Norman Vine wrote:
David Megginson writes:
Martin Spott writes:
As far as I know, no one has started documenting the propperly, mainly
because they tend to change rather quickly.
You probably hit the nail ;-)
Aside from that, there will probably be a major restructuring when we
add
Erez Boym wrote:
HI,
Well, I'm new to FlightGear tweaking, but I find it
strange that to use flight gear (Add objects, add
aircrafts etc.) you have to search the source files,
just to find these xml properties that will enable me
to do that work.
In my inexpert eyes it's something we must
paul mccann wrote:
Matt
Thanks for the link, I just got blender going on my vector linux last week so
the timing is perfect.
You are running Linux on a Cray?
:-)
Erik
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Rick wrote:
Hi,
I put the following message on the users mailing list and it doesn't seem that
anyone there can help. Can anyone here give any insight? The 3D demos all
work and I'm running Mandrake 9.0 with a NVIDIA GeForce4 Ti 4200.
FlightGear-0.9.1
Finally got FG to complie, but when I
David Culp wrote:
Recently someone posted some F-16 panel artwork here (I forgot who), and I've
Does this look familliar:
http://www.a1.nl/~ehofman/fgfs/download/f16-panel.png
*Then it might have been me ;-)
made an F-16/T-38/generic-fighter panel/HUD combo out of it. If anyone's
Curtis L. Olson wrote:
Lee Elliott just sent me his latest rendition of the SeaHawk. Lee
makes really sweet 3d models (B-52, TSR2, A-10, SeaHawk, etc.) and he
is now starting to texture them:
http://www.flightgear.org/images/SeaHawk.jpg
If you have the latest cvs of the base package, you
Curtis L. Olson wrote:
Erik Hofman writes:
Oh, and one word of advise, don't use the parking break when airborne
... :-P
Oh my, now that's an easter egg I wasn't expecting. Lee get's the
prize for the day. :-)
I try to get it working when on the ground only by adding the following
tho
Gene Buckle wrote:
Oh, and one word of advise, don't use the parking break when airborne
... :-P
Oh my, now that's an easter egg I wasn't expecting. Lee get's the
prize for the day. :-)
What happens?
http://www.a1.nl/~ehofman/fgfs/download/seahawk.png
Erik
Gene Buckle wrote:
Gene Buckle wrote:
What happens?
http://www.a1.nl/~ehofman/fgfs/download/seahawk.png
Heh. That's pretty neat. Does it affect the flight characteristics or is
it strictly a visual effect?
Visual only. It was meant to work on the ground only, but the brakes
gets
Andy Ross wrote:
Erik Hofman wrote:
I try to get it working when on the ground only by adding the
following tho the YASim configuration file:
control-input axis=/gear/gear[0]/wow control=EXTEND/
which checks for weight on the nosegear, but it seems to work
inverted. Andy?
You can
David Culp wrote:
Erik wrote:
*Then it might have been me ;-)
Bueno, Erik! Here's what I've done to the panel. I had to shave off the top
and bottom a little for visibility over the nose. I then added some HUD
brackets, and converted it to RGB format. The (huge) file is here:
You are
Jim Wilson wrote:
Recently I've been looking at potential solutions to doing a glass cockpit
display in flightgear. The 2D panel system just doesn't provide anywhere near
the functionality to do it, so I've pretty much decided that isn't an option.
The two possible options that come to mind are
Michael Basler wrote:
I have found the same problems. I think it is related to using
gcc 3.2 on recent cygwin.
Thanks, Richard, good to know it's not just my fault.
gcc 3.2 doesn't look in /usr/local/* by default, so you need to
add it manually (set CXXFLAGS and LDFLAGS appropriately).
[EMAIL PROTECTED] wrote:
Hello,
My name is Henrik Nilsen Omma, and I am a participant in a new Open Source
Project called TheOpenCD. Our aim is to create a simple to use CD distribution
of Open Source software for Windows that will act as a showcase, and in that way
spread the OSS message. We
Curtis L. Olson wrote:
Actually, drawing 2d panels is pretty straight forward, and their's
lots of examples you can start with and modify. Panels are all done
with .xml config files so you don't need to do any coding or
recompiling to build a panel. And, you can reload the panel on the
fly, so
Hi,
For those of you who haven't noticed it yet, belnder 2.26 has been
released recently which includes a brand new Irix binary:
http://www.blender3d.org/Download/
Erik
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Andy Ross wrote:
Curtis L. Olson wrote:
I seem to recall hearing discussions that glDrawPixels() is
*excessively* slow on most platforms; to the point of making it nearly
unusable for real time graphics.
