they are called 10 times for each property 
change.

Similar issue with update_loop: initially there's only one timer 
running. After the 10th reset, there's already 10 concurrent loops...

I've fixed the issue in several places of our generic Nasal modules (so 
this affected every aircraft). I've also fixed the issue for the C172 
and B777 specific Nasal code. These aircraft are fine now - no 
performance drop even after many sim resets. But I guess many more 
aircraft suffer the same problem.

Anyway, if you ever wondered why performance is so bad with FG2.0-2.6 
(not sure about earlier versions) after resetting the sim or relocating 
the aircraft multiple times, you now know why ;-).

cheers,
Thorsten

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[Flightgear-devel] Missing texture files

2012-03-17 Thread ThorstenB
Hi,

after adding some proper error messages in the texture loader, I do see 
a number of missing texture files being reported. And they don't seem to 
be in fgdata. Anyone knows what's wrong here? Missing files or broken 
models/effects referring to incorrect files?

 Cannot find texture Terrain.winter/sand1.png in Textures or Textures.high 
 folders.
 Cannot find texture Terrain.winter/sand2.png in Textures or Textures.high 
 folders.
 Cannot find texture Terrain.winter/sand3.png in Textures or Textures.high 
 folders.
 Cannot find texture Terrain.winter/sand4.png in Textures or Textures.high 
 folders.
 Cannot find texture Terrain.winter/sand5.png in Textures or Textures.high 
 folders.
 Cannot find texture Terrain.winter/sand6.png in Textures or Textures.high 
 folders.
 Cannot find texture Terrain.winter/golfcourse.png in Textures or 
 Textures.high folders.

cheers,
Thorsten

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Re: [Flightgear-devel] auto-coordination

2012-03-09 Thread ThorstenB
Am 09.03.2012 21:46, schrieb syd adams:
 Hmmm another thought . Wouldn't setting that value to 0.0 still force
 the rudder to center , still overriding other systems ?

No, since Torsten's suggested patch contained a condition

  auto_coordination_factor-getDoubleValue()  0.0 ) {

so nothing changes at values = 0 ;-).

cheers,
Thorsten

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Re: [Flightgear-devel] Two small weather issues

2012-03-08 Thread ThorstenB
On 08.03.2012 19:21, Curtis Olson wrote:
 I bet there's a line of code somewhere that looks like:

 if ( visibility_meter  1000 ) {
 do_sky_dome_stuff();
 }

Ha, Curt, I know you cheated! You just looked at the code, right? ;-)
simgear/scene/sky/sky.cxx, SGSky::repaint:
 if ( effective_visibility  1000.0 ) {
 enable();
 dome-repaint();
 stars-repaint();
 planets-repaint();
 oursun-repaint();
 moon-repaint();

cheers,
Thorsten

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Re: [Flightgear-devel] About the bug 385

2012-03-04 Thread ThorstenB
Am 04.03.2012 00:09, schrieb jean pellotier:
 BTW, whitch OSG version do i have to use?

 last devel version is ok?

Any version that reproduces the issue for you. If it still occurs with 
OSG trunk, then that's also interesting. If it wasn't, well, then you 
have a solution ;-).
But I already have a suspicion on a timing/sequence issue inside FG 
itself, so OSG probably won't matter.

cheers,
Thorsten

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread ThorstenB
Am 04.03.2012 19:00, schrieb Stefan Seifert:
 But whenever talking about git rebase one should mention that THOU SHALT NOT
 rebase a branch which you've ever pushed. Because if someone ever pulled your

What I always do, before pushing an update for the next branch is:

git checkout next
git pull
git rebase origin/next

(likewise works with master or other branches).

This rebases my local next branch - and places all my local changes on 
top of the history of the remote next branch (= origin/next). Also, 
this cannot change any history being already part of the published 
remote - since anything pushed to the server is already in 
origin/next, which remains unaltered (it's the base).

 branch (which happens with a simple git pull from the main repo), his get gets
 confused by the changed history.

If someone managed to mess up the published history, he wouldn't be able 
to push to our gitorious repository though. Pushing a change of 
history requires a forced push, which is disabled for our gitorious 
repos. It's not a mistrust in anyone's git skills, but just to be really 
safe ;-).

cheers,
Thorsten

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-03 Thread ThorstenB
Am 03.03.2012 12:43, schrieb Christian Schmitt:
 Stuart Buchanan wrote:
   IMO we should bite the bullet and get it into next this week if
   possible.  There's obviously some risk to our 6 month release
   schedules that we'll just have to accept.
 I agree here. Let's merge the Rembrandt work into next so that every git
 user has to work with it, can find glitches and adapt shaders. There are
 people holding back their shader improvements in anticipation of Rembrandt.
 We have to merge it anyway sooner or later. Now, the likeliness of conflicts
 is lower and the speed of development will be faster.

Just be sure the new concept will work for everyone, even for the 
majority not owning the latest high-end GPU, e.g there is an option to 
disable, reduce load/quality etc.

Also, the project is quite good in finding issues, once new stuff is in 
git. But, generally we are not so good in fixing problems then. 
Notoriously, everyone has just too little spare time ;-), so a lot of 
issues just starve in the tracker. And with hard-core OSG stuff, there's 
even fewer people than usual who could help anyway.

So, make an honest estimate of how much work is really left, including 
fixing reported issues, and whether you have the time to complete this 
in the next months. Or whether you maybe need to bail out in a few weeks 
for personal reasons, and we might be getting stuck (your 
wife/girlfriend isn't pregnant or something? :-D ).

If we are certain that everything will be well and stable within 
reasonable amount of time, then it should go into next. Otherwise, 
we should think about maintaining separate branches (one of the main 
advantages of git anyway). Indeed, the latter would probably mean it 
would not be part of the August release. The key question is: would it 
be ready?

cheers,
Thorsten

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Re: [Flightgear-devel] About the bug 385

2012-03-03 Thread ThorstenB
Am 03.03.2012 03:28, schrieb Robert:
 2012/3/2 ThorstenB bre...@gmail.com mailto:bre...@gmail.com
 But we don't know why this only happens with the ATI,
 only with their driver versions 11.5 and above, and only on Windows.

