Re: [Flightgear-devel] Looking at a nice project from outside

2012-02-26 Thread kreuzritter2000
Am Samstag, den 25.02.2012, 22:32 +0100 schrieb HB-GRAL:

  Another example id livery and logos..
  eg an airline that is defunct or BritishArwys as and exmaple..
  Now their logo is their copyright..
 
 Sorry I can not say anything about trademarks.
 
 Cheers, Yves

In my opinion using trademarks like Lufthansa, BritishAirways, etc.
under a GPL license ist not allowed.
Even Microsoft does not use these trademarks for its livery in its
Flight Simulator. 
And i don't think that not wanting to advertise other products is the
only reason for that.
If you find a company that sells aircrafts of MSFS or X-Plane with a
livery of real trademarks, then they have asked for permission to do
that.

Best Regards,
 Oliver C.




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Re: [Flightgear-devel] Looking at a nice project from outside

2012-02-26 Thread kreuzritter2000
Am Sonntag, den 26.02.2012, 02:26 +0200 schrieb Stefan Gofferje:


 
 This was specifically an answer to Kreuzritter's suggestion to remove
 all links to custom scenery from all official FG websites to force
 people to create scenery for the central database.
 I would consider this kinda blackmailing or trying to force people into
 something.
 Of course, the project follows some rules and I don't have any problems
 with the fact that the scenery database is GPL'd and thus contributions
 must be GPL'd too. I would only have a problem with any attempt to
 subdue custom scenery, because IMHO, for the user it doesn't matter if
 the scenery is GPL'd, PD or any other license that allows for
 (cost-)free distribution and use. For the user it only matters to have
 pretty scenery.

No, for a user it matters if he has to download a scenery from one place
or from many partly incompatible scenerys scattered around the internet.

The latter one, the MSFS way of doing thing, is a horrible mess for the
user.

That's why i suggest do promote the one scenery fits all way.


Best Regards,
 Oliver C,




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Re: [Flightgear-devel] Looking at a nice project from outside

2012-02-24 Thread kreuzritter2000
Am Freitag, den 24.02.2012, 09:41 + schrieb Martin Spott:
 From my perspective the really relevant paragraph in my posting is this
 one:

 Basically I see two different approaches in FlightGear Scenery world
 (aside from a few minor blends):
 1.) Focus all ressources on one common World Scenery.
 2.) Build pools of individual (and sometimes even contradicting)
 scenarios - also known as the M$FS way.
 
 It's obvious that 1.) was the one I tried to accomplish.  I was
 convinced that, as a non-commercial OpenSource project, we could do
 better.  Anyhow it's obvious that 2.) draws magnitudes more developer
 ressource and the gap is steadily increasing.  I've even watched people
 explicitly trying to persuade/convince contributors _not_ to contribute
 to common, collaborative Scenery ressources - and, what's really sad,
 not one single voice objected.

You're absolutly right.

In my opinion a key for success of 1.) is to NOT promote individual
scenery projects on the official FlightGear places.

So i suggest to remove all urls that do link to such individual scenery
projects from the FlightGear website, the wiki and even postings on the
flightgear forum.
Especially the latter might be very important.

If we make sure by force that individuals can't promote their own
scenery project on the forum or any other official place on FlightGear
they will have no laudation on their individual scenery projects.

This will nip individual scenery projects in the bud and will hopefully
lead to the way that such persons will freely submit their work to the
common World Scenery.

So 1.) can be ensured by force. Removing the urls is the key for that.
Forum moderators are able to do that.


As long as individual scenery projects can be promoted and guarantee
that way that such individuals will get attention for their one man show
2.) will stay attractive.
The key is to make 2.)  unattractive by removing the promoting links to
those individual projects.



Best Regards, 
 Oliver C.








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Re: [Flightgear-devel] RE : Did anyone test the 2.6.0 release on Windows 7 64 Bit?

2012-02-22 Thread kreuzritter2000
Am Mittwoch, den 22.02.2012, 08:51 +0100 schrieb Frederic Bouvier:

 1. did these problem occurs in the release candidates or are specific
 to the final version ?

b89717f9acf01d154c868afadf39b89f  Setup FlightGear 2.6.0.exe


 2. We know that you didn't install in Program Files but we don't
 know where exactly. Could there be a special german character in the
 path, or any non purely ascii character ?