It also ties the implementation to a particular screen resolution,
which is a
Huhu ? Anyone listening ?
Curt told me to bug people with the purpose achieve compatibility between
FlightGear and the upcoming XFre86-4.3.0 - so I decided to do :-)
Obviously DRI people are not really interested very much in this issue, so
anyone else has to be if we want to see this
Martin Spott wrote:
The problem I was facing back then was glLight/GL_SPECULAR related.
Specifically, the last parameter needs special attention. A too high
value will result in the effect you describe here.
This might sound promising. If you give me a hint where do 'dial' this value
then
Martin Spott wrote:
One place to look is materials.xml in the root od the base directory.
Set the a/a values of specular/ to zero and see if it changes
anything.
Sorry no success. I tried setting every occurence to 0.5 or 0.0 - without
any noticeable change
One extra step would be
Bernie Bright wrote:
From simgear/screen/tr.h:
extern void trTileSize(TRcontext *tr, GLint width, GLint height, GLint
border);
It looks like GLint is defined as an int when compiling SimGear but is long
when compiling FlightGear.
Ouch, what a horrible way to find thise kind of problems.
Erez Boym wrote:
Hi,
It's more a TerraGear question but it seams that the
TerraGear list is dead so I'm trying my luck here,
hoping some one can help me.
I'm compiling TerraGear and for some reason, it keeps
complaining about simgear/misc/fgstream.hxx. I have
all the latest files from
Martin Spott wrote:
I have something interesting on the topic - it boils down to fiddling with
the RGB values for the emissive light colour for the material in
'materials.xml'. I have a handfull of screenshots for you to compare.
With hardware-TCL, 'emissive' RGB values set to 0.0 (current
as Erik Hofman reported to have seen on
his O2 - Erik ?
Yes, but that was controllable because I did somethin wrong.
BTW, could you try this patch?
Erik
--- /home/erik/src/CVS/fgfs/FlightGear/src/Objects/newmat.cxx Fri Nov 15 23:21:21
2002
+++ FlightGear/src/Objects/newmat.cxx Thu Feb 20 09:54
Martin Spott wrote:
Hello,
at least since 1.6.0 release (or earlier) PLIB appears not to build joystick
support on Solaris (not on the two machines I use to compile miscallaneous
stuff on). But FlightGear does not build with a PLIB without joystick
support:
Do you tend to wait until PLIB has
Danie Heath wrote:
Hi guys ...
I've actually got some free time to contribute ... is there a tutorial
on CVS anywhere I have basically no knowledge about it ..(*blush*
been coding for years without CVS)
This might be a good start:
Martin Spott wrote:
BTW, could you try this patch?
You know I'll try _every_ patch you want me to do so ;-)
Unfortunately this one does not do the trick,
Okay, I'm pretty sure now it's OpenGL shininess related, but I can't
think of a reason why.
:-(
Erik
Martin Spott wrote:
This should be fixed in the CVS version of plib. I've added a jsNone.cxx
file with empty functions for IRIX, Solaris and HP-UX.
I tried yesterday without success:
/usr/local/src/plib/src/js ~ g++ [...] -c -o js.o js.cxx
In file included from js.cxx:23:
js.h:40:32:
Martin Spott wrote:
Somehow your compiler identifies itself as being a BSD platform. Instead
it should support the SOLARIS definition.
I think it's a different issue. Taken from current 'README':
PORTABILITY and DEPENDANCIES:
[...]
JS -- Currently Linux/Windows/BSD only.
from the README in
Danie Heath wrote:
Hi all,
I have some more questions on CVS. If I have the version 0.9.0 base
package, and I run :
cvs -z3 -d :pserver:[EMAIL PROTECTED]:/home/cvsroot co fgfsbase
it seems it downloads the whole base package through CVS. Is there a way
I can update only the files that have
Hi,
I was wondering, do any of you (using the latest plib CVS version) still
see the A-10 aircraft model?