 Thorsten, this bug is also present on Linux (in my case), and I think I
 have read in the google bug-reports that OSX is affected, too.

Never heard anyone reporting the issue for Linux. Indeed, there was a 
related bug for Mac (#356), but that was reported to be fixed with OSG 
3.0.1, only leaving an ugly effect (whatever that is).

Anyway, anyone reproducing the issue and capable of compiling FG 
2.7.0/Git could help by providing the terminal output when running a 
debug patch, see #385, comment 41 for details:
http://code.google.com/p/flightgear-bugs/issues/detail?id=385#c41

cheers,
Thorsten

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Re: [Flightgear-devel] About the bug 385

2012-03-01 Thread ThorstenB
On 02.03.2012 00:29, jean pellotier wrote:
 http://code.google.com/p/flightgear-bugs/issues/detail?can=2start=0num=100q=colspec=ID%20Type%20Status%20Priority%20Summary%20Aircraft%20Milestonegroupby=sort=id=385#makechanges

 It appear in my setup that adding a radar section in the
 intrumentation.xml (or any name called by theinstrumentation  field in
 the -set.xml file) solve the bug, for all the planes tested (b1900d,
 bo105, iar80, super constellation etc...)

 radar
   namewxradar/name
   number0/number
 /radar

 - is there some clue why the radar can have such an impact?

 - is it possible to add the radar section to the aircrafts in the base
 package affected by the bug, or do we have to buy nvidia again?

See my comments at bug #385:
For some people, removing the instrumentation section from aircraft 
fixes the issue (or renaming it, which is effectively the same). 
Otherwise, adding even more stuff to the section, such as the radar also 
seems to help.

This could be a timing issue, since people seeing the issue obviously 
need to speed up or slow down the phase of initial aircraft loading.

We already know that FG doesn't receive a Window resize event when the 
issue happens. But we don't know why this only happens with the ATI, 
only with their driver versions 11.5 and above, and only on Windows.

One hope is that using a newer OSG library might fix the issue. The 
latest OSG release is still 3.0.1, but there have been a number of fixes 
to OSG, including the modules handling GraphicsWindows since. So, it'd 
be interesting if someone seeing the issue tested FG the latest OSG 
trunk version.

If this doesn't help, then it really takes someone using a debugger and 
investigate what's happening to the resize event. In any case, randomly 
adding or removing stuff to aircraft files isn't a solution. Of course, 
it's ok for anyone to change things locally as a work-around, but 
nothing acceptable for FG in general.

cheers,
Thorsten

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Re: [Flightgear-devel] Odd message during latest CI build...

2012-02-28 Thread ThorstenB
On 28.02.2012 18:02, Gene Buckle wrote:
 The error shown is related to CMake I think.

Yes, it was. Result of incorrect syntax in simgear's cmakelist.txt. 
Should be fixed now - let me know otherwise.

cheers,
Thorsten

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Re: [Flightgear-devel] Jenkins thrashing...

2012-02-28 Thread ThorstenB
On 28.02.2012 18:00, Gene Buckle wrote:
 Yes.  I needed to use the machine.:)
 I've re-enabled the MSVC host.

And I just triggered a rebuild for Windows/next. Hope the load stays low...

   I think the problem is that a build is redone every time fgrun is
   changed because there is no release branch, and it rebuilds
   everything because Jenkins touch files when it copies artifacts.
 
   One solution could be to split the task : one for building binaries,
   one for packaging.
 
 One thing I noticed it did is that it built windows-release, built two
 other packages and then built windows-release_again_.  That's when I got
 really annoyed.:)

History shows that all rebuilds were triggered for a reason - either due 
to fgrun changes or due to an update of the installer package itself. 
But see below...

We really should create a separate fgrun/Release job: right now, the 
fgrun job depends on SimGear/next, though Windows/Release depends on 
fgrun. So, first of all, the fgrun binary in the Release installer isn't 
built with the correct simgear DLLs (it's was already build against the 
simgear/2.7.0 - which luckily/hopefully was still compatible to 
simgear/2.6.0 at the time of the release) - or am I missing something?

Secondly, every SimGear/next change triggers an fgrun rebuild (as 
expected), but due to the fgrun dependency, it also triggered a rebuild 
of the Windows/Release job. Seems like we something we should improve :).

Also, as suggested by Fred, splitting the (Windows) Release job itself 
into smaller jobs (simgear/flightgear/installer), makes a lot of sense...

cheers,
Thorsten

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Re: [Flightgear-devel] Final 2.6.0 Release Preparations

2012-02-11 Thread ThorstenB
Am 11.02.2012 10:40, schrieb thorsten.i.r...@jyu.fi:
 Best of all, the new features are based on user community requests, and
   not driven by economic incentives. Some of these features are already in
   the works for the next FG release [give continuity message about the
   development]
 That'd be suspiciously close to dishonest advertizing. I spend a fair
 share of my forum time explaining to angry/disappointed/overeager users
 that feature requests are suggestions which often end up being discussed,
 but more rarely end up being implemented, and rather that an army of eager
 developers waiting for features to be proposed, features usually get
 implemented if a developer is interested in implementing them (so the best
 strategy to get something done is to get a developer interested, not by
 just complaining...).

 As far as I am aware, the development is mostly driven by what developers
 are interested in, not by user community requests (which sort of makes
 sense in an all-volunteer community), and unless there is a formal
 commitment of core developers on the horizon to devote part of their time
 to work through feature requests, I would not advertize such a line - it's
 going to backfire on the project.