E:\Games\FlightGear


 3. what happen if you install in Program Files as suggested by the
 installer ?

Don't know, didn't try that.


 4. Did you install the 64bit binaries or have forced the 32bit
 install ?

This was another confusing thing in the installer.

There was no help given and i wondered why i should force the installer
to install the 32 Bit version on a 64 Bit system.
So i decided to take the default setting and because the force
installer to install the 32 Bit version was marked i took the 32 Bit
version.


I suggest to split the windows version in a 32 Bit and 64 Bit
installerpackage or give more detailed information why a 32 Bit version
should make sense on a 64 Bit system.
 



 5. Can you find the flightgear.org directory in \Users and check
 that fgrun.prefs has write privileges ?

This directory was created after i started FlightGear first time in the
users:

%APPDATA%\Roaming\flightgear.org

Keep in mind, that i installed as admin but didn't start FlightGear as
admin!

So the installer put the files in

Users\Administrator\AppData\Roaming\flightgear.org

but this is useless for other user accounts, it's not used by them.


For things like that i suggest do put a default config file created by
the installer as read only in the directory where fgrun is.
And when fgrun ist started it should check if there is already a user
config file in 
%APPDATA%\Roaming\flightgear.org

available.

If not, then it should read the default config files set by the
installer that were installed in fgrun's directory like i suggested and
then create a new one in 

%APPDATA%\Roaming\flightgear.org


I also want to mention, never use direct addressing 
instead always use Environment variables to check the locations of
Programm files, Windows or Users.

Wrong (direct addressing):
  C:\Program files
  C:\Windows 
  C:\Users

Correct (indirect addressing via Environment variables):
  %PROGRAMFILES%
  %WINDIR%
  %HOMEPATH%

Read here for more informations:
http://en.wikipedia.org/wiki/Environment_variable#Default_Values_on_Microsoft_Windows
  

You can't expect to have the users data in:
C:\users\username\

My users directory is for example called home, not users and it is
in:
F:\home\myusername\

So the only correct way to get there is via:
%HOMEPATH%





  The save button is only there to save another set of options and it's
 normal that a file name is requested. For the current set of options,
 it goes to flightgear.org\fgrun.prefs but this file should be
 writable. It is created at install and contains the default path that
 you shouldn't have to set by hand.

The default path is the admins user directory when installed as admin.
It shouldn't belong there if other users should be able to read these
config files!
So put them in the program directory of fgrun as mentioned before or in
a shared user config directory and then check at start if a user has its
own config files, and if not, read them from the programm directory or
the shared user config directory like mentioned before.
And after that, create one in the user's directory and use this for
writing new settings data to it. Never write the data for daily use to
somewhere else, only in the users's directory, never the programm
directory.

Best Regards,
 Oliver C.





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[Flightgear-devel] Did anyone test the 2.6.0 release on Windows 7 64 Bit?

2012-02-21 Thread kreuzritter2000
Yesterday i tried to run the new FlightGear version on Windows 7 64 Bit
Prof and it run awful.


There are several fatal major bugs in this release i never had before,
though i used WinXP 32 Bit in the time of the older releases before and
not Win7 64 Bit, so i am not sure if this is win7 related.


I installed FlightGear in another folder than C:\Programs files as
admin and run FlightGear with normal user privileges. 
This might be an important information to reproduce some of the bugs.




I am here on a linux system now, so i can't test it again, but here is a
small listing of some of the bugs and usability issues i can remember
from yesterday:

1. FGRun can't find the progamm, scenery and data folders, i have to set
them manually at the first start. That shouldn't be the case,  FGRun
should know where to search for the files after FlightGear has been
installed. An inexperienced computer user would give up here and
uninstall FlightGear.  

2. It is impossible to set the Terrasync folder in FGRun, the button to
set the terrasync folder has no function. The terrasync mode can't be
used when there is no directory set.
BTW, terrasync should use the user directory by default, it's evil to
use the progamm folder for that when a user has limited privileges on
that directory. Usability hint: When there is a default directory set
there is no need to annoy the user with asking the user for a directory
location. I suggest to use %APPDATA%/Roaming/flightgear.org/terrasync as
default location. If users don't like that, they should be able to
change it after installation. But setting a default location is a must
in my opinion to improve usability.