At first I tought this was a problem with the 3ds loader, but as it
happens, I can see the seahawk (which is also a 3ds model) model without
any problem?
Erik
Martin Spott wrote:
Erik Hofman [EMAIL PROTECTED] wrote:
The Seahawk does have textures, A-10 does not,
I did see (a white) A-10 in the past ...
Erik
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James Turner wrote:
Sorry to muck people (esp David, by the sound of it) around, but I have
'live' DAFIFT importing working in my local tree (for about 3 weeks
now), I've just been holding off submitting while I did more testing.
Anyway, the other relevant point (I suppose) is that my
Hi,
With the help of David Culp I have been able to create an F-16 model
with a partially done 2d panel. One of the best parts is the realistic
HUD created by David.
http://www.a1.nl/~ehofman/fgfs/download/f16.tar.gz
Enjoy!
Erik
___
Jonathan Polley wrote:
Hello all,
I am asking this question from the standpoint of the benefits of a
dual-processor computer in running FlightGear. Enabling threading will
yield more stable frame rates, but how much work can be offloaded onto
the second processor? Is it save to guess
Curtis L. Olson wrote:
John Check writes:
On Tuesday 25 February 2003 2:22 pm, Martin Spott wrote:
[EMAIL PROTECTED] wrote:
Modified Files:
f16.xml
Log Message:
improved f-16 from Erik Hofman
Oh, _very_ nice, but eerm, did anyone manage to get the beast off
the runway without
Brandon Walters wrote:
Hi, i've been trying to get some help on this list but no luck so will
try one more time. i am new to flight sims and OpenGL and can any one
just please tell me how to just draw a HUD, and dials (eg horizon).
please please please. hopefully someone will give a good link,
Erez Boym wrote:
Can you please list the versions I need to compile
TerraGear ?
I have just upgraded AutoMake to V1.5 as demanded by
the TerraGear autogen.sh but maybe I need to upgrade /
downgrade other tools too.
automake vs. 1.6 or later and autoconf 2.52 or later should work without
a
Michael Selig wrote:
Really good to see (and nice to have in the base package).
Any chance of getting the HUD to also display the g-load? I find this
info extremely useful while developing flight models. For now, I get
this info by using the unix 'watch' command to look at the tail end of
Hi,
For the F-16 I am modelling an altitude indicator that uses a scrolling
number bar (0 ... 9) to display the altitude. I've modified the code
slightly to support a modulator, but when shifting the numbers they are
visible above the inmstrument in some cases:
Andy Ross wrote:
Erik Hofman wrote:
Is there a way to truncate textures to the instrument size?
Here's an idea for a clever hack: split the number scroller up into
two textures, one for the top half and another for the bottom. Clamp
each so that it can't scroll any farther than just past
John Check wrote:
There is/was a special function that draws the mag compass ribbon
that does what you need. I experimented with making analog
odometer style numbers at one time. AFAIK the code was never
modularized. I forget the exact location but if you grep for
compass-ribbon.rgb you'l find
Andy Ross wrote:
Erik Hofman wrote:
That's not possible at the moment. The min and max settings do clamp
the values, but that makes the modulator useless (the value is never
reached).
I fuzzy on what the modulator does. To my mind, there shouldn't be
any need for C++ code at all; just use
Miller, M B wrote:
I am a new user to FlightGear. I have made minor modifications to use our
flight simulation to drive the FlightGear models through shared memory.
This proof of concept system will be demonstrated to the Air Force Special
Operations Command.
It would be nice to get these
Jim Wilson wrote:
Erik Hofman [EMAIL PROTECTED] said:
Great, now I feel recruited by the US military ...
:-D
Well, not exactly! Keep in mind that the same code is available to everyone
else including the North Koreans, provided of course they are allowed to
keep their power plant running long
Jon Berndt wrote:
- Open Source versions of LaSRS++ frameworks include
JSBSim which is the flight model for 'FlightGear'
JSBSim included with LaSRS++ ??
I've got a note in to Bruce Jackson to ask him if he is aware of the
truthfulness of this.
