Re: [Flightgear-devel] Views

2003-07-13 Thread Michael Selig
At 7/12/03, Erik wrote: Hi, I noticed the number of views accessible using the 'v' is increasing. I think it's a good idea to have a number of views, but I propose to limit the views accessible using the 'v' key to a maximum of three and only for views that are directly related to the

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Erik Hofman
Jim Wilson wrote: Just a thought: Wouldn't we improve the rendering efficiency by building downtown urban areas as a scene...e.g. single model with one ac file for all the buildings? A few things I can think of: 1) Less effort positioning buildings (easier to move them around if need be). Just

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Jim Wilson
Erik Hofman [EMAIL PROTECTED] said: 1) Less effort positioning buildings (easier to move them around if need be). Just place the origin at some landmark in the scene and place the whole thing in one shot. I really think we should switch over to .ssg files for scenery objects. The

[Flightgear-devel] nmea solved!

2003-07-13 Thread Christopher S Horler
Right there is no problem with my box. What is happening is that the connection is opened (I checked netstat for this) I then decided to chance running Atlas and sure enough I get the plane and the movement. The only problem being flightgear is still printing the previous message to the log -

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Erik Hofman
Jim Wilson wrote: Erik Hofman [EMAIL PROTECTED] said: 1) Less effort positioning buildings (easier to move them around if need be). Just place the origin at some landmark in the scene and place the whole thing in one shot. I really think we should switch over to .ssg files for scenery objects.

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Frederic Bouvier
Jim Wilson wrote: Erik Hofman [EMAIL PROTECTED] said: 1) Less effort positioning buildings (easier to move them around if need be). Just place the origin at some landmark in the scene and place the whole thing in one shot. We will have problems with non-flat terrains. Actually, I use

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Christopher S Horler
As a blender user I'd like to see blender supporting some of these formats natively... I'm getting the urge to do something about that, at the moment it falls about 20th on my TODO list. Above that is closer integration of blender and the gimp for UV textures through the python interface. On

Re: [Flightgear-devel] Views

2003-07-13 Thread David Megginson
Erik Hofman writes: I mean we now have a tower view, we might come up with a final Approach view and someday somebody will come by and asks for a windsock view. Those are really candidates for a view selection dialog. Two truly useful ones would be a ground-chase view and a

re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread David Megginson
Jim Wilson writes: 1) Less effort positioning buildings (easier to move them around if need be). Just place the origin at some landmark in the scene and place the whole thing in one shot. Static scenery should be positioned only once, when the tile is loaded, so there's no on-going

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread David Megginson
Frederic Bouvier writes: I vote for to remove this sharp edge smoothing artefact. All of our airplanes will start looking a lot worse. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread David Megginson
Erik Hofman writes: I tested this one a bit today and even a LOD of 1 meters will give good results on the SFO skyscrapers for normal (non clear sky conditions), it has just one drawback: after conversion FlightGear doesn't seem to find the textures anymore:

RE: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Norman Vine
Jim Wilson writes: Erik Hofman [EMAIL PROTECTED] said: 1) Less effort positioning buildings (easier to move them around if need be). Just place the origin at some landmark in the scene and place the whole thing in one shot. I really think we should switch over to .ssg files for

[Flightgear-devel] Rsync access to base package - again

2003-07-13 Thread Matthias Heukäufer
Hi! I'm afraid of getting expelled from this list someday for bringing this subject up so often, but I haven't received an answer yet. My problem is that updating the basepackage via a dialup-connection and CVS seems almost impossible to me. First, the cvs client is obviously _sending_ every

Re: [Flightgear-devel] Rsync access to base package - again

2003-07-13 Thread Erik Hofman
Matthias Heukäufer wrote: Hi! I'm afraid of getting expelled from this list someday for bringing this subject up so often, but I haven't received an answer yet. My problem is that updating the basepackage via a dialup-connection and CVS seems almost impossible to me. First, the cvs client is