3. FGRun doesn't use the user folder to save the settings, instead it
asks me where to place it. That's bad usability.

3. Several 3d Models (777-200, F-14b and others) aren't displayed.
They're missing in the sim and in FGRun.

4. In flightGear the 3d cockpit controls do not work. For example in the
b1900d clicking on them has no effect. In the past on earlier releases
that worked.

5. Worst Bug. The sim has strange flickering effects, the result is that
the clouds are not displayed. They flicker sometimes up, but only in 1-4
of 60 frames. (My system: Geforce GTX 550 Ti + driver version 280.26)
The console shows some error message about OpenGL and a function, but
the text is cut, so there's no real info about it.

6. BTW this is only a minor usability issue, but i'll mention it here
for for the sake of completeness. FGRun has long loading times to
display the 3d aircraft models. In my opinion that is too long for a
selection list like that.


In my opinion bugs 3, 4 and 5 are the worst in that list and 1 and 2 are
serious usability issues all of them harm the reputation of FlightGear
more than a new release version with new features do good to it.
I can't recommend to offer FlightGear in that condition for download for
windows users.
Why where there no release candidates or beta releases? Bad release
candidates or beta releases do not harm a project so badly like a real
release with fatal bugs does.


Best Regards,
 Oliver C.






































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Re: [Flightgear-devel] Aircraft ratings on the download page

2012-02-20 Thread kreuzritter2000
Am Freitag, den 17.02.2012, 22:21 -0500 schrieb Gary Neely:

 
 Firefox 3.6.26 doesn't show anything either, just a mostly blank gray page.


WebGL is supported in Firefox 4.x or later.

Best Regards,
 Oliver C.




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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 70, Issue 9

2012-02-16 Thread kreuzritter2000
Am Donnerstag, den 16.02.2012, 00:24 +0100 schrieb BARANGER Emmanuel:

 I think you misinterpreted that. I refuse nothing and besides, when I 
 had access to the fantastic work of the PAF Team, I added it on GIT, 
 albeit with some corrections and / or amended (with error may be possible ).

Oh, then i misinterpreted that. Thanks for clarification.

 
 This is the PAF team that refuses all. 

But one question, how can they refuse a commit when they are no
maintainer of fg-data?


Best Regards,
 Oliver C.



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Re: [Flightgear-devel] Fair practice autorisations

2012-02-15 Thread kreuzritter2000
Am Sonntag, den 12.02.2012, 11:00 +0100 schrieb Erik Hofman:
 So Emanuel has every right to dismiss any modifications on *his* model
 and to update git accordingly.


I agree he is the owner of the model, but he is not the owner of the
FlightGear project.
I see the aircraft name DC-3 as a placeholder owned by the FlightGear
project and Emanuel modified it by adding data to it. So he is not the
owner of the placeholder.

What i want to say is, that it will get a community driven project
nowhere if we have persons sitting there refusing commits from others
only because they have personal issues with them or because they were
the ones that started an aircraft at first place.
Refusing commits is only acceptable if the data is not GPL, a copyright
violation or a degradation of the existing data.
And it won't help the whole project if we have 1...n different DC-3
aircrafts on git and everyone is doing his own thing.
So there is one DC-3 starting out as a placeholder owned by the
FlightGear projet and individuals should learn to work together and
improve the placeholder.


If persons do not comply on working together on a single aircraft then i
suggest to remove the existing aircraft data completly.
So that a willing group of volunteers that want to work together can
start from the beginning 

So in other words, Emanual has every right to dismiss any modifications
on *his* model but he has no right to refuse improvements of the
FlightGear Project.
And one aircraft is like a couple of lines of source code in the
project.

It would be horrible if programmers would say:
This is my function and no one is allowed to modify it, i  will refuse
any commit.


In they case i get this mentioned conflict wrong you can ignore the
above words.

Best Regards,
 Oliver C.











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Re: [Flightgear-devel] Improving random trees buildings

2011-12-31 Thread kreuzritter2000
Am Freitag, den 30.12.2011, 00:09 +0100 schrieb Csaba Halász:
 I wonder if there is an open standard counterpart that can do the same
 as the dds compression? Or is the whole idea patented? (Eww, too broad
 software patents are the work of the devil).
 

