Re: [Flightgear-devel] Flightgear-devel Digest, Vol 70, Issue 8

2012-02-15 Thread BARANGER Emmanuel
Le 15/02/2012 00:58, flightgear-devel-requ...@lists.sourceforge.net a 
écrit :

Hey Ant,

You cite in your response the write of Clement, but it's wrong !
> The original author of basic XML animation for model is Emmanuel
> Baranger The original author of instruments panel is Alexis Laille

Absolutely and totally false! The first version, albeit a very simple, 
is my work. Alexis Laille has nothing to do with that!

I have a habit of always (or almost) provide a minimum panel for "my" 
aircrafts before they are available online.

"my" aircrafts: Not because they are mine, but simply because they are 
available in my hangar.

> But here it's not the problem of "who is the author model". The
> problem is => the minimum politeness is to ask to the PAF team if we
> accept to see our contributions committed.

It's the world upside down here. These people change and improve a 
project that I started alone. And it is me that must to ask permission. 
Many authors aircrafts will die laughing when they read that.

Vivian, I'm sorry for that answer, but I can not really let write lies 
that implicate my credibility and my seriousness.

It is sad to see these people try by all means to destroy and damage FG. 
But I know that everyone here will judge with intelligence and wisdom.

Regards. Emmanuel

-- 
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http://helijah.free.fr

http://embaranger.free.fr


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Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-15 Thread Erik Hofman
On Wed, 2012-02-15 at 00:12 +0100, Erik Hofman wrote:

> There should already be an Industrial texture available. I made one way back 
> that has been used for a while but was rendered unused when flightgear 
> switched to vmap0 only.

Correction, there was once. It looks like someone cleaned out the
Textures directory.

Erik


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Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-15 Thread Martin Spott
Erik Hofman wrote:
> On Tue, 14 Feb 2012 17:30:37 + (UTC)
> Martin Spott  wrote:
>> Emilian Huminiuc wrote:
>> 
>> > If we're on the subject of materials*.xml:
>> > 1. could Construction, Industrial, Port be split from Urban/BuiltUpCover 
>> > as 
>> > they are now in materials-dds.xml?
>> 
>> I'd say "yes" - as soon as we have distinct textures for the different
>> types.
>> I don't think we need to have highly accurate textures for each of
>> them.  Just having different ones *now* is worth a lot more than having
>> different _and_ accurate ones next year.
> 
> There should already be an Industrial texture available. I made one
> way back that has been used for a while but was rendered unused when
> flightgear switched to vmap0 only.

Mhhh:

cray1: 9:52:11 ~/SCM/FlightGear/fgdata> find Textures* -iname \*indust\*
cray1: 9:52:11 ~/SCM/FlightGear/fgdata> 


Even upon a closer look into the "Textures*/Terrain*/" directories I'm
not sure which one you were having in mind.
I'd propose to separate the various different land cover types into
distinct materials wherever we have a distinct texture, no matter how
neat and accurate the texture is, simply to make the land cover look
more varying.

Thus, if you're having textures covering some material which is
currently still collapsed in one of the large 'pools' and which meet at
least some basic requirements, I'd kindly ask you (everybody here, not
just Erik) to go ahead and separate these types from the pool into
their distinct material - and ignore any meta-discussion about the
"right" (TM  ;-)  colouring 

Cheers,
Martin.
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Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-15 Thread Martin Spott
Erik Hofman wrote:

> Correction, there was once. It looks like someone cleaned out the
> Textures directory.

I hope this wasn't me   I think the change should still be
available in the history, thus reverting the commit should  do it.

Cheers,
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Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-15 Thread Erik Hofman
On Wed, 2012-02-15 at 09:57 +, Martin Spott wrote:
> Erik Hofman wrote:
> 
> > Correction, there was once. It looks like someone cleaned out the
> > Textures directory.
> 
> I hope this wasn't me   I think the change should still be
> available in the history, thus reverting the commit should  do it.

I don't know, it was 2002, 2003 era. I don't have high hopes git dates
that far back. (Search my own backups now)

Erik


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Re: [Flightgear-devel] Re : Re : Scenery web and scene models

2012-02-15 Thread Pedro Morgan
Started playing with smarty...

https://gitorious.org/~ffs/fg/ffs-sceneryweb

pete
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Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-15 Thread Martin Spott
Erik Hofman wrote:
> On Wed, 2012-02-15 at 09:57 +, Martin Spott wrote:
>> Erik Hofman wrote:
>> 
>> > Correction, there was once. It looks like someone cleaned out the
>> > Textures directory.
>> 
>> I hope this wasn't me   I think the change should still be
>> available in the history, thus reverting the commit should  do it.
> 
> I don't know, it was 2002, 2003 era. I don't have high hopes git dates
> that far back. (Search my own backups now)

I'm running "pickaxe" on the GIT repo - will fetch the results in an
hour or two when I'm getting back from the customer.  The GIT history
dates back to year 2k, I guess,

