[Flightgear-devel] SimGear compile dying in MSVC6

2005-11-14 Thread Sam Ingarfield - VK6HSI

Hi

Any assistance would be gratefully accepted.


Debug info:
Compiling...
iochannel.cxx
lowlevel.cxx
c:\documents and settings\sam 
ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(80) : 
error C2059: syntax error : 'bad suffix on number'
c:\documents and settings\sam 
ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(80) : 
error C2146: syntax error : missing ')' before identifier 'L'
c:\documents and settings\sam 
ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(80) : 
error C2059: syntax error : ')'
c:\documents and settings\sam 
ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(80) : 
error C2059: syntax error : 'bad suffix on number'
c:\documents and settings\sam 
ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(81) : 
error C2059: syntax error : 'bad suffix on number'
c:\documents and settings\sam 
ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(81) : 
error C2146: syntax error : missing ')' before identifier 'L'
c:\documents and settings\sam 
ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(81) : 
error C2059: syntax error : ')'
c:\documents and settings\sam 
ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(81) : 
error C2059: syntax error : 'bad suffix on number'

sg_binobj.cxx
c:\documents and settings\sam 
ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(80) : 
error C2059: syntax error : 'bad suffix on number'
c:\documents and settings\sam 
ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(80) : 
error C2146: syntax error : missing ')' before identifier 'L'
c:\documents and settings\sam 
ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(80) : 
error C2059: syntax error : ')'
c:\documents and settings\sam 
ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(80) : 
error C2059: syntax error : 'bad suffix on number'
c:\documents and settings\sam 
ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(81) : 
error C2059: syntax error : 'bad suffix on number'
c:\documents and settings\sam 
ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(81) : 
error C2146: syntax error : missing ')' before identifier 'L'
c:\documents and settings\sam 
ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(81) : 
error C2059: syntax error : ')'
c:\documents and settings\sam 
ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(81) : 
error C2059: syntax error : 'bad suffix on number'

sg_file.cxx
c:\documents and settings\sam 
ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(80) : 
error C2059: syntax error : 'bad suffix on number'
c:\documents and settings\sam 
ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(80) : 
error C2146: syntax error : missing ')' before identifier 'L'
c:\documents and settings\sam 
ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(80) : 
error C2059: syntax error : ')'
c:\documents and settings\sam 
ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(80) : 
error C2059: syntax error : 'bad suffix on number'
c:\documents and settings\sam 
ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(81) : 
error C2059: syntax error : 'bad suffix on number'
c:\documents and settings\sam 
ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(81) : 
error C2146: syntax error : missing ')' before identifier 'L'
c:\documents and settings\sam 
ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(81) : 
error C2059: syntax error : ')'
c:\documents and settings\sam 
ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(81) : 
error C2059: syntax error : 'bad suffix on number'

sg_serial.cxx
sg_socket.cxx
sg_socket_udp.cxx
Generating Code...
Error executing cl.exe.

SimGear.lib - 24 error(s), 1 warning(s)

Cheers -

--
Sam Ingarfield
Student, Western Australia


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Re: [Flightgear-devel] SimGear compile dying in MSVC6

2005-11-14 Thread bass pumped
Ok... I myself have been having problems with compiling FG with MSVC
7.1, but I've been told this much.  Its way to hard to compile with
MSVC6.  But ofcourse, I submit to the judgement of the masters.  They
know way better.

On 11/14/05, Sam Ingarfield - VK6HSI [EMAIL PROTECTED] wrote:
 Hi

 Any assistance would be gratefully accepted.


 Debug info:
 Compiling...
 iochannel.cxx
 lowlevel.cxx
 c:\documents and settings\sam
 ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(80) :
 error C2059: syntax error : 'bad suffix on number'
 c:\documents and settings\sam
 ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(80) :
 error C2146: syntax error : missing ')' before identifier 'L'
 c:\documents and settings\sam
 ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(80) :
 error C2059: syntax error : ')'
 c:\documents and settings\sam
 ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(80) :
 error C2059: syntax error : 'bad suffix on number'
 c:\documents and settings\sam
 ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(81) :
 error C2059: syntax error : 'bad suffix on number'
 c:\documents and settings\sam
 ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(81) :
 error C2146: syntax error : missing ')' before identifier 'L'
 c:\documents and settings\sam
 ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(81) :
 error C2059: syntax error : ')'
 c:\documents and settings\sam
 ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(81) :
 error C2059: syntax error : 'bad suffix on number'
 sg_binobj.cxx
 c:\documents and settings\sam
 ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(80) :
 error C2059: syntax error : 'bad suffix on number'
 c:\documents and settings\sam
 ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(80) :
 error C2146: syntax error : missing ')' before identifier 'L'
 c:\documents and settings\sam
 ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(80) :
 error C2059: syntax error : ')'
 c:\documents and settings\sam
 ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(80) :
 error C2059: syntax error : 'bad suffix on number'
 c:\documents and settings\sam
 ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(81) :
 error C2059: syntax error : 'bad suffix on number'
 c:\documents and settings\sam
 ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(81) :
 error C2146: syntax error : missing ')' before identifier 'L'
 c:\documents and settings\sam
 ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(81) :
 error C2059: syntax error : ')'
 c:\documents and settings\sam
 ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(81) :
 error C2059: syntax error : 'bad suffix on number'
 sg_file.cxx
 c:\documents and settings\sam
 ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(80) :
 error C2059: syntax error : 'bad suffix on number'
 c:\documents and settings\sam
 ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(80) :
 error C2146: syntax error : missing ')' before identifier 'L'
 c:\documents and settings\sam
 ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(80) :
 error C2059: syntax error : ')'
 c:\documents and settings\sam
 ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(80) :
 error C2059: syntax error : 'bad suffix on number'
 c:\documents and settings\sam
 ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(81) :
 error C2059: syntax error : 'bad suffix on number'
 c:\documents and settings\sam
 ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(81) :
 error C2146: syntax error : missing ')' before identifier 'L'
 c:\documents and settings\sam
 ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(81) :
 error C2059: syntax error : ')'
 c:\documents and settings\sam
 ingarfield\desktop\simgear-0.3.9-pre3\simgear\misc\stdint.hxx(81) :
 error C2059: syntax error : 'bad suffix on number'
 sg_serial.cxx
 sg_socket.cxx
 sg_socket_udp.cxx
 Generating Code...
 Error executing cl.exe.

 SimGear.lib - 24 error(s), 1 warning(s)

 Cheers -

 --
 Sam Ingarfield
 Student, Western Australia


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Re: [Flightgear-devel] Ear Candy: intro.mp3

2005-11-14 Thread Erik Hofman

Kevin Jones wrote:

Regarding the file /data/Sounds/intro.mp3:


FlightGear doesn't use OpenAL for MP3 playback. In fact, it isn't even
supported.


Does that mean that the command line options --disable-intro-music and
--enable-intro-music have no effect on any platform or should there be
a different intro-music that I'm still not hearing on Win32?


FlightGear is using start /m file on Windows, so if you've 
registered an MP3 player it should play the intro music.


Erik

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Re: [Flightgear-devel] Ear Candy: intro.mp3

2005-11-14 Thread Kevin Jones
Regarding the file /data/Sounds/intro.mp3:

 FlightGear doesn't use OpenAL for MP3 playback. In fact, it isn't even
 supported.

Does that mean that the command line options --disable-intro-music and
--enable-intro-music have no effect on any platform or should there be
a different intro-music that I'm still not hearing on Win32?

Kevin.

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Re: [Flightgear-devel] Getting Started Guide - Terrain/Objects

2005-11-14 Thread Stefan Seifert

Buchanan, Stuart wrote:

OK, I'll suggest /var/share/FlightGear/WorldScenery/[Terrain|Objects] for
*nix, and FG_ROOT\Scenery\[Terrain|Objects] for Windows.
  


I'm sure you meant /usr/share/FlightGear/... and not /var.

Just to clarify,
Nine

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Re: [Flightgear-devel] Getting Started Guide - Terrain/Objects

2005-11-14 Thread Jon Stockill

Stefan Seifert wrote:

I'm sure you meant /usr/share/FlightGear/... and not /var.


Makes more sense to me.

--
Jon Stockill
[EMAIL PROTECTED]

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Re: [Flightgear-devel] Getting Started Guide - Terrain/Objects

2005-11-14 Thread Martin Spott
Stefan Seifert wrote:
 Buchanan, Stuart wrote:
 OK, I'll suggest /var/share/FlightGear/WorldScenery/[Terrain|Objects] for
 *nix, and FG_ROOT\Scenery\[Terrain|Objects] for Windows.