As far as i know, FXT1 a texture compression from 3DFX was invented to
have a patent free alternative to S3TC.
But the Wikipedia article claims, that some parts of FXT1 might infringe
the S3TC patent.

But this isn't the only problem, the main problem is that it is
marginally supported by 3d drivers. Which results in the problem that it
is practically not usable.
But there is an OpenGL Extension for it. 

See:
http://en.wikipedia.org/wiki/FXT1
and
http://www.opengl.org/registry/specs/3DFX/texture_compression_FXT1.txt


But i want to ask.
What hinders us to ship all FlightGear textures as compressed *.dds
Files and provide a software tool to uncompress them before FlightGear
is launched for users, that don't have a videocard with 3d drivers that
support S3TC?
Then flightgear should be able to select the appropriate texture files
on the fly.

Best Regards,
 Oliver C.





 



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Re: [Flightgear-devel] Some More Detailed Scenery

2011-12-28 Thread kreuzritter2000
The worst thing with MS Flight Simulator is the requirement to manually
collect all sorts of addons, scenery files etc. all scattered over
different places, websites on the internet with different installation
guidance, setup programms, download sites and login  registration
procedures or even incompatibilities between the addons. This is a real
nightmare for the user.

That isn't necessary with flightgear, when everything is in the main
official scenery packages or git data repository of the flightgear
project.
The price for this is to require only one license, the GPL.
And there should be a motivation for the editors to put their scenery
work under the GPL, the motivation can be, that the data is available in
the main scenery repository under one place.

So in my opinion, i wouldn't support other editors and scenery projects,
that want go their own way with their own license on different websites
all scattered over the internet by placing a link to all these projects
on the main flightgear website.
It leads to a nightmare for the user, like it is the case with MS Flight
Simulator or X-Plane today.

Collecting all sort of stuff over different places is a mess and time
consuming.

Best Regards,
 Oliver C.




Am Mittwoch, den 28.12.2011, 11:16 -0600 schrieb Curtis Olson:
 Hi John,
 
 
 Has anyone attempted to assemble a master list of enhanced scenery
 areas?  It would also be nice to make note of the license/distribution
 requirements of each area.  I'd be happy to have such a list on the
 main download site, but I'd need some helpers to do the leg work to
 track down the various areas, authors, links, and info, and then help
 keep the list as up to date as possible.
 
 Thanks,
 
 Curt.
 
 
 On Tue, Dec 27, 2011 at 12:37 AM, John Holden wrote:
 I've now uploaded sceneries for Miami and Orlando in Florida.
 
 I plan to start on Sacramento - right north of the default
 scenery area - tomorrow.
 
 Miami: http://www.stattosoftware.com/flightgear/miami.zip
 Orlando: http://www.stattosoftware.com/flightgear/orlando.zip
 
 This scenery works only with 2.5 or above.
 
 Also, when downloading 2.5, I think it would be nice to give
 users the option to download some of these more detailed
 scenery areas - not just the ones I've generated, but some of
 the European (and Asian?) sceneries as well.
 
 Cheers
 John
 
 
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Re: [Flightgear-devel] Improving random trees buildings

2011-12-06 Thread kreuzritter2000
Am Montag, den 05.12.2011, 11:02 + schrieb Martin Spott:
 kreuzritter2000 wrote:
 
  When we're talking about MSFS and terrain i also want to mention, that
  their regular grid allowed them to use textures that allowed a seamless
  crossover on their borders. So with the right textures choosen, the
  textures matched on the borders.
 
 Ah, well, but, as I understand, this would in summary require dozends
 of different textures just to meet the requirements of simple
 variations at corner areas, like:

Yes, that's the case.
FS2004 is shipped with a dozends of textures.
But i don't see a big problem with this, because more different textures
also allow more variety.

Only from a high attitude, a user might see a repitive pattern.

 
   |
 B |  A
   |--
 BB
 
 
   |
 C |  A
  -|--
 BB

It's exactly like in the game TetraVex.
http://en.wikipedia.org/wiki/TetraVex

Screenshot example:
http://en.wikipedia.org/wiki/File:Tetravex.png

One square is one texture, and same numbers mean, that the textures
match on their borders.
But this doesn't mean that the left texture (let's say number 9) looks
the same like the right texture (let's say number 9 too), the're not
mirrored, they look different on the 9 fields, but they do match at the
borders.