Jon Berndt wrote:
Jon Berndt wrote:
- Open Source versions of LaSRS++ frameworks include
JSBSim which is the flight model for 'FlightGear'
JSBSim included with LaSRS++ ??
I've got a note in to Bruce Jackson to ask him if he is aware of the
Miller, M B wrote:
Currently we are running this stuff under Windows, but I am making a push
to port to Linux. Unfortunately, our flight sim is not available to the
public. But the changes I made to FlightGear can be incorporated if there
is interest. I am currently using Windows API calls
Erez Boym wrote:
Hi, Curtis and all
OK, Upgrading automake to v1.6 as you have recommended
did solve the autogen.sh script problem, TerraGear did
start to compile.
Now it seams that it has another issue, this time in
the TerraGear code itself.
In both the CVS code and the 0.0.5 code the build
Tyson, Diarmuid wrote:
If it's larger than, say, 10Kb we prefer an URL to download it
ourselves.
Ok, I've put a tgz file and some basic instructions at
http://flightgear.tysonfamily.net/
I've uploaded a diff against the latest CVS code here:
Major A wrote:
I've recently watched one of my favourite films called The Big
Blue. I was amazed to find that even in a great film like this they
added that fake tyre squeak sound on landing -- of a helicopter!
I was at the local airport the other day and noticed *no* tire squeel
for F-16's
Hi Marten,
I need to create windows program that have 2 buttons ON and OFF. If pressed
ON IGs power on, if pressed OFF - IGs power off. ON is clear for me. Maybe
to look into SNMP?.Program maust be created on C, Maybe you have some
advices?
How about a remote exploit that causes a kernel panic
David Culp wrote:
I asked a 747-400 pilot what was the fuel flow per engine at cruise. He said
about 6000 lb-per-hour. Assuming a TSFC of 0.5 (I've seen 0.318 and 0.348
for the PW4060, but I don't trust these numbers) that would mean each engine
is developing 12000 pounds of thrust.
Jim Wilson wrote:
On the Half Half, do you have any other photos? Or higher res of the one
on the web page? I probably could go ahead with the Half Half if I had even
just a picture of the nose area to get the isignia.
Does this help any?
It even contains a merlin engine sound file.
Erik
Martin Spott wrote:
Hello,
did anyone already encounter the following Error:
[ directory simgear/sky/clouds3d/ ]
g++ -DHAVE_CONFIG_H -I. -I. -I../../../simgear -I../../.. -I/opt/gnu/include -I/usr/local/include -I/usr/local/FlightGear/include -I/usr/X11R6/include -O3 -D_REENTRANT -c -o
Jim Wilson wrote:
Take a look at this:
http://www.spiderbark.com/fgfs/p51d-01.png
This might be a good set of textures for your mustang:
http://ftp.avsim.com/library/esearch.php?DLID=27843CatID=CFSAC
It suggest GPL compatibillity (License: Freeware) but it might be a good
idea to check this.
Major A wrote:
This one is mainly for fun, not to urge anyone to fix anything...
- Using wheelbrakes on the F16 model is not a good idea! Why I just
I know. I still have to look into that, and see what causes it. Off
course it not a good idea to use wheel brakes before the plane is almost
in a
It's good to come home after a long day at the office:
http://www.a1.nl/~ehofman/fgfs/download/F16-KSFO.jpg
Erik
(Good night)
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David Megginson wrote:
Curtis L. Olson writes:
The F-16 flies really well (not that I know what an F-16 is supposed
to fly like.) Ground handling (especially braking) needs some work,
but it's coming along very nicely.
I don't know -- it seems pretty touchy. You come in just a few
hundred
David Megginson wrote:
Erik Hofman writes:
I don't know -- it seems pretty touchy. You come in just a few
hundred knots too high and the flare lasts forever.
One other thing, an F-16 has to be landed with a pitch angle between 11
and 15 (typically 13) degrees. Otherwise
David Megginson wrote:
Erik Hofman writes:
I don't know -- it seems pretty touchy. You come in just a few
hundred knots too high and the flare lasts forever.
