On Thu, 20 Nov 2003, Bernie Bright wrote:
I'm working on an AFCAD-like taxiway editor for the FlightGear Scenery
Designer, http://sourceforge.net/projects/fgsd/. Checkout the
taxiway_editor_3 branch. Most of the basic editing functionality is present.
The resultant output is an xml file.
On Wed, 19 Nov 2003, David Luff wrote:
I assume you're working on UK airfields :-)
How'd you guess...
It seems a shame not to be able to taxi up to the RAF c-type hangar I've
modelled - past the tower and signals square, after flying over an RAF
station full of H blocks :-)
Practice with
Jon Stockill wrote:
On Thu, 20 Nov 2003, Bernie Bright wrote:
I'm working on an AFCAD-like taxiway editor for the FlightGear Scenery
Designer, http://sourceforge.net/projects/fgsd/;. Checkout the
taxiway_editor_3 branch. Most of the basic editing functionality is present.
The
Jon S Berndt writes
The next simplest thing would be
to fly to wherever the user is and hold their hand as they type.
Jon
Thanks Jon I'll have the bed made up in the spare room.When
can I expect you LOL.
Cheers
Innis
The Mad Aussi
P.S Will fill fridge with beer.
On Thu, 20 Nov 2003, Frederic BOUVIER wrote:
Hey guys, if you don't bother sending a warning notice on the mailing list,
don't complain it don't works.
I don't warn you because I expect this kind of thing from CVS versions
occasionally - I just try again a few days later when things have got
On 11/20/03 at 11:18 AM Jon Stockill wrote:
On Wed, 19 Nov 2003, David Luff wrote:
I assume you're working on UK airfields :-)
How'd you guess...
:-)
It seems a shame not to be able to taxi up to the RAF c-type hangar I've
modelled - past the tower and signals square, after flying over an
On Thu, 20 Nov 2003, David Luff wrote:
Please let me know if it works, particularly if it compiles OK. Feedback
should increase the pace of development :-)
It compiles correctly on slackware 9.1, looks to be just the job - I'll
give it a proper test drive later.
--
Jon Stockill
[EMAIL
I am running the ready to run Windows executables of FG version 9.3. When
I fly, every couple of minutes the terrain goes completely black for a
couple of
frames and the returns to normal. However, sky does not go black.
My computer has an Intel Pentium 2.53 GHz processor, an ATI Radeon Pro
I wrote:
This drop includes a new, non-Nasal FlightGear subsystem:
FGTimerMgr. This is a heap-based priority queue implementation that
manages timeout callbacks for anyone that asks.
Curt rapidly pointed out that I'd missed the existence of the
SGEventMgr class, which does very similar
* Andy Ross -- Thursday 20 November 2003 17:18:
Anyway, try it and see if anything breaks.
Doesn't compile. Fix:
$ diff -u /tmp/source/src/Scripting/NasalSys.cxx NasalSys.cxx
--- /tmp/source/src/Scripting/NasalSys.cxx 2003-11-20 16:17:03.0 +0100
+++ NasalSys.cxx2003-11-20
* Melchior FRANZ -- Thursday 20 November 2003 22:25:
But apart from that, everything worked flawlessly! :-)
i.e. as advertized (the autopilot dialog does indeed not work).
And the lib should be called libsgnasal.a if it is to be
added to sg.
m.
___
Melchior FRANZ wrote:
Doesn't compile. Fix:
Does compile. You didn't make install your SimGear and are trying
to compile against the source tree instead. :)
But the variant directory structure (nasal.h installs to a different
location than it has in the source tree) is probably a bug. The
Melchior FRANZ wrote:
I never make install in SimGear, but have a link to the simgear dir
from /usr/local/include. This has always worked. But it cannot work
when the source refers to simgear/nasal.h, although the file is
actually in simgear/nasal/nasal.h.
You misunderstand. The build system
* Andy Ross -- Thursday 20 November 2003 23:46:
You misunderstand. The build system makes no guarantee that the
locations of files in the install tree will match their locations in
the source tree.
Yes, and everybody knows that. It's just that making that link
was once recommended on this
Melchior FRANZ wrote:
* Andy Ross -- Thursday 20 November 2003 23:46:
You misunderstand. The build system makes no guarantee that the
locations of files in the install tree will match their locations in
the source tree.
Yes, and everybody knows that. It's just that making that link
I am getting this tonight :
cvs -z3 -q -n update -P (in directory D:\FlightGear\cvs\SimGear\)
Protocol error: 'Directory' missingE Protocol error: 'Directory' missingE
Protocol error: 'Directory' missingE Protocol error: 'Directory' missingE
Protocol error: 'Directory' missingE Protocol error:
Frederic Bouvier wrote:
There are people that don't use automake to build flightgear and
they would be gratefull if they could continue to build without
having to duplicate stuff.
I'm going to have to start writing clearer, I guess. Let me say it
again:
I *want* to put the nasal.h file into
* Andy Ross -- Thursday 20 November 2003 23:46:
The install location needs to be modified in the Makefile.am as well,
Yes, of course.
otherwise you will just break people building from an installed tree.
If any automake gurus can tell me how to make the nasal.h header
appear in a nasal
On Thu, 20 Nov 2003 15:28:49 -0800
Andy Ross [EMAIL PROTECTED] wrote:
Frederic Bouvier wrote:
There are people that don't use automake to build flightgear and
they would be gratefull if they could continue to build without
having to duplicate stuff.
I'm going to have to start writing
Here's one that's been bugging me for a while. I never seem to be
getting proper terrain elevation hits off of .ac loaded
models... things like buildings, bridges, aircraft carriers, etc.
I was looking at this tonight and I think I found the problem. The
hitlist code wasn't handling the vertex
Ok, and for those of you that worry about these sorts of things, it's
a statically placed, non moving aircraft carrier a) so I can find it
and b) so I don't have to worry about sticking one DCS object to
another.
For certain objects (like a carrier for instance), would it be possible to
mark
Since I was poking around with the terrain intersection code anyway
tonight, I made a small modification that allows you to fly under the
bridges, then turn around and land on them lengthwise. Essentially,
the terrain intersection code only returns hits at or below your
current elevation. This
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