+1

Every free, open source project is really driven by active community 
_participation_, not so much by (passive) user's _requests_. In general, 
it's not even a matter of economic incentives, though this may be the 
case with FG. But you can see it with Linux kernel development: loads of 
companies and individuals involved, all pushing the project forward - 
each with their own private fun or economic interests.

What really matters to an OS project is the community effort and the 
option for everyone to get involved. Even if this results in the 
mentioned group hug :) - I think that'd be the really important point 
to stress, when hinting a comparison with MS Plight (oops, typo ;-) ).

cheers,
Thorsten

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Re: [Flightgear-devel] linking errors with origin/next?

2012-02-11 Thread ThorstenB
Am 11.02.2012 10:16, schrieb Scott Hamilton:
 I updated my git working directory to origin/next and am getting the
 following link errors, I'm not 100% sure that git is properly updating
 everything, I have done a make clean and make rebuild_cache on both
 simgear and flightgear.
 Is anyone else seeing these errors, or is my working directory really
 messed up?

Looks like a local problem on your machine.

You can always check with the build server:
http://flightgear.simpits.org:8080/

If you're having a compile or link problem, but the lights for your 
platform are all green there (i.e. Windows/Linux/Mac, Release or Next), 
then you're very likely to have local issue.

cheers,
Thorsten

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Re: [Flightgear-devel] Final 2.6.0 Release Preparations

2012-02-11 Thread ThorstenB
Am 11.02.2012 16:32, schrieb Ron Jensen:
 I found and fixed a potential NaN and Segfault in the JSBSim propeller code
 yesterday. It could be considered a blocking bug for 2.6 to me.

Thanks, looks like a small and safe enough patch which we should push to 
the 2.6.0 branch.

cheers,
Thorsten

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Re: [Flightgear-devel] Version file check

2012-02-07 Thread ThorstenB
On 07.02.2012 21:13, HB-GRAL wrote:
 Is it a good or bad idea for the FGx launcher to check against the
 version file if it is a valid fgdata folder AT ALL ? I will need some
 kind of check.

Seems a good idea. Same check is hard-coded inside fgfs (of course, fgfs 
also requires correct content of the version file). So, if the user 
selected an fgdata folder not containing the file, you could tell the 
user right away - launching fgfs would fail anyway...

cheers,
Thorsten

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Re: [Flightgear-devel] Version file check

2012-02-07 Thread ThorstenB
Am 07.02.2012 21:34, schrieb Curtis Olson:
 The main reason for a version check between the binary and the data is
 that we often make parallel changes to both (similar reason why we do a
 simgear minimum version check when compiling flightgear.)  If there are
 version mismatches, things could break or act in weird or unexpected ways.

 A launcher might not be in the same category unless you use options that
 change between versions (this is possible, but happens a lot less often
 than other sorts of changes.)

Right. Not sure what Yves' original intention were. I referred to the 
basic check if the version file is there _at all_ - such a check seems 
useful for a launcher. Restricting a launcher to a specific version 
number inside the file indeed wouldn't be a good idea. At least I'd like 
to keep using the same launcher for a variety of fgfs versions - 2.5.0, 
2.6.0, 2.7.0 :).

cheers,
Thorsten

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Re: [Flightgear-devel] screen.nas FONT size

2012-01-31 Thread ThorstenB
Am 31.01.2012 19:46, schrieb Torsten Dreyer:
 The liberation fonts are to be used with OSGText (check
 $FGDATA/Docs/README.osgtext). With OSGText, the font is rendered by OSG
 and you put text objects into the scenegraph just like any other 3d
 object. You can attach it to the world, your aircraft or you screen
 (which might be what you want).

Or you could create a custom HUD with the necessary text labels (fixed 
text, or referring to string properties). You can configure a font for 
each label - and add a property condition to enable/disable specific 
labels. FG has so many ways...

cheers,
Thorsten

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Re: [Flightgear-devel] Fwd: [Flightgear-builds] Build failed in Jenkins: Windows-release #296

2012-01-17 Thread ThorstenB
Am 17.01.2012 23:48, schrieb Frederic Bouvier:
 Hi,

 The windows released is not supposed to be built with MSVC 9 using msbuild.
 We should use MSVC 10 and Cmake, so please ignore these build until they are 
 converted.

 Regards,
 -Fred

Right, I just created the fgmeta release branch - which triggered all 
Release build jobs on jenkins. But I've only updated the linux release 
build script to use CMake - hopefully the Linux-release job is 
successful now.

Mac- and Windows-release still need to be taken care of - both require a 
switch to CMake. Frederic, James, you're taking care of these?

cheers,
Thorsten

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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 69, Issue 9

2012-01-15 Thread ThorstenB
On 15.01.2012 10:46, Erik Hofman wrote:
 GIT will het frozen January 17th except for bug fixes.
 This would be a bug-fix in my book.

Of course, fixing licensing issues counts as a bug-fix.

Git is frozen already (= bug-fixes only), we'll create the branch on 
January 17th to open the main branch for development again, while the 
release branch remains available for further bug-fixes (only!) until 
February 17th (http://wiki.flightgear.org/Release_plan).

Please lets not make a huge fuss out of this issue: of course, 
everything in the Git repository needs to be under the GPL. If a file is 
not GPL-compliant, it must not be committed to Git, not even 
temporarily. If something has slipped in anyway, please fix the issue 
(remove or replace the file) and end the argument.

cheers,
Thorsten

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Re: [Flightgear-devel] FlightGear writes autosave.xml

2012-01-15 Thread ThorstenB
On 15.01.2012 15:59, Martin Spott wrote:
 James Turner wrote:
 On 14 Jan 2012, at 11:42, James Turner wrote:

 While trying to find out about a different issue ('fgfs' not starting
 at all) I noticed, that it still writes an autosave.xml into
 ${FG_ROOT} despite the fact that I've explicitly set
 --prop:/sim/startup/save-on-exit=false
 Now I'd like to learn wether someone is deliberately trying piss users
 off or it this is just a bug  ;-)

 Just tested this and it seems to work for me (setting exactly that
 argument - there's also explicit options: --disable-save-on-exit and
 --enable-save-on-exit)

 I just found out that I mixed $FG_ROOT and $FG_HOME. The autosave.xml
 was written into $FG_HOME, not $FG_ROOT.