RE: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Norman Vine
David Megginson writes: Jim Wilson writes: Is this true that the textures get reloaded, and is there some way to share textures between objects and not just save disk space? Any comment, plib types? SSG models should already be sharing textures based on 'Texture Name' see

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Erik Hofman
Erik Hofman wrote: I tested this one a bit today and even a LOD of 1 meters will give good results on the SFO skyscrapers for normal (non clear sky conditions), it has just one drawback: after conversion FlightGear doesn't seem to find the textures anymore: That's odd. After tweaking the

Re: [Flightgear-devel] Views

2003-07-13 Thread Rick Ansell
On 12 Jul 2003 22:49:22 +0100, Christopher S Horler [EMAIL PROTECTED] wrote: I like the idea of a menu for views... Is there a way to reset the view - I sometimes move the view outside of the plane around. I would like to see it simple - two views one of the outside and one of the cockpit

[Flightgear-devel] Simgear configure tweaks

2003-07-13 Thread Norman Vine
Most systems are compatable with the STL So this should be only be needed for those that need a little extra compatability help :-)) Cheers Norman 650 SimGear $ cvs diff configure.ac Index: configure.ac === RCS file:

Re: [Flightgear-devel] Simgear configure tweaks

2003-07-13 Thread Erik Hofman
Norman Vine wrote: Most systems are compatible with the STL So this should be only be needed for those that need a little extra compatibility help :-)) Hmm, alright ... ;-) Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED]

Re: [Flightgear-devel] Views

2003-07-13 Thread Lee Elliott
On Sunday 13 July 2003 10:54, David Megginson wrote: Erik Hofman writes: I mean we now have a tower view, we might come up with a final Approach view and someday somebody will come by and asks for a windsock view. Those are really candidates for a view selection dialog. Two truly

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Lee Elliott
On Sunday 13 July 2003 10:39, Frederic Bouvier wrote: I vote for to remove this sharp edge smoothing artefact. -Fred That would save me a lot of time:) LeeE ___ Flightgear-devel mailing list [EMAIL PROTECTED]

Re: [Flightgear-devel] Views

2003-07-13 Thread Matt Fienberg
I agree with this completely. I do the same. I was wondering about an additional feature... Other than recording entire flights, I've never seen what my own [attempted] landing looked like Would it be possible to add a feature where the simulation would immediately be paused, and rewinded

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Lee Elliott
On Sunday 13 July 2003 11:14, Norman Vine wrote: Jim Wilson writes: we could keep the .ac .3ds .whatever files as they are in the base package and require that you run a 'scenery' compiler before you actually run FGFS after a scenery update. While it's great that we _can_ use .3ds models,

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Lee Elliott
On Sunday 13 July 2003 11:07, David Megginson wrote: Frederic Bouvier writes: I vote for to remove this sharp edge smoothing artefact. All of our airplanes will start looking a lot worse. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

Re: [Flightgear-devel] Some Questions about Flightgear

2003-07-13 Thread Lee Elliott
On Sunday 13 July 2003 00:01, [EMAIL PROTECTED] wrote: Hello, [snip] 3. What about AI controlled airplanes AND ships? It would be great to see some airplanes in the air and ships on the sea in flighgear that fly/drive their routes. Is such a dynamic scenery feature in development? If yes,

RE: [Flightgear-devel] Some Questions about Flightgear

2003-07-13 Thread Norman Vine
Lee Elliott writes: Night textures would be nice too but texture space is at a bit of a premium atm. ;) There are already some nice sky effects though. Texture space shouldn't be a problem I am assuming of course that the 'daytime' and the 'nighttime' textures wouldn't need to be in

Re: [Flightgear-devel] Some Questions about Flightgear

2003-07-13 Thread Lee Elliott
On Sunday 13 July 2003 14:38, Norman Vine wrote: Lee Elliott writes: Night textures would be nice too but texture space is at a bit of a premium atm. ;) There are already some nice sky effects though. Texture space shouldn't be a problem I am assuming of course that the