 I'm sure you meant /usr/share/FlightGear/... and not /var.

Hehe, I've started a similar discussion twice in the past when I was
seeking for an appropriate phrase to put into the manual. The consensus
was that we didn't manage to find a consensus  :-)
Herewith I suggest

  $FG_ROOT\Scenery\[Terrain|Objects]\

for Windows and

  $FG_ROOT/Scenery/[Terrain|Objects]/

for Unix, so everyone is free to place their Scenery by choosing an
appropriate place for $FG_ROOT.

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

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Re: [Flightgear-devel] Re: freeglut on SuSE 10

2005-11-14 Thread AJ MacLeod
On Sunday 13 November 2005 20:15, Steve Knoblock wrote:
 I installed the downgrade of freeglut, but I still get a missing
 header error. I think this header is in the freeglut-devel but did not
 download that module. I cannot seem to access the 9.3 RPMs in the Yast
 repositories. Can someone point me in the right direction where to get
 these files? 

If you are building software with a compile-time dependency on a package, you 
will need the -devel RPM too.

I'm astonished you haven't yet come across RPMFind.net...

http://www.rpmfind.net/linux/rpm2html/search.php?query=freeglut-develsubmit=Search+...system=susearch=

 This is getting tiresome.
Of course we'd all rather this problem hadn't been introduced in freeglut; but 
at the same time, it shouldn't be difficult to work around.  In your case, 
manually install the two freeglut-2.2 RPMs, or just compile FG with 
--enable-sdl (assuming you have libsdl and associated headers installed).

Let us know how you get on, or better, if you're still stuck, ask for 
real-time help on the IRC channel.  There has been a steady stream of such, I 
dare say another one wouldn't hurt...

Cheers,

AJ

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[Flightgear-devel] XCode project files

2005-11-14 Thread Ima Sudonim

Please do commit them, I've had hand-rolled projects for all three
for some time, but they're out of sync. If I find any issues, I'll
let you know.


Is it worth creating a developer directory under FlightGear CVS to  
contain things like these xcode project files and developer  
instructions for cygwin here http://www.opensubscriber.com/message/ 
flightgear-users@flightgear.org/2485584.html mentioned on the  
flightgear-user list or Norm's cygwin openal work (or at least a link  
to the current versions)?


Maybe developer could have os-specific directories like macosx,  
cygwin, etc or just put everything in developer directory.


These aren't utils and probably don't belong in the utils  
directory... but this would keep them in a standard place accessible  
to everyone from the source tree. It seems like we see similar  
problems that people are maintaining by themselves (projects (build  
files) for xcode and for MS visual C/C++ come to mind)


thanks!

Ima



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Re: [Flightgear-devel] Getting Started Guide - Terrain/Objects

2005-11-14 Thread Vassilii Khachaturov
On Mon, 14 Nov 2005, Stefan Seifert wrote:

 Buchanan, Stuart wrote:
  OK, I'll suggest /var/share/FlightGear/WorldScenery/[Terrain|Objects] for
  *nix, and FG_ROOT\Scenery\[Terrain|Objects] for Windows.
 

 I'm sure you meant /usr/share/FlightGear/... and not /var.

I thought /var because of the indeterministic size --- some folks will
terrasync only a small local area, some will more...



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[Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Melchior FRANZ
* Vassilii Khachaturov -- Monday 14 November 2005 12:50:
 http://members.aon.at/mfranz/flightgear/flightgear-howto.html
 
 I'd only suggest to have the world scenery under smth like
 /var/share/FlightGear/WorldScenery
 (maybe share/games) rather than in the FG_ROOT, to make it
 more up-to-date with the current FHS.

Let me clear this up: the fgfs data package is in a defined place:
$FG_ROOT. Therefore it's only logical to make other fgfs ressources
like world scenery available under $FG_ROOT(/WorldScenery/?).
That way different utilities can easily access them.

Of course it's up to the admin if $FG_ROOT/WorldScenery/ is a real
dir or just a link to /var/share/FlightGear or elsewhere. If the
admin maintains the data and (not so) regularly uploads a whole set,
then this will be a regular dir. If he appoints a FlightGear admin,
then this will probably be a regular dir owned by that admin. And
if he grants users the right to use terrasync, it will be a link
to /var/share/FlightGear/WorldScenery/, or elsewhere. (Of course,
regular users won't be allowed to write to /usr/local.)

All IMHO, of course  :-)
m.

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Re: [Flightgear-devel] Getting Started Guide - Terrain/Objects

2005-11-14 Thread Stefan Seifert

Vassilii Khachaturov wrote:

On Mon, 14 Nov 2005, Stefan Seifert wrote:
  

Buchanan, Stuart wrote:


OK, I'll suggest /var/share/FlightGear/WorldScenery/[Terrain|Objects] for
*nix, and FG_ROOT\Scenery\[Terrain|Objects] for Windows.

  

I'm sure you meant /usr/share/FlightGear/... and not /var.



I thought /var because of the indeterministic size --- some folks will
terrasync only a small local area, some will more...
  
terrasync is another story, which is no problem through giving 
FlightGear two scenery paths.


Additionally no one should run terrasync as root anyway, so it can't 
write to /var/share/FlightGear. terrasync users should have their own 
scenery directory in their homes or anywhere their user is able to write.


Nine

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Re: [Flightgear-devel] XCode project files

2005-11-14 Thread Arthur Wiebe
On 11/14/05, Ima Sudonim [EMAIL PROTECTED] wrote:
  Please do commit them, I've had hand-rolled projects for all three
  for some time, but they're out of sync. If I find any issues, I'll
  let you know.

 Is it worth creating a developer directory under FlightGear CVS to
 contain things like these xcode project files and developer
 instructions for cygwin here http://www.opensubscriber.com/message/
 flightgear-users@flightgear.org/2485584.html mentioned on the
 flightgear-user list or Norm's cygwin openal work (or at least a link
 to the current versions)?

 Maybe developer could have os-specific directories like macosx,
 cygwin, etc or just put everything in developer directory.

 These aren't utils and probably don't belong in the utils
 directory... but this would keep them in a standard place accessible
 to everyone from the source tree. It seems like we see similar
 problems that people are maintaining by themselves (projects (build
 files) for xcode and for MS visual C/C++ come to mind)

 thanks!

 Ima




This would require someone to maintain the project files. I plan on
leaving the FlightGear project soon after the 0.9.9 release so
wouldn't be able to. It just drains too much time. It was a good
experience though with making the mac version more user friendly.

I'll still commit the Xcode projects to macflightgear CVS later today
and then we'll see what happens.
https://sourceforge.net/cvs/?group_id=126825
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Re: [Flightgear-devel] SimGear compile dying in MSVC6

2005-11-14 Thread Curtis L. Olson

bass pumped wrote:


Ok... I myself have been having problems with compiling FG with MSVC
7.1, but I've been told this much.  Its way to hard to compile with
MSVC6.  But ofcourse, I submit to the judgement of the masters.  They
know way better.

 



Yes, the general consensus I've heard in the past is that MSVC6 is 
simply too old and buggy to compile a project like flightgear which is 
designed for more modern compilers (and by modern I mean compilers that 
adhere somewhat well to the established C++ standards.)  So it seems 
like your best choices for windows are MSVC7 or cygwin/mingwin if you 
want to go the open-source (free) route.


Curt.

--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d


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[Flightgear-devel] XCode project files

2005-11-14 Thread Ima Sudonim

This would require someone to maintain the project files. I plan on
leaving the FlightGear project soon after the 0.9.9 release so
wouldn't be able to.



Arthur,

If the project files were in cvs, then you personally wouldn't have  
to maintain them. Whoever needed to use them would see about updating  
them so that others could use their work (in a perfect world). 8-)


I think it would avoid duplication of work -- i.e., multiple people  
each doing their own xcode file and make the work done like yours  
easier to find. At a minimum, maybe there could be a document  
pointing to the cygwin doc and your macflightgear project on  
sourceforge?


Personally, I think in the source tree is much easier to find...

Sorry to hear you're leaving after 0.9.9. Thanks for all the work  
you've put into flightgear!


Take care!

Ima

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[Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Melchior FRANZ
* Curtis L. Olson -- Monday 14 November 2005 15:12:
 Let's stick with .../.../Scenery/[Terrain|Objects] on all platforms 
 please.  Individuals are welcome to call it whatever they want on their 
 system and use the --fg-scenery= option to point to their favoritely 
 named directory.