Martin.
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Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-15 Thread Erik Hofman
On Wed, 2012-02-15 at 10:13 +, Martin Spott wrote:
> Erik Hofman wrote:
> > On Wed, 2012-02-15 at 09:57 +, Martin Spott wrote:
> >> Erik Hofman wrote:
> >> 
> >> > Correction, there was once. It looks like someone cleaned out the
> >> > Textures directory.
> >> 
> >> I hope this wasn't me   I think the change should still be
> >> available in the history, thus reverting the commit should  do it.
> > 
> > I don't know, it was 2002, 2003 era. I don't have high hopes git dates
> > that far back. (Search my own backups now)
> 
> I'm running "pickaxe" on the GIT repo - will fetch the results in an
> hour or two when I'm getting back from the customer.  The GIT history
> dates back to year 2k, I guess,

Ah found a backup of all base packages (your own repository by any
chance?):
ftp://ftp.de.flightgear.org/pub/fgfs/Shared/


Erik



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Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-15 Thread Stuart Buchanan
On Wed, Feb 15, 2012 at 10:13 AM, Martin Spott wrote:
> I'm running "pickaxe" on the GIT repo - will fetch the results in an
> hour or two when I'm getting back from the customer.  The GIT history
> dates back to year 2k, I guess,

I spent some time last night putting together a proper Port/Industrial
material definition using the models under Models/Industrial and the
object masking against the existing urban texture.  It looks quite good,
though due to the large building size there are some overlaps with
adjoining scenery triangles - most noticably roads.

(I need to make a further enhancement to object placement so objects
aren't placed within  of the edge of the triangle.)

If you are able to retrieve the texture , I'll create an object mask for it
and a material definition. Probably won't be until next week though.

-Stuart

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Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-15 Thread Erik Hofman
On Wed, 2012-02-15 at 11:25 +0100, Erik Hofman wrote:

> Ah found a backup of all base packages (your own repository by any
> chance?):
> ftp://ftp.de.flightgear.org/pub/fgfs/Shared/

And even further back :)
ftp://ftp.de.flightgear.org/pub/fgfs/Shared/

Erik


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Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-15 Thread Erik Hofman
On Wed, 2012-02-15 at 11:44 +0100, Erik Hofman wrote:
> On Wed, 2012-02-15 at 11:25 +0100, Erik Hofman wrote:
> 
> > Ah found a backup of all base packages (your own repository by any
> > chance?):
> > ftp://ftp.de.flightgear.org/pub/fgfs/Shared/
> 
> And even further back :)
> ftp://ftp.de.flightgear.org/pub/fgfs/Shared/

euh: http://ftp.linux.kiev.ua/pub/fgfs/Everything-0.7/Base-Packages/

Erik


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Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-15 Thread Martin Spott
Erik Hofman wrote:
> On Wed, 2012-02-15 at 11:44 +0100, Erik Hofman wrote:

>> And even further back :)
>> ftp://ftp.de.flightgear.org/pub/fgfs/Shared/
> 
> euh: http://ftp.linux.kiev.ua/pub/fgfs/Everything-0.7/Base-Packages/

Even slightly further (I think both sites are just RSYNC-Mirrors of the
same master):

  ftp://ftp.de.flightgear.org/pub/fgfs/Everything-0.0-0.6/Base-Packages/

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Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-15 Thread Stuart Buchanan
On Wed, Feb 15, 2012 at 11:02 AM, Martin Spott  wrote:
> Even slightly further (I think both sites are just RSYNC-Mirrors of the
> same master):
>
>  ftp://ftp.de.flightgear.org/pub/fgfs/Everything-0.0-0.6/Base-Packages/

Project archaeology!

Anyone want to try compiling it to see how far we've come in the last
10 years :)  Might make a nice newsletter/website article.

-Stuart

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Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-15 Thread Erik Hofman
On Wed, 2012-02-15 at 10:27 +, Stuart Buchanan wrote:
> I spent some time last night putting together a proper Port/Industrial
> material definition using the models under Models/Industrial and the
> object masking against the existing urban texture.  It looks quite good,
> though due to the large building size there are some overlaps with
> adjoining scenery triangles - most noticably roads.
> 
> (I need to make a further enhancement to object placement so objects
> aren't placed within  of the edge of the triangle.)
> 
> If you are able to retrieve the texture , I'll create an object mask for it
> and a material definition. Probably won't be until next week though.

Ah it was there all along; it's the city2.png texture in
Textures.high/Terain!

When combined with city1.png and city3.png it created quite a decent
industrial area.

Erik


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Re: [Flightgear-devel] Projection system question

2012-02-15 Thread tuomas . kuosmanen
Hi.

Two things: First, keep us posted of your progress :) I am also working on 
simulator stuff at our aviation club, so this kind of stuff is interesting to 
follow.

Another thing that comes to my mind is a spherical door projection example I 
remember seeing on README.multiscreen (or it was one other file in the docs/ 
dir in flightgear sources) - Did you check that example out, did it not do what 
you needed? Unfortunately I am also just looking into all this, so I cannot be 
of more help, but I remember trying that one, and it warped the display to a 
circle and the perspective was all curved, so maybe it could be something 
useful?

Anyway, thanks for posting the link, that kind of setup looks very interesting, 
given it uses just one projector. Might work for us also..