RE: [Flightgear-devel] Some Questions about Flightgear

2003-07-13 Thread Norman Vine
Lee Elliott writes: On Sunday 13 July 2003 14:38, Norman Vine wrote: Lee Elliott writes: Night textures would be nice too but texture space is at a bit of a premium atm. ;) There are already some nice sky effects though. Texture space shouldn't be a problem I am

Re: [Flightgear-devel] Some Questions about Flightgear

2003-07-13 Thread Frederic Bouvier
Lee Elliott writes: On Sunday 13 July 2003 14:38, Norman Vine wrote: Lee Elliott writes: Night textures would be nice too but texture space is at a bit of a premium atm. ;) There are already some nice sky effects though. Texture space shouldn't be a problem I am

Re: [Flightgear-devel] Some Questions about Flightgear

2003-07-13 Thread Lee Elliott
On Sunday 13 July 2003 15:33, Norman Vine wrote: Lee Elliott writes: On Sunday 13 July 2003 14:38, Norman Vine wrote: Lee Elliott writes: Night textures would be nice too but texture space is at a bit of a premium atm. ;) There are already some nice sky effects though.

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread David Megginson
Lee Elliott writes: Is there any way to set a constriant on it? It's fine when it's smoothing angles 90deg 270 but it would be better if it didn't try to do sharper angles. This seems to be the cause of the artifacts often seen on models, for example at the wing traiing edges. It's

Re: [Flightgear-devel] Question about clouds in Flightgear vs. FS2004

2003-07-13 Thread [EMAIL PROTECTED]
There has been work started on very impressive 3D clouds. That said there's a lot that FlightGear has them MSFS probably never will have. That sounds great. :) I tried to compile the cvs version last night but got an error, do you have a screenshot of those 3d clouds? BTW maybe you can help

Re: [Flightgear-devel] Some Questions about Flightgear

2003-07-13 Thread David Megginson
Lee Elliott writes: Ships sounds like a great idea and shouldn't be too difficult to implement (not that I'm volunteering). Someone mentioned carrier landings recently didn't they? :) That's harder -- we'll have to do some work to make sure that the planes on the carrier move when the

Re: [Flightgear-devel] Some Questions about Flightgear

2003-07-13 Thread [EMAIL PROTECTED]
I am the one that designed the San Francisco buildings ( and San Mateo Bridge ). They look great, very good work. I am not aware of development for other cities. I would not design the whole earth alone. People are invited to contribute for other places. I have a question about this.

Re: [Flightgear-devel] Question about clouds in Flightgear vs. FS2004

2003-07-13 Thread pandora
On Sun, Jul 13, 2003 at 05:02:44PM +0200, [EMAIL PROTECTED] wrote: There has been work started on very impressive 3D clouds. That said there's a lot that FlightGear has them MSFS probably never will have. That sounds great. :) I tried to compile the cvs version last night but got an

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Christopher S Horler
I wonder if it's possible to write a plib loader for blender files? On Sun, 2003-07-13 at 16:00, David Megginson wrote: Lee Elliott writes: Is there any way to set a constriant on it? It's fine when it's smoothing angles 90deg 270 but it would be better if it didn't try to do

Re: [Flightgear-devel] Question about clouds in Flightgear vs. FS2004

2003-07-13 Thread John Wojnaroski
There has been work started on very impressive 3D clouds. That said there's a lot that FlightGear has them MSFS probably never will have. That sounds great. :) I tried to compile the cvs version last night but got an error, do you have a screenshot of those 3d clouds? go to

Re: [Flightgear-devel] Some Questions about Flightgear

2003-07-13 Thread Frederic Bouvier
Oliver C wrote: I have a question about this. Yesterday i visited the terragear Project website an read at the following page ( http://terragear.sourceforge.net/docs/scenery-tutorial/fg-scenery-tutorial.html ) about vmap that sentence: This dataset (formerly known as the Digital Chart of

[Flightgear-devel] Golden Gate Bridge

2003-07-13 Thread Frederic Bouvier
A new bridge, the famoust, is in CVS : http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-golden-gate-01.png -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel

Re: [Flightgear-devel] Some Questions about Flightgear

2003-07-13 Thread David Megginson
[EMAIL PROTECTED] writes: This dataset (formerly known as the Digital Chart of the World) contains non-airport vector data for all of North America, including landmass (shorelines), lakes, rivers, cities, towns, roads, railroads, rivers, landcover, and many other coverages that we are

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread David Megginson
Christopher S Horler writes: I wonder if it's possible to write a plib loader for blender files? Very much so. An easier solution, though, would be to fix plib's VRML1 loader so that it works with *.wrl files exported by Blender. Nobody likes VRML1, but everybody can import and export it, and

re: [Flightgear-devel] Golden Gate Bridge

2003-07-13 Thread David Megginson
Frederic Bouvier writes: A new bridge, the famoust, is in CVS : http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-golden-gate-01.png Gorgeous! I've been waiting for this one for a long time -- Marin County looked so lonely sitting there with no link to SF. Does anyone want to put a static

Re: [Flightgear-devel] Some Questions about Flightgear

2003-07-13 Thread David Megginson
Frederic Bouvier writes: This dataset is only accurate and complete to create maps at the scale 1:1.000.000. They do not match well compared to data at 1:25.000 ( topo maps ). For exemple, it doesn't include the width of rivers. There is a cutoff where rivers switch from polygon to line

Re: [Flightgear-devel] Some Questions about Flightgear

2003-07-13 Thread Frederic Bouvier
Lee Elliott write: True, the carrier landings would require more work but a few ordinary ships on the oceans would make flying across vast expances of water a bit more interesting. Just design a few ship models, the dynamic scenery would do the rest. -Fred

Re: [Flightgear-devel] Question about clouds in Flightgear vs. FS2004

2003-07-13 Thread Lee Elliott
On Sunday 13 July 2003 17:26, John Wojnaroski wrote: There has been work started on very impressive 3D clouds. That said there's a lot that FlightGear has them MSFS probably never will have. That sounds great. :) I tried to compile the cvs version last night but got an error, do

Re: [Flightgear-devel] Golden Gate Bridge

2003-07-13 Thread WillyB
On Sunday 13 July 2003 12:25, David Megginson wrote: Frederic Bouvier writes: A new bridge, the famoust, is in CVS : http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-golden-gate-01.png Gorgeous! I've been waiting for this one for a long time -- Marin County looked so lonely sitting there

RE: [Flightgear-devel] Golden Gate Bridge

2003-07-13 Thread Norman Vine
James Turner writes: Another thing to consider is the flip-side - being able to taxi *on* bridges, You can do this in FGFS now You just can't fly lower then the highest point at any location I don't know how much collision detection SSG handles, SSG doesn't do collision detection period,

[Flightgear-devel] Turbulence Change

2003-07-13 Thread David Megginson
So far, JSBSim is the only FDM that supports turbulence. Up until now, turbulence was controlled by a single variable setting its magnitude; now, it's controlled by both magnitude and rate. Here are the new properties, replacing /environment/turbulence-norm and its equivalents in the weather

[Flightgear-devel] Suggested Flight

2003-07-13 Thread David Megginson
Here's a suggested flight, after you do a cvs update on the base package to get the latest SF scenery. Start at Half Moon Bay, Runway 30, with 32km visibility: fgfs --airport=KHAF --runway=30 --visibility=32000 Takeoff in the C172 and climb to 1000 feet, then continue north over the water,

Re: [Flightgear-devel] Question about clouds in Flightgear vs. FS2004

2003-07-13 Thread [EMAIL PROTECTED]
go to http://www.first-day.org and rummage around in the jpgs directory Thanks, those clouds look good on the screenshot but it would be interesing to see how they look and behave in game when fyling into them. I managed to compile the cvs version, now it works but when i try to start it with