 I typically set the properties directly via --prop:/... and I'm quite
 sure that I picked the correct one because I matched it against
 flightgear/src/Main/globals.cxx - and because I've been using
 /sim/startup/save-on-exit successfully for ages to prevent FG from
 creating a $HOME/.fgfs/ directory.
 BUT, with a new build from todays GIT the autosave.xml doesn't get
 written any more.  Maybe it's been linked to the recent relative path
 changes.

Speculating: what may have happened is that you had an invalid path in 
your scenery or aircraft directory list, and also had disabled the 
save-on-exit property only at the end of the command-line. fgfs first 
reads preferences.xml, which enables save-on-exit by default. Then 
it starts evaluating the command-line parameters one by one. Finding the 
invalid scenery or aircraft path, it was exiting immediately (due to an 
error, which has been fixed already), and never got to evaluate the rest 
of the command-line, so save-on-exit remained enabled. May not have 
happened if --disable-save-on-exit first was first in the command-line...

cheers,
Thorsten

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Re: [Flightgear-devel] ads Models with current OSG

2012-01-11 Thread ThorstenB
On 11.01.2012 23:15, Olaf Flebbe wrote:
 Hi,

 does anybody have the same problem?

 Several Messages:

 Unknown Chunk: ***UNKNOWN*** (0xA08A)

 in fgfs output. Seems to be a diagnostic from the 3DS loader within
 OSG.

 I get this (and messy views) with current OSG, fgfs, fgdata choosing
 for instance aircraft MD11 or airport EHAM .

Yes, see here:
http://code.google.com/p/flightgear-bugs/issues/detail?id=543

It's an AI aircraft causing it (MD11), so it's visible frequently. Maybe 
someone could fix the model - or check why OSG doesn't like the model.

cheers,
Thorsten

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Re: [Flightgear-devel] FlightGear branch, next, updated. 59d400d58b082d583959eb8c27c3155eaa301888

2012-01-08 Thread ThorstenB
Am 08.01.2012 16:11, schrieb Melchior FRANZ:
 On Sunday 08 January 2012 05:09:07 Flightgear-commitlogs wrote:
 commit 246feef85fedd548f2c198831d7d6e7e3be53e12
 Author: ThorstenB

  FGNasalModelData isn't thread-safe. [...] It s*cks... ;-)

 It predates a separate model loader thread. If something sucks,
 it's an imcomplete loader thread implementation (apart from
 developers handing out grades without having much clue, that is).

You shortened my commit message. The s*cks was not meant as a grade 
for FGNasalModelData or any of its authors. It was a final statement 
summarizing a larger issue as a whole. I had spent hours tracing 
sporadic memory corruption issues. These really s*ck, since they are not 
reliable to reproduce - and once you catch a corruption issue in the 
debugger, it's still difficult to find the origin.

Of course, I have very little clue compared to you. You are right, as 
ever. However, despite being extremely little minded, I still knew that 
FGNasalModelData predates OSG. The part of my commit message, that you 
accidentally removed, also states that the issue was only introduced a 
short while ago, when the MP aircraft loading was moved to the separate 
loader thread. So, yes, things were fine before. And in the 'good old 
days' they were anyway.

Melchior, yet again I deeply apologize if that commit has hurt your 
sensitive feelings. Sorry, sorry, sorry. It was not meant as a judgement 
of any of your involvement in FGNasalModelData, neither of your 
outstanding work on FlightGear, from the days when you still supported 
the project with useful contributions, instead of only digging through 
commit messages to find reasons to spill your poison. The legacy of your 
work is perfect and beyond any doubt.

For the rest of the audience - here's the full commit message:

 http://www.gitorious.org/fg/flightgear/commit/246feef85fedd548f2c198831d7d6e7e3be53e12

 commit 246feef85fedd548f2c198831d7d6e7e3be53e12
 Author: ThorstenB
 Date:   Sun Jan 8 13:28:49 2012 +0100

 #553: MP-model-loading related segfault
 MP aircraft are loaded by a separate OSG thread (introduced after 
 FG2.4.0).
 The OSG thread also calls the modelLoaded callback. However, we mustn't
 allow the OSG thread to call FGNasalModelData::modelLoaded directly:
 FGNasalModelData isn't thread-safe. There are obvious issues 
 (_callCount++;),
 tricky issues like calling the Nasal _parser_ or creating hashes and
 modifying the global Nasal namespace. It doesn't use locks to protect
 against another thread executing a Nasal context or running garbage
 collection. It also executes Nasal code itself (the model's load hook),
 which we also cannot allow in a separate thread...
 This patch returns all Nasal parts of MP-aircraft loading (parsing,
 module creation, execution) to the main thread, while keeping the
 multi-threaded OSG part (loading of MP-aircraft model files itself).
 The same issue exists with scenery models (see other commit).

 To summarize with 2 words: It s*cks... ;-)


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Re: [Flightgear-devel] Release 2.6.0 git/fgdata aircraft maintenance

2012-01-04 Thread ThorstenB
On 04.01.2012 13:39, Eric van den Berg wrote:
 I am not sure who the mig-15 maintainer (same as Vostok-1 problem?) is,

AFAIK both aircraft are currently unmaintained as the original author 
has announced his leave.

 The ADF produces a left/right audio signal to indicate the NDB
 direction. It looks like this is done by mixing two stereo files, one
 with a left track only and one with a right track only.

Correct solution is probably to change the position of the sound source 
for the left/right sound samples. Erik can probably give better hints.