/Tuomas


On 12.2.2012 22:59 Roy Caligan wrote:

Hi everyone,

I've been speaking with some of the folks on the FG forum about a problem I'm 
having, and I was recommended to contact this group for some possible help. I'm 
trying to build a sim using Paul Bourke's projection method. Simply put, you 
can achieve an immersive, 180+ degree field-of-view using a single projector, a 
hemispherical mirror, and any geometry screen your wish (it could be a dome, a 
cylinder, or walls and a ceiling). You can get more details in his papers:

http://paulbourke.net/papers/jmm/jmm.pdf

http://paulbourke.net/papers/cgat09b/

Paul was kind enough to share his code libraries with me that make this work. 
The problem, however, is that the code is written in C and uses the features of 
OpenGL, not OSG.  Here they are:

domelib.h: http://codepad.org/i2EaRFsz

domelib.c: http://codepad.org/42EVHWo4

I'm not a programmer, so I have no idea if upgrading the code to use C++ and 
OSG is difficult or not. I'm also not trying to replicate his process exactly. 
His method uses four different views to get a 180-degree field of view in all 
directions. When flying, horizontal field of view is much more important than 
vertical. I'd like to get a 210-degree horizontal field of view and about a 
118-degree vertical (that's a 16:9 image). This isn't just for home use, by the 
way. I plan on using this setup at a flight school here and seeing how well it 
works as a training aid.

Here's an experimental camera group I've developed to get the "look" I want 
(I'm not sure if it's useful for this discussion or not):

http://codepad.org/zGfzR79D

Any help or advice the community can give me will be greatly appreciated! Also, 
if I can help in some way, please let me know. As I said, I'm not a programmer, 
but I am a flight instructor and part-time aviation faculty. So if I can help 
with things like training, human factors, or simulator fidelity, I'll help as 
much as I can.

Finally, I know you folks are busy with the new build. If this is a bad time, I 
can ask again after the release date. Thanks in advance!

Roy


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Re: [Flightgear-devel] Projection system question

2012-02-15 Thread tuomas . kuosmanen
I intended to say "Spherical *dome* projection example" but my phone knew 
better and autocorrected..

/T


On 15.2.2012 15:35 tuomas.kuosma...@gmail.com wrote:

Hi.

Two things: First, keep us posted of your progress :) I am also working on 
simulator stuff at our aviation club, so this kind of stuff is interesting to 
follow.

Another thing that comes to my mind is a spherical door projection example I 
remember seeing on README.multiscreen (or it was one other file in the docs/ 
dir in flightgear sources) - Did you check that example out, did it not do what 
you needed? Unfortunately I am also just looking into all this, so I cannot be 
of more help, but I remember trying that one, and it warped the display to a 
circle and the perspective was all curved, so maybe it could be something 
useful?

Anyway, thanks for posting the link, that kind of setup looks very interesting, 
given it uses just one projector. Might work for us also..

/Tuomas


On 12.2.2012 22:59 Roy Caligan wrote:

Hi everyone,

I've been speaking with some of the folks on the FG forum about a problem I'm 
having, and I was recommended to contact this group for some possible help. I'm 
trying to build a sim using Paul Bourke's projection method. Simply put, you 
can achieve an immersive, 180+ degree field-of-view using a single projector, a 
hemispherical mirror, and any geometry screen your wish (it could be a dome, a 
cylinder, or walls and a ceiling). You can get more details in his papers:

http://paulbourke.net/papers/jmm/jmm.pdf

http://paulbourke.net/papers/cgat09b/

Paul was kind enough to share his code libraries with me that make this work. 
The problem, however, is that the code is written in C and uses the features of 
OpenGL, not OSG.  Here they are:

domelib.h: http://codepad.org/i2EaRFsz

domelib.c: http://codepad.org/42EVHWo4

I'm not a programmer, so I have no idea if upgrading the code to use C++ and 
OSG is difficult or not. I'm also not trying to replicate his process exactly. 
His method uses four different views to get a 180-degree field of view in all 
directions. When flying, horizontal field of view is much more important than 
vertical. I'd like to get a 210-degree horizontal field of view and about a 
118-degree vertical (that's a 16:9 image). This isn't just for home use, by the 
way. I plan on using this setup at a flight school here and seeing how well it 
works as a training aid.

Here's an experimental camera group I've developed to get the "look" I want 
(I'm not sure if it's useful for this discussion or not):

http://codepad.org/zGfzR79D

Any help or advice the community can give me will be greatly appreciated! Also, 
if I can help in some way, please let me know. As I said, I'm not a programmer, 
but I am a flight instructor and part-time aviation faculty. So if I can help 
with things like training, human factors, or simulator fidelity, I'll help as 
much as I can.

Finally, I know you folks are busy with the new build. If this is a bad time, I 
can ask again after the release date. Thanks in advance!

Roy




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Re: [Flightgear-devel] Re : Scenery web and scene models

2012-02-15 Thread Martin Spott
Pedro Morgan wrote:

> would it be possible to "dump" the fgs_* tables and made available as a
> tarball...