Re: [Flightgear-devel] Suggested Flight

2003-07-13 Thread Major A
fgfs --airport=KHAF --runway=30 --visibility=32000 Nice work folks! I noticed one recent and rather awkward change though -- FlightGear changes the keyboard repeat settings of the X server! Not good, since all other programs are also affected! Andras

Re: [Flightgear-devel] Views

2003-07-13 Thread Michael Selig
At 7/13/03, Erik wrote: Michael Selig wrote: I would like to ask, however, that a view menu structure be in place before removing the current various 'v'-key views. That was the intention. Did something go wrong? Something go wrong --- I did not mean to imply that. I've not done a cvs

Re: [Flightgear-devel] Question about clouds in Flightgear vs. FS2004

2003-07-13 Thread John Wojnaroski
So how can i enable those 3d clouds? You will have to do some coding. We got it working but it was never fully integrated with the plib scene graph and it was decided to turn-off the code. Can't tell you what is needed since I've not kept pace with the 0.9.2 release or CVS versions.You might go

Re: [Flightgear-devel] Views

2003-07-13 Thread Lee Elliott
On Monday 14 July 2003 00:35, Michael Selig wrote: At 7/13/03, Erik wrote: Michael Selig wrote: I would like to ask, however, that a view menu structure be in place before removing the current various 'v'-key views. That was the intention. Did something go wrong? Something go wrong

RE: [Flightgear-devel] Views

2003-07-13 Thread Norman Vine
Lee Elliott writes: On Monday 14 July 2003 00:35, Michael Selig wrote: With the latter two, it'd be really nice to get back the 2D HUD (vs the 3D one that moves around). I used the old 2D HUD a lot w/ demos and in my own model development. Same here about using the HUD for

Re: [Flightgear-devel] Suggested Flight

2003-07-13 Thread David Megginson
Major A writes: Nice work folks! I noticed one recent and rather awkward change though -- FlightGear changes the keyboard repeat settings of the X server! Not good, since all other programs are also affected! We're not smart enough to do that ourselves (i.e. FlightGear doesn't understand

Re: [Flightgear-devel] Question about clouds in Flightgear vs. FS2004

2003-07-13 Thread Jim Wilson
[EMAIL PROTECTED] [EMAIL PROTECTED] said: go to http://www.first-day.org and rummage around in the jpgs directory Thanks, those clouds look good on the screenshot but it would be interesing to see how they look and behave in game when fyling into them. I managed to compile the cvs

Re: [Flightgear-devel] Golden Gate Bridge

2003-07-13 Thread Jim Wilson
Frederic Bouvier [EMAIL PROTECTED] said: A new bridge, the famoust, is in CVS : http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-golden-gate-01.png Wow! What a nice view :-) I've been having a ball flying circles around the new construction the last couple weeks, checking it all out. Great

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said: Lee Elliott writes: Is there any way to set a constriant on it? It's fine when it's smoothing angles 90deg 270 but it would be better if it didn't try to do sharper angles. This seems to be the cause of the artifacts often seen on models,

Re: [Flightgear-devel] Win32 binaries

2003-07-13 Thread Jim Brennan jjb -
Where are these two versions of the win 32 binarys (and the associated files) now located? Be happy to mirror them on my site if that would be helpfull. jj ___ Flightgear-devel mailing list [EMAIL PROTECTED]

[Flightgear-devel] T38 gear instrument fix

2003-07-13 Thread David Culp
Could someone with CVS access to the base package please commit this file: http://home.comcast.net/~davidculp2/t38/Instruments/T38-gear.xml which goes in Aircraft/T38/Instruments. It fixes the current gear handle. Thanks, Dave -- David Culp [EMAIL PROTECTED]

Re: [Flightgear-devel] REference

2003-07-13 Thread Russell Suter
Jon Berndt wrote: Jim wrote: Before we get too worked up about this... It has absolutely nothing to do with modeling the aircraft. It is only a reference point for positioning the 3D model in the scene. All the nose is, sans pitot tubes and other items that are not centered,