 

 From my prspective this approach isn't flexible enough.

AFAIK this technique works only with regular grids.


Best Regards,
 Oliver C.





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Re: [Flightgear-devel] Improving random trees buildings

2011-12-06 Thread kreuzritter2000
Am Montag, den 05.12.2011, 16:16 + schrieb lists:
 On Sun, 4 Dec 2011 22:14:18 +, Stuart Buchanan wrote:
 
  Rather than using the same texture, we can simply have a separate
  texture for object type and rotation.
 
 It's simple enough to place objects along a linear feature (like a 
 road):
 
 http://www.stockill.net/Junk/newscenery/fgfs-screen-008.png
 
 (It's some older scenery which didn't actually include the road, but 
 you get the idea).
 
 I'd rather we didn't spend too much time adding features to textures 
 which will clash with real data.

It won't clash if we get rid of urban textures in the long term.

In my opinion the best visual quality can be reached if we give every
generic and none generic 3d object a couple of ground textures that
match like in the tetravex game screenshot example (see other e-mail)
with all the other generic 3d object textures by selecting the right
one.
The good thing about this approach would be, that you could really go
into detail and you would have a natual visual representation where
everything harmonizes.
Though, this approach would need a lot of processing power. 


 I took a slightly different approach - a different material for the 
 rough:
 
 http://www.stockill.net/Junk/newscenery/fgfs-screen-023.png
 http://www.stockill.net/Junk/newscenery/fgfs-screen-024.png
 http://www.stockill.net/Junk/newscenery/fgfs-screen-029.png
 
 It works for parks too:
 
 http://www.stockill.net/Junk/newscenery/fgfs-screen-020.png

Your approach might met real data, but it looks unnatural.
If we ever want to have a natural looking visual quality, then this can
be only reached by an approach with matching textures on todays
hardware.
You're approach might look natural in 200 years, when we have the right
hardware and petabytes of real data for it, but not now and not in 20
years. That's the problem i see here.


Best Regards,
 Oliver C.







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Re: [Flightgear-devel] Improving random trees buildings

2011-12-05 Thread kreuzritter2000
Am Sonntag, den 04.12.2011, 22:14 + schrieb Stuart Buchanan:
 On Sun, Dec 4, 2011 at 1:08 PM, kreuzritter2000wrote:
 
  We could do the same, but i don't know, if this works with an irregular
  grid, flighgear uses.
 
 This is a very interesting idea indeed. I hadn't realized that is how they had
 done it in MSFS.
 
 Rather than using the same texture, we can simply have a separate
 texture for object type and rotation.
 
 I've already managed to use a second texture to mask where trees are
 placed. The following screenshot shows a golf course where I've used
 a mask so that the random trees are only placed in the rough.
 
 http://www.nanjika.co.uk/flightgear/golf.jpg

This looks great!


When we're talking about MSFS and terrain i also want to mention, that
their regular grid allowed them to use textures that allowed a seamless
crossover on their borders. So with the right textures choosen, the
textures matched on the borders.

This solution might be rather difficult or is impossible with an
irregular grid, but the borders at the textures and their not seamless
crossover are one show stopper that makes the visual qualitiy in
FlightGear not as that good as it could be.
I wonder how X-Plane solved that, they're using an irregular grid too,
but the texture borders look rather seamless which makes the visual
quality very realistic. 
http://www.x-plane.com/wp/wp-content/gallery/more-v10-landscapes/kc-10_13.jpg



Best Regards,
 Oliver C.



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Re: [Flightgear-devel] Improving random trees buildings

2011-12-04 Thread kreuzritter2000
Am Mittwoch, den 30.11.2011, 14:07 + schrieb Stuart Buchanan:
 Hi All,
 
 Having seen some recent screenshots from X-Plane 10, I've been
 thinking about ways to improve our random scenery, in particular
 buildings.
 
 At present, we have random building scattered over the scenery, based
 on .ac models, plus the Urban shader.
 
 The former are limited in that performance suffers significantly as
 density increases, and there is little control over their placement.


