..
Hi and thanks for the info. I was kind of expecting
there to be a coordinated
effort to add multiplayer support to FlightGear,
with various tasks on the
table and regular commits so everyone could see what
was going on. From what
you've said it sounds like various multiplayer
--- Mathew McBride [EMAIL PROTECTED] wrote:
On Tuesday 14 January 2003 23:14, ace project wrote:
snip
A squakbox add-on would be a great, Matthew.
There's a problem there, I've ended up considering
either:
1) Reverse engineering the Simclients protocol (used
by SB and Procontroller
I'm glad to inform everybody that we (Jeroen and
me)have graduated on our MPE (multi player engine)
project (9/10 scored !). This graduation made us
Bachelor, whats in a name... ?
But we are not done yet :(
every bit of code produced until half december is
posted at our site but I'm still busy
--- David Luff [EMAIL PROTECTED] wrote:
On 12/11/02 at 1:09 PM ace project wrote:
Our (ACE/ICE) multiplayer engine is ready to draw
planes in the game now, but I cant seem to figure
out
how to add them to the drawing graph in a way that
I
can actually see them.
Does anyone know how
--- David Luff [EMAIL PROTECTED] wrote:
Curtis L Olson writes:
The best thing to do would be to look at your
config.log and see
exactly why those checks are failing.
Hmm, why didn't I think of that? Doh!
The checks that are unexpectedly failing all have
references to the Metakit
Our (ACE/ICE) multiplayer engine is ready to draw
planes in the game now, but I cant seem to figure out
how to add them to the drawing graph in a way that I
can actually see them.
Does anyone know how to do this or know the pitfalls
why is it failing ?
Tries so far:
---
class
--- David Findlay [EMAIL PROTECTED] wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
On 07:09, giovedì 12 dicembre 2002, ace project
wrote this piece of wisdom:
Our (ACE/ICE) multiplayer engine is ready to draw
planes in the game now, but I cant seem to figure
out
how to add them
First,
My excuses if the message got posted multiple times
!copypaste screwed up...
--- David Findlay [EMAIL PROTECTED] wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
On 07:09, giovedì 12 dicembre 2002, ace project
wrote this piece of wisdom:
Our (ACE/ICE) multiplayer engine
Can you tell me the command line of the compiler you
used and the location of plibnet.
(search it by typing locate plibnet. It should find
a file name something like libplibnet.a.
Because I think that you are missing a library include
line somewhere.
--- Roland Häder [EMAIL PROTECTED] wrote:
--- Norman Vine [EMAIL PROTECTED] wrote:
William Earnest writes:
Norman Vine wrote:
ace project writes:
I'm getting a compile error while compiling the
latest
SimGear(CVS) under cygwin(current version/fresh
install).
extgl.h:363: `glBlendColor' redeclared
I'm getting a compile error while compiling the latest
SimGear(CVS) under cygwin(current version/fresh
install).
My compiler is gnu gcc 3.2 (20020927)
PLib 1.6.0 (in /usr/local)
GL.h Mesa 3-D version 3.4
I already tryed adding the following:
with and without:
export CFLAGS=-DWIN32
export
I just had small problem with today's CVS of Flight
Gear and the base package snap shot of 25-8. If I
started FG then it would put my plane close to the
ground and crash the plane, very weird.
After updating the base-package to today's CVS (around
12:00 GMT) it worked fine again. Too bad I spend
This question is probably for David Megginson...
I'm ready to tie my peers to the modellist, can I use
FGSystemMgr to draw the planes for me ?
I've modified my local copy of FGSystemMgr to do the
model adding/removing in seperate functions so that
they are more generally useful.
Now I problably
--- David Megginson [EMAIL PROTECTED] wrote:
ace project writes:
Is the class FGModelPlacement a good class to
inherit
to be used for drawing other multiplyer planes ?
You probably don't need all of that -- just place it
like any other 3D
model using FGModelMgr.
All the best
What source code generator is being used/recommened
for Flight Gear ? I currently use CPP2Doc for my own
code but Flight Gear seems to use another one, which
one ?
If possible if URL :)
thank you
=
My Flight Gear Multiplayer Stuff (work-in-progress):
--- Manuel Bessler [EMAIL PROTECTED] wrote:
On Mon, Oct 21, 2002 at 06:12:33AM -0700, ace
project wrote:
Our upcoming network module can support the
network
joystick input part. Just make a nice
'packet-layout'
(max packet size 512bytes) that contains the info
you
need, a few
The header file states that work on them should be
checked with Curt. I want to inherit AI-Entity to draw
the multiplayer planes.
But would did still be supported in the near future or
is there another way to do this easely ?
