Re: [Flightgear-devel] fgrun - runtime error

2003-11-10 Thread Erik Hofman
Richard Hornby wrote:
This may be one for Erik ...
 
I am using FG 0.9.3 CVS version.
 
I have compiled fltk and fgrun on SuSE8.2 and both seemed to go fine. I 
compiled both with --with-x and --with threads.  On running fgrun I get 
the following message in the console
 

linux:~ # fgrun
X_DestroyWindow: BadWindow (invalid Window parameter) 0x2ac
X_TranslateCoords: BadWindow (invalid Window parameter) 0x21
X_TranslateCoords: BadWindow (invalid Window parameter) 0x21
and a gray (blank) window entitled FlightGear log (this leaves lines 
behind it when dragged).
 
fgrun then hangs.
To be honnest, I'm not very familiar with fltk.
But searching the net for simillar errors doesn't provide a clue on 
what's happening. Mostly they say these messages are harmless ...

This looks like an X-related problem?
It does, but I can't think of a solution right now (except getting the 
latest XFree86, X-drivers and/or fltk).

Erik

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Erik Hofman
John Barrett wrote:

Hmm... perhaps the person who was thinking about puting some life on the
ground might like to try shipping first as it might be easier than trying
to follow roads;)
Keep going -- lotsa other things that can be added :)
One issue is consistency of display -- I would say making ship/vehicle
positions determinstic based on time, so that all clients can use the server
clock as a reference for controlling motion, and all the clients on a given
server will see vehicles of this type at the same locations and with the
same motions.
SimGear provides random functions that give the same result on every 
platform provided they use the same seed and the same access order. That 
way we were able to synchronize the random objects across different 
displays in a multi-display system.

Erik

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Re: [Flightgear-devel] fgrun - runtime error

2003-11-10 Thread Bernie Bright
On Mon, 10 Nov 2003 00:14:07 +
Richard Hornby [EMAIL PROTECTED] wrote:

 This may be one for Erik ...
 
 I am using FG 0.9.3 CVS version.
 
 I have compiled fltk and fgrun on SuSE8.2 and both seemed to go fine. I
 compiled both with --with-x and --with threads.  

You don't need to specify --with-x since it is the default.  fgrun doesn't
have a --with-threads option.  fltk-1.1 has a --enable-threads option but I've
never used it.  I suggest you don't either.

 On running fgrun I get the
 following message in the console 

 linux:~ # fgrun
 X_DestroyWindow: BadWindow (invalid Window parameter) 0x2ac
 X_TranslateCoords: BadWindow (invalid Window parameter) 0x21
 X_TranslateCoords: BadWindow (invalid Window parameter) 0x21
 
 and a gray (blank) window entitled FlightGear log (this leaves lines behind
 it when dragged).
 
 fgrun then hangs.
 
 This looks like an X-related problem?

fltk comes with several programs in the test directory.  Try some of those to
check your installation.

Bernie

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Erik Hofman
John Barrett wrote:

headless would be without any graphical display at all

multiplayer does multiple planes in the scene, but expects the controlling
logic for all but the local plane (none in the case of headless) to be
handled by processes over the network
I would VERY much like to see the ability to have a plane instance not
attached to an OpenGL scene updating at a set frequency (for AI driven
planes at the server, rather than at the client) --
This basically asks for an autopilot only FDM. It might be worth a few 
minutes of programming to extend the NULL FDM with autopilot functionallity.

 given that, having the
plane able also to attach to an existing scene would achieve the 1st half of
your requirements (attach as many planes as you like), then the input
routines would need to be isolated from a specific plane instance, and made
able to attach to any locally running plane instance via a menu
for starters, we would need:

1. local plane instances that can operate with or without a local OpenGL
scene, optionally with PSL scripting for AI
This is done in the ATC code of David Luff.

2. keyboard/mouse/joystick interface isolated from the plane instance, with
the ability to attach to any local plane instance (i.e. you could detatch
from all planes and only the menus would be active, or you could be
attached)
This doesn't sound too difficult either.

What this gets us:

1. a running FGFS instance can have multiple planes without multiplayer,
with the planes scripted if desired to play out a scenario (civilian
scenario: cope with a plane invading your airspace while on approach/combat
scenario: obviously :) blow them outa the sky :) )
2. running headless connected to a multiplayer server, the FGFS instance can
handle multiple AI driven planes in the world on behalf of the server,
creating a distributed server environment for larger simulations (would take
a little tweaking of the multiplayer code to cope with multiple plane
instances at the client, but very possible, and quite desirable IMO)
I'm not sure I like the idea of FlightGear set up as a server. This will 
however keeps the code between the server and the client as close as 
possible.

Are any of these abilities in the current code, or how much work are we
looking at to make it work this way ??
There already is an option to disable out of the window view which is 
used for the c172-610x/panel only aircraft, but this one still displays 
the panel.

Erik

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Re: [Flightgear-devel] Re: Multiplayer Server RFC -- Current Status

2003-11-10 Thread Martin Spott
Cameron Moore [EMAIL PROTECTED] wrote:

 In case you are misunderstanding what I am talking about, let me
 clarify.  Noone (that I know of) is opposed to multiplayer/multipilot
 capabilities being in FG.

Absolutely correct !

 [...] What we are debating is combat -- ie.
 modelling projectiles such as bombs, bullets, [...]

 and collisions. You should keep collisions in mind in case you intend
to run 'combat' and 'non-combat' on a single server (or on distributed
and connected servers),

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Martin Spott
John Barrett [EMAIL PROTECTED] wrote:

 What this gets us:
[...]
 2. running headless connected to a multiplayer server, the FGFS instance can
 handle multiple AI driven planes in the world on behalf of the server,
 creating a distributed server environment for larger simulations
[...]

I'd like to plug a possible scenario here that didn't get mentioned
yet: People running FGFS on a machine without direct internet
connection, no masquerading, not port-forwarding. These people read
their web-pages via Squid and get their EMail from a local mail-
gateway. These people would me delighted to see the FG server function
as a proxy on their internet gateway - also a scenario that would fall
under distributed server environment.

Just as a side note 

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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[Flightgear-devel] SimGear/matlib.cxx: problem with gcc-3.3 and PowerPC

2003-11-10 Thread Olivier ABILLON
On a PowerPC platform (iMac) the gnu compiler gcc-3.3 (from Xcode) creates a bad 
object 
file when optimisation are turned on. This causes FlightGear to crash at startup.
There is no problem when optimisations are off (-O0) for this file.
I didn't found such a problem on another file.

Olivier A.

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[Flightgear-devel] Static objects in scenery and performance

2003-11-10 Thread Olivier ABILLON
  I have an Apple iMac (G3 500 MHz - 384 Mb RAM, with ATI Rage pro 128 - 16 Mb).
  Turning on static objects in the scenery decreases a lot the frames per second 
rate (about 
a 33% penalty!) whereas random objects (trees, small buildings, ...) are rather fast 
to render: 
There is only a 10% or less penalty on the fps rate.
  Why there is such a difference ?

  It's frustating because the SF area is so nice, especially the Golden Bridge! But on 
my iMac, 
the fps rate goes down to about 2-3!

(at KFSO, on the runway, fps is about 10 without objects, about 9 with random objects, 
about 6 with all the default behavior. It increases to 45 fps above the sea.)

Olivier A.

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Re: [Flightgear-devel] SimGear/matlib.cxx: problem with gcc-3.3 and PowerPC

2003-11-10 Thread James Turner
On 10 Nov 2003, at 13:38, Olivier ABILLON wrote:

On a PowerPC platform (iMac) the gnu compiler gcc-3.3 (from Xcode) 
creates a bad object
file when optimisation are turned on. This causes FlightGear to crash 
at startup.
There is no problem when optimisations are off (-O0) for this file.
I didn't found such a problem on another file.

That explains a lot . can we do a #pragma optimization level 0 in 
the file, or is it only CodeWarrior that supports such options?

HH
James
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Re: [Flightgear-devel] SimGear/matlib.cxx: problem with gcc-3.3 and

2003-11-10 Thread Martin Spott
Olivier ABILLON [EMAIL PROTECTED] wrote:
 On a PowerPC platform (iMac) the gnu compiler gcc-3.3 (from Xcode) creates a bad 
 object 
 file when optimisation are turned on.