I'm not too enthusiastic about making DB dumps publicly available, but
as an additional illustration to the table structure here's an example
SQL script to add a model and the corresponding position.
"mo_modelfile" is a BASE64-encoded, GNUzip'ed TAR file containing
_everything_ which belongs to a model (XML, AC3D, textures),
"mo_thumbfile" is a BASE64-encoded JPEG.

  http://mapserver.flightgear.org/dl/2454.sql.gz

Cheers,
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Re: [Flightgear-devel] Re : Scenery web and scene models

2012-02-15 Thread Martin Spott
Pedro Morgan wrote:

> Have you considered Smarty templating (am biased as am a developer)

Most of the code which now makes the "Scenemodels" web site had been
written more than seven (!) years before now and, as far as I can tell,
functionality was the foremost obligation, not elegance  ;-)

That's not an excuse, but maybe at least an explanation.

Cheers,
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Re: [Flightgear-devel] Re : Re : Scenery web and scene models

2012-02-15 Thread Martin Spott
Pedro Morgan wrote:

> So ive created a pyqt interface GUI, with an embedded "marblemap" map, and
> would like to  aquire data about scene models online via ajax.. so I can
> splat on the map.. and being clever with which models are used where etc..
> 
> So the "full web interface" is not required really, merely a way to aqquire
> the data machine to machine via ajax and preferably being able to page
> by lat_lon and positions..

Ok, that's understod.  Anyhow, the general problem which is linked to
unfiltered DB access is the simple fact that it would make the DB
vulnerable.  The web frontend is a measure to defend us against jerks
trying to suck the entire DB content over HTTP 
I have to admit that I don't have an 'easy' solution handy right now.

> More info about the server and its state and limitations would be
> appreciated..

Which information precisely are you looking for ?

> afaik the scenemodels/ "web" is there completely, but am curious where the
> $db* credentails come from.. , are there is a "pre preocessor" on php or
> alike..

No preprocessor, the DB credentials are stored in a file which is
included via an "auto_prepend_file" PHP directive in Apache.

> Not quite sure what Sphere is, but the scenemodels is not in sphere? umm
> where are images stored..

"sphere" is the nickname of a machine running the web-frontends for the
FlightGear Scenemodels and MapServer web sites.  The database itself
resides on a separate, quite powerful machine.  Every content, being it
models of thumbnail images are stored as BASE64-encoded content in the
DB.

> is there a staging play server somewhere for the scenemodels web?

Yep, the play server is the public web site  :-)

Cheers,
Martin.
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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] Fair practice & autorisations

2012-02-15 Thread Jan Mattsson
The concept of ownership does not work well with GPL.

/J

2012/2/15 kreuzritter2000 :
> I agree he is the owner of the model, but he is not the owner of the
> FlightGear project.

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Re: [Flightgear-devel] Re : Re : Scenery web and scene models

2012-02-15 Thread Martin Spott
Pedro Morgan wrote:

> Actually can I ask some questions..and some feedback.. maybe..

One day I'll probably publish the Apache config as well.

> 1) the server is using mod python and php ?

Yes.

> Also I assume there are a few mod reqrites on the server to make index.psp
> appear as homepage..

No, that's just set via the DirectoryIndex directive.

> 2) is there a platform "target" moving forwards ?
> I guess not.. its an apache server.. rather than nginx

I simply don't understand this question.

> 3) everyone can play..
> I think what would be useful is to create a "scenery web"  internationally,
> so we can all share data somehow..
> 
> This means that I based in wales in Uk am only really interested in this
> part, and could create new "objects" for "my space".. eg a scholl
> ciriculum..

The primary intention of the Scenemodels repository is and has ever
been from it's initial start to have a common repository which is
collaboratively filled with the best scenery models we have for the
entire world and which are 'compatible' with the GPL.  I can't imagine
why your local area ain't be a part of the World Scenery.

Cheers,
Martin.
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Re: [Flightgear-devel] Re : Re : Scenery web and scene models

2012-02-15 Thread Martin Spott
Pedro Morgan wrote:

> Can I make a suggestion;;
> 
> To split the sceneryweb into two repositories..
> eg
> fg-www-mapserver
> fg-www-scenemodels

"Scenemodels", the former "FlightGear Scenery Database" and the
FlightGear MapServer had been starting as independent projects.  We're
now right in the middle of the process to merge these into a harmonized
platform/repository for FlightGear Scenery ressources.

Actually they both already run on the same Apache and the same database
(just different tables, obviously), but on different HTML/PHP/Python
code from different directories.

> This is splitting the scenery data which is models and positions and
> written in php
> and the mapserver which is another caper...

I don't see any benefit in keeping things separated.  Please explain,

Martin.
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Re: [Flightgear-devel] Re : Re : Scenery web and scene models

2012-02-15 Thread Martin Spott
Pedro Morgan wrote:

> Guys take a look at this in php
> http://flightgear.daffodil.uk.com/index.php

Looks familiar, isn't this your proposal for a re-design of the main
FlightGear site ?

> So what it boils down to is the fact that all of us are working on
> different tangents in php// and alike..

Yes, I guess so.  Anyhow I think we've been driven by different
motivation.  Jon and myself had been hacking stuff together for getting
at least a bare interface to the data up and running.  Olivier has
started doing some sane design on top Jon's core infrastructure.  You
Pedro have been setting up a neat site with lots of templated pages. 
Getting all the "bare interface" functionality reasonably integrated
into the neat design without adding too many obscure dependencies is
the challenge.