Maybe I missed something, but as far as I've understood this thread
is not about renaming $FG_ROOT/Scenery/. It's only about whether to
suggest a standard in the user documentation for where to install
additional scenery, especially when using terrasync. Dumping terrasync
fetched data into $FG_ROOT/Scenery/ is a Really Bad Idea[TM].

m.

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[Flightgear-devel] Re: openAL compilation problem

2005-11-14 Thread Geoff Air

Hi WIN32 developers,

I too have had BIG PROBLEMS with compiling OpenAL
CVS with MSVC7.1 - maybe this will eventually be cleared
up by the OpenAL developer group ... maybe NOT ;=((

Part of the problem, is that for no particular good
reason that I see, in WIN32 they, the OpenAL group,
decided to implement these as DLLs, rather than
Static libraries, as they are in other environments ...

Meantime, to get FlightGear LINKED, I downloaded, and
installed the OpenAL (WIN32) SDK 1.1 binaries, and used
those for the SimGear/FlightGear COMPILE and LINK ...

This presented a small problem, in that, in this SDK,
which will install in C:\Program Files\OpenAL 1.1 SDK\
by default, the 3 headers needed, al.h, alc.h, alut.h
have been placed in an 'include' directory, whereas
SimGear expects them to be in an 'AL' directory ...
it uses #include AL/al.h and AL/alut.h ...

Ok, so I created an AL directory, in the SDK folder,
and copied them into there ... simple ...

That nearly works ... unfortunately alut.h also
includes al.h by just using #include al.h
You could probably modify this to al.h, then MSVC
would do a 'local' search ... al.h only searches
'include' directories ...

This meant I had to provide BOTH 'additional include'
folders, namely 'C:\Program Files\OpenAL 1.1 SDK' and
'C:\Program Files\OpenAL 1.1 SDK\AL' to the SimGear
compile ... but, Bob's your uncle ... I got a CLEAN
LINK of SG and FG ...

A little more can be read about this on my page -
http://geoffmclane.com/fg/fgfs-018.htm
Down at the bottom, under 'Some other details:'
I have given the additional dependencies, and
directories of FG AND SG that I used ...

Regards,

Geoff.

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Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Curtis L. Olson

Melchior FRANZ wrote:


* Curtis L. Olson -- Monday 14 November 2005 15:12:
 

Let's stick with .../.../Scenery/[Terrain|Objects] on all platforms 
please.  Individuals are welcome to call it whatever they want on their 
system and use the --fg-scenery= option to point to their favoritely 
named directory.
   



Maybe I missed something, but as far as I've understood this thread
is not about renaming $FG_ROOT/Scenery/. It's only about whether to
suggest a standard in the user documentation for where to install
additional scenery, especially when using terrasync. Dumping terrasync
fetched data into $FG_ROOT/Scenery/ is a Really Bad Idea[TM].
 



Not to get overly pedantic, but someone suggested 
.../.../WorldScenery/{Terrain|Objects} for *nix platforms, and the 
person doing the documentation work said ok, so my response was a plea 
to keep things consistent across platforms and just use 
$FG_ROOT/data/Scenery as the root of the scenery tree.


Regards,

Curt.

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[Flightgear-devel] Compiling with cygwin

2005-11-14 Thread Geoff Air

A little OT, I would ALSO like to help in WIN32
with cygwin builds, and have begun to try cygwin,
but hit problems with my first try, with PLIB ...
After ./autogen.sh and ./configure (boy, that seems
a SLOW process), when I then run the make, it exits
with -

$ make
Makefile:328: *** missing separator (did you mean TAB instead of 8 spaces?). 
 Stop.

Geoff [EMAIL PROTECTED] ~/FG099/PLIB

I don't know! Did I ;=))

Of course, I can MANUALLY fix the Makefile
line(s), but I should NOT have to do that!!!

Maybe some cygwin WIN32 developer could open up a
direct email with me, and give me some quick
pointers ;=))

Regards,

Geoff.

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[Flightgear-devel] Re: SimGear compile dying in MSVC6

2005-11-14 Thread Geoff Air

Hi Sam,

Although I have personally abandoned MSVC6
in favour of MSVC7.1, ALL should be possible
with MSVC6 - again, my pages -
http://geoffmclane.com/fg
has lots of information on compiling with
MSVC6 ... trials and tribulations ...

Maybe I too will try it again, but
AFTER I experiment with cygwin, my next
trial ... ;=)) but I know of another recent
person that has compiled, and run FG using
MSVC6 ... he too had problems with openAL,
but got through PLIB, SG and FG ;=))

Best of luck ...

Geoff.

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Re: [Flightgear-devel] Getting Started Guide - Terrain/Objects

2005-11-14 Thread Oliver C.
On Monday 14 November 2005 15:01, Stefan Seifert wrote:
 Vassilii Khachaturov wrote:
  On Mon, 14 Nov 2005, Stefan Seifert wrote:
  Buchanan, Stuart wrote:
  OK, I'll suggest /var/share/FlightGear/WorldScenery/[Terrain|Objects]
  for *nix, and FG_ROOT\Scenery\[Terrain|Objects] for Windows.
 
  I'm sure you meant /usr/share/FlightGear/... and not /var.
 
  I thought /var because of the indeterministic size --- some folks will
  terrasync only a small local area, some will more...

 terrasync is another story, which is no problem through giving
 FlightGear two scenery paths.

 Additionally no one should run terrasync as root anyway, so it can't
 write to /var/share/FlightGear. terrasync users should have their own
 scenery directory in their homes or anywhere their user is able to write.

 Nine


I agree.

User data (like from terrasync) belong to ~./local/share/FlightGear
or ~./flightgear/

When using the latter one, we could also start to put the .fgfsrc config file 
into ~./flightgear/
The preferenced.xml file should also belong there, because it is user specific 
and the user should allways be able to edit it.



A system wide global installation should put the scenery into
/usr/share/FlightGear/scenery or /usr/local/share/FlightGear/scenery (for a 
distribution independent installation)
That's what FHS proposes/dictate.

If we want to keep consistency like Curt proposes,
then we should put everything into /usr/local/games/FlightGear/

The reason is, in /usr/local/games we can have our own directory for 
everything (data, scripts, binarys etc.,).
In /usr/local/games/ there is no need to spread everything around over the 
system.
BTW, an alternative to /usr/local/games would be /opt/

Best Regards,
 Oliver C.



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Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Buchanan, Stuart

--- Curtis L. Olson [EMAIL PROTECTED] wrote:

 Melchior FRANZ wrote:
 
 Maybe I missed something, but as far as I've understood this thread
 is not about renaming $FG_ROOT/Scenery/. 

Well ... it could be :)

My aim is to write a section in the Gettings Started Guide so that a new
user can set up their directories and FG_SCENERY variable to the correct
values. This doesn't have to be the same setup as everyone uses (after
all, that's why we have FG_SCENERY)

 It's only about whether to
 suggest a standard in the user documentation for where to install
 additional scenery, especially when using terrasync. Dumping terrasync
 fetched data into $FG_ROOT/Scenery/ is a Really Bad Idea[TM].

I'm groping in the dark here as I'm not familiar with terrasync. Am I
correct in thinking that someone using terrasync should have their
terrasync data in a different directory from their directly-downloaded
10x10 scenery?

If so, is the convention to name the directories as follows:

$FG_ROOT/data/Scenery - standard SF bay scenery included in base package
$FG_ROOT/Scenery  - scenery downloaded in 10x10 chunks
$FG_ROOT/WorldScenery - scenery downloaded by terrasync

or is WorldScenery just a different convention for $FG_ROOT/Scenery?

 Not to get overly pedantic, but someone suggested 
 .../.../WorldScenery/{Terrain|Objects} for *nix platforms, and the 
 person doing the documentation work said ok, so my response was a plea
 to keep things consistent across platforms and just use 
 $FG_ROOT/data/Scenery as the root of the scenery tree.

Now I'm getting even more confused. I thought $FG_ROOT/data/Scenery was
just to contain the base package scenery for the SF Bay area.

Maybe this is a can of worms I don't have enough understanding to want to
open ...

-Stuart





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Re: [Flightgear-devel] XCode project files

2005-11-14 Thread Arthur Wiebe
  Please do commit them, I've had hand-rolled projects for all three for some
 time, but they're out of sync. If I find any issues, I'll let you know.