I can't take care of individual issues. I'll just take care of 
converting files, since otherwise there will be no sound at all. Anyone 
interested in fixing issues for specific aircraft is welcome to place a 
merge request / submit a patch - especially for abandoned aircraft.

cheers,
Thorsten

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[Flightgear-devel] Release 2.6.0 git/fgdata aircraft maintenance

2012-01-03 Thread ThorstenB
Hi,

in preparation of the Release 2.6.0, two issues affecting Aircraft in 
fgdata will be fixed by a batch commit. Updates will be pushed to 
fgdata next week, so shortly before the 2.6.0 release branch is created.

If you want to fix these issues for your aircraft yourself, you have to 
do it _now_ and push the update or merge request for your aircraft 
(before next Tuesday).

* Issue #1 is stereo sound files. 98 aircraft are still affected by this 
issue - which is actually one more than when we discussed this in early 
December. Meanwhile, two aircraft were fixed (Sikorsky-76C and 
sopwithCamel), however, two new aircraft with the issue were added 
(Gloster-Whittle and Lockheed-Martin-FA-22A-Raptor). And we forgot to 
count the separated an2 last time...

All aircraft affected by the sound issue (as of today) are listed here: 
http://pastebin.com/PLe3jk9Y
and the full list of affected files: http://pastebin.com/uLA1Sj2C

* Issue #2 is the deprecated JSBSim properties egt_deg... (instead of 
egt-deg...). These have triggered automatic warnings for more than a 
year. The issue only remains for 7 aircraft - which will also be fixed 
next week:
737NG600
737NG700
737NG800
737NG900
A380
Lockheed-NF104
fokker50
(Use grep -r /egt_ fgdata/Aircraft to see the remaining occurrences).

If you want to resolve the issues of your aircraft yourself, see here 
for more info: http://wiki.flightgear.org/Aircraft_maintenance

cheers,
Thorsten


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Re: [Flightgear-devel] Some More Detailed Scenery

2011-12-29 Thread ThorstenB
Am 29.12.2011 06:43, schrieb J. Holden:
 At the same time I do not support the inclusion of some sceneries
 I've created in the main FlightGear repository, as users with
 lower-end machines may wish to use the vmap0 scenery over the more
 detailed ones - plus there is now a marked difference in scenery
 versions between scenery compatible with 2.4 and scenery not
 compatible with 2.4. The user should be allowed to choose.

All valid points which need to be addressed, especially the 
compatibility issue. However, the current conclusion, that we therefore 
need many separate scenery projects, and should even actively proclaim 
the use of various external sources, doesn't sound right to me. Do these 
issues really mean that our central scenery project is limited for ever?

Just in comparison: what would happen if Fred provided patches for the 
new shadow support on his private site only, Mathias did the same for 
HLA and OSG support, Torsten for the NAV radio and environment code etc. 
Then we create some central website listing all available patches, so 
people can choose (according to their hardware/performance/interests). 
And to make it easier for users: we create a large compatibility 
matrix, describing which patches fit seamlessly together, and which 
probably don't. That's a possible solution - but neither does that sound 
right to me... ;-) Results in the same nightmare that Oliver described 
for scenery. Instead we all contribute to a central Git repo and try to 
make features configurable - so you can disable 3D clouds, AI traffic, 
shaders, multiplayer, ...

So we should also discuss other solutions for scenery. It'd be possible 
to abandon the current TerraSync server and switch to a new one. So, FG 
0.1 - 2.4 users keep using existing scenery, while new developments 
(compatible with FG=2.6) are stored on a new central repository. Or we 
could extend the scenery project to provide two levels of scenery: a 
lower quality scenery for older FG versions/older machines, and a high 
quality version for new/powerful machines and recent FG versions (in a 
somehow separate directory structure). Maybe we have more options. But 
we need a _common_ solution for these issues here - and I don't think 
that the scenery compatibility issue was really discussed here yet (but 
I may be wrong).

There'll always be some external scenery projects, same as there are 
external FG core or Nasal patches. That doesn't matter much as long as 
these are small compared to the work on the common project. But it gets 
to be real trouble when almost everyone works on his separate private 
projects, and therefore progress of the common project slows down 
significantly.

So, rather than forking development into many little subprojects, and 
finding ways to better support these forks, we should find solutions, so 
that scenery developers keep joining forces and improve our common 
scenery world (uh, that sounds cheesy, right?).

cheers,
Thorsten

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Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next, updated. 54db2e0ab196b659e4297c0d93f088b2212409f5

2011-12-18 Thread ThorstenB
Am 18.12.2011 20:13, schrieb James Turner:
 On 18 Dec 2011, at 16:44, Flightgear-commitlogs wrote:
 (rule #9: never believe a source code comment).

 Ah, but it used too, until I removed the Mac OS *9* supporting code :)

Yes, I guessed it was some copypaste issue or some left-over. Actually 
reminded me of something (much worse) I recently found in a RL code review:

// set flag to 1
SomeObject.SomeFunction.Flag = 0;

... the most useless comment ever - yet plain wrong at the same time. :)

cheers,
Thorsten

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Re: [Flightgear-devel] Sound support broken by AI traffic

2011-12-12 Thread ThorstenB

Hi Erik,

Am 12.12.2011 13:31, schrieb Erik Hofman:

I've implemented a mechanism to free OpenAL sources that are farther
away than max-distance (3km for the current AI models). This might solve
your problems, although it is not a one size fits all solution.