And, as a requirement, Jon doesn't want to learn Python  :-)

> Lets face some facts in my local Area..
> In the south wales area and connection to english person
> There are two bridges across the severn bridge..
> I would like the scene models for that..

Just go ahead, create all these models you have in mind and submit the
result to Scenemodels, according to the published recommendations /
guidelines.

> So to acieve that we need a RO only version so we can see whats wrong,
> [...]

I disagree.

Cheers,
Martin.
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Re: [Flightgear-devel] Fair practice & autorisations

2012-02-15 Thread joacher
On Wed, 15 Feb 2012 19:38:34 +0100
Jan Mattsson  wrote:

> The concept of ownership does not work well with GPL.

What about maintainers? 

Who is the official maintainer of a 'placeholder'?


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Re: [Flightgear-devel] Final 2.6.0 Release Preparations

2012-02-15 Thread Torsten Dreyer
> The FlightGear development team is happy to announce the v2.6.0
> release of FlightGear, the free, open-source flight simulator. This
> new version contains many exciting new features, enhancements and
> bugfixes. Major improvements from v2.4.0 include reduced AI aircraft
> load times, easier graphics tuning, more sophisticated AI aircraft and
> improved usability.
>
> Founded in 1997, FlightGear is developed by a worldwide group of
> volunteers, brought together by a shared ambition to create the most
> realistic flight simulator possible that is free to use, modify and
> distribute. FlightGear is used all over the world by desktop flight
> simulator enthusiasts, for research in Universities and for
> interactive exhibits in museums.
>
> FlightGear features more than 400 aircraft, a worldwide scenery
> database, detailed sky modelling, a flexible and open aircraft
> modelling system, varied networking options, multiple display support,
> a powerful scripting language and an open architecture. Best of all,
> being open-source, the simulator is owned by the community and
> everyone is encouraged to contribute.
>
> Download FlightGear V2.6.0 for free from http://www.flightgear.org.
>
> FlightGear - Fly Free!

Thank you, Stuart!

I just walked through the commit log since 2.4.0 and added some new 
lines to http://wiki.flightgear.org/Changelog_2.6.0
We will close the collection of changes in that document tomorrow 
(Thursday) evening (UTC). If anything is missing, please add the 
relevant changes in time.

Those who offered a translation into their language are kindly requested 
to start.

The official announcement of the new version should start this weekend 
if everything works as expected - keep your fingers crossed: there is 
still a good bunch of manual work involved in the process...

Torsten

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Re: [Flightgear-devel] Final 2.6.0 Release Preparations

2012-02-15 Thread Martin Spott
ThorstenB wrote:

> Every free, open source project is really driven by active community 
> _participation_, [...]

I overly agree with the opinions presented by the two Thorsten's ! 
Aside from that I'd like to point out that I'm having mixed feelings
concerning the prominent use of the term "community".
According to my experience, those who are making the most frequent use
of this term are either contributing just feature requests or, if they
do _any_ real work, they are verbosely advertizing no "community"
projects but instead just their private sand castles.

What's a community ?  I might be wrong, but at least according to my
understanding a community is a group which is a) collaborating
(important !) towards b) a comon goal.  Now count the number of those
who are really contributing to a _common_ effort and compare that to
how affine these people are to the term "community" 

Have fun,
Martin.
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Re: [Flightgear-devel] Final 2.6.0 Release Preparations

2012-02-15 Thread Curtis Olson
I would also like to put a call out for screen shots for the v2.6 release.
 What I'm looking for is an honest representation of FlightGear v2.6, but
of course shown in the best light/angles/environment possible.  I'm ok with
images generated from pre-releases or release candidates.  Obviously I need
to steer clear of images that show development or testing features that are
not yet available in the v2.6 release (project Rembrandt, some of the
recent sky / fog shader stuff, etc.)  That stuff is exciting, beautiful,
promising, but not generally available yet so we shouldn't show it as part
of the 2.6 release.

Some thoughts / guidelines ...

   - As with past releases, I retain the right to select images from
   contributions based on my own tastes and perspective.
   - I imagine the quality of submissions will vary widely -- and I don't
   want to disappoint anyone if their pictures aren't used, but at the same
   time I want to encourage as many people to give it a shot and send me
   something.
   - There are probably some tips and hints on the wiki for taking good
   screenshots, but I can't find that right now.  (Search only works well if
   you know what keywords to search for I guess.)
   - I would prefer not to receive collections of 50 or 100 shots.  I'd
   prefer not to receive several very similar shots (send me the one you think
   is the best.)
   - Avoid shots that show some obvious artifact (near plane clipping of
   the cockpit, edges, obvious horizon discrepancies, etc.)
   - Try to avoid including the menu bar, or dialog boxes, or frame rate
   counters, etc.  The images should be as clean as possible.
   - Screen shots from inside the cockpit are often the hardest to do well,
   but we need a few good ones.
   - Dimly lit (dusk/night) shots often seem like they would be cool, but
   they end up as a non-descript blob of darkness in a thumbnail or reduced
   resolution so no one will look at them -- often bright noon-ish shots work
   best.
   - But sunrise/sunset shots can also be very dramatic so a few of those
   are good too.
   - I'm looking for a variety, impress me!