 James


OK, they are available now. I quickly wrote ReadMe's for them.

https://sourceforge.net/cvs/?group_id=126825

To checkout:
cvs -z3 -d:pserver:[EMAIL PROTECTED]:/cvsroot/macflightgear
co -P flightgear
cvs -z3 -d:pserver:[EMAIL PROTECTED]:/cvsroot/macflightgear
co -P SimGear
cvs -z3 -d:pserver:[EMAIL PROTECTED]:/cvsroot/macflightgear
co -P PLIB

I will also commit the new macstart source soon.
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Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Oliver C.
On Monday 14 November 2005 16:06, Buchanan, Stuart wrote:

 I'm groping in the dark here as I'm not familiar with terrasync. Am I
 correct in thinking that someone using terrasync should have their
 terrasync data in a different directory from their directly-downloaded
 10x10 scenery?

 If so, is the convention to name the directories as follows:

 $FG_ROOT/data/Scenery - standard SF bay scenery included in base package
 $FG_ROOT/Scenery  - scenery downloaded in 10x10 chunks
 $FG_ROOT/WorldScenery - scenery downloaded by terrasync

 or is WorldScenery just a different convention for $FG_ROOT/Scenery?


I suggest to remove the SF bay scenery in the corresponding 10x10 scenery 
file.
This allows us to place the SF bay, which comes allready with the base 
package, in the main scenery folder like all the other 10x10 chunks.
And when someone installs the corresponding scenery tile w130n30.tar.gz
it won't overwrite the SF bay.

What's your opinion about that?

Best Regards,
 Oliver C.




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[Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Melchior FRANZ
* Buchanan, Stuart -- Monday 14 November 2005 16:06:
 Am I correct in thinking that someone using terrasync should have their
 terrasync data in a different directory from their directly-downloaded
 10x10 scenery?

No. On the contrary.



 If so, is the convention to name the directories as follows:
 
 $FG_ROOT/data/Scenery - standard SF bay scenery included in base package

This dir doesn't exist. There's no such thing as $FG_ROOT/data/.



 $FG_ROOT/Scenery  - scenery downloaded in 10x10 chunks

That's the official scenery directory, containing the bay area, that is:
a subset of w130n30. But installing additional scenery there is ugly,
if possible at all. Not only do normal users not necessarily have write
permission there, it's also always a bad idea to mix official data
(from CVS or fgfs packages) with extra data. You'd constantly get
cvs merge conflicts and cvs updating would be slower. Upgrading
would become more difficult than it had to.



 $FG_ROOT/WorldScenery - scenery downloaded by terrasync

 or is WorldScenery just a different convention for $FG_ROOT/Scenery?

No. It's no convention at all. Just a possible place to put
additional scenery. You would then set your FG_SCENERY like
this:

  export FG_SCENERY=$FG_ROOT/Scenery:$FG_ROOT/WorldScenery

This would always take the base package terrain where it's available,
and locally added scenery (terrasync or other downloaded archives) else.

m.

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Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Curtis L. Olson

Melchior FRANZ wrote:


This dir doesn't exist. There's no such thing as $FG_ROOT/data/.
 



Of course there is. :-)

$FG_ROOT/source/
$FG_ROOT/data/
$FG_ROOT/data/Aircraft/
$FG_ROOT/data/Scenery/

This is the prefered structure ...

Regards,

Curt.

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HumanFIRST Program  http://www.humanfirst.umn.edu/
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Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Martin Spott
Buchanan, Stuart wrote:
 --- Curtis L. Olson [EMAIL PROTECTED] wrote:
 Melchior FRANZ wrote:

 If so, is the convention to name the directories as follows:
 
 $FG_ROOT/data/Scenery - standard SF bay scenery included in base package
 $FG_ROOT/Scenery  - scenery downloaded in 10x10 chunks
 $FG_ROOT/WorldScenery - scenery downloaded by terrasync
[...]
 Not to get overly pedantic, but someone suggested 
 .../.../WorldScenery/{Terrain|Objects} for *nix platforms, and the 
 person doing the documentation work said ok, so my response was a plea
 to keep things consistent across platforms and just use 
 $FG_ROOT/data/Scenery as the root of the scenery tree.
 
 Now I'm getting even more confused. I thought $FG_ROOT/data/Scenery was
 just to contain the base package scenery for the SF Bay area.

There's indeed some confusion in here.
$FG_ROOT actually points to the data/-Directory, this means, $FG_ROOT
contains ATC/, Aircraft/ , Models/ , Scenery/  and so on. As
far as I remember Melchior's intention was to express this. I think
Curt's statement accidentally differed from what he wanted to say - as
he is definitely involved in the creation of the $FG_ROOT-contruct  :-)

 Maybe this is a can of worms I don't have enough understanding to want to
 open ...

This _is_ a can of worms but I certainly don't mind talking about it
from time to time. In fact people tend to use different directories
based on their experience and the operating system they use. Adding to
that, those people who know almost only one flavour/distribution of
Unix usually choose a different directory than those who have platform
interoperability in mind   :-)

Martin.
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[Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Melchior FRANZ
* Curtis L. Olson -- Monday 14 November 2005 16:34:
 Melchior FRANZ wrote:
 This dir doesn't exist. There's no such thing as $FG_ROOT/data/.

 Of course there is. :-)

Sheesh. I resign.  :-}

 
 $FG_ROOT/source/
 $FG_ROOT/data/
 $FG_ROOT/data/Aircraft/
 $FG_ROOT/data/Scenery/
 
 This is the prefered structure ...

Not by me. Sourcecode doesn't really belong into /usr/local/share/,
and even less into the shared FlightGear data. But you are the
chief. And I keep my installation sane.  :-P

m.

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Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Martin Spott
Curtis L. Olson wrote:
 Melchior FRANZ wrote:

This dir doesn't exist. There's no such thing as $FG_ROOT/data/.

 Of course there is. :-)
 
 $FG_ROOT/source/
 $FG_ROOT/data/
 $FG_ROOT/data/Aircraft/
 $FG_ROOT/data/Scenery/

Curt, this does not necessarily work. Apparently you have been
misunderstood by several people for a long time. This makes the
topic really funny  :-)
Looking at the facts, 'fgfs' actually does find the aircraft model,
when data/ resides _below_ $FG_ROOT, but it does _not_ find the
Scenery,

Martin.
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Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Buchanan, Stuart

--- Martin Spott [EMAIL PROTECTED] wrote:

 Buchanan, Stuart wrote:
  --- Curtis L. Olson [EMAIL PROTECTED] wrote:
  Melchior FRANZ wrote:
 
  If so, is the convention to name the directories as follows:
  
  $FG_ROOT/data/Scenery - standard SF bay scenery included in base
 package
  $FG_ROOT/Scenery  - scenery downloaded in 10x10 chunks
  $FG_ROOT/WorldScenery - scenery downloaded by terrasync
 [...]
  Not to get overly pedantic, but someone suggested 
  .../.../WorldScenery/{Terrain|Objects} for *nix platforms, and the 
  person doing the documentation work said ok, so my response was a
 plea
  to keep things consistent across platforms and just use 
  $FG_ROOT/data/Scenery as the root of the scenery tree.
  
  Now I'm getting even more confused. I thought $FG_ROOT/data/Scenery
 was
  just to contain the base package scenery for the SF Bay area.
 
 There's indeed some confusion in here.
 $FG_ROOT actually points to the data/-Directory, this means, $FG_ROOT
 contains ATC/, Aircraft/ , Models/ , Scenery/  and so on. As
 far as I remember Melchior's intention was to express this. I think
 Curt's statement accidentally differed from what he wanted to say - as
 he is definitely involved in the creation of the $FG_ROOT-contruct  :-)

Yup, I think I got confused between FG_HOME (deprecated?) and FG_ROOT.

  Maybe this is a can of worms I don't have enough understanding to want
 to
  open ...
 
 This _is_ a can of worms but I certainly don't mind talking about it
 from time to time. In fact people tend to use different directories
 based on their experience and the operating system they use. Adding to
 that, those people who know almost only one flavour/distribution of
 Unix usually choose a different directory than those who have platform
 interoperability in mind   :-)

OK, so I think I'd like to suggest that for the Getting Started Guide we
suggest for Windows

whatever_path_to_FG/data/Scenery
whatever_path_to_FG/Scenery

and for *nix

$FG_ROOT/Scenery
/usr/share/FlightGear/Scenery

I'm expecting that *nix users will be familiar enough with their file
system to change it as they see fit, but I'd like to be more prescriptive
for Windows users who are _generally_ not going to be as happy messing
with $FG_SCENERY on their 

Apologies for the confusion that has clouded already muddy water.