I'm still getting many error messages at EHAM - but it's better now. 
It's starting ok and I'm hearing AI sounds. Nice :)


However, XML conditions for AI aircraft have no effect. All AI sound 
samples are played unconditionally as soon as the aircraft is in range. 
play once AI sound samples are also played continuously. I think it's 
caused by an issue with your last update. Attached patch restores the 
effect of the XML conditions for me - and also play once samples work 
as expected. Not sure if that's the correct way to fix it though...


cheers,
Thorsten
diff --git a/simgear/sound/sample_group.cxx b/simgear/sound/sample_group.cxx
index bdc00ee..c24bb5b 100644
--- a/simgear/sound/sample_group.cxx
+++ b/simgear/sound/sample_group.cxx
@@ -414,8 +414,6 @@ void SGSampleGroup::update_pos_and_orientation() {
   + position[1]*position[1] + position[2]*position[2];
 if (sample-is_playing()  (dist2  max2)) {
 sample-stop();
-} else if (!sample-is_playing()  (dist2  max2)) {
-sample-play(sample-is_looping());
 }
 }
 }
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Re: [Flightgear-devel] Sound support broken by AI traffic

2011-12-12 Thread ThorstenB
Am 12.12.2011 21:22, schrieb Erik Hofman:
 That's the problem of the AIModel code that models hardly any properties
 suitable for sound playback.

Not in this case. I had experimented with the AI balloons. I have pushed 
this to fgdata now - you can use these for testing the issue I reported.
Enable the balloon-demo: the balloons' burners now have a nice 
whoosh! sound. Burner light and sound are connected to the same 
property - so you should see the light come on and hear the sound at the 
same time. But currently the balloon's AI sound triggers all the time - 
so we just get a continuous roar (kind of worked with my patch - so I 
think the XML conditions are ok).

cheers,
Thorsten

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Re: [Flightgear-devel] Sound support broken by AI traffic

2011-12-12 Thread ThorstenB
On 12.12.2011 22:41, Erik Hofman wrote:
 Ok the only thing the code you proposed to remove does (or should do)
 is active the sample again when in-range again (distance smaller than
 max_distance). I've had another report that I suspect has something
 to do with the same section. If some one want to comment it out (or
 apply the patch) in the code please go ahead. I'm not at the proper
 pc right now and won't be able to do anything before tomorrow
 mortning (EU time).

I think we can wait another day... And you may be right, without the 
line there seems to be an issue when flying back into the range of an AI 
aircraft - so looped sounds aren't (immediately) resumed. Still seems 
the current implementation triggers a bit too much...

Btw, is there a way to influence the audio level of AI sounds? Would be 
nice if sounds could be muffled in inside views (i.e. cockpit/inside 
view), while they should have normal/higher volume in outside views (and 
there should be no difference for aircraft without a canopy of course). 
Sorry, if that's another feature request ;-).

cheers,
Thorsten

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[Flightgear-devel] Aircraft maintenance

2011-12-10 Thread ThorstenB
Following up on the sound file maintenance discussion, I have created a 
Wiki page to collect information on aircraft maintenance. This is 
somehow connected to our FG release change log, however it also contains 
other issues: things that were detected/reported and should be 
adapted/fixed for aircraft. The idea is that this can be extended when 
we notice something that aircraft developers should consider. And it 
should be something that covers more than one FG release - since things 
aren't usually adapted so fast.

http://wiki.flightgear.org/Aircraft_maintenance

Maybe this is too organized, maybe this is an effort in vain. And maybe 
this is teaching pigs how to fly - but this is FlightGear, we already 
have a

* flying Ogel, http://wiki.flightgear.org/Ogel
* flying Santa, http://wiki.flightgear.org/Santa
* flying Dutchman, http://goo.gl/Fgn8w
* flying paper plane, http://wiki.flightgear.org/Paper_airplane
* flying UFO, of course, http://wiki.flightgear.org/Ufo
* even a Scottish Navaid System soon, http://goo.gl/m6X0W

All sounds impossible, but apparently almost everything is possible with 
FlightGear. So maybe this helps a bit after all. And maybe we'll even 
have a flying FlightGear pig one day (anyone?)...

cheers,
Thorsten




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[Flightgear-devel] Stereo sound files and affected aircraft

2011-12-09 Thread ThorstenB
Hi,

latest fgfs rejects loading stereo sound files. I guess it's because 
stereo sounds don't really work with a 3D sound engine.

Stereo files still somehow worked with older fgfs versions, at least 
they produced something audible, so few authors had noticed the issue so 
far, and hence we now have a large number of affected aircraft and files.

I ran a batch job on fgdata to find stereo files. In total, we have 360 
stereo sound files - that's almost 1/5th of our sound files (2039 sound 
files in total). The issue affects 97 aircraft.

How do we want to proceed? Do aircraft maintainers convert their sound 
files individually? Or should we run a batch job to convert files? May 
not be a bad idea, since the last reported issue (attitude indicator 
caging) so far hasn't been fixed for single aircraft I reported (still 
26 affected)... I also noticed there a few affected aircraft which are 
officially unmaintained (authors have left the project for good).

We should fix the issue for the FG2.6 release, otherwise about 1/4 of 
all fgdata aircraft is affected by (partially) missing sound effects. 
And I guess we don't want to handle 97 individual bug reports in the 
tracker...

Another option might be to change the sound code again, so that stereo 
files aren't rejected, and only a warning is produced. But that would 
still result in loads of user bug reports, and it wouldn't fix the 
actual issue.

List of all affected fgdata aircraft below. Even further below, there's 
the list of individual stereo sound files which need to be converted...

cheers,
Thorsten

717
737-300
747-400
757-200
767-300
787
A-10
A-6E
A320-family
A340-600
A380
ASK13
ATR-72-500
Aichi-D3A
AirCrane
Airco-DH2
Allegro-2000
Arsenal-VG33
Avro-Lancaster
BV-141
BV-170
Bell-222X
Bell-P-39
Boeing-247
Bombardier-415
C130
CRJ-200
CRJ700-family
Cessna-208-Caravan
Cessna-421-Golden-Eagle
Commonwealth-Ca-12
Convair-XFY-1-Pogo
D510
D520
DG-101G
DO-X
DR400
Dauphin
Deuche
Diamond-Da42
Douglas-Dc3
Dromader
F6F-Hellcat
Fairchild-Metroliner
Fokker-Eindecker-EIII
Fw61
Gee-Bee
Hurricane
Jaguar
Ka-50
Lightning
Lionceau
Lockheed-P38
Lockheed-Vega
Lockheed1049h
Long-EZ
ME-209-V1
MS-406
MiG-15
MirageIII
MirageIV
Nakajima-B5N
Nieuport-11
Northrop-P61
Northrop-xb35
PC-6
Pioneer-200
Polikarpov-I16
R44
RAF-S-E-5
RV-6A
Short-Stirling
Sikorsky-76C
Spitfire
Stearman
Super-Etendard
TU-95
Tecnam-P92
Tigre
V22-Osprey
VMX22-Osprey
Vostok-1
YS-11
Zlin-50lx
apache
dc8-63
dc8-73
ec135
eurofighter
f-14b
fokker100
harrier
mosquito
rallye-MS893
sopwithCamel
superguppySGT
victor