One other thing, an F-16 has to be landed with a pitch angle between 11
and 15 (typically 13) degrees. Otherwise
Martin Spott wrote:
I think, something went wrong here:
It looks like it, put the following file in FlightGear/Aircraft/f16/Panels:
http://www.a1.nl/~ehofman/fgfs/download/ded.xml
Erik
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Tony Peden wrote:
Fighters, especially those that are supersonic, have relatively small
wings. That's the biggest reason.
Now that you mention it, I just heard a story of a group of R/C flyers
that had modelled a scale model of an F-16. They encountered a problem
where the aircraft could fly
Jon S Berndt wrote:
On Thu, 13 Mar 2003 22:26:31 +0100
Erik Hofman [EMAIL PROTECTED] wrote:
They encountered a problem where the aircraft could fly past 2 degr.
aoa. It took them quite long to learn that the wing root of the F-16
(the part of the fuselage that extends to underneath the canopy
Major A wrote:
Did I tell you that the F-16 panel starts looking _great_ ?!!!
Yes, it is indeed! Here's an issue that you might not have come across
though: the HUD is placed incorrectly when the aspect ratio of the
FGFS window is too small (window isn't wide enough for its height).
This is a
Jim Wilson wrote:
Heh...I found out that he wasn't actually the author of those textures. He
just overlayed the originals with some color stripes here and there.
Attempts to reach the original authors at FDG have failed. Their (FDG's)
website seems to be gone.
Hmm, they always seem to have an
Roman Grigoriev wrote:
I tried to work not with shadows but with light lobes but It requres
multitexturing that PLIB NOT support and I think that will not support in
nearest future. FlightGear is tightly connected with PLIB and Curtis IMHO
will not release FlightGear w/o released PLIB with
Melchior FRANZ wrote:
I did, and here is the answer. In short, Dr. Horn planned to contribute
the helicopter code (if there are no export restrictions imposed on the
Sikorsky/NASA model) as soon as it is mature enough. This will hardly be
before this summer.
It looks to me we have to convince
Darren Hammond wrote:
I've not managed to take a lesson in my life, so I can't actually vouch for
any of them, but it might give you a start.
You realy should. It's not that hard, and its *fun*.
Erik
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Jon Berndt wrote:
I'd like to nominate Jim for Employee Of The Month. :-) That's looks
awesome, Jim. Can't wait to see this and Jon's FDM model in action.
distracted by Jim's awesome 3D model, waiting for it's FDM, Jon is busily
forming aero data from DATCOM runs ... DANG! all out of
Jim Wilson wrote:
Jon? ... Jon? Is that you under that pile of oil cans?
Coild well be. I think he's a bit confused now that I've introduced him
to Bitchin' betty.
Erik
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Hi,
Now that David and Curtis have mad the mistake to give me CVS write
access I hev the following two pending patches.
1. 3D HUD code, written by Andy Ross and modified by Norman Vine.
2. Multiplayer code written by developers from Airservices Australia
Does anybody object to including these
David Megginson wrote:
Now that Erik is the newest sucker^H^H^H^H^H^Hco-maintainer, feel free
to send him patches to him as well as Curt and me.
Curt prefers complete files and I prefer diffs -- what will Erik
choose?
Please sent no files ...
Erik
(Diffs wil do).
David Luff wrote:
On 3/19/03 at 6:10 PM Erik Hofman wrote:
Please sent no files ...
Erik
(Diffs wil do).
Whoops, sorry - just sent some files seconds before that appeared!
Never mind. I shoudl have sent I prefer no files (at all), but as you
might have guessed, I was kidding.
Erik
Duncan McCreanor wrote:
We have produced a working multiplayer version under Linux. The multiplayer
code has been created from scratch without using any of the existing
multiplayer code. It was felt that the existing multiplayer code was too
platform (Unix/Linux) specific and appeared to slow
Jonathan Polley wrote:
Oh, and it will not link because of the following missing symbols:
These are symbold from NetworkOLK. Did you rerun autogen.sh and configure?
Erik
BTW. The fixes are in CVS now.