-Stuart





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Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Curtis L. Olson

Melchior FRANZ wrote:


* Curtis L. Olson -- Monday 14 November 2005 16:34:
 


Melchior FRANZ wrote:
   


This dir doesn't exist. There's no such thing as $FG_ROOT/data/.
 



 


Of course there is. :-)
   



Sheesh. I resign.  :-}


 


$FG_ROOT/source/
$FG_ROOT/data/
$FG_ROOT/data/Aircraft/
$FG_ROOT/data/Scenery/

This is the prefered structure ...
   



Not by me. Sourcecode doesn't really belong into /usr/local/share/,
and even less into the shared FlightGear data. But you are the
chief. And I keep my installation sane.  :-P
 



This is a hopeless conversation because everyone wants to do it 
different and there are so many possibilities.


If you are a normal user on a normal unix system you aren't going to be 
able write to /usr/local so that's not even part of the discussion.  And 
a user might want multiple versions of FG on their system so they could 
set up


~/Projects/FG-v0.9.8/source/
~/Projects/FG-v0.9.8/data/
~/Projects/FG-v0.9.8/bin/
~/Projects/FG-v0.9.8/lib
~/Projects/FG-v0.9.8/include
~/Projects/FG-v0.9.8/AddOnScenery

... and ...

~/Projects/FG-v0.9.9/source/
~/Projects/FG-v0.9.9/data/
~/Projects/FG-v0.9.9/bin/
~/Projects/FG-v0.9.9/lib
~/Projects/FG-v0.9.9/include
~/Projects/FG-v0.9.9/AddOnScenery

... and ...

~/Projects/FG-CVS/source/
~/Projects/FG-CVS/data/
~/Projects/FG-CVS/bin/
~/Projects/FG-CVS/lib
~/Projects/FG-CVS/include
~/Projects/FG-v0.9.9/AddOnScenery

Ok, so now the system administrator comes by and you want to install 
this at a system level so everyone can have access ... it's not common 
convention to install the source code.  Instead but you might want to 
have multiple versions of FG installed so you could setup an $FG_ROOT 
for each version.  But this discussion will go in endless circles 
because everyone who cares has their own opinions about how it should be 
done ...


Fortunately people who care usually know what they are doing and why so 
they can set it up however they like.  But this discussion I believe 
started out so we could define what should be in the documentation so my 
only point was that $FG_ROOT officially contains the data/ directory.  
(And for backwards compatibility, the code still supports the old way 
where $FG_ROOT is the data directory.)


Curt.

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Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Curtis L. Olson

Martin Spott wrote:


Curt, this does not necessarily work. Apparently you have been
misunderstood by several people for a long time. This makes the
topic really funny  :-)
Looking at the facts, 'fgfs' actually does find the aircraft model,
when data/ resides _below_ $FG_ROOT, but it does _not_ find the
Scenery,
 



Well unless I have some thing else going on locally that I'm not aware 
of, this works out ok for me ... (?)


Curt.

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Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Curtis L. Olson

Buchanan, Stuart wrote:


OK, so I think I'd like to suggest that for the Getting Started Guide we
suggest for Windows

whatever_path_to_FG/data/Scenery
whatever_path_to_FG/Scenery

and for *nix

$FG_ROOT/Scenery
/usr/share/FlightGear/Scenery

I'm expecting that *nix users will be familiar enough with their file
system to change it as they see fit, but I'd like to be more prescriptive
for Windows users who are _generally_ not going to be as happy messing
with $FG_SCENERY on their 


Apologies for the confusion that has clouded already muddy water.

 



Stuart,

We can suggest different default locations of $FG_ROOT for different 
systems, but below $FG_ROOT we should use the same structure for all 
platforms.


Curt.

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[Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Melchior FRANZ
* Curtis L. Olson -- Monday 14 November 2005 16:54:
 This is a hopeless conversation because everyone wants to do it 
 different and there are so many possibilities.

We are talking about different things. You talk about the organization
of source and data in your home directory. I talk about correct
installation of fgfs on a multiuser system, with system wide FG_ROOT.
Of course, FG_ROOT is not in a user's home dir then. And, of course,
it doesn't contain the source. The source is in my home directory, is
not accessible by other users, and does neither follow the organization
that I described in the thread, nor what you consider preferred.
Also, I wouldn't want to discuss the organization of my home dir in
the fgfs documentation. That's secret!  :-]

m.

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Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Curtis L. Olson

Melchior FRANZ wrote:


* Curtis L. Olson -- Monday 14 November 2005 16:54:
 

This is a hopeless conversation because everyone wants to do it 
different and there are so many possibilities.
   



We are talking about different things. You talk about the organization
of source and data in your home directory.



I believe I referenced both situations ... but discussed the home 
directory situation first as justification for the overall structure.



I talk about correct
installation of fgfs on a multiuser system, with system wide FG_ROOT.
Of course, FG_ROOT is not in a user's home dir then. And, of course,
it doesn't contain the source. The source is in my home directory, is
not accessible by other users, and does neither follow the organization
that I described in the thread, nor what you consider preferred.
Also, I wouldn't want to discuss the organization of my home dir in
the fgfs documentation. That's secret!  :-]
 



Ok, I will drop 10 and punt.

Curt.

--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Oliver C.
On Monday 14 November 2005 16:58, Curtis L. Olson wrote:

 We can suggest different default locations of $FG_ROOT for different
 systems, but below $FG_ROOT we should use the same structure for all
 platforms.

 Curt.

Then we should definitely officially use /usr/local/games/flightgear/ 
or /opt/flightgear/ as $FG_ROOT on unix systems.
The ones who want have it the other way can change it on their own with the 
--prefix= command line option, but officially it should be clear for things 
like a binary installer or tools that want have access to the data in 
flightgear without the need of asking the user all the time where the 
flightgear data is.
To make use of /usr/local/games/flightgear/ or /opt/flightgear/ by default we 
should change the configure script accordingly.

Best Regards, 
  Oliver C.

 



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[Flightgear-devel] Re: SimGear compile dying in MSVC6

2005-11-14 Thread Geoff Air

Hi Sam,

Curt wrote :

simply too old and buggy

While I might agree with the AGE, circa 1998, 7
years might be the life expectancy of a compiler ;=))
I do not think I could characterise it as 'buggy' ...
quirky, kinky, and as I used below, 'blind' ...
or simply lacking in SOME newer C++, albeit
now 'standard', features ...

Getting quite frustrated with getting any
further with my new-for-me cygwin build,
I decided to light up my crusty, trusty?, MSVC6
once again, and check out this small problem ...

It is simple!. The suffix LL is NOT supported
by MSVC6, but IS supported by MSVC7 ;=()

Do a search for 'Suffix L' in your HELP (last was
Oct 2001), and select 'C++ Integer Constants' to
read more on this ...

You will note the ONLY 64-bit integer-suffix listed
is i64 ... In my MSVC7.1 help, same page, it shows
i64 AND LL!

Using HEAVY switch compile code, you could
change the little block of code, to a whole block
of code as follows -

#ifdef _MSC_VER
#if _MSC_VER = 1200  // msvc++ 6.0
   x = ((x   8)  0x00FF00FF00FF00FFi64) | ((x   8)  
0xFF00FF00FF00FF00i64);
   x = ((x  16)  0xi64) | ((x  16)  
0xi64);

#else // !#if _MSC_VER = 1200  // msvc++ 7.0
   x = ((x   8)  0x00FF00FF00FF00FFLL) | ((x   8)  
0xFF00FF00FF00FF00LL);
   x = ((x  16)  0xLL) | ((x  16)  
0xLL);

#endif // #if 6.0 or greater, 7.0
#else // !#ifdef _MSC_VER
   x = ((x   8)  0x00FF00FF00FF00FFLL) | ((x   8)  
0xFF00FF00FF00FF00LL);
   x = ((x  16)  0xLL) | ((x  16)  
0xLL);

#endif // #ifdef _MSC_VER y/n

Of course you could just change the two lines -
   x = ((x   8)  0x00FF00FF00FF00FFLL) | ((x   8)  
0xFF00FF00FF00FF00LL);
   x = ((x  16)  0xLL) | ((x  16)  
0xLL);

to
   x = ((x   8)  0x00FF00FF00FF00FFi64) | ((x   8)  
0xFF00FF00FF00FF00i64);
   x = ((x  16)  0xi64) | ((x  16)  
0xi64);


I tried various #define-s and typedef-s to fix this,
but did not find one that WORKED ... maybe you
can ... which can then be added to the _MSC_VER
switch at the top of the file ...