Ah, I got some broken binaries on RS6k/AIX-5.1 using GCC and '-O3' 
'-O1' should work on most platforms - at least it does for the
platforms _I_ use,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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re: [Flightgear-devel] Static objects in scenery and performance

2003-11-10 Thread David Megginson
Olivier ABILLON writes:

Turning on static objects in the scenery decreases a lot the frames per second 
  rate (about 
  a 33% penalty!) whereas random objects (trees, small buildings, ...) are rather 
  fast to render: 
  There is only a 10% or less penalty on the fps rate.
Why there is such a difference ?

I designed the random objects small -- tiny textures, only a few polys
each.  They look fine up to 1000m away, which is as close as most
users usually get.

  It's frustating because the SF area is so nice, especially the
  Golden Bridge! But on my iMac, the fps rate goes down to about 2-3!

There's your answer.  Big textures and hundreds or thousands of polys
look great, but really hurt the system.  We need to make sure that
we're displaying static 3D models with, at most, a few dozen triangles
each (and even that only for the most famous buildings) unless the
viewpoint is very, very close.


All the best,


David

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RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Jim Wilson
Jon Berndt [EMAIL PROTECTED] said:

  I would propose that the server be structured so that a purely
  civilian/non-combat version could be run.  I don't want it to be
  possible for some idiot to come and blow me out of the sky when I'm
  practicing ILS approaches in my C172 at my local airport.
 
 I guess there ought to be an explicit flag the user can set at startup
 stating whether or not they want to be seen or not. THe default would be
 invisible.
 
  When thinking about the design of such things, it would be good to
  consider what kind of separation we can keep between the
  military/combat features and the rest of the core simulation.
 
 Are there *analogues* to combat that could be made an enjoyable and
 ethically acceptable part of FlightGear such that those who wanted
 simulated combat training or historical battle reenactments to be
 present could make them be present?
 

An earlier thread mentioned some other things including a Reno race course
based game.  That would be very interesting.

I tend to be in the non-weapons camp.  There may be some (not myself) who find
it offensive to even have source code included that discusses in weapon terms,
so it might be wise to bring up an RFC thread on that when the time comes.

It seems to me that generic the FDM and AI functions that have been discussed
here could serve as an underlying layer for the type of things that both John
and Lee mentioned.  Perhaps these specific applications like a Reno race game,
search and rescue, and combat features could be handled as seperate pluginable
projects that run on top of a multi user simulation layer that has all the
capabilities including Jon Berndt's child FDM concept.

Best,

Jim


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread John Barrett

- Original Message - 
From: Erik Hofman [EMAIL PROTECTED]
 I'm not sure I like the idea of FlightGear set up as a server. This will
 however keeps the code between the server and the client as close as
 possible.

I felt there were too many instances where the current simulation code would
be highly useful for a server (which could have been handled with a seperate
executable linking what was needed), but the ability to have a running FG
instance be a server for a small group of flyers (load up and fly with a few
friends) without having to have a dedicated server made integrating the
server worth while.


  Are any of these abilities in the current code, or how much work are we
  looking at to make it work this way ??

 There already is an option to disable out of the window view which is
 used for the c172-610x/panel only aircraft, but this one still displays
 the panel.


Doesn't sound like we have far to go, or that its going to take major
architectural changes to make any of it happen


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re: [Flightgear-devel] Static objects in scenery and performance

2003-11-10 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said:

 There's your answer.  Big textures and hundreds or thousands of polys
 look great, but really hurt the system.  We need to make sure that
 we're displaying static 3D models with, at most, a few dozen triangles
 each (and even that only for the most famous buildings) unless the
 viewpoint is very, very close.
 

It might be interesting to incorporate some ability to scale textures
dynamically, based on a property.  This seems to be what MSFS does.  I think
their parameter has about 6 or so levels (small texture to large texture).  It
could be configurable for just aircraft, ground cover, static objects or all
three.

Best,

Jim


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RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Jim Wilson
Gene Buckle [EMAIL PROTECTED] said:

 
  it offensive to even have source code included that discusses in weapon terms,
 
 To me this is absurd to the extreme.

To you maybe.  This may not be the proper forum for you to be asserting
judgements like that anyway (see alt.politics.*) :-D

And in case someone didn't read my earlier post, I do not hold this opinion
myself,  but I do think that a topical RFC should be posted before any war
related code is committed, even with a configuration flag.  This _is_ a hot
button whether anyone thinks it should be or not.

Best,

Jim


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RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Gene Buckle
   it offensive to even have source code included that discusses in weapon terms,
  
  To me this is absurd to the extreme.

 To you maybe.  This may not be the proper forum for you to be asserting
 judgements like that anyway (see alt.politics.*) :-D

...with cross-posts to alt.save.da.fwuffy.bunny and
alt.wesley.crusher.die.die.die. :)

 And in case someone didn't read my earlier post, I do not hold this opinion
 myself,  but I do think that a topical RFC should be posted before any war
 related code is committed, even with a configuration flag.  This _is_ a hot
 button whether anyone thinks it should be or not.

I read the whole post.  Really! :)

I guess my problem is that I'm totally unable to understand why someone
would object to just the _presense_ of munitions code even being present.
It completely baffles me.  Even as I sit here pondering the why, all I can
come up with is pejorative commentary and that's unfortunate.

BTW, I know a group of virtual F-16 drivers that would practically wet
themselves over software they could use to drive their cockpits with. :)
Falcon 4.0 doesn't go far enough with their data exports.

g.

--
Proud owner of 80-0007
http://www.f15sim.com - The only one if its kind.


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread John Barrett

- Original Message - 
From: Gene Buckle [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Monday, November 10, 2003 2:14 PM
Subject: RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status


it offensive to even have source code included that discusses in
weapon terms,
   
   To me this is absurd to the extreme.
 
  To you maybe.  This may not be the proper forum for you to be asserting
  judgements like that anyway (see alt.politics.*) :-D
 
 ...with cross-posts to alt.save.da.fwuffy.bunny and
 alt.wesley.crusher.die.die.die. :)

  And in case someone didn't read my earlier post, I do not hold this
opinion
  myself,  but I do think that a topical RFC should be posted before any
war
  related code is committed, even with a configuration flag.  This _is_ a
hot
  button whether anyone thinks it should be or not.
 
 I read the whole post.  Really! :)

 I guess my problem is that I'm totally unable to understand why someone
 would object to just the _presense_ of munitions code even being present.
 It completely baffles me.  Even as I sit here pondering the why, all I can
 come up with is pejorative commentary and that's unfortunate.

Same here -- I deleted the post before sending it -- tolerance and
understanding of others ideas is what makes a community -- I've tried to do
that by consenting to add code for strictly non-combat simulations -- I hope
for the same from the non-combat folks about the combat code -- I'll leave
it at that


 BTW, I know a group of virtual F-16 drivers that would practically wet
 themselves over software they could use to drive their cockpits with. :)
 Falcon 4.0 doesn't go far enough with their data exports.


Lets make their day !!!


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Paul Surgeon
On Monday, 10 November 2003 21:14, Gene Buckle wrote:
 BTW, I know a group of virtual F-16 drivers that would practically wet
 themselves over software they could use to drive their cockpits with. :)
 Falcon 4.0 doesn't go far enough with their data exports.

I like the idea of FlightGear being able to support military type stuff but 
where do we draw the line?

If there is too much military specific code hooking into core parts of FG 
then it could get messy and even slow things down both framerate wise and 
development wise.

There are so many things that are specific to aircraft like the F16 that 
require more than just an instrument display.
For instance ground radar and FLIR systems.
Being able to acquire and lock onto ground targets has nothing to do with 
general aviation but is absolutely necessary for military simulations. That 
means there would have to be an interface between the panel system and 
terrain rendering system.
We could also add some sort of online, persistent, dynamic, war engine for  
multiplayer missions.

One could go a step further and reason that FlightGear should support space 
simulation as well. (probably not that hard considering that FG simulates the 
celestial bodies pretty well)
Take that far enough and we'll soon have lunar rovers and ... and ... and ...

What is the chief goal/aim of FG?
I thought it was trying to simulate just general and commercial aviation.

However having said that I would love an F16 multiplayer simulation.  :)
BUT not at the expense of general aviation.

Paul


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RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Curtis L. Olson
Gene Buckle writes:
 I guess my problem is that I'm totally unable to understand why
 someone would object to just the _presense_ of munitions code even
 being present.  It completely baffles me.  Even as I sit here
 pondering the why, all I can come up with is pejorative commentary
 and that's unfortunate.

I should just stay out of this, but let me just say one thing.

I don't think the problem is so much the presence of virtual guns and
virtual shooting.  Most of us have played our share of video games
over the years and starting with the Apple ][+ I've blown away more
than my share of virtual bad guys.