 At the same time, I'm anticipating aligning the buildings with the
 texture, and probably using a second texture as a mask to indicate
 where buildings may, or may not, be placed. This latter technique may
 also have applications for the trees, so that trees only appear a the
 edges of fields, or in the rough of golf courses.
 
 I'm interested in peoples opinions on this, and in particular what
 their view is of the current forest and urban shader performance. 


And Vadym Kukhtin wrote:
 Can you use low-bit gray (or index) mask, to indicate not only placed
 or not, but also rotate angle?  Then it will be possible to align
 buildings along main streets.


AFAIK Microsoft used the textures itself to put information  where to
put an 3d object on them.
They used a special color key, AFAIK it was white. And on all these
white points an 3d object was placed.
But i don't know if the use of a regular polygon grid played a role too.
It may be possible, that the regular grid allowed a fast and easy way to
place the objects on the textures according to the color key information
that was in the texture.

We could do the same, but i don't know, if this works with an irregular
grid, flighgear uses.
We could specify a special color key to put an object on a texture.
Because the Texture is in RGB color, this key could be for example 255,
255, 255.
If we add a lot more color keys, for example color key regions like
251-255, 251-255, 251-255 we could also put additional information like
the rotating angle in the color key or the type of the object.
For example:
255, 255, 255 could stand for an angle of 0 degrees.
254, 255, 255 for 45 degrees
255, 254, 255 for 90 degrees
255, 255, 254 for 135 degrees
254, 254, 255 for 180 degrees
254, 255, 254 for 225 degrees
255, 254, 254 for 270 degress
254, 254, 254 for 314 degrees

Using values from 253 to 255 allows additional information like object
type or street lights etc.
This is only one point on the texture, using groups of points allow a
lot more information.
For example we could use one point to place the information about
rotating angle and position of the object and another point directly
next to the first one for object type informations. A special rule like
the upper left point of a group of color key points in a texture is
always the one that holds the position and angle clarifies which point
of a group of special color key points is to be taken for the position
and angle.   
If the 3d object is big enough, which should be the case in the most
cases, the user won't see these points on the textures when flying over
them.
It should be easy to use at least a group of 1-4 points for object
informations.

Of course we have to make sure that these color keys won't be used as a
color of the texture. And the textures need to be edited by hand first
to place the object information into them.
But i don't see a big problem with that. A 24 bit RGB allows enough
color informations for a texture, so we could easily use some special
color keys to place object informations into them.

The only problem could be texture compression and the fact, that the
grid is irregular. I don't know if it is possible to place a 3d object
on an texture according to its color value of one point in a texture.


Best Regards,
 Oliver C.
  












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Re: [Flightgear-devel] gnome 3 ?

2011-06-08 Thread kreuzritter2000
Am Sonntag, den 05.06.2011, 20:18 -0500 schrieb Curtis Olson:
 This weekend I took the plunge and upgraded my main desktop machine to
 Fedora 15 + Gnome 3.  Out of the gate I hit some serious culture
 shock, but I'm starting to get the hang of the new gnome interface and
 it's growing on me quickly.
 
 
 There are many good reviews posted online explaining the new gnome 3
 interface, but I figured I'd post my own thoughts too:
 
 
 http://gallinazo.flightgear.org/technology/fedora-15-and-gnome-3/
 

You wrote in your blog:
 Open office is gone.  Now replaced with something called “Libre
Office”. 


Technically Open Office and Libre Office are the same.
Open Office got forked by members of the Open Office project to create
Libre Office after some issues with Oracle. Oracle bought Sun, so they
own Open Office now.
http://en.wikipedia.org/wiki/LibreOffice#History


Personally i don't like the workflow on Gnome 3, i will stick with Gnome
2 as long as possible or switch to another Desktop Environment like KDE4
or XFCE in future.


Best Regards, 
 Oliver C.




 
 FlightGear seems to compile and run pretty much exactly as before with
 Fedora 14, so no complaints there.  So far so good ... !
 
 
 Curt.
 




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Re: [Flightgear-devel] Pro Flight Simulator

2011-06-08 Thread kreuzritter2000
Am Mittwoch, den 08.06.2011, 08:19 +0200 schrieb Stefan Seifert:
 Would you really want to restrict the very freedoms that made FlightGear such 
 a successful project, just to have some legal means against some shady people 
 who try to fool the uninformed into paying some money for FG? Chances are, 
 that a different license would not even help, since you couldn't even find 
 out 
 who to sue. 

