Re: [Flightgear-devel] status of networking / multiplayer

2003-01-27 Thread ace project
.. 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

Re: SB/[open ATC protocol] client for FlightGear (was Re: [Flightgear-devel] IPC communication for FlightGear)

2003-01-15 Thread ace project
--- 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

[Flightgear-devel] MP thesis paper done

2003-01-08 Thread ace project
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

Re: [Flightgear-devel] howto add a 3D plane ingame ?

2002-12-12 Thread ace project
--- 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

re: [Flightgear-devel] gettimeofday, rand, simgear configure

2002-12-11 Thread ace project
--- 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

[Flightgear-devel] howto add a 3D plane ingame ?

2002-12-11 Thread ace project
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

Re: [Flightgear-devel] howto add a 3D plane ingame ?

2002-12-11 Thread ace project
--- 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

Re: [Flightgear-devel] howto add a 3D plane ingame ?

2002-12-11 Thread ace project
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

Re: [Flightgear-devel] Compiling problem on latest CVS SimGear

2002-11-28 Thread ace project
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:

Re: [Flightgear-devel] simgear-cvs compile error (cygwin gcc-3.2)

2002-11-28 Thread ace project
--- 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

[Flightgear-devel] simgear-cvs compile error (cygwin gcc-3.2)

2002-11-27 Thread ace project
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

[Flightgear-devel] FG CVS started a wrong point with outdated base-pkg

2002-11-21 Thread ace project
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

[Flightgear-devel] FGSystemMgr - howto interact with it ?

2002-11-21 Thread ace project
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

re: [Flightgear-devel] model.h usable for multiplayer

2002-11-06 Thread ace project
--- 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

[Flightgear-devel] What source code doc generator ?

2002-11-04 Thread ace project
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):

Re: [Flightgear-devel] Networked Sound / Networked Input

2002-10-26 Thread ace project
--- 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

[Flightgear-devel] AI-entity AI-Manager questions

2002-10-25 Thread ace project
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

Re: [Flightgear-devel] STL and vectors (final?)

2002-10-08 Thread ace project
--- 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

Re: [Flightgear-devel] STL and vectors

2002-10-07 Thread ace project
--- 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]

Re: [Flightgear-devel] STL and vectors

2002-10-07 Thread ace project
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

[Flightgear-devel] multiplayer / AI property tree - questions

2002-10-07 Thread ace project
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

[Flightgear-devel] mpe progresss

2002-09-24 Thread ace project
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)

[Flightgear-devel] mpe progresss+URL

2002-09-24 Thread ace project
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

Re: [Flightgear-devel] MP RFC protocols v0.01

2002-07-19 Thread ace project
--- 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

Re: [Flightgear-devel] MP RFC protocols v0.01

2002-07-17 Thread ace project
--- [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

[Flightgear-devel] MP Who has DIS-specs ?

2002-07-16 Thread ace project
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

[Flightgear-devel] Re: MP what data to send (summary 1)

2002-07-15 Thread ace project
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)

[Flightgear-devel] MP what data to send

2002-07-12 Thread ace project
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.

Re: [Flightgear-devel] MP what data to send

2002-07-12 Thread ace project
--- 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

Re: [Flightgear-devel] MP what data to send

2002-07-12 Thread ace project
--- 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

[Flightgear-devel] multiplayer status update

2002-07-04 Thread ace project
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

Re: [Flightgear-devel] Multiplayer Engine project started

2002-06-25 Thread ace project
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

Re: [Flightgear-devel] Multiplayer Engine project started

2002-06-25 Thread ace project
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

[Flightgear-devel] Multiplayer Engine project started

2002-06-24 Thread ace project
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