List of stereo sound files:
./Aircraft/717/Sounds/cabinalert.wav(STEREO)
./Aircraft/717/Sounds/flaps.wav (STEREO)
./Aircraft/717/Sounds/touchdown.wav (STEREO)
./Aircraft/737-300/Sounds/FastenSeatbelt.wav(STEREO)
./Aircraft/737-300/Sounds/Flaps.wav (STEREO)
./Aircraft/737-300/Sounds/touchdown.wav (STEREO)
./Aircraft/747-400/Sounds/FastenSeatbelt.wav(STEREO)
./Aircraft/747-400/Sounds/Flaps.wav (STEREO)
./Aircraft/747-400/Sounds/beeper.wav(STEREO)
./Aircraft/747-400/Sounds/climb.wav (STEREO)
./Aircraft/747-400/Sounds/descend.wav   (STEREO)
./Aircraft/747-400/Sounds/engine-start.wav  (STEREO)
./Aircraft/747-400/Sounds/touchdown.wav (STEREO)
./Aircraft/757-200/Sounds/cabinalert.wav(STEREO)
./Aircraft/757-200/Sounds/touchdown.wav (STEREO)
./Aircraft/767-300/Sounds/Cabin/arrival.wav (STEREO)
./Aircraft/767-300/Sounds/Cabin/climbing.wav(STEREO)
./Aircraft/767-300/Sounds/Cabin/descending.wav  (STEREO)
./Aircraft/767-300/Sounds/Cabin/emergency.wav   (STEREO)
./Aircraft/767-300/Sounds/Cabin/music.wav   (STEREO)
./Aircraft/767-300/Sounds/Cabin/music2.wav  (STEREO)
./Aircraft/767-300/Sounds/Cabin/pretakeoff.wav  (STEREO)
./Aircraft/767-300/Sounds/Cabin/seatbelt.wav(STEREO)
./Aircraft/767-300/Sounds/touchdown.wav (STEREO)
./Aircraft/767-300/Sounds/whine2.wav(STEREO)
./Aircraft/787/Sounds/Flaps.wav (STEREO)
./Aircraft/787/Sounds/touchdown.wav (STEREO)
./Aircraft/A-10/Sounds/canopy-close2.wav(STEREO)
./Aircraft/A-10/Sounds/gau-8.wav(STEREO)
./Aircraft/A-10/Sounds/gun2.wav (STEREO)
./Aircraft/A-6E/Sounds/canopy-close2.wav(STEREO)
./Aircraft/A-6E/Sounds/gun2.wav (STEREO)
./Aircraft/A320-family/Sounds/cabinalert.wav(STEREO)
./Aircraft/A320-family/Sounds/flaps.wav (STEREO)
./Aircraft/A320-family/Sounds/touchdown.wav (STEREO)
./Aircraft/A340-600/Sounds/Flaps.wav(STEREO)
./Aircraft/A340-600/Sounds/captain.wav  (STEREO)
./Aircraft/A340-600/Sounds/cruising.wav (STEREO)
./Aircraft/A340-600/Sounds/decending.wav(STEREO)
./Aircraft/A340-600/Sounds/emergency.wav(STEREO)
./Aircraft/A340-600/Sounds/music.wav(STEREO)
./Aircraft/A340-600/Sounds/music2.wav   (STEREO)
./Aircraft/A340-600/Sounds/seatbelt.wav (STEREO)
./Aircraft/A340-600/Sounds/tenthousand.wav  (STEREO)
./Aircraft/A340-600/Sounds/touchdown.wav(STEREO)
./Aircraft/A340-600/Sounds/whine2.wav   (STEREO)
./Aircraft/A380/Sounds/Flaps.wav

Re: [Flightgear-devel] Stereo sound files and affected aircraft

2011-12-09 Thread ThorstenB
Am 09.12.2011 13:43, schrieb Erik Hofman:
 On Fri, 2011-12-09 at 12:21 +, TDO Brandano wrote:
 I think the most compatible solution would be to either downmix them
 to mono, or convert them to two mono samples to be played concurrently
 but offset from their original position by an amount directly
 proportional to the distance from the cockpit.

 Personally I think they should be converted period.
 The waste 50% file size and make FlightGear look bad when showing off
 the nifty 3d audio capabilities (no Doppler, no 3d positioning, etc).

 But I am not going to update aircraft maintained by others and start
 another flamewar.

I certainly also do not want a flame war. But we need to do something. 
Either have the aircraft sounds changed or change the sound code again.

I find the current state with a 1/4 of aircraft at least partially 
broken is unacceptable for a release. And users will complain that FG2.6 
has a regression, since these aircraft worked with FG2.4 (in fact, we 
already have related issues in the tracker from git/snapshot users). 
That would make FG2.6 look really bad - certainly worse than missing 
3D/Doppler effects alone.

But don't get me wrong: I'm certainly in favor of fixing the issue, so 
that we get the full 3D sound effects.

I'd propose that aircraft maintainers have time to fix the stereo files 
themselves, say until early January. We're going to branch off the 2.6 
release (fg/sg/fgdata) on January 17th. We could convert any remaining 
stereo sound files shortly before that, to make sure that FG2.6 doesn't 
mean a regression for many aircraft. I'm happy to run a batch job for 
conversion, that's no big deal. If any author does not want her aircraft 
fixed, let me know.