You are right.

This guy is allready calling its product Microsoft Flight Simulator
2011, so he doesn't even care about the trademarks of Microsoft
products or its company name.
http://www.youtube.com/watch?v=6SX56YCTc5M


So it is obviously clear, changing the license will change nothing.
He will ignore it and continue stealing.

Best Regards, 
 Oliver C.

 


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Re: [Flightgear-devel] Is FlightGear GPL2 and later or GPL2 only?

2011-04-08 Thread kreuzritter2000
Am Freitag, den 08.04.2011, 10:42 +0200 schrieb Melchior FRANZ:

 And I don't consider the or later clause to be in the spirit
 of the GPL at all. (In the spirit of the FSF, yes.) Because an
 or later clause allows a fork under a license that is not
 compatible with what the original work is under, so that
 improvements in the fork cannot be ported back -- something
 that the FSF (rightfully) sells us as one of the advantages.
 You can include GPLv2 code in GPLv3 code, but not the other
 way around, right? So, basically, I'd be forced to switch the
 original work to GPLv3 to use other people's additions to it.
 Very much *not* in the spirit of Free Software.
 
 I'm just not naïve/stupid enough for that.

If justage changes or new kinds of distributions arise the GPLv2 won't
protect your intention that were the reasons why you have chosen GPLv2.

A typical problem of GPLv2 is AFAIK, that someone can put your code in
hardware but he don't need to tell you, how you can change or update it.
And this is completly compliant with GPLv2, but with GPLv3 it is not.
The GPLv3 changed that and.

That's the reason why the or later clause is important, it can protect
your intentions in the future.

Best Regards,
 Oliver C.










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Re: [Flightgear-devel] Is FlightGear GPL2 and later or GPL2 only?

2011-04-08 Thread kreuzritter2000
Am Freitag, den 08.04.2011, 14:21 +0200 schrieb Melchior FRANZ:
 * kreuzritter2000 -- Friday 08 April 2011:
  That's the reason why the or later clause is important, it can protect
  your intentions in the future.
 
 Or it can be completely against my intentions. Hard to say before I read
 the text of the GPLv4, GPLv5 etc. I don't need a master who protects my
 intentions. If I realize that the license does no longer work, then I'll
 change it. Note: *I* will change it. I don't see the need to let *others*
 change the license of my work.
 
 m.

You can't change your license of your work when you're dead.
Your work will be misused for 70 years against your intentions or die
because others won't continue to improve your open source project
further because of the old license that start to be helpless to protect
the open source intentions in a new marked.

So, saying i won't accept the or later clause is just shortsighted in
the long run.

I don't know if you care about what happens with your work after your
dead, but if it were my work i would take this seriously.
Especially when it is a large community project were other developers
work depend on your own work. 

I have enough trust in the Free Software Foundation that they will still
protect my intentions after my dead until the work gets public domain
after 70 years of my death.


Best Regards,
 Oliver C.






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Re: [Flightgear-devel] Is FlightGear GPL2 and later or GPL2 only?

2011-04-05 Thread kreuzritter2000
Am Dienstag, den 05.04.2011, 09:19 +0200 schrieb Erik Hofman:
 On Tue, 2011-04-05 at 01:59 +0200, kreuzritter2000 wrote:
  Am Montag, den 04.04.2011, 19:01 +0200 schrieb Erik Hofman:
  ha mAa   GPL2 or later, which doesn't mean the license of the version 
  in the
   base package can be changed to GPL3 without my permission.
   
   Erik
  
  No, this is exactly allowed.
  That's the reason why the two words or later were added, when the
  GPLv2 was created.
 
 No it's not. This is my model an placing my distribution under GPL3
 restricts it's license. Anyone is free to fork the Fokker-100 and place
 it under the terms of GPL3 but the one in the base package is GPL2 (or
 later) period.
 
 Erik

No, the or in the passus GPLv2 or later is a right to choose.
Someone who gets the code can give it away under the terms of the GPLv2,
but he does not need to do this, when there is a GPLv3 or later license
available.
He can give it away under the terms of GPLv3.

Best Regards,
 Oliver C.