This is a LOCAL change you will have to MAKE ...
I think I can assure you, at least I believe,
such messy switch coding will NOT be added to the
base code, just to support, a now old, known to be
quite 'blind' C++ compiler, namely MSVC6 ;=))

Also, I should TRY to add this to my MSVC6 web
pages of woes ...

Have fun ...

Regards,

Geoff.

PS: Thanks Kevin, for the offline email pointer -
http://www.flightgear.org/Docs/Tutorials/fg_cygwin/fgfs_cygwin.pdf
I will read this, and yes, I am using the latest
CVS, as always, and not a 'stable' tar ball ... but
do not see how this 'makefile' problem could be that ;=))

EOF

_
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[Flightgear-devel] cloud bug in pre3

2005-11-14 Thread Stewart Andreason
Here's an interesting one:

When flying thru a cloud layer, that layer either disappears or becomes a
solid cloud bank, which is fine when the viewpoint is from the cockpit.

However, if the viewpoint is from the tower, or perhaps by extension, from
another plane in multi-player mode (I can't check this), this becomes
undesirable behavior.
The entire world around the viewpoint becomes either zero visability or
clear, for as long as your plane is in that layer.

Cirrus, overcast, broken = total fog
Scattered, few   = disappear/clear

Stewart


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Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Stefan Seifert

Oliver C. wrote:
To make use of /usr/local/games/flightgear/ or /opt/flightgear/ by 
default we

should change the configure script accordingly.
  
As FlightGear is a self contained package (including binaries, libs and 
data) it belongs to /opt/flightgear according to the FHS. Which would 
also prevent us from living under .../games ;)


Nine

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Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Martin Spott
Oliver C. wrote:

 Then we should definitely officially use /usr/local/games/flightgear/ 
 or /opt/flightgear/ as $FG_ROOT on unix systems.

I don't understand why the hell people should want to use
/usr/local/games/ for FlightGear ?

Just curious,
Martin.
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Re: [Flightgear-devel] Re: Buildings ?????

2005-11-14 Thread Martin Spott
Josh Babcock wrote:
 Ima Sudonim wrote:

 Probably accurately displaying the borders of parks and forested  areas
 could help with VFR, no? (this is not to imply that the borders  are not
 accurate, I don't know but it might be worth looking into)

 Again, a function of how accurate the VMAP data is. I think it's already
 pretty good, actually.

Several people did comparisons between VMAP0 data and reality and it
looks like VMAP0 is not very accurate at all in this area. I expect
that we an offer a guide to the community in the not so distant future
that explains how people can improve the landcover data and submit
these improvements.
Please keep in mind that carefully altering landcover data might
comsume a noticeable amount of time   On the other hand you will be
compensated by very nice visual effects,

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

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Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Oliver C.
On Monday 14 November 2005 18:05, Martin Spott wrote:
 Oliver C. wrote:
  Then we should definitely officially use /usr/local/games/flightgear/
  or /opt/flightgear/ as $FG_ROOT on unix systems.

 I don't understand why the hell people should want to use
 /usr/local/games/ for FlightGear ?

That's easy to answer:
Because flying with Flightgear makes a lot of fun. :)


Seriously, i can live with both directories. 
/opt/flightgear is fine too.


Best Regards,
 Oliver C.



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Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Jon Stockill

Martin Spott wrote:

Oliver C. wrote:


Then we should definitely officially use /usr/local/games/flightgear/ 
or /opt/flightgear/ as $FG_ROOT on unix systems.



I don't understand why the hell people should want to use
/usr/local/games/ for FlightGear ?


The slackware package puts the binaries in /usr/bin and the data files 
under /usr/share/FlightGear


I *could* put the doc files in /usr/doc/Flightgear-$VERSION but since 
there are various references to them under FG_ROOT that's where I left them.


--
Jon Stockill
[EMAIL PROTECTED]

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[Flightgear-devel] Re: [BUG] environemnt_ctrl.cxx: exception triggers SGThread assert()

2005-11-14 Thread Melchior FRANZ
* Harald JOHNSEN -- Saturday 12 November 2005 17:09:
 Melchior FRANZ wrote:
  I've just implemented the check for stale METAR reports (to stop
  fetching after 10 stale reports). This triggers an assert in
  SGThread:

 It's perhaps because of the PTHREAD_CREATE_DETACHED attribute of the thread.

Yes, that's very likely the case, according to the man-pages. So, how
should the fix look like?

- do not create the thread with PTHREAD_CREATE_DETACHED, or
- do not try to join threads

m.

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Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Martin Spott
Oliver C. wrote:

 Seriously, i can live with both directories. 
 /opt/flightgear is fine too.

Great - should we focus on this one for documentation purpose ?

Martin.
-- 
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Re: [Flightgear-devel] Re: Buildings ?????

2005-11-14 Thread Jon Stockill

Martin Spott wrote:


Several people did comparisons between VMAP0 data and reality and it
looks like VMAP0 is not very accurate at all in this area. I expect
that we an offer a guide to the community in the not so distant future
that explains how people can improve the landcover data and submit
these improvements.
Please keep in mind that carefully altering landcover data might
comsume a noticeable amount of time   On the other hand you will be
compensated by very nice visual effects,


Also be very careful what you're using for source material - it's very 
easy to get caught up in copyright issues.


--
Jon Stockill
[EMAIL PROTECTED]

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Re: [Flightgear-devel] Re: [BUG] environemnt_ctrl.cxx: exception triggers SGThread assert()

2005-11-14 Thread Erik Hofman

Melchior FRANZ wrote:

* Harald JOHNSEN -- Saturday 12 November 2005 17:09:

Melchior FRANZ wrote:

I've just implemented the check for stale METAR reports (to stop
fetching after 10 stale reports). This triggers an assert in
SGThread:



It's perhaps because of the PTHREAD_CREATE_DETACHED attribute of the thread.


Yes, that's very likely the case, according to the man-pages. So, how
should the fix look like?

- do not create the thread with PTHREAD_CREATE_DETACHED, or
- do not try to join threads


If it's causing any troubles I would remove the first three lined of 
SGThread::start() since we've done without it for many years.


Erik

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[Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Melchior FRANZ
* Oliver C. -- Monday 14 November 2005 18:46:
[/usr/local/games/FlightGear or /opt/flightgear]

 Seriously, i can live with both directories. /opt/flightgear is fine too.

Both are wrong, according to the FHS, and to common sense. The right path
is /usr/local/share/ ... and guess what? It's already the default. So,
nothing to see here -- move along. (Data sharable across platforms belong
into a share/ directory -- /usr/share or /usr/local/share, depending on
who installs it. There's not much room for personal preferences here.
FlightGear isn't only used on home computers. :-) But before the next
suggests to install in /etc/cool/games/ I better leave this thread. :-

m.

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Re: [Flightgear-devel] Re: Buildings ?????

2005-11-14 Thread Ralf Gerlich

Hi,

Martin Spott schrieb:

Several people did comparisons between VMAP0 data and reality and it
looks like VMAP0 is not very accurate at all in this area. I expect
that we an offer a guide to the community in the not so distant future
that explains how people can improve the landcover data and submit
these improvements.


Erm, yes...working on the GRASS-HowTo for Scenery Designers ;-) Didn't 
get far yet...


Regarding the quality on VMAP0, I can't tell for the whole world, but at 
least in the South Germany area I have found bogus freeways and lots of 
important details are missing, such as landmark intersections for 
reporting points, whole towns and cities, etc. My hometown wasn't in 
there!!! ;-)


With the standard scenery I couldn't find my way around my very home 
area...which should mean something ;-) With the altered scenery I do.



Please keep in mind that carefully altering landcover data might
comsume a noticeable amount of time   On the other hand you will be
compensated by very nice visual effects,


Oh yes! :-)

Cheers,
Ralf

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Re: [Flightgear-devel] cloud bug in pre3

2005-11-14 Thread Harald JOHNSEN

Stewart Andreason wrote:


Here's an interesting one:

When flying thru a cloud layer, that layer either disappears or becomes a
solid cloud bank, which is fine when the viewpoint is from the cockpit.

