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

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

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

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

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

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

[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.

[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

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

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

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

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.

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

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

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

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

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

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

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

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.

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

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:

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'

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

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

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

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

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

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

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.)

[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

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

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

[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

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

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

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

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

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

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

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

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

[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

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,

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

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

[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

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

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

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

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

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

[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

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

[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 ___ Flightgear-devel mailing list [EMAIL PROTECTED]

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

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

[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

[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 ___ Flightgear-devel mailing list

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 :)