I think the problem is more that FlightGear could (or in a few small
cases is/was) being used by companies in conjunction with developing
military sims or developing things in support of military sims.  Note
I'm not saying that flightgear is being used in a full, all out
military combat training setting ... I'm not aware of that being true.
But as we move forward, the Flightgear structure is just as attractive
to companies with military contracts as it is to companies with purely
civilian goals.

Personally, I don't think there's any way around that.  I could be a
bread maker and some of that bread could be fed to combat troops
fighting for some cause I don't necessarily agree with.  Does that
mean I stop making bread altogether?  The US military found that
condoms were immensely useful for keeping sand out of their rifles in
Iraq.  They sent over truckfulls of condoms.  Does that mean we should
stop producing condoms?  I'm guessing there are probably a lot of
opinions on that subject, few having anything to do with the military
applications.

I think people have to weigh the pros and cons and ultimately make a
decision based on their best conscience, and we need to in turn
respect that.  But FlightGear is open-source and licensed under the
terms of the GPL, so anyone who abides by our terms is free to use it.
That's part of the nature of a free society I guess.

Personally, I think that if a person is opposed to war (which I
believe is a reasonable position in most cases) they can probably find
a lot more effective things to further there cause besides abandoning
FlightGear.

And I should say that personally, my focus for FlightGear is accurate,
realistic, FAA certifiable civilian training simulators.  I'll
generally oppose anything that takes away from that, and generally be
as flexible as possible for other people to achieve thier various
goals within the FlightGear framework.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Norman Vine
Gene Buckle writes:

 I read the whole post.  Really! :)

Hey Gene since I am the one who initially brought up the issue 
I guess you are the one responsible for my ears burning :-)

However note I never objected to the presence of munitions in FlightGear.
http://baron.flightgear.org/pipermail/flightgear-devel/2003-November/022301.html
http://baron.flightgear.org/pipermail/flightgear-devel/2003-November/022310.html

What I *was* objecting to and *will* continue to object to is a 'primary goal'
of 'blow them out of the sky' and any attempts at turning the goal of FGFS 
into such !!

Since FGFS is OpenSource with many parts designed to be library
components it shoudn't be too hard for anyone wanting such a system
to build it on top of FGFS.  If there is 'dual use' code that would be useful 
in a general purpose SIM then it is probably better placed in FGFS then in 
another project but IMO any 'shoot em up' should be in another project as 
there is little to be gained from having it in FGFS and ptentially at least a 
lot to lose.

Also please note our goals are succintly stated on our home page  
 actually the introduction page now 


The goal of the FlightGear project is to create a sophisticated flight simulator 
framework for use in research or academic environments, for the development 
and pursuit of other interesting flight simulation ideas, and as an end-user 
application


Granted some may see Combat and Gaming as falling under 'other interesting' 
or 'sophisticated' flight simulation but that's a mighty *big* stretch in my book :-)

Cheers

Norman



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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Gene Buckle
 On Monday, 10 November 2003 21:14, Gene Buckle wrote:
  BTW, I know a group of virtual F-16 drivers that would practically wet
  themselves over software they could use to drive their cockpits with. :)
  Falcon 4.0 doesn't go far enough with their data exports.

 I like the idea of FlightGear being able to support military type stuff but
 where do we draw the line?

 If there is too much military specific code hooking into core parts of FG
 then it could get messy and even slow things down both framerate wise and
 development wise.

Understood.  The only feature that I can think of that cannot be an
external plug-in is collision detection.

 There are so many things that are specific to aircraft like the F16 that
 require more than just an instrument display.
 For instance ground radar and FLIR systems.
 Being able to acquire and lock onto ground targets has nothing to do with
 general aviation but is absolutely necessary for military simulations. That
 means there would have to be an interface between the panel system and
 terrain rendering system.

This can be made a plug-in that uses the same terrain data that FG is
using.  All the code that is the FLIR (or LANTIRN, or LITENING II, etc)
could (and should!) be implemented as an external plug in.  If it's
executing on the same host as the simulation, it would need write
permission to the main frame buffer to allow its display to be shown.
This same method could apply to a glass flight director or ADI, engine
displays, etc.  A plug-in system like that would be a universal
technology that could be applied to both military and civilian/commercial
systems.

 We could also add some sort of online, persistent, dynamic, war engine for
 multiplayer missions.

*eyes glaze over* Oooh.  *wistful sigh*

 One could go a step further and reason that FlightGear should support space
 simulation as well. (probably not that hard considering that FG simulates the
 celestial bodies pretty well)
 Take that far enough and we'll soon have lunar rovers and ... and ... and ...

YES!

 What is the chief goal/aim of FG?
 I thought it was trying to simulate just general and commercial aviation.

 However having said that I would love an F16 multiplayer simulation.  :)
 BUT not at the expense of general aviation.


Of course not.  The two genres can live together quite well as long as
there are not any squabbling about the glue points between the two worlds.


Anyone know of a good C++ tutorial? :)  Something tells me I'm gonna need
it. *g*

g.


-- 
Proud owner of 80-0007
http://www.f15sim.com - The only one of its kind.


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread John Barrett

- Original Message - 
From: Gene Buckle [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Monday, November 10, 2003 3:40 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status


  On Monday, 10 November 2003 21:14, Gene Buckle wrote:
   BTW, I know a group of virtual F-16 drivers that would practically wet
   themselves over software they could use to drive their cockpits with.
:)
   Falcon 4.0 doesn't go far enough with their data exports.
 
  I like the idea of FlightGear being able to support military type stuff
but
  where do we draw the line?
 
  If there is too much military specific code hooking into core parts of
FG
  then it could get messy and even slow things down both framerate wise
and
  development wise.
 
 Understood.  The only feature that I can think of that cannot be an
 external plug-in is collision detection.

  There are so many things that are specific to aircraft like the F16 that
  require more than just an instrument display.
  For instance ground radar and FLIR systems.
  Being able to acquire and lock onto ground targets has nothing to do
with
  general aviation but is absolutely necessary for military simulations.
That
  means there would have to be an interface between the panel system and
  terrain rendering system.

 This can be made a plug-in that uses the same terrain data that FG is
 using.  All the code that is the FLIR (or LANTIRN, or LITENING II, etc)
 could (and should!) be implemented as an external plug in.  If it's
 executing on the same host as the simulation, it would need write
 permission to the main frame buffer to allow its display to be shown.
 This same method could apply to a glatss flight director or ADI, engine
 displays, etc.  A plug-in system like that would be a universal
 technology that could be applied to both military and civilian/commercial
 systems.

I think a dynamic shared library system that lets an a/c load up a module of
its particular code when it is loaded needs to be added to the system -- be
a nice place to stick information unique to that plane that is dynamic in
nature -- can handle specialized panel displays, hud, etc


  We could also add some sort of online, persistent, dynamic, war engine
for
  multiplayer missions.
 
 *eyes glaze over* Oooh.  *wistful sigh*


Give me a LITTLE time to get the basics online :) (Or a persistent dynamic
civilian world -- hehehe read in airline flight schedules daily)

  One could go a step further and reason that FlightGear should support
space
  simulation as well. (probably not that hard considering that FG
simulates the
  celestial bodies pretty well)
  Take that far enough and we'll soon have lunar rovers and ... and ...
and ...
 
 YES!


MORE MORE MORE :)


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RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Gene Buckle

 Hey Gene since I am the one who initially brought up the issue
 I guess you are the one responsible for my ears burning :-)

Wasn't me.  I'd chase down the guy with the matches. :)


 What I *was* objecting to and *will* continue to object to is a 'primary goal'
 of 'blow them out of the sky' and any attempts at turning the goal of FGFS
 into such !!


We both agree on this.  My only concern is the blocking of shared
technologies from the source repository simply because it's used by other
portions to support combat features that are not practically implementable
as a plug-in.

g.



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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Gene Buckle
 I think a dynamic shared library system that lets an a/c load up a module of
 its particular code when it is loaded needs to be added to the system -- be
 a nice place to stick information unique to that plane that is dynamic in
 nature -- can handle specialized panel displays, hud, etc

In that case, some kind of framework should be built so that the plug-in
could run on a seperate machine if needed.

 Give me a LITTLE time to get the basics online :) (Or a persistent dynamic
 civilian world -- hehehe read in airline flight schedules daily)

Persistant world period.  The benefits would be just too phenomenal to
think about, especially from the just-wanna-have-fun user end of this
thing.