Gijs: where would be the best place to post this same call for pictures on
the forum -- I looked around, but didn't want to get my hand slapped by the
moderator for posting in the wrong spot. :-)

BTW: "Community" -- if we can't have actual community, let's at least
maintain the appearance of community.  (That was supposed to be a joke.) :-)

Thanks!

Curt.

On Wed, Feb 15, 2012 at 2:20 PM, Torsten Dreyer  wrote:

> > The FlightGear development team is happy to announce the v2.6.0
> > release of FlightGear, the free, open-source flight simulator. This
> > new version contains many exciting new features, enhancements and
> > bugfixes. Major improvements from v2.4.0 include reduced AI aircraft
> > load times, easier graphics tuning, more sophisticated AI aircraft and
> > improved usability.
> >
> > Founded in 1997, FlightGear is developed by a worldwide group of
> > volunteers, brought together by a shared ambition to create the most
> > realistic flight simulator possible that is free to use, modify and
> > distribute. FlightGear is used all over the world by desktop flight
> > simulator enthusiasts, for research in Universities and for
> > interactive exhibits in museums.
> >
> > FlightGear features more than 400 aircraft, a worldwide scenery
> > database, detailed sky modelling, a flexible and open aircraft
> > modelling system, varied networking options, multiple display support,
> > a powerful scripting language and an open architecture. Best of all,
> > being open-source, the simulator is owned by the community and
> > everyone is encouraged to contribute.
> >
> > Download FlightGear V2.6.0 for free from http://www.flightgear.org.
> >
> > FlightGear - Fly Free!
>
> Thank you, Stuart!
>
> I just walked through the commit log since 2.4.0 and added some new
> lines to http://wiki.flightgear.org/Changelog_2.6.0
> We will close the collection of changes in that document tomorrow
> (Thursday) evening (UTC). If anything is missing, please add the
> relevant changes in time.
>
> Those who offered a translation into their language are kindly requested
> to start.
>
> The official announcement of the new version should start this weekend
> if everything works as expected - keep your fingers crossed: there is
> still a good bunch of manual work involved in the process...
>
> Torsten
>
>
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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 70, Issue 8

2012-02-15 Thread Heiko Schulz
Sorry, without any offense, I have to disagree in following points.

>>The original author of instruments panel is Alexis Laille

>Absolutely and totally false! The first version, albeit a very simple, 
>is my work. Alexis Laille has nothing to do with that!


When he improves/ replace the panel, when he adds things to it, then he has 
something to do with it. Then this panel has multiple authors.
You and him.

>"my" aircrafts: Not because they are mine, but simply because they are 
>available in my hangar.

When you put it on your homepage- as long it is under GNU GPL, others can use 
it and modify it as long they keep to GNU GPL.
And when added to FGdata, it is available on a public server under GNU GPL, 
where it can be used and modified by everyone.

>It's the world upside down here. These people change and improve a 
>project that I started alone. And it is me that must to ask permission. 
>Many authors aircrafts will die laughing when they read that.

To make it clear: 

They created a fork or your work, which is permitted by the GNU GPL licence, 
and they can do what they want with this fork. 

Simply they just aren't happy what you did: let them contribute, insulted them 
when there was a disagreement, they decided to go on without you by creating a 
fork, and now they have to see that you take things from them.

Legally right, as GNU GPL does not forbid that- but morally?

Would it not be better to settle the source dispute, apologize for some hard 
words, and work together in peace? 

At least, that would be what real men, not kids, would do in such case!

>It is sad to see these people try by all means to destroy and damage FG. 

I can't see that. 





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Re: [Flightgear-devel] Fair practice & autorisations

2012-02-15 Thread Heiko Schulz
Hello,

>I agree he is the owner of the model, but he is not the owner of the
>FlightGear project.

I would disagree here in one point. 

>From my understanding of the law, he is just the owner = copyright-holder of 
>the parts he made (basic 3d-model, basic .xmls), but not the parts which had 
>been contributed by others (like the systems simulation etc. as listed by 
>Clement de l'Hamaide here). So not the owner of the whole model.

There is just a rule in FGFS-project, (and maybe other OpenSource-Projects) 
that the starter of a sub-project is also the main-maintainer, and has the 
right to accept/ refuse contributions to it. 
You can accept this, or not. Anyway, being OpenSource you can create a fork and 
try to make the original source better.

When the PAF-group decided to go on without Mr. BARANGER, they in fact created 
a fork of the DC3-Project. Which is allowed and a major part of OpenSource. 

GNU GPL allows that Mr. BARANGER can take use of things developed in the fork 
and port it over to his own project, and of course the PAF can do the same.

But I must admit in this situation it has a bad taste and I can understand the 
dissapointment of Clement de l'Hamaide.


>But here it's not the problem of "who is the author model". The problem >is => 
>the minimum politeness is to ask to the PAF team if we accept to >see our 
>contributions committed.
>I know the GPL give the possibility to commit without asking anything but 
>>here we speak about "fair practice". 

vs

>When you decide to download a package from a website and upload it on >your 
>website and GIT the minimum politeness is to ask to the author of >the 
>improvement if he's agreed with this isn't it ?


Indeed GNU GPL allows comitting without asking. It does not care about 
politeness. So this action would be legally correct.