However, if the viewpoint is from the tower, or perhaps by extension, from
another plane in multi-player mode (I can't check this), this becomes
undesirable behavior.
The entire world around the viewpoint becomes either zero visability or
clear, for as long as your plane is in that layer.

Cirrus, overcast, broken = total fog
Scattered, few   = disappear/clear

Stewart


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You are right and it's an old bug, we are using the plane altitude to 
determine how to draw the cloud

layers, while we should be using the *viewer* altitude.
from render.cxx :
   thesky-preDraw( *cur_fdm_state-get_Altitude()* * SG_FEET_TO_METER,
fog_exp2_density );

Harald.


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[Flightgear-devel] Re: [BUG] environemnt_ctrl.cxx: exception triggers SGThread assert()

2005-11-14 Thread Melchior FRANZ
* Erik Hofman -- Monday 14 November 2005 18:47:
 If it's causing any troubles I would remove the first three lined of 
 SGThread::start() since we've done without it for many years.

It is causing troubles: the pthread_join manpage says:

  The joined thread th must be in the joinable state: it must not
  have been detached using pthread_detach(3) or the PTHREAD_CREATE_DETACHED
  attribute to pthread_create(3).

And environment_ctrl.cxx *is* trying to join such an unjoinable thread,
and makes fgfs abort. Fortunately, I'm quite clueless about threads and
don't have to decide what to do.  :-)

m.

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Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Harald JOHNSEN

Buchanan, Stuart wrote:


--- Martin Spott [EMAIL PROTECTED] wrote:
OK, so I think I'd like to suggest that for the Getting Started Guide we
 


suggest for Windows

whatever_path_to_FG/data/Scenery
whatever_path_to_FG/Scenery

and for *nix

$FG_ROOT/Scenery
/usr/share/FlightGear/Scenery

But why do we have 2 dirs ? The Scenery directory of the base package is 
a subset of the world scenery
so everything should be at the same place (in the world scenery dir), or 
am I wrong ?


Harald.


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Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Buchanan, Stuart

--- Melchior FRANZ [EMAIL PROTECTED] wrote:

 Both are wrong, according to the FHS, and to common sense. The right
 path
 is /usr/local/share/ ... and guess what? It's already the default. So,

What is FHS?

So for consistency in the docs (and ignoring power users like the people
who inhabit this list) we'd recommend

$FG_ROOT/Scenery
$FG_ROOT/WorldScenery

where $FG_ROOT is the FG data directory, and can be anywhere anyone wishes
(though I intend to reccommend c:\FlightGear for windows to avoid any
whitespace issues)

-Stuart






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[Flightgear-devel] Getting Started Guide - Terrain/Objects

2005-11-14 Thread Buchanan, Stuart
Hi All,

As with 0.9.9 we'll be using the FG scenery DB objects, will the default
scenery directory topology be something this

Scenery/Terrain/w010n50
Scenery/Objects/w010n50 ?

Assuming this is the case - 

a) Should this be what is mentioned in the Getting Started Guide as the
way scenery is installed (I'm happy to make the update)
b) Should the binary installers create the Terrain and Objects
subdirectories (someone else will have to do this one)

From a documentation point of view, I don't want to have to explain two
different approaches and the issues with a Terrain subdirectory that can
arise, so it would be nice only to have one standard.

-Stuart



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Re: [Flightgear-devel] error:Unknown exception in the main loop

2005-11-14 Thread Vassilii Khachaturov
 I've seen a couple of Failed to open file messages w/o a file,
 and decided to hunt for that one. It looks like this is only
 thrown from within simgear, but always with a path.

 Closer examination reveals that easyxml.cxx throws it, and uses the same
 pattern as JSB and I had recently agreed to be problematic ---
 dynamically creating things on the stack and throwing them!

 Either I managed to persuade JSB in a wrong C++ fact (I'm not 100% sure
 about it), or each and every throw throughout simgear and flightgear
 must be reviewed and such usages rewritten.

 One might argue that this is smth that only aids in error recovery in
 already screwed up situations, but some exceptions might be thrown to
 indicate non-globally-fatal situations --- i.e., without looking at every
 such place we can't be sure.


Bad news --- I've verified, and indeed this is a wrong way to throw a tmp
object out of a stack frame. It's fine as long as the catch handler is in
the same function.

If all that the catch handler does is catch smth by reference
and never access the instance, it is fine, but 1) the throw is still
unsafe 2) in this case, all that the exception object is used for
is just signal the type of exception by its C++ type, and thus
it makes more sense to have one static object of that class
for this very purpose, to save the ctor/dtor hassle.

Bottom line: sg/fg contains a lot of unsafe and unportable code
(i.e., some compilers will have it crash earlier than the others),
and a patch is needed. I'll try to work on this in this coming weekend,
time permitting. It's a lot of code to verify --
find . -name '*.[ch]*' | xargs cat | grep -c throw
gave me 66 on sg and 43 on fg.

It's a pity no exceptions like these had been thrown during the valgrind
runs some folks were running.

Vassilii


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Re: [Flightgear-devel] Getting Started Guide - Terrain/Objects

2005-11-14 Thread Vassilii Khachaturov
 Hi All,

 As with 0.9.9 we'll be using the FG scenery DB objects, will the default
 scenery directory topology be something this

 Scenery/Terrain/w010n50
 Scenery/Objects/w010n50 ?

I suggest encouraging 2 directories --- 1 for the static scenery
coming with FG, and the other one for the Terrasync DB/Jon's database/
whatever else external source. Melchior has it summed up pretty nicely
at

http://members.aon.at/mfranz/flightgear/flightgear-howto.html

I'd only suggest to have the world scenery under smth like
/var/share/FlightGear/WorldScenery
(maybe share/games) rather than in the FG_ROOT, to make it
more up-to-date with the current FHS.

 Assuming this is the case -

 a) Should this be what is mentioned in the Getting Started Guide as the
 way scenery is installed (I'm happy to make the update)
 b) Should the binary installers create the Terrain and Objects
 subdirectories (someone else will have to do this one)

The binary installers could also have an option of launching
a local terrasync service in a dedicated account with write permission
into the world scenery Terrain subdir.

 From a documentation point of view, I don't want to have to explain two
 different approaches and the issues with a Terrain subdirectory that can
 arise, so it would be nice only to have one standard.

In some place the difference would have to be explained because of
the people that make the upgrade, wouldn't it?

Thank you very much for the docu. updates!

V.


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[Flightgear-devel] XCode project files

2005-11-14 Thread James Turner
On 12 Nov 2005, at 14:30, Arthur Wiebe wrote:I've been using Xcode 2.2 for some time now building Flightgear and everything else. Preview builds until now of course.By the way Xcode projects you can use to build PLIB, Simgear, and FlightGear are available now. I've polished them up so they should be ready. If you're interested I'll commit them to the macflightgear cvs.Please do commit them, I've had hand-rolled projects for all three for some time, but they're out of sync. If I find any issues, I'll let you know.James -- You whine like a mule. You are still alive!  ___
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Re: [Flightgear-devel] Getting Started Guide - Terrain/Objects

2005-11-14 Thread Buchanan, Stuart

--- Vassilii Khachaturov [EMAIL PROTECTED] wrote:
 
  Scenery/Terrain/w010n50
  Scenery/Objects/w010n50 ?
 
 I suggest encouraging 2 directories --- 1 for the static scenery
 coming with FG, and the other one for the Terrasync DB/Jon's database/
 whatever else external source. Melchior has it summed up pretty nicely
 at
 
 http://members.aon.at/mfranz/flightgear/flightgear-howto.html
 
 I'd only suggest to have the world scenery under smth like
 /var/share/FlightGear/WorldScenery
 (maybe share/games) rather than in the FG_ROOT, to make it
 more up-to-date with the current FHS.

OK, I'll suggest /var/share/FlightGear/WorldScenery/[Terrain|Objects] for
*nix, and FG_ROOT\Scenery\[Terrain|Objects] for Windows.

 The binary installers could also have an option of launching
 a local terrasync service in a dedicated account with write permission
 into the world scenery Terrain subdir.

  From a documentation point of view, I don't want to have to
explaintwo
  different approaches and the issues with a Terrain subdirectory that
 can
  arise, so it would be nice only to have one standard.
 
 In some place the difference would have to be explained because of
 the people that make the upgrade, wouldn't it?