Here's a scenario for ya:

User connects up, and picks where they want to fly from and what class of
aircraft they want to fly.  They're then deposited in the FBO, terminal
building or AFB hangar on the field they're going to fly from.  They could
then pick what they wanted to fly by menu, _or_ by walking outside and
picking the plane they wanted from a selection of them parked on the ramp.
All the while seeing AI and real traffic above them and other users
wandering around on the ground with them.

Makes me all squishy-headed just thinking about the possibilities. *sigh*

 

 MORE MORE MORE :)


NOW NOW NOW! :)

g.



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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Paul Surgeon
On Monday, 10 November 2003 22:40, Gene Buckle wrote:
 Anyone know of a good C++ tutorial? :)  Something tells me I'm gonna need
 it. *g*

Not sure if you're just kidding or serious ...
There's plenty of free C++ info online but here are a couple of free books :

Bruce Eckel's Thinking in C++, 2nd Edition
http://www.mindview.net/Books/DownloadSites

If you're programming on the Linux platform
Advanced Linux Programming (threads, processes, IPC, etc)
http://www.advancedlinuxprogramming.com/downloads.html

Good sites with links :
http://www.thefreecountry.com/documentation/onlinecpp.shtml
http://www.cprogramming.com
http://cpp-home.com/tutorials/   excellent tutorials for n00bs to pro

I'm not a very good C++ programmer and I keep forgetting stuff so I'm forever 
referring back to my library of downloaded tutorials, books, etc.
Maybe I'm not the only one.  :)

Paul


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Gene Buckle
  Anyone know of a good C++ tutorial? :)  Something tells me I'm gonna need
  it. *g*

 Not sure if you're just kidding or serious ...
 There's plenty of free C++ info online but here are a couple of free books :

Thanks Paul.  I pay my mortage with Delphi, VB  Pick.  My C/C++ skills
are just enough to be able to identify it on sight and begin running the
other way. :)

 http://cpp-home.com/tutorials/   excellent tutorials for n00bs to pro

This looks like what I'm after.  Thanks!


 I'm not a very good C++ programmer and I keep forgetting stuff so I'm forever
 referring back to my library of downloaded tutorials, books, etc.
 Maybe I'm not the only one.  :)

Do you know of a small paper quick reference that's any good?

g.



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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Curtis L. Olson
Gene Buckle writes:
   Anyone know of a good C++ tutorial? :)  Something tells me I'm gonna need
   it. *g*
 
  Not sure if you're just kidding or serious ...
  There's plenty of free C++ info online but here are a couple of free books :
 
 Thanks Paul.  I pay my mortage with Delphi, VB  Pick.  My C/C++ skills
 are just enough to be able to identify it on sight and begin running the
 other way. :)

Sounds like you need a varient of the following t-shirt (credit to
Mark Barry.)

http://www.markbarry.com/pictures/bombtech.jpg

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Paul Surgeon
On Monday, 10 November 2003 23:40, Gene Buckle wrote:
 Thanks Paul.  I pay my mortage with Delphi, VB  Pick.  My C/C++ skills
 are just enough to be able to identify it on sight and begin running the
 other way. :)

I also come from a Delphi background but find the switch very easy.
Both support OOP.
Both support pointers (C++ does it MUCH more easily BTW)
Both use similar language structures (just slight syntax differences)
Why does C++ scare you?

 Do you know of a small paper quick reference that's any good?

A reference for the C++ language syntax or for C++ libraries?
C++ apps tend to use many different libraries so you really need documentation 
for each of them.
I use glibc docs, libstdc++ docs, opengl docs, etc and then if I can't find 
anything I search the library source code for key words.  :)

If you manage to find an all-in-one let me know!

Paul


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread John Barrett

- Original Message - 
From: Gene Buckle [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Monday, November 10, 2003 4:29 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status


  I think a dynamic shared library system that lets an a/c load up a
module of
  its particular code when it is loaded needs to be added to the system -- 
be
  a nice place to stick information unique to that plane that is dynamic
in
  nature -- can handle specialized panel displays, hud, etc
 
 In that case, some kind of framework should be built so that the plug-in
 could run on a seperate machine if needed.

um ?? for code/data local to an a/c instance ?? remoting that would slow
down the response time to realtime events


  Give me a LITTLE time to get the basics online :) (Or a persistent
dynamic
  civilian world -- hehehe read in airline flight schedules daily)
 
 Persistant world period.  The benefits would be just too phenomenal to
 think about, especially from the just-wanna-have-fun user end of this
 thing.

 Here's a scenario for ya:

 User connects up, and picks where they want to fly from and what class of
 aircraft they want to fly.  They're then deposited in the FBO, terminal
 building or AFB hangar on the field they're going to fly from.  They could
 then pick what they wanted to fly by menu, _or_ by walking outside and
 picking the plane they wanted from a selection of them parked on the ramp.
 All the while seeing AI and real traffic above them and other users
 wandering around on the ground with them.

 Makes me all squishy-headed just thinking about the possibilities. *sigh*

  
 
  MORE MORE MORE :)
 
 
 NOW NOW NOW! :)

 g.



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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Gene Buckle
  
  Thanks Paul.  I pay my mortage with Delphi, VB  Pick.  My C/C++ skills
  are just enough to be able to identify it on sight and begin running the
  other way. :)

 Sounds like you need a varient of the following t-shirt (credit to
 Mark Barry.)

 http://www.markbarry.com/pictures/bombtech.jpg


Yep, pretty much.

g.



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[Flightgear-devel] Re: Flightgear-devel Digest, Vol 7, Issue 34

2003-11-10 Thread Michael Matkovic


Message: 2
Date: Mon, 10 Nov 2003 16:07:15 +1100
From: Michael Matkovic [EMAIL PROTECTED]
Subject: [Flightgear-devel] Multiplayer Server RFC -- Current Status
To: [EMAIL PROTECTED]
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain; charset=us-ascii; format=flowed
Could you describe the --headless option (Phase 1 changes)?
Sounds a little like what I'm trying to get Flightgear to do.
/
/I was hoping to have multiple airplanes (each controlled by an individual program), each being updated 
once per video render instead of having independent execution frequency. Using version 0.9.2's multiplay 
option, I can get a number of planes visible but the 'once per video render' update still needs some
work. Til now I've been viewing the group of planes from one of the players' views. I'm not sure if
this idea can be done, but (considering what I'm trying to do) is it possible to have flightgear toggle
between each player's view? For instance, starting up several 'players' but only having one screen...
and being able to switch between each player's view. Sounds like a weird idea? maybe I should back 
on the coffee :-P

thanks,
Mick.




--

Message: 3
Date: Mon, 10 Nov 2003 00:47:27 -0500
From: John Barrett [EMAIL PROTECTED]
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current
Status
To: FlightGear developers discussions
[EMAIL PROTECTED]
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain;   charset=iso-8859-1
- Original Message - 
From: Michael Matkovic [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, November 10, 2003 12:07 AM
Subject: [Flightgear-devel] Multiplayer Server RFC -- Current Status

 

Could you describe the --headless option (Phase 1 changes)?
Sounds a little like what I'm trying to get Flightgear to do.
/
/I was hoping to have multiple airplanes (each controlled by an individual
   

program), each being updated
 

once per video render instead of having independent execution frequency.
   

Using version 0.9.2's multiplay
 

option, I can get a number of planes visible but the 'once per video
   

render' update still needs some
 

work. Til now I've been viewing the group of planes from one of the
   

players' views. I'm not sure if
 

this idea can be done, but (considering what I'm trying to do) is it
   

possible to have flightgear toggle
 

between each player's view? For instance, starting up several 'players'
   

but only having one screen...
 

and being able to switch between each player's view. Sounds like a weird
   

idea? maybe I should back
 

on the coffee :-P

   

headless would be without any graphical display at all

multiplayer does multiple planes in the scene, but expects the controlling
logic for all but the local plane (none in the case of headless) to be
handled by processes over the network
I would VERY much like to see the ability to have a plane instance not
attached to an OpenGL scene updating at a set frequency (for AI driven
planes at the server, rather than at the client) -- given that, having the
plane able also to attach to an existing scene would achieve the 1st half of
your requirements (attach as many planes as you like), then the input
routines would need to be isolated from a specific plane instance, and made
able to attach to any locally running plane instance via a menu
for starters, we would need:

1. local plane instances that can operate with or without a local OpenGL
scene, optionally with PSL scripting for AI
2. keyboard/mouse/joystick interface isolated from the plane instance, with
the ability to attach to any local plane instance (i.e. you could detatch
from all planes and only the menus would be active, or you could be
attached)
What this gets us:

1. a running FGFS instance can have multiple planes without multiplayer,
with the planes scripted if desired to play out a scenario (civilian
scenario: cope with a plane invading your airspace while on approach/combat
scenario: obviously :) blow them outa the sky :) )
2. running headless connected to a multiplayer server, the FGFS instance can
handle multiple AI driven planes in the world on behalf of the server,
creating a distributed server environment for larger simulations (would take
a little tweaking of the multiplayer code to cope with multiple plane
instances at the client, but very possible, and quite desirable IMO)
Are any of these abilities in the current code, or how much work are we
looking at to make it work this way ??