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Jonathan Polley wrote:
Oh, and it will not link because of the following missing symbols:
You will either have to do a make clean or remove the following files
by hand:
Cockpit/hud.o
GUI/gui.o
GUI/gui_funcs.o
Main/main.o
Main/options.o
Main/util.o
Erik
Gerhard Wesp wrote:
Hello Dev team,
Are there projects using FlightGear as the ``engine'' of a simulator
with cockpit mockup, multiple projectors, head down display and and
possibly a motion platform?
http://flightgear.org/Projects/RayChair/raychair.html
http://flightgear.org/Projects/
This would
David Megginson wrote:
Erik Hofman writes:
We have three FDM's of which two of them use windtunnel/flight-test
data and one is based on physical dimensions of the aircraft. The
latter is a bit less accurate but is easier to design a working
aircraft for.
To be fair, YASim
Gerhard Wesp wrote:
http://flightgear.org/Projects/RayChair/raychair.html
http://flightgear.org/Projects/
Oops. Should have looked more closely on your homepage. Thanks!
We are a bit behind on this part. There is a project called OpenGC that
has been working with FlightGear, but I don't know
Gerhard Wesp wrote:
http://flightgear.org/Projects/RayChair/raychair.html
http://flightgear.org/Projects/
Oops. Should have looked more closely on your homepage. Thanks!
This is actually the first time I've looked at this video, but it is
quite nice to see FlightGear in action this way:
Duncan McCreanor wrote:
I am working an update to the multiplayer code. The changes are to tidy up
the loading/unloading of models as players come and go, as well as some other
minor corrections. I will post the changes within the next couple of days.
Good to see there is still active
Norman Vine wrote:
Erik Hofman writes:
1. 3D HUD code, written by Andy Ross and modified by Norman Vine.
I realy like this patch, but it requires aircraft to be repositioned. As
far as I know only the F-16 doesn't use a full-screen HUD, but
I'm not sure.
Does any object or can I go ahead
Ironhell3 . wrote:
ok, i am not sure if this is correct but this way compiles cvs version
of Flightgear
Shoot. You are right.
Funny I didn't catch that one.
Thanks.
Erik
--- src/Main/fg_init.cxx2003-03-20 14:33:11.0 +0200
+++ src/Main/fg_init.new.cxx2003-03-20
Martin Spott wrote:
Hello, today I encountered linker errors on SuSE-8.1/i386. As I understand
this does not depend on the tool chain:
Did you already try this:
You will either have to do a make clean or remove the following files by hand:
Cockpit/hud.o
GUI/gui.o
GUI/gui_funcs.o
Main/main.o
Norman Vine wrote:
Erik Hofman writes:
I want to apply the 3D HUD patch which was originally written by Andy
Ross and later modified by you.
I understand and I am all for it :-)
In fact the Win32 binary users already have this.
It is the 'requires aircraft tobe repositioned' is what I
Alex Romosan wrote:
i see the same thing and i even made a distclean beforehand. anyway,
looking at src/Include/config.h is see that both FG_MPLAYER_AS and
FG_NETWORK_OLK are defined. shouldn't the new multiplayer mode disable
the old network code?
Yes it should.
Turns out to be my bad. I had
Jonathan Polley wrote:
In my case, I don't want any of the multi-pilot code in my build. For
some reason, as of yesterday, src/MultiPlayer is required for the build
(--with-network is defaulted to yes). If it requires that I build with
--with-network-olk then this is a very bad thing
Norman Vine wrote:
If I apply the patch and start FlightGear using the F-16 the hud is
positioned to far up, leaving the HUD area. This has to be fixed (and
can be fixed), but other then the F-16 I have no authoroty over the
aircraft section, so other people need to do that themselves.
How
Erik Hofman wrote:
Norman Vine wrote:
Yes but I think this is what Andy intended ie the 3D HUD is
alligned with the horizon
That is what mean, all the current HUD's need to be realligned ebcause
of this change.
It looks like just three HUD types are used, the default, a custom
default
David Luff wrote:
It probably gets through undetected when configured --without-logging
I'm using default settings now, except for threading.
Things should work out better in the future.
Erik
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Richard Bytheway wrote:
Has anyone else noticed that the F16 rudder acts in the opposite direction to all other aircraft?
I've never noticed it and it should be right.
Does anybody else notice this?
Or is it just my system?
I can't possibly think of a way that makes it system specific?
Erik
Jonathan Polley wrote:
Now that I have FlightGear linking, I have found another problem that
has cropped up recently (I'm not sure when, exactly). It seems as