But I have never seen before that GNU-compatible things which had been 
developed outside the usually FGFS-developement process - as an example new 
users creating a GNU-GPL compatible contribution to FGFS- had been committed to 
FGdata without asking the author before.

I have never seen that Gijs, Durk, Curt etc. picked up any work and put I into 
FGdata without asking the authors before to do so. 

It would be legally correct what happened here, but I'm not sure if this is 
really how FGFS works.

I would be at least also not happy if someone creates an AW139, use the parts 
of even the whole model in developement of my own work resting outside FG 
without asking me, put it into FGdata, but maybe even refuse to let me 
contribute to it.
Though it would be legally correct, I would definitively not be happy! 


I do know: "Release early, release often", but it is difficult as long only a 
handfull of people has commit rights and you have to create merge requests to 
commit to your own work. 


In the whole discussion there had been some further statements which gives me 
some headaches:

>When the team of the PAF has decided to prohibit access to their work to 
>me, they also requested the opportunity to put it on ILM.

There are two possibilites to understand the meaning of this sentence, not sure 
which one is really correct:

1.) real prohibited access and that would be a violation of the GNU 
GPL-licence. 
A GNU GPL-work (and especially the Source Code) may never be prohibited in 
access to anyone!  
2.) intended improvements was refused by the PAF-group for some reasons

At least As I could follow the DC3-developement on the FGFS-forum and in the 
PAF-forum, I have never seen a prohibited access by the PAF to the DC3. The 
released downloads was available for all, and the developement process even 
readable without registration in their forum. 

No idea about 2.)...


>If the team of the PAF not appreciate 
>the principle of respect of the original authors of the open source, 
>they go to make aircraft for FS X or X Plane. In addition, it can make >money

Maybe I did understood this sentences wrong.

But the GNU GPL licence does not say anything about respect. As long you do 
keep to the licence you already respected the original author. 
And as it is OpenSource other people can take the models and do what you want 
as long you keep to the licence. Even if you don't like it. Maybe the negative 
side of OpenSource.

And yes, you can also make money with GNU GPL-work- it is allowed. 

> tired of seeing all these kids puerile want to use the work of 
> others, to obtain recognition as authors.

Here, in this case it even indeed like that, that those "kids" made a manifold 
work with all those scripting, improvements etc., created a fork, and the 
project starter as not being part of this fork took, better said used their 
work and put into his own fork. I my eyes this action is nearly exactly what 
isn't liked in the statement above.

And to describe a group of people in an age between 15-40 as kids is not very 
nice

>And back on the 5 or 6 files with licensing issues in my airplanes is 
>ridiculous. ... B

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

2012-02-15 Thread BARANGER Emmanuel
Le 15/02/2012 19:38, flightgear-devel-requ...@lists.sourceforge.net a 
écrit :

> --
>
> Message: 22
> Date: Wed, 15 Feb 2012 19:30:51 +0100
> From: kreuzritter2000
> Subject: Re: [Flightgear-devel] Fair practice&  autorisations
> To:flightgear-devel@lists.sourceforge.net
> Message-ID:<1329330651.1883.25.camel@blackbox>
> Content-Type: text/plain; charset="UTF-8"
> 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.

Dear Oliver

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 ).

This is the PAF team that refuses all. Besides, if they had taken the 
time to contact me all this would never happened. They seek only to 
discredit me in the eyes of all. I think I've proven myself many times 
and I have never refused any improvements for my aircraft hangar. 
Except, I confess, for JSBSim (and even if the work is good why I 
refuse, even JSBSim ).

Look, additions and improvements by  JC_SV for the A26 Invader and B25 
lately. A lot of and those of other talented people for the Avro Arrow, 
Alphajet, Carreidas 160, C130 Hercules and I forget a lot.

But this list is primarily a development list. I would like people who 
want me to do harm, do to other places. Of course Oliver, there is no 
question of you in this sentence :)

Regards. Emmanuel

-- 
BARANGER Emmanuel

http://helijah.free.fr


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Re: [Flightgear-devel] Final 2.6.0 Release Preparations

2012-02-15 Thread joacher
On Wed, 15 Feb 2012 15:38:59 -0600
Curtis Olson  wrote:

> Obviously I need to steer clear of images that show development or testing 
> features that are not yet available in the v2.6 release 
 
What about custom scenery?



Joe





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Re: [Flightgear-devel] Fair practice & autorisations

2012-02-15 Thread David Van Mosselbeen

Should i remind everyone that this all is about open source and GPL v2
data. Some spirit that have already proved it's capacity and functionality.
It's all about data that is contribute by different talented peoples from
all around the world. It's all about little self made parts from each other
that is proudly copied and glued together to make somethings. It's all
about a bunch of enthousiast collaborating together. It's all about "thanks
to ..."!

Look back to your lovely GNU/Linux distribution. It doesn't matter from
what it's has been derivate. Again, it's all about little parts of
software, libs, graphics, technologies or whatever which made the final
glued product. Without all the different talents who have contributed in
the different areas, it would never have been what it actually is! I think
some here are still failing to realise that! Our motto: L'union fait la
force (Strength through Unity). Some contribution are of better quality as
other. Sadly enough, we didn't all got a nice and powerful brain, nor the
time, the right tools to get things done. It's still stuff achieved by
multiples enthousiast who are strong together and probably useless when
working alone in the dark. 