I guess most authors don't really have a problem with such straight 
forward changes anyway. Maybe it'd be a good idea if authors, who really 
do not want their aircraft to be touched ever, not even for such 
straight forward fixes guaranteeing continued FG release compatibility, 
placed a specific file in their aircraft directories (such as 
.PRIVATE). That would make it easy to identify the no go areas, 
while other aircraft could still receive basic emergency maintenance 
from the community. Personally, I think it'd be ridiculous, if we knew 
about basic issues which are easy to fix, don't dare to do anything, and 
eventually release with lots of broken aircraft.

cheers,
Thorsten

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Re: [Flightgear-devel] Stereo sound files and affected aircraft

2011-12-09 Thread ThorstenB

Am 09.12.2011 22:53, schrieb Roland Häder:

On Fri, 2011-12-09 at 18:29 +0100, ThorstenB wrote:


Here's a full list of sound duplicates:
http://pastebin.com/DvCT6AT9

Can you please release this file? Or is it possible to sent it to me
directly? I would like to cleanup some of my archives.


Find the script attached. The script does both - reports stereo files 
and all duplicates. You need to run it in the directory you want to search.
Requires python. Is Linux only. Don't ask for documentation. Don't use 
the bug tracker if it doesn't work. :)


cheers,
Thorsten
#!/usr/bin/python

import os
import string

def doShell(Command):
Pipe = os.popen(Command)
Lines = Pipe.readlines()
Lines = map(string.strip, Lines)
Pipe.close()
return Lines

def getSoundChannels(x):
Lines = doShell(soxi -c \+x+\)
if len(Lines)1:
return '1'
return string.strip(Lines[0])

def getMD5(x):
Lines = doShell(md5sum \+x+\)
if len(Lines)1:
return ''
return string.strip(Lines[0]).split()[0]

def getFileList(Pattern):
Lines = doShell(find -iname \+Pattern+\)
return Lines

def checkStereoFiles(FileList):
BadFiles = []
for FileName in FileList:
Channels = getSoundChannels(FileName)
if (Channels!='1'):
BadFiles.append((FileName,Channels))

BadFiles.sort()
BadAircraft = {}
print Stereo files:,len(BadFiles),/,len(FileList)
for (FileName,Channels) in BadFiles:
print FileName
Aircraft = FileName.split(/)[2]
BadAircraft[Aircraft]=BadAircraft.get(Aircraft,0)+1

AircraftList=BadAircraft.keys()
AircraftList.sort()
print Aircraft with stereo files:,len(AircraftList)
print string.join(AircraftList,\n)

def findIdenticalFiles(FileList):
Md5Dict = {}
for FileName in FileList:
Checksum = getMD5(FileName)
IdenticalFiles = Md5Dict.get(Checksum,[])
IdenticalFiles.append(FileName)
Md5Dict[Checksum] = IdenticalFiles

ChecksumList = Md5Dict.keys()
SortList=[]
for Checksum in ChecksumList:
SortList.append((len(Md5Dict[Checksum]),Checksum))
SortList.sort()
SortList.reverse()
for (Count,Checksum) in SortList:
FileNameList = Md5Dict[Checksum]
if (len(FileNameList)1):
			print %i identical files, MD5: %s\n%s % (len(FileNameList),Checksum,string.join(FileNameList,\n))

FileList = getFileList(*.wav)
print Found,len(FileList),files.
checkStereoFiles(FileList)
findIdenticalFiles(FileList)

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[Flightgear-devel] Sound support broken by AI traffic

2011-12-02 Thread ThorstenB
Hi Erik et al,

sound support is broken here (GIT of today). When I start with the UFO 
at an airport with AI traffic, e.g. KSFO, then I hear a roar for a few 
seconds during start-up - but then there is silence for the rest of the 
simulation. No sound when the UFO moves.

On shutdown, I do get a few error messages like these:
AL Error (sound manager): Invalid Operation at release buffer
AL Error (sound manager): Invalid Operation at release buffer

It's working fine when I start at some remote location which doesn't 
have AI traffic, i.e. ENSD. I commented out the new code in 
AIBase::update - and then sound is back to normal. However, the error 
messages (see above) are still there - so these could be unrelated.

Anyone else seeing this issue? Any ideas?

Another thing I noticed: The sound manager is the last remaining 
subsystem that is created and initialized at run-time  (thanks to James 
for structuring all the other systems so far!). The sound manager is 
still initialized in the main loop, and it's done _after_ the scenery is 
fully loaded (about when the splash screen is withdrawn).

However, at this time the first AI aircraft may already be loaded, 
initialized, updated... Hence, nothing guarantees that AI aircraft won't 
(try to) use the sound subsystem even _before_ this is properly 
initialized. Maybe this is already the reason for the issues I'm seeing. 
Maybe it'd be a good idea to make the sound manager a proper subsystem 
now, to make sure it's created and initialized with all the other 
subsystems - so even _before_ the mainloop is run for the very first 
time. Futhermore, since AI+MP traffic may now depend on sound, the sound 
manager should probably be initialized before the AI, traffic and MP 
subsystems now.

I'm sure we can resolve these issues for the 2.6.0 release (well, we 
have to :) ), but it'd probably still be a good idea to also add a 
switch, so that the new AI sound effects can be disabled - for example 
on slower systems.

cheers,
Thorsten

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Re: [Flightgear-devel] Sound support broken by AI traffic

2011-12-02 Thread ThorstenB
Am 02.12.2011 20:44, schrieb ThorstenB:
 sound support is broken here (GIT of today). When I start with the UFO

Sorry, only checking the bug tracker now (yes, should have done that 
first :) ). Someone reported a related issue, different effect though:
http://code.google.com/p/flightgear-bugs/issues/detail?id=501

cheers,
Thorsten

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