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Re: [Flightgear-devel] Is FlightGear GPL2 and later or GPL2 only?

2011-04-05 Thread kreuzritter2000
Am Dienstag, den 05.04.2011, 13:04 +0200 schrieb Erik Hofman:
 On Tue, 2011-04-05 at 12:31 +0200, kreuzritter2000 wrote:
  No, the or in the passus GPLv2 or later is a right to choose.
  Someone who gets the code can give it away under the terms of the GPLv2,
  but he does not need to do this, when there is a GPLv3 or later license
  available.
  He can give it away under the terms of GPLv3.
 
 Sigh, of course not. The version in the base package is my work so I
 decide the license of that copy.
 
 Erik

No the base package belongs to the FG community and you commited your
work under their GPLv2 or later conditions.

If the FG community decides to switch to GPLv3 one day, the community
can do this without asking you for permission.

To hinder them you need to put your own repository or package online and
put your work under the condiction GPLv2 only. 


Best Regards,
 Oliver C.
 


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Re: [Flightgear-devel] Is FlightGear GPL2 and later or GPL2 only?

2011-04-04 Thread kreuzritter2000
Am Montag, den 04.04.2011, 19:01 +0200 schrieb Erik Hofman:
 On Mon, 4 Apr 2011 17:53:16 +0200
 Arnt Karlsen a...@c2i.net wrote:
  
- Mig15 (not compatible to GPL2 at all)
- Fokker100 (GPL3, could not be used with GPL2 only)
   The Fokker 100 was never released under the GPL3 by me so it's still
   GPL2. If there's a license stating otherwise it's wrong.
  
  ..you meant GPLv2-and-later, not GPLv2-only?
 
 GPL2 or later, which doesn't mean the license of the version in the
 base package can be changed to GPL3 without my permission.
 
 Erik

No, this is exactly allowed.
That's the reason why the two words or later were added, when the
GPLv2 was created.

The creators of the license thought about what to do when a change of
the license is needed and the developers get unreachable for example
when they pass away.

So this is completly compliant with the GPL2 or later license, your
permission is not needed, you already gave it with accepting the or
later passus.

To make this impossible a GPL2 only passus is necessary, but this has
other disadvantages like other problems that could arise in future and a
new version would make sense.


Just my 2 cents for clarification.

Best Regards,
 Oliver C.














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[Flightgear-devel] Suggestion: Using new release for advertising to attract sound engineers

2010-12-11 Thread kreuzritter2000
Hello to everyone, 

Today i had an idea about how to get more people with knowledge about
sound effects.

So far as i can see this, the thing flightgear lacks most at the moment
is a wide variety of sound effects and sound files. 
FlightGear has many developers that work on the source code, 3d models,
scenery, textures and visual effects but the amount of people that is
working on sound files is very small.
And one of the major reason why this is that way is in my opinion the
reason, that people who has that knowledge about sound engineering or
the abtility to record aviation specific sounds don't know, that their
knowledge could be usefull for FlightGear. Most people still think, that
creating simulations/games is only something about programming and this
is, as you all know, untrue.

So to change that i suggest to use the next relase for advertising to
specificaly attract people with that knowledge and the capability to
record sound effects and create them.
This could be done by putting a text like We urgently need people with
knowledge how to record and create sound effects for FlightGear.
directly on the splash screen of FlightGear, so people who has that
knowledge can see that when they start FlightGear to fly/play.

Of course using the splash screen for this could also be used to attract
other people with other special knowledge about special topics where
FlightGear still needs developers.
The topic sound effects and sound files is only one suggestion that came
into my mind.

When it comes to recording sound effects especially people who are
working on airports or with airplanes could be very usefull, because
they work directly at a place where sounds, that might be needed for a
flight simulator, can be heard and much more important recorded.


BTW, the realase notes itself could be also very used for advertising to
attract new people for topics of development where persons with special
outstanding abilities in this area are still needed.
I think when news websites write about a new relase of flightgear they
will also add informations like FlightGear project is looking for
people to create sound files.. when they know that, that the FlightGear
project is really looking for such people. So to let news magazins know
that, putting this in the release notes/announcement would be quite
helpful.



What do you think about using the splash screen and new version
announcments for advertising to attract new developers?


Best Regards, 
 Oliver C.




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