--

 

At the moment, the mods to our FlightGear include our own protocol which 
freezes execution until a socket connection is established.
Once the external controller code connects, FlightGear starts up the 
simulation. This works great for a single plane. Its also works for two
using --multiplay. Only problem is, I have to start up 1 FlightGear 
session per plane.
With the two planes on screen (running identical code / settings), one 
of them would fly 

Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Gene Buckle
 I also come from a Delphi background but find the switch very easy.
Great!  I'll help you write the server in Delphi.  We can cross compile
with FPC. *laughs*

 Why does C++ scare you?

Well scare is probably too strong a word. :)  I'm just unfamiliar with
it.  I can follow C ok, but the object references tangle me for some odd
reason.

The last time I tried getting my feet wet in code here got me bitched out
by the plib author for basically not doing something his way.  Instead of
giving him precise and graphic instructions about what he could do with
his way, I dropped it and walked away.  These days I'd be just as likely
to have verbally shot his high horse out from under him and beat him
stupid with the corpse. :)  I never have taken well to unhelpful
criticism(sp!)

   Do you know of a small paper quick reference that's any good?

 A reference for the C++ language syntax or for C++ libraries?

Just a syntax ref would be nice.  O'Reilly makes a neat one for PHP but I
don't know about any C++ offering they have.

g.



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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Gene Buckle
   a nice place to stick information unique to that plane that is dynamic
 in
   nature -- can handle specialized panel displays, hud, etc
  
  In that case, some kind of framework should be built so that the plug-in
  could run on a seperate machine if needed.

 um ?? for code/data local to an a/c instance ?? remoting that would slow
 down the response time to realtime events

For virtual cockpits, you're correct.  however, when you're working with a
physical cockpit, you need to have your displays on separate physical
hardware.

If the simulation reacts within 150ms of the real thing, you're still good
for Class D anyway.  150ms is an eternity for most computers.

Even on a 10BaseT network you should be ok.

g.



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[Flightgear-devel] C++ question...

2003-11-10 Thread Gene Buckle

I see code like this:


limit_value (double * value, const SGPropertyNode * arg)

.and wonder about the placement of the pointer operator.

I would think the above would be functionally different than:

limit_value (double *value, const SGPropertyNode *arg)

I think of the multiplication operator when I see whitespace after the
*, but I know(for small values of know) that if it were really parsed
as trying to multiply a variable by a variable type, the parser would
throw a fit.

Why the extra whitespace in the declaration?

g.




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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread John Barrett

- Original Message - 
From: Gene Buckle [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Monday, November 10, 2003 5:37 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status


a nice place to stick information unique to that plane that is
dynamic
  in
nature -- can handle specialized panel displays, hud, etc
   
   In that case, some kind of framework should be built so that the
plug-in
   could run on a seperate machine if needed.
 
  um ?? for code/data local to an a/c instance ?? remoting that would slow
  down the response time to realtime events
 
 For virtual cockpits, you're correct.  however, when you're working with a
 physical cockpit, you need to have your displays on separate physical
 hardware.

 If the simulation reacts within 150ms of the real thing, you're still good
 for Class D anyway.  150ms is an eternity for most computers.

 Even on a 10BaseT network you should be ok

whoa whoa whoa !!! thats more slaving the kb/mouse/stick inputs to an
exterernal source, and feeding out info that would normally drive the
panel/hud -- arent there native_ctrls/native_fdm/native_gui  that handle
that ?? (though I would be much happier seeing that handled completely
seperate from any network multiplayer -- i.e. a plugin cockpit i/o module,
as you could have a physical cockpit sim driven by FG hooked into a network
multiplayer server)


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Re: [Flightgear-devel] C++ question...

2003-11-10 Thread Paul Surgeon
On Tuesday, 11 November 2003 00:47, Gene Buckle wrote:
 I see code like this:
 limit_value (double * value, const SGPropertyNode * arg)
 .and wonder about the placement of the pointer operator.

C syntax : type *p 
C++ syntax : type* p

The compiler doesn't care which you use.
They both mean the same thing.

 Why the extra whitespace in the declaration?

Cause some developer felt like coding that way.
(I don't like his/her style but it's still valid)
The compiler knows that it's not multiplication because it is a type 
declaration. Remove the type and it would mean multiplication.

The same rule applies to multiplying integer/floating point variables.
a* b = a *b = a * b

The compiler knows the difference between variables and types.

Paul


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Re: [Flightgear-devel] C++ question...

2003-11-10 Thread Gene Buckle
Thanks for the clue Paul. :)

g.


On Tue, 11 Nov 2003, Paul Surgeon wrote:

 On Tuesday, 11 November 2003 00:47, Gene Buckle wrote:
  I see code like this:
  limit_value (double * value, const SGPropertyNode * arg)
  .and wonder about the placement of the pointer operator.

 C syntax : type *p
 C++ syntax : type* p

 The compiler doesn't care which you use.
 They both mean the same thing.

  Why the extra whitespace in the declaration?

 Cause some developer felt like coding that way.
 (I don't like his/her style but it's still valid)
 The compiler knows that it's not multiplication because it is a type
 declaration. Remove the type and it would mean multiplication.

 The same rule applies to multiplying integer/floating point variables.
 a* b = a *b = a * b

 The compiler knows the difference between variables and types.

 Paul


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Gene Buckle
   um ?? for code/data local to an a/c instance ?? remoting that would slow
   down the response time to realtime events
  
  For virtual cockpits, you're correct.  however, when you're working with a
  physical cockpit, you need to have your displays on separate physical
  hardware.
 
  If the simulation reacts within 150ms of the real thing, you're still good
  for Class D anyway.  150ms is an eternity for most computers.
 
  Even on a 10BaseT network you should be ok

 whoa whoa whoa !!! thats more slaving the kb/mouse/stick inputs to an
 exterernal source, and feeding out info that would normally drive the
 panel/hud -- arent there native_ctrls/native_fdm/native_gui  that handle
 that ?? (though I would be much happier seeing that handled completely
 seperate from any network multiplayer -- i.e. a plugin cockpit i/o module,
 as you could have a physical cockpit sim driven by FG hooked into a network
 multiplayer server)


I'm just getting back into rooting around in the code and I don't yet have
a solid grasp on all the parts.  AFAIK, the only native support for an
external module is OpenGC from what I've seen so far.  I was referring the
creation of a universal method of obtaining data from the sim via network
- but only if such a mechanism doesn't already exist.  If it does, point
me to it and I'll go away. :)

g.



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Re: [Flightgear-devel] C++ question...

2003-11-10 Thread David Luff
On 11/10/03 at 2:47 PM Gene Buckle wrote:

I see code like this:


limit_value (double * value, const SGPropertyNode * arg)

.and wonder about the placement of the pointer operator.

I would think the above would be functionally different than:

limit_value (double *value, const SGPropertyNode *arg)

I think of the multiplication operator when I see whitespace after the
*, but I know(for small values of know) that if it were really parsed
as trying to multiply a variable by a variable type, the parser would
throw a fit.

Why the extra whitespace in the declaration?


The extra whitespace is irrelevent.

Personally I prefer

int* ip;

since I like to think of ip as an int-pointer.

Kernighan and Richie specifically say in The C Programming Language though
that they like to write

int *ip;

since it reinforces the point that dereferencing ip (*ip) gives an int.

Cheers - Dave




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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread John Barrett

- Original Message - 
From: Gene Buckle [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Monday, November 10, 2003 6:19 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status


um ?? for code/data local to an a/c instance ?? remoting that would
slow
down the response time to realtime events
   
   For virtual cockpits, you're correct.  however, when you're working
with a
   physical cockpit, you need to have your displays on separate physical
   hardware.
  
   If the simulation reacts within 150ms of the real thing, you're still
good
   for Class D anyway.  150ms is an eternity for most computers.
  