I also heard of a bug in the Flight Gear ATC-code that
it draws
--- Bernie Bright [EMAIL PROTECTED] wrote:
On Mon, 7 Oct 2002 08:09:32 -0400
Norman Vine [EMAIL PROTECTED] wrote:
ace project writes:
vector_of_elements.erase(vector_of_elements[index]);
I think your are making the too rapid
assumption that
an iterator
--- Erik Hofman [EMAIL PROTECTED] wrote:
Norman Vine wrote:
how about
vector v;
v.erase(v.begin()+index);
Yep. that was it.
Thanks Norman
Erik
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
How about this one, is it wrong ?:
vector_of_elements.erase(element[index]);
Or should it be :
vector_of_elements.erase(vector_of_elements[index]);
I think your are making the too rapid assumption
that
an iterator is a pointer to an element.
Cheers,
-Fred
Thats the one I ment
I want to know how you guys want the property list to
be organised. Do we use something like:
/network/pilot[n]/callsign
/network/pilot[n]/position/ (lat,alt, etc)
/network/pilot[n]/[network-module-name]/ (module
specific stuff)
I will need this soon(3 weeks tops), as my little
coding is
We were in a good mood today and published a snapshot
of our current code. We would like it if other
developers could take a look at it and see if you can
compile the code and run into platform problems.
We have succesfully compiled on Cygwin, Solaris
(version unkown), Red Hat 7.2 (gcc 2.96 sick)
Oops, I forgot the link:
http://www.kbs.twi.tudelft.nl/People/Students/L.Otte/
Leon Otte
--- ace project [EMAIL PROTECTED] wrote:
Date: Tue, 24 Sep 2002 06:48:14 -0700 (PDT)
From: ace project [EMAIL PROTECTED]
Subject: mpe progresss
To: [EMAIL PROTECTED]
We were in a good mood today
--- Artur Kornacki [EMAIL PROTECTED]
wrote:
Level 1 protocolIn level 1 protocol there is field
16b Lengte bericht. I
assume this is length of whole packet.
But if this data are being send with UDP protocol,
this information is
avaible from UDP header ( and it's easily accessible
) - so
--- [EMAIL PROTECTED] wrote:
ace project [EMAIL PROTECTED] writes:
I've attached a (Word generated) HTML-file with
the
proposed protocols/headers to be used. Plz bomb
them
:)
I have only a few comments right now. More as I
have time to delve into this further...
1. If you
AFAIK this is pretty similar to the algorithms used
in DIS
Martin.
Does anyone here have the exact DIS-specs ? I don't
like 'stealing' from a implementation, I rather build
it from scratch by specs, then messing around it other
peoples low-level code.
I also prefer open protocols, how
Ok, here is the summary:
This will be a engine for gaming, not 'pure'
simulation, thus only visible charateristics are
considered.
Protocol will be UDP, it has the follow
charateristics:
- unreliable, will be fixed by ACKS,packet numbering
and timeouts
- Position (delta) updates will (atleast)
Status update on Multiplayer.
We got our multiplayer-deamon up and running SunOS 4.7
and will port to current codebase to Linux (RH 7.3)
and Cygwin(or VC++ 7) somewhere next week.
Next step will be defining the protocols. Basic
outline for first-time handshake should be finished by
wednesday.
--- Billy Verreynne [EMAIL PROTECTED] wrote:
ace project [EMAIL PROTECTED] wrote:
First question is what do you have in mind when you
mean multiplayer. Supporting
for example combat multiplay vs. GA multiplay vs.
FSD multiplay are very
different.
For something like FSD, TCP
--- Billy Verreynne [EMAIL PROTECTED] wrote:
ace project [EMAIL PROTECTED] wrote:
The only real problem with using UDP is when dealing
with state or event data.
...
UDP simply does
not gurantee delivery. And there are times I do not
want to send and pray.
UDP can be made reliable
We started work on the prototype this last week.
This prototype will only send (good and malformed
ones) packets up down the line to see if the
server/libraries can be take down with it (so no
Flight Gear involved yet).
We are having some problems with Pegasus (PLIB
NET-lib)
Its
The first important decision now is, do we
multi-threading or multiplexing-IO ? For
multiplexing,
PLIB can be used. For multi-threading, we got a
problem.
Another issue is how to get the code to compile on
other platforms, because threading and sockets
aren't
100% portable, to say
If you want good performance I'd suggest looking at
the state-threading
library which was designed especially for this kind
of daemons:
http://state-threads.sourceforge.net/
Erik
I've reviewed this library and it looks good. If our
first prototype fails we will consider this one. We
In my previous mail (Multplayer efforts ?) We asked
for the status on multiplayer-capabilities. We
received responses that suggested that such an engine
was not maintained for a while.
We ourselves could use the engine for adding NPC to
the project, but thats still a far goal.
My friend and I
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