The particularity of open source and GPL stuff & and especially its spirit
made in sort that this is organised in a way of pluggable things. It's all
about little "components" developed by different enthusiasts. Instead of
one big all-in-one closed thing which can't be interchanged. This way, you
can easily dive into the data, adjust it to your taste, make use of other
components. For some tasks, you can make the choice and select the
component you want for that particular task. Again, it's work of others you
make use of and if you can improve or fix some stuff by the way, you just
provide it to them. It's all up to you to learn from the stuff others have
left to your disposal. We all make experience thanks to those who left
traces which can be studied! Even failures of other are interesting, at
least you know the way you shouldn't take. FGFS isn't an exception to that.

In such community, usually, never you will hear some claiming to be the
author or owner of data that he haven't made. Even more, usually peoples in
such community would call them a proud (main)contributor, package
maintainer, upstream author or whatever that doesn't sound arrogant and
inappropriate in the way that he monopolise or take illegally ownership of
work done by others. Everyone who made somethings is the author of what he
made. And nobody should take that over.

Anyone who followed the DC3 story and all the mess it got in the run on
the PAF forum [1], or those who didn't but took 2 minutes to watch these
two videos Clement posted, or just tested the stuff would have see how the
DC3 was and what is achieved by now. Just by watching it visuals, you can
maybe imagine all the work behind this! And even then, not all work is
shown there in! The initial state isn't comparable to what the state is
right now! It's the product of some months of a bunch talented
collaboration work there on the PAF forum. And that with the author that
started the DC3 aircraft. A bunch of enthusiasts who worked all together to
improve the aircraft. A group of enthousiast who finished the work of
someone else! And in the run, faced to serious issues due some person
lacking serious respect, insulting and abusing the open source and it's
spirit. But also issues have happen on other very interesting development.
A AC3D blender importer, exporter script, blender animation exporter. Or
just other WIP aircrafts the PAF is working on... It's fabulous how one
could make a mess, in an almost untracable way if you don't follow the mess
in live time. It's easy to mix up conversations in different posts to cross
the comments to make the story in your favour and make it non
understandable by creating "holes" into the discussions for those who
didn't followed. A good example is this thread on the devlist which is
finally split into different posts! There's one that is seriously skilled
and have nice techniques! I take note of them.

I'm not the one claiming proudly on the irc that it's about a 2 days
homework to get some cheap and basic 3D aircraft exterior model. And
claiming one more day for the uv and texture work. Nor i'm the one claiming
to setup and model the bare 3D exterior aircraft model and put some
essential, but non-relevant and generic, instruments and let the other
finish the aircraft! It has been proudly said multiple times. And i really
trust these words. Nor i'm the one who create flame ware topic like "The
aircraft of helijah are all empty" [2]. Any realist FG contributor know
that even the research of instruments, systems, flight characteristics
would have already take more as these 3 day of homework... It's in no way
meaning that these contributors who almost finished the work should take
the ownership (and they still didn't do). Nor that the "initial author" of
the fin

[Flightgear-devel] Re : Final 2.6.0 Release Preparations

2012-02-15 Thread Olivier
There you go for the French Translation.

==

L'équipe de développement de FlightGear a le plaisir d'annoncer la sortie
de la version 2.6.0 de FlightGear, le simulateur de vol libre et gratuit. Cette
nouvelle version contient de nombreuses et passionnantes nouvelles 
fonctionnalités.
Les évolutions majeures par rapport à la version 2.4.0 comprennent des temps
de chargement réduits pour les avions gérés par le système d'intelligence
artificielle (avions qui deviennent également plus sophistiqués), des 
performances
graphiques plus facilement personnalisables et une plus grande facilité 
d'utilisation.



Créé en 1997, FlightGear est développé par un groupe de volontaires du monde
entier, dont l'ambition commune est de créer le simulateur de vol le plus 
réaliste
possible, libre d'utilisation, de modification et de distribution. FlightGear 
est
utilisé dans le monde entier par des amateurs de simulation de vol, des unités 
de
recherche dans les universités ou pour des expositions interactives dans des
musées.

FlightGear propose plus de 400 avions, une base de données de scènes mondiale,
une modélisation détaillée du ciel, un système de modélisation ouvert pour les
avions, différentes options de connectivité réseau, la prise en charge du multi-
écrans, un langage de script puissant et une architecture ouverte. Encore mieux,
étant libre, le simulateur est la propriété d'une communauté à laquelle chacun
est encouragé à contribuer.

Téléchargez FlightGear v2.6.0 gratuitement à partir de http://www.flightgear.org

FlightGear - Le vol libre !

(you could keep FlightGear - Fly Free! as well).

All the best for this weekend process.

Oliver


On Wed, Feb 15, 2012 at 2:20 PM, Torsten Dreyer  wrote:


>
Those who offered a translation into their language are kindly requested
>to start.
>--
Virtualization & Cloud Management Using Capacity Planning
Cloud computing makes use of virtualization - but cloud computing 
also focuses on allowing computing to be delivered as a service.
http://www.accelacomm.com/jaw/sfnl/114/51521223/___
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