   Even on a 10BaseT network you should be ok
 
  whoa whoa whoa !!! thats more slaving the kb/mouse/stick inputs to an
  exterernal source, and feeding out info that would normally drive the
  panel/hud -- arent there native_ctrls/native_fdm/native_gui  that handle
  that ?? (though I would be much happier seeing that handled completely
  seperate from any network multiplayer -- i.e. a plugin cockpit i/o
module,
  as you could have a physical cockpit sim driven by FG hooked into a
network
  multiplayer server)
 

 I'm just getting back into rooting around in the code and I don't yet have
 a solid grasp on all the parts.  AFAIK, the only native support for an
 external module is OpenGC from what I've seen so far.  I was referring the
 creation of a universal method of obtaining data from the sim via network
 - but only if such a mechanism doesn't already exist.  If it does, point
 me to it and I'll go away. :)


I'm only guestimating based on the filenames :)

Now -- how much does one of these physical cockpits cost ?? I want one for
the basement :)


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Re: [Flightgear-devel] C++ question...

2003-11-10 Thread Gene Buckle
 Personally I prefer

 int* ip;

That would turn me into a gibbering idiot. :)

 Kernighan and Richie specifically say in The C Programming Language though
 that they like to write

 int *ip;

 since it reinforces the point that dereferencing ip (*ip) gives an int.


Now THAT makes sense.  You have to understand though, the last time I
wrote anything serious in C, the only way to define functions was this:

main(argc, argv)
int *argc;
char **argv;
{
}


...note that it's been *years* since I had more than a passing
accquaintance(sp) with main() so I probably got the parameters
backwards...

g.




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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Gene Buckle
  I'm just getting back into rooting around in the code and I don't yet have
  a solid grasp on all the parts.  AFAIK, the only native support for an
  external module is OpenGC from what I've seen so far.  I was referring the
  creation of a universal method of obtaining data from the sim via network
  - but only if such a mechanism doesn't already exist.  If it does, point
  me to it and I'll go away. :)
 

 I'm only guestimating based on the filenames :)

Well I feel like a total idiot right now.  Everything I'm thinking about
that needs to be done has already had the core done. *slaps forehead*
The entire groundwork has been laid by the contents of the src/Network
directory.  The work done for OpenGC stands as a great example of building
an external plug-in.  I suspect that generic.cxx defines a method of
building an interface via an XML configuration file, but I need to study
(and understand!) it further.  Is there anything that uses this generic
interface?  I'd like to see an example of the XML it reads if possible...


I think that for non-visual systems, you could have sub-assembly
programs running that all talk to FG via the already present network
layer.  Since it's basically localhost stuff, it should be as fast as it
would ever need to be.  Is that a valid assumption?


 Now -- how much does one of these physical cockpits cost ?? I want one for
 the basement :)

The correct answer is How much you got? :)  In all seriousness, you
can spend as little or as much as you'd like.  A first place to stop is
http://www.simpits.org and join the mailing list.  We're always happy to
see a new vic^H^H^Hhobbiest join our little group.  There are examples
from my F-15C, to scratch build F-16s and a home-made 777.  A recent
discussion on rivets was started by pics of a new guys' Vultee Vulture,
a fictious WWII era airplane named for the Vultee logo that is on the
rudder pedals he's using.  (The seat came out of a BT-13)

g.



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[Flightgear-devel] Combat anti-flame

2003-11-10 Thread Andy Ross
[Starting a new thread, since the original is getting a little strung
 out. :)]

In an attempt to depoliticize the combat flame war as much as
possible, it's worth pointing out that, irrespective of people's
opinions on the matter, there are not a lot of combat features we
can really avoid implementing:

+ A missile is just another aircraft with (perhaps) a variant FDM
  configuration.  Ditto for a bomb.

+ A collision is a collision, be it with a guided missile, a partner
  in your close formation flight, or the tanker from which you are
  refueling.

+ Hydraulic/control system failures (or whatever) don't behave
  differently depending on whether the leak was caused by wear or a
  shell fragment.  Overstressed civilian aircraft have been known to
  shed ailerons, wings, or tails on occasion.

I'm sure others can come up with many more examples.  Here are the
only three combat only features I can actually think of which will
require code or features we don't already have:

+ Weapon damage code.  The system failures themselves can already be
  modeles (or will need to be at some point for civilian simulation).
  But computing how much failure results from a given event is
  something that will need to know about what a warhead is and how
  it differs from a bullet.

+ Gun trajectory modelling.  Even this could *almost* be done with
  generic collision code by treating each shell as a separte object
  with its own FDM (do the math -- there aren't that many shells on an
  airplane, and computers are mind bogglingly fast these days).  But
  still, the simplest gun implementation is going to be doing
  gun-specific stuff.

+ Missile homing code.  This could easily be plugged into a generic
  autopilot framework, of course.  But other than the framework
  boilerplate, this isn't likely to share code with any civilian
  autopilot implementations. :)

Beyond that, all the combat stuff I can think of is going to be
server-side functionality.  Stuff like radar coverage handling,
battlefield AI, etc...  is all handled more cleanly by a separate,
shared server application.

Hopefully this will help to push the flames down until someone
actually submits code to flame over.  FWIW, I'm a mild, civically
minded democrat and peacenik.  I still enjoy the occasional dogfight;
I've even been known to play Quake. :)

Andy



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re: [Flightgear-devel] Combat anti-flame

2003-11-10 Thread David Megginson
Andy Ross writes:

  In an attempt to depoliticize the combat flame war as much as
  possible, it's worth pointing out that, irrespective of people's
  opinions on the matter, there are not a lot of combat features we
  can really avoid implementing:

I've been deleting the combat thread unread, but I got the impression
that there was a lot of heated discussion about military stuff.  I'd
hate to see FlightGear become nothing more than another shoot-em-up
game, but I think we've already gone too far for that to happen.  I
also (personally) think we're a little heavy on the warbirds
(especially U.S.) and would like to see more civilian aircraft, but
I'm too lazy to get off my behind and make them, so I guess I don't
have a right to complain.

Otherwise, please wake me up when the discussion is over.


All the best,


David

(peaceful but non-dogmatic Canadian)

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RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Jim Wilson
Gene Buckle [EMAIL PROTECTED] said:

  And in case someone didn't read my earlier post, I do not hold this opinion
  myself,  but I do think that a topical RFC should be posted before any war
  related code is committed, even with a configuration flag.  This _is_ a hot
  button whether anyone thinks it should be or not.
 
 I read the whole post.  Really! :)

I know you did :-)  That was just a repeat for the benefit of others.

Most everyting that has been discussed in this thread sounds very interesting.
 I am eagerly awaiting the results!

Best,

Jim


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re: [Flightgear-devel] Combat anti-flame

2003-11-10 Thread Matthew Johnson
On Mon, 2003-11-10 at 16:17, David Megginson wrote:
 Andy Ross writes:
 
   In an attempt to depoliticize the combat flame war as much as
   possible, it's worth pointing out that, irrespective of people's
   opinions on the matter, there are not a lot of combat features we
   can really avoid implementing:
 
 I've been deleting the combat thread unread, but I got the impression
 that there was a lot of heated discussion about military stuff.  I'd
 hate to see FlightGear become nothing more than another shoot-em-up
 game, but I think we've already gone too far for that to happen.  I
 also (personally) think we're a little heavy on the warbirds
 (especially U.S.) and would like to see more civilian aircraft, but
 I'm too lazy to get off my behind and make them, so I guess I don't
 have a right to complain.
 

Hopefully will not be another shoot'em up, actually doubt anyone would
let that happen right? Realism is the name of the game?

Why cannot both co-exist? Anyone think of any Flight sim on any platform
that is a great Civilian flightsim and also has very accurate warplanes
too?

 Otherwise, please wake me up when the discussion is over.
 

:)

Matt


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[Flightgear-devel] Compile issues

2003-11-10 Thread JD Fenech
Ok, I'm having a bit of trouble getting the release version of 
flightgear to compile under cygwin.  I'm hardly an expert at getting 
major projects to compile, so I'm not quite sure what the problem even is.

I've pasted the error at the bottom, so if anyone has any thoughts on 
it, maybe you can help.

Also, where can I find an absolutely updated document which lists all of 
the configure options, as well as the currently required packages to 
compile the Release and CVS versions of FG (Do I need metakit or not? 
Zlib? You get what I mean).