[Flightgear-devel] electrical

2003-07-13 Thread David Culp
Has anyone been able to turn off the volume of the marker beacon using configuration files? I can turn it off from the property browser, but these don't work: --prop:/radios/marker-beacon/audio-btn=false or --prop:/radios/marker-beacon/power-btn=false or, in the -set.xml config

Re: [Flightgear-devel] Re: how to fix joystick config files

2003-07-13 Thread David Culp
All you need to do is specify: interval-sec0.05/interval-sec for the binding in question and you will get a 20 per second repeat rate. Makes sense to me. ___ Flightgear-devel mailing list [EMAIL PROTECTED]

[Flightgear-devel] test

2003-07-13 Thread David Culp
-- David Culp [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel

Re: [Flightgear-devel] Scenery

2003-07-13 Thread David Culp
I know I should be learning how to do 3D modeling myself, but until then I was wondering if someone looking for things to model would try to make the approach lights systems for 28L and 28R in KSFO. I flew into KSFO the other day, after a few year's absence, and saw that the approach light

Re: [Flightgear-devel] newer stuff

2003-07-13 Thread C Hotchkiss
The quote that comes to mind goes something like Sure the Mustang can't do what the Spitfire does, but doesn't do it over Berlin. Spitfires, like the Me's and Fw's lacked range because they were conceived of as tactical, not strategic, aircraft. They did their job very well, being more

[Flightgear-devel] glass cockpit

2003-07-13 Thread Enrico Schiratti
Take a peek at www.first-day.org/jpgs for some examples. These are designed for a full size flight deck sim so some of the detail may not be possible. Also don't forget the five overlays for weather, airports, vortacs, waypoints, and route ETAs on the ND As far as I can tell you are using

Re: [Flightgear-devel] Re: Windsock Model

2003-07-13 Thread David Megginson
Frederic Bouvier writes: David, do you still have the blender model ? If you can't fix it, could you send it to me ? I haven't looked at these in ages: windsock.blend Description: Binary data windsock.rgb Description: Binary data All the best, David -- David Megginson, [EMAIL

[Flightgear-devel] Problem to compile the flightgear-0.9.2 with Cygwin

2003-07-13 Thread Dai, Chengbi
Title: Problem to compile the flightgear-0.9.2 with Cygwin Hi I try to compile the source code of flightgear-0.9.2 with Cygwin compiler. I have installed the cygin with version 2.249.2.5 on my windows 2000 computer. I installed the plib-1.6.0, zlib-1.1.4 and metakit-2.4.9.2 packages.

Re: [Flightgear-devel] Lot's of Fun!

2003-07-13 Thread David Culp
I know (and can appreciate) that there is some sensitivity to warfare kinds of themes in FlightGear. However, I wonder if there might be some acceptance of re-enactments of WWI/WWII dogfighting tactics - for historical research and education, etc. A few years back I was hooked on a game

[Flightgear-devel] test

2003-07-13 Thread David Culp
-- David Culp [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel

Re: [Flightgear-devel] REference

2003-07-13 Thread David Culp
So, the distance (x,y,z) to the model reference point will have to change as the CG moves, right? If the x-offset is -240 inches at the beginning of the simulation, and I make the CG move an inch aft instantaneously, then I need to (during the same dt) reset the x-offset to -241 inches. That

[Flightgear-devel] Problem for compiling and installing the Simgear-0.3.3 package

2003-07-13 Thread Dai, Chengbi
Title: Problem for compiling and installing the Simgear-0.3.3 package Hi I try to compile the source code of flightgear-0.9.2 with Cygwin compiler. I have installed the cygin with version 2.249.2.5 on my windows 2000 computer. I installed the plib-1.6.0, zlib-1.1.4 and metakit-2.4.9.2

[Flightgear-devel] New Wiki Page: Flight Gear Janitors

2003-07-13 Thread Cameron Moore
I started a new wiki page tonight located here: http://seedwiki.com/index.cfm?doc=FlightGearJanitorswikiid=2418 Feel free to add to it. I could only think of a few things to put on it but wanted to get it up there so we can collectively turn it into something useful for the newbies and