I'm guessing that most users upgrading won't be re-reading the Getting
Started Guide, so this will be a lower priority.

 Thank you very much for the docu. updates!

It's a pleasure. I find it a nice managable contribution to make. Plus I
think good documentation is very valuable. 

-Stuart






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Re: [Flightgear-devel] Getting Started Guide - Terrain/Objects

2005-11-14 Thread Vassilii Khachaturov
  Additionally no one should run terrasync as root anyway, so it can't
  write to /var/share/FlightGear. terrasync users should have their own
  scenery directory in their homes or anywhere their user is able to write.
 
  Nine


 I agree.

 User data (like from terrasync) belong to ~./local/share/FlightGear
 or ~./flightgear/

 When using the latter one, we could also start to put the .fgfsrc config file
 into ~./flightgear/

I thought about a dedicated account for terrasync (non-root),
with right permissions only to the /var/share/FlightGear/Scenery/Terrain
(or WorldScenery/Terrain).



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Re: [Flightgear-devel] Getting Started Guide - Terrain/Objects

2005-11-14 Thread Curtis L. Olson

Vassilii Khachaturov wrote:


I thought about a dedicated account for terrasync (non-root),
with right permissions only to the /var/share/FlightGear/Scenery/Terrain
(or WorldScenery/Terrain).
 



Terragear is sufficiently crude and unrefined and user unfriendly that I 
think we should leave it out of the getting started guide.  We are going 
to send unsuspecting users down a wild goose chase and they'll be 
disappointed.  We can mention it and forward them to more information, 
but I think we are asking for a lot of trouble if we try to document it 
in the getting started guide.  For instance, it requires rsync to be 
installed on your system.  Probably ok for most modern linux/freebsd 
systems, but a big problem for the typical windows user ... and even 
sun/sgi probably don't have it installed by default.


Curt.

--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Oliver C.
On Monday 14 November 2005 19:07, Buchanan, Stuart wrote:
 --- Melchior FRANZ [EMAIL PROTECTED] wrote:
  Both are wrong, according to the FHS, and to common sense. The right
  path
  is /usr/local/share/ ... and guess what? It's already the default. So,

 What is FHS?

It's the unix Filesystem Hierarchy Standard
http://www.pathname.com/fhs/


 where $FG_ROOT is the FG data directory, and can be anywhere anyone wishes
 (though I intend to reccommend c:\FlightGear for windows to avoid any
 whitespace issues)

On windows the Flightgear folder definitely belongs
into C:\programs\FlightGear 
That's the default place for all Windows applications.
The folder C:\programs can be accessed via a windows system variable,
and this is the right way to do it, because this is required for localized 
purposes.
For example on a German Windows installation the name
for C:\programs\ is C:\Programme\
Thus the system variable should be used, instead of a direct access to the 
folder name.


Best Regards,
 Oliver C.

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Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Oliver C.
On Monday 14 November 2005 18:47, Melchior FRANZ wrote:
 * Oliver C. -- Monday 14 November 2005 18:46:
 [/usr/local/games/FlightGear or /opt/flightgear]

  Seriously, i can live with both directories. /opt/flightgear is fine too.

 Both are wrong, according to the FHS, and to common sense. The right path
 is /usr/local/share/ ... and guess what? It's already the default. So,
 nothing to see here -- move along.
Ok, i can live with /usr/local/share (for flighgear data) too. :)


Best Regards,
 Oliver C.




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Re: [Flightgear-devel] Getting Started Guide - Terrain/Objects

2005-11-14 Thread Vassilii Khachaturov
 Terragear is sufficiently crude and unrefined and user unfriendly that I
 think we should leave it out of the getting started guide.  We are going
 to send unsuspecting users down a wild goose chase and they'll be
 disappointed.  We can mention it and forward them to more information,
 but I think we are asking for a lot of trouble if we try to document it
 in the getting started guide.  For instance, it requires rsync to be

OK. This means that we should suggest $FG_ROOT/... based layout
(but with different scenery dirs between the base package and the
user-installed additional scenery --- unless we keep the
scenery download page SFO tile to be the most up-to-date so
that the SFO scenery is no longer nukable), and just have a terrasync
pointer.

Everything else (per-FHS-distro-flavoured dispersion of things
under /opt's /share's /var's etc, suid terrasync etc) actually
belongs in another document (not yet written, and needed with
a much smaller priority, if at all) documenting the best current practices
of fg packagers, so that Debian/Gentoo/RH/win32/... packages
have the same shared know-how.

V.


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[Flightgear-devel] Re: [BUG] environemnt_ctrl.cxx: exception triggers SGThread assert()

2005-11-14 Thread Melchior FRANZ
Unfortunately, reverting the recent changes (that caused the thread
to be created with detached state) wasn't enough to fix the problem.
The strange thing is, that the return value that triggers assert()
is 35, or EAGAIN (Linux). This makes no sense. It's neither described
on the pthread_join manpage, nor is it used in any implementation that
I found on the net. Also, if I take it literally and try again in
an endless loop, I get endless 35 codes.

Maybe I've got a broken libpthread or something. Could someone try
to reproduce it?

  $ fgfs --aircraft=ufo --prop:/environment/params/metar-max-age-min=1 
--log-level=warn

Then fly to another airport, say KOAK and wait. After one minute
fgfs starts to fetch METAR reports for KOAK, but they are most
likely older than one minute, so it fetches the next, and next,
until it throws an exception after ten failed attempts. And this
causes an abortion here:

  Error fetching live weather data: More than 10 stale METAR messages in a row.
  Stop fetching data permanently.
  fgfs: /usr/local/include/simgear/threads/SGThread.hxx:150: void \
  SGThread::join(): Assertion `status == 0' failed.
  /home/m/bin/fgfs: line 239: 18187 Aborted (core dumped) 

m.

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[Flightgear-devel] Re: [BUG] environemnt_ctrl.cxx: exception triggers SGThread assert()

2005-11-14 Thread Melchior FRANZ
* Melchior FRANZ -- Monday 14 November 2005 22:29:
   $ fgfs --aircraft=ufo --prop:/environment/params/metar-max-age-min=1 
 --log-level=warn

I forgot  --enable-real-weather-fetch.

m.

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Re: [Flightgear-devel] Re: Buildings ?????

2005-11-14 Thread Georg Vollnhals

Ralf Gerlich schrieb:



Erm, yes...working on the GRASS-HowTo for Scenery Designers ;-) Didn't 
get far yet...


Cheers,
Ralf


Yes, would be a nice christmas present! :-) :-)
I stared work with FGSD and made some smaller corrections but it is not
possible to correct a bigger area with that tool in the present state
(what does not mean that it is bad, it only needs further development
and documentation).

As always in life, it is a question whether you have the right tools to
make a good job and enjoy it!
Thank you in advance, Ralf, for finishing your GRASS-HowTo!
Regards
Georg


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Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Arnt Karlsen
On Mon, 14 Nov 2005 16:42:24 +0100, Oliver wrote in message 
[EMAIL PROTECTED]:

 I suggest to remove the SF bay scenery in the corresponding 10x10
 scenery  file.
 This allows us to place the SF bay, which comes allready with the base
  package, in the main scenery folder like all the other 10x10 chunks.

..good idea, and can it be combined with locally made stuff too?

 And when someone installs the corresponding scenery tile
 w130n30.tar.gz it won't overwrite the SF bay.

..why do (or don't?) we want this file overwritten?

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] Re: freeglut on SuSE 10

2005-11-14 Thread Steve Knoblock

Let us know how you get on, or better, if you're still stuck, ask for 
real-time help on the IRC channel.  There has been a steady stream of such, I 

I've got Flight Gear 0.9.8 running. I can't thank you enough! I
downloaded both RPMs from rpmfind, which I may have seen in passing
during a google search, but wanted to stay safe with the official
sites. It's a great site. I was getting quite a runaround chasing the
SuSE docs, repositories and yast. I will try installing the CVS
version soon or the prerelease.

I may show up on IRC in time.

Steve



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[Flightgear-devel] Missing Data/ directory in pre3 base package

2005-11-14 Thread Pigeon

Hi all,


It seems the Data/ directory is missing in the pre3 package, which 
basically contains only Data/AI/ at the moment, and hence explains a
few people not able to use the nimitz carrier (Data/AI/nimitz_demo.xml),
and fgfs will simply terminate with a very vague message saying
terminate called after throwing an instance of 'sg_io_exception'
(reported by azuron on IRC).


Pigeon.


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