Error message follows,
Thanks,
JD
$ make
Making all in tests
make[1]: Entering directory `/usr/src/flightgear-0.9.3/tests'
g++  -g -O2   -o test-up.exe  test-up.o -lsgmath -lsgdebug -lplibsg -lplibul
/usr/lib/gcc-lib/i686-pc-cygwin/3.3.1/../../../../i686-pc-cygwin/bin/ld: 
cannot
find -lsgmath
collect2: ld returned 1 exit status
make[1]: *** [test-up.exe] Error 1
make[1]: Leaving directory `/usr/src/flightgear-0.9.3/tests'
make: *** [all-recursive] Error 1$ make
Making all in tests
make[1]: Entering directory `/usr/src/flightgear-0.9.3/tests'
g++  -g -O2   -o test-up.exe  test-up.o -lsgmath -lsgdebug -lplibsg -lplibul
/usr/lib/gcc-lib/i686-pc-cygwin/3.3.1/../../../../i686-pc-cygwin/bin/ld: 
cannot
find -lsgmath
collect2: ld returned 1 exit status
make[1]: *** [test-up.exe] Error 1
make[1]: Leaving directory `/usr/src/flightgear-0.9.3/tests'
make: *** [all-recursive] Error 1

--
A scientist claims in court that the reason he ran a red light is that, 
due to his speed, the color was blueshifted till it appeared green. 
Needless to say, the charges of running the red light were dropped and 
he lost his license for speeding excessively.

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Re: [Flightgear-devel] Compile issues

2003-11-10 Thread John Barrett
I'm also runnng cygwin and hit that one -- you need latest CVS versions of
plib and simgear for starters -- try that then build fg -- I
recommend --prefix=/usr on both plib and simgear builds -- cygwin doesnt
have /usr/local/lib in the ld search path :)

- Original Message - 
From: JD Fenech [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, November 10, 2003 9:05 PM
Subject: [Flightgear-devel] Compile issues


 Ok, I'm having a bit of trouble getting the release version of
 flightgear to compile under cygwin.  I'm hardly an expert at getting
 major projects to compile, so I'm not quite sure what the problem even is.

 I've pasted the error at the bottom, so if anyone has any thoughts on
 it, maybe you can help.

 Also, where can I find an absolutely updated document which lists all of
 the configure options, as well as the currently required packages to
 compile the Release and CVS versions of FG (Do I need metakit or not?
 Zlib? You get what I mean).

 Error message follows,
 Thanks,
 JD

 $ make
 Making all in tests
 make[1]: Entering directory `/usr/src/flightgear-0.9.3/tests'
 g++  -g -O2   -o test-up.exe
 test-up.o -lsgmath -lsgdebug -lplibsg -lplibul
 /usr/lib/gcc-lib/i686-pc-cygwin/3.3.1/../../../../i686-pc-cygwin/bin/ld:
 cannot
 find -lsgmath
 collect2: ld returned 1 exit status
 make[1]: *** [test-up.exe] Error 1
 make[1]: Leaving directory `/usr/src/flightgear-0.9.3/tests'
 make: *** [all-recursive] Error 1$ make
 Making all in tests
 make[1]: Entering directory `/usr/src/flightgear-0.9.3/tests'
 g++  -g -O2   -o test-up.exe
 test-up.o -lsgmath -lsgdebug -lplibsg -lplibul
 /usr/lib/gcc-lib/i686-pc-cygwin/3.3.1/../../../../i686-pc-cygwin/bin/ld:
 cannot
 find -lsgmath
 collect2: ld returned 1 exit status
 make[1]: *** [test-up.exe] Error 1
 make[1]: Leaving directory `/usr/src/flightgear-0.9.3/tests'
 make: *** [all-recursive] Error 1

 -- 
 A scientist claims in court that the reason he ran a red light is that,
 due to his speed, the color was blueshifted till it appeared green.
 Needless to say, the charges of running the red light were dropped and
 he lost his license for speeding excessively.


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re: [Flightgear-devel] Combat anti-flame

2003-11-10 Thread Bert Driehuis
On Mon, 10 Nov 2003, David Megginson wrote:

 [...] I
 also (personally) think we're a little heavy on the warbirds
 (especially U.S.) and would like to see more civilian aircraft, but
 I'm too lazy to get off my behind and make them, so I guess I don't
 have a right to complain.

Speaking of which... I've yielded to temptation, and took flying
lessons. I've now got a license to fly one of these cool toys:
http://www.comco-ikarus.de/
(click on the C42; their website sucks eggs).

Apologies for missing the mention of the first solo here. Hah, and for
all that money I didn't even get to keep the plane after the course!
:-)

There should be an EULA dialog in FlightGear:

By clicking Sure, I agree that I accept any risks, be they
financially or otherwise, associated with running FlightGear,
including but not limited to developing a desire to obtain a
pilot license and/or otherwise attempt powered flight.
It could become very expensive.
[No way] [Sure]

Anyway, obviously I'd like to fly a C42 in FlightGear if weather doesn't
allow flying a real one. Does anyone know of a freely available model of
a C42, or anything that's close enough to it? The good folks at Comco
are going to kill me over this, but something close like the Rainbow
Cheetah would do me just fine :-)

Cheers,

-- Bert

-- 
Bert Driehuis -- [EMAIL PROTECTED] -- +31-20-3116119
If the only tool you've got is an axe, every problem looks like fun!

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Andy Ross
Gene Buckle wrote:
 Paul Surgeon wrote:
  Why does C++ scare you?

 Well scare is probably too strong a word. :) I'm just unfamiliar
 with it.  I can follow C ok, but the object references tangle me for
 some odd reason.

If C++ doesn't scare you, you have no business using it.

Sorry, but that was just too open.  I had to take the shot.  But
seriously, there's more truth in that statement than a sarcastic
retort like it deserves.  The time to run screaming from a project is
the moment the architect declares that it *has* to be written in C++
because no other language will do.  I'm serious; use with caution. :)

Andy



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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status [now C++]

2003-11-10 Thread Major A

 If C++ doesn't scare you, you have no business using it.
 
 Sorry, but that was just too open.  I had to take the shot.  But
 seriously, there's more truth in that statement than a sarcastic
 retort like it deserves.  The time to run screaming from a project is
 the moment the architect declares that it *has* to be written in C++
 because no other language will do.  I'm serious; use with caution. :)

I fully second Andy here.

If you want to learn about object-oriented programming, C++, Java,
PHP, etc. is the wrong place to start. Get

  http://developer.apple.com/documentation/Cocoa/Conceptual/ObjectiveC/ObjC.pdf

and read the introduction to OO programming. It really gives you the
insight you need to understand C++ and also what's wrong with it.

Pity Objective-C never really made it outside of {Next,Open,GNU}Step.

If you start a project and need OO features, either do it properly (in
Python or Objective-C), or do it the hard way with GLib/GObject.

I'd better shut up on the mailing list of a giant project written in
C++... I still admire you folks for getting it this far even with C++!

  Andras

===
Major Andras
e-mail: [EMAIL PROTECTED]
www:http://andras.webhop.org/
===

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status [now C++]

2003-11-10 Thread Gene Buckle
 If you start a project and need OO features, either do it properly (in
 Python or Objective-C), or do it the hard way with GLib/GObject.

Naw, Object Pascal is my first love. :)


 I'd better shut up on the mailing list of a giant project written in
 C++... I still admire you folks for getting it this far even with C++!


Well look at it this way, maybe they're too brain fried to go after you.
:)  *gdr*

g.



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[Flightgear-devel] C++ Terror!

2003-11-10 Thread Gene Buckle
On Mon, 10 Nov 2003, Andy Ross wrote:

 Gene Buckle wrote:
  Paul Surgeon wrote:
   Why does C++ scare you?
 
  Well scare is probably too strong a word. :) I'm just unfamiliar
  with it.  I can follow C ok, but the object references tangle me for
  some odd reason.

 If C++ doesn't scare you, you have no business using it.

Hehehe.  It's as good an excuse as any to stick with Pascal. :)

 Sorry, but that was just too open.  I had to take the shot.  But
 seriously, there's more truth in that statement than a sarcastic
 retort like it deserves.  The time to run screaming from a project is
 the moment the architect declares that it *has* to be written in C++
 because no other language will do.  I'm serious; use with caution. :)


I'll poke it with a stick long enough to make it do what I need and then
I'll leave it all angry and ready to bite...someone else. :)

I'm going to talk to Peter Dowson about modifying WideFS for use with
FlightGear now that I've got the barest inkling of what the generic
network frame can handle.  We'll see how it goes.

I may try building a small module that would direct joystick movement from
my EPIC card into the sim and see how bad the latency is.

g.



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Re: [Flightgear-devel] C++ Terror!

2003-11-10 Thread Curtis L. Olson
Gene Buckle writes:
 I'm going to talk to Peter Dowson about modifying WideFS for use with
 FlightGear now that I've got the barest inkling of what the generic
 network frame can handle.  We'll see how it goes.

As far as I understand WideFS, FlightGear can do all that already.
You can set up one copy to be a master, and any number of additional
copies to be slaves.  For each display channel you can specify view
offset direction and fov.  You can set up anything from a simple 3
monitor display system to some huge convoluted mess if you want to
gang up 20 machines.

 I may try building a small module that would direct joystick movement from
 my EPIC card into the sim and see how bad the latency is.

I did something similar on an old agwagon sim I had access to once.
Fancy old joystick ... I write a little program that could read the
joystick and blast positions to flightgear via the net.  Seemed to
work ok.  Latency wasn't too bad.

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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[Flightgear-devel] External view

2003-11-10 Thread Jon Berndt
I wanted to see what the aircraft looks like when there is a wind - for gear
debugging. What are the keyboard commands I will need in viewing my aircraft
from a nearby location or aircraft?

Jon


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Re: [Flightgear-devel] C++ Terror!

2003-11-10 Thread Gene Buckle
 Gene Buckle writes:
  I'm going to talk to Peter Dowson about modifying WideFS for use with
  FlightGear now that I've got the barest inkling of what the generic
  network frame can handle.  We'll see how it goes.

 As far as I understand WideFS, FlightGear can do all that already.
 You can set up one copy to be a master, and any number of additional
 copies to be slaves.  For each display channel you can specify view
 offset direction and fov.  You can set up anything from a simple 3
 monitor display system to some huge convoluted mess if you want to
 gang up 20 machines.

I wasn't clear.  I would like to try to get Peter to _modify_ WideFS to
utilize the FGFS network interface so that packages like Project Magenta
or SquawkBox could be used unmodified with FGFS.

  I may try building a small module that would direct joystick movement from
  my EPIC card into the sim and see how bad the latency is.

 I did something similar on an old agwagon sim I had access to once.
 Fancy old joystick ... I write a little program that could read the
 joystick and blast positions to flightgear via the net.  Seemed to
 work ok.  Latency wasn't too bad.

Ok.  I may give it a shot with the analog ports on a Phidget too.

g.



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Re: [Flightgear-devel] Combat anti-flame

2003-11-10 Thread Lee Elliott
On Monday 10 November 2003 23:47, Andy Ross wrote:
 [Starting a new thread, since the original is getting a little strung
  out. :)]
 
 In an attempt to depoliticize the combat flame war as much as
 possible, it's worth pointing out that, irrespective of people's
 opinions on the matter, there are not a lot of combat features we
 can really avoid implementing:
 
 + A missile is just another aircraft with (perhaps) a variant FDM
   configuration.  Ditto for a bomb.
 
 + A collision is a collision, be it with a guided missile, a partner
   in your close formation flight, or the tanker from which you are
   refueling.
 
 + Hydraulic/control system failures (or whatever) don't behave
   differently depending on whether the leak was caused by wear or a
   shell fragment.  Overstressed civilian aircraft have been known to
   shed ailerons, wings, or tails on occasion.
 
 I'm sure others can come up with many more examples.  Here are the
 only three combat only features I can actually think of which will
 require code or features we don't already have:
 
 + Weapon damage code.  The system failures themselves can already be
   modeles (or will need to be at some point for civilian simulation).
   But computing how much failure results from a given event is
   something that will need to know about what a warhead is and how
   it differs from a bullet.
 
 + Gun trajectory modelling.  Even this could *almost* be done with
   generic collision code by treating each shell as a separte object
   with its own FDM (do the math -- there aren't that many shells on an
   airplane, and computers are mind bogglingly fast these days).  But
   still, the simplest gun implementation is going to be doing
   gun-specific stuff.
 
 + Missile homing code.  This could easily be plugged into a generic
   autopilot framework, of course.  But other than the framework
   boilerplate, this isn't likely to share code with any civilian
   autopilot implementations. :)
 
 Beyond that, all the combat stuff I can think of is going to be
 server-side functionality.  Stuff like radar coverage handling,
 battlefield AI, etc...  is all handled more cleanly by a separate,
 shared server application.
 
 Hopefully this will help to push the flames down until someone
 actually submits code to flame over.  FWIW, I'm a mild, civically
 minded democrat and peacenik.  I still enjoy the occasional dogfight;
 I've even been known to play Quake. :)
 
 Andy
 

Identifying some of the specific bits is a good idea - it helps clarify 
things.

The more I think about it, there seems to be more possibilities that match 
with both non-combat and combat environments - bird-strikes and large 
hail-stones were the latest things to occur to me, that might might 
require the same or similar code.

LeeE


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[Flightgear-devel] Heading Bug

2003-11-10 Thread Nick Coleman
I'm trying to track down a fault with the heading bug where it does not 
rotate with the compass card, meaning that the autopilot doesn't roll 
level at the desired heading (the heading bug never makes it to 
top-dead-centre).

I've looked at the c310 and the seahawk in depth, and glanced at the 
others .

The c182 and c310 work correctly.  The a4, b52 and seahawk don't.  As 
far as I can tell, the similar factor is that the c182  c310 don't 
have autopilot configurations in the *-set.xml file, whereas the a4, 
b52 and seahawk do.  In those *-set.xml files that do have autopilot 
entries, they don't have an entry for the heading bug; however,  I am 
guessing that the autopilot configs override some default entry and 
prevent the autopilot heading bug from rotating. 

I'm not a programmer and aren't skilled enough to look at the source 
code, but does this ring any bells with anyone?

I'm happy to work with someone to fix this.

Nick


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[Flightgear-devel] Just a new bit of H/W

2003-11-10 Thread Lee Elliott
Just thought I'd post a link to this article about near state of the art 
video h/w.

http://www.theinquirer.net/?article=12599

Not a bad 'bunch' of journos - I was out on a drink-up with them last 
Friday:)

LeeE


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Re: [Flightgear-devel] Compile issues

2003-11-10 Thread JD Fenech
Thanks,

That got it.
JD
John Barrett wrote:
I'm also runnng cygwin and hit that one -- you need latest CVS versions of
plib and simgear for starters -- try that then build fg -- I
recommend --prefix=/usr on both plib and simgear builds -- cygwin doesnt
have /usr/local/lib in the ld search path :)
- Original Message - 
From: JD Fenech [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, November 10, 2003 9:05 PM
Subject: [Flightgear-devel] Compile issues



Ok, I'm having a bit of trouble getting the release version of
flightgear to compile under cygwin.  I'm hardly an expert at getting
major projects to compile, so I'm not quite sure what the problem even is.
I've pasted the error at the bottom, so if anyone has any thoughts on
it, maybe you can help.
Also, where can I find an absolutely updated document which lists all of
the configure options, as well as the currently required packages to
compile the Release and CVS versions of FG (Do I need metakit or not?
Zlib? You get what I mean).
Error message follows,
Thanks,
JD
$ make
Making all in tests
make[1]: Entering directory `/usr/src/flightgear-0.9.3/tests'
g++  -g -O2   -o test-up.exe
 test-up.o -lsgmath -lsgdebug -lplibsg -lplibul

/usr/lib/gcc-lib/i686-pc-cygwin/3.3.1/../../../../i686-pc-cygwin/bin/ld:
cannot
find -lsgmath
collect2: ld returned 1 exit status
make[1]: *** [test-up.exe] Error 1
make[1]: Leaving directory `/usr/src/flightgear-0.9.3/tests'
make: *** [all-recursive] Error 1$ make
Making all in tests
make[1]: Entering directory `/usr/src/flightgear-0.9.3/tests'
g++  -g -O2   -o test-up.exe
 test-up.o -lsgmath -lsgdebug -lplibsg -lplibul

/usr/lib/gcc-lib/i686-pc-cygwin/3.3.1/../../../../i686-pc-cygwin/bin/ld:
cannot
find -lsgmath
collect2: ld returned 1 exit status
make[1]: *** [test-up.exe] Error 1
make[1]: Leaving directory `/usr/src/flightgear-0.9.3/tests'
make: *** [all-recursive] Error 1
--
A scientist claims in court that the reason he ran a red light is that,
due to his speed, the color was blueshifted till it appeared green.
Needless to say, the charges of running the red light were dropped and
he lost his license for speeding excessively.
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--
A scientist claims in court that the reason he ran a red light is that, 
due to his speed, the color was blueshifted till it appeared green. 
Needless to say, the charges of running the red light were dropped and 
he lost his license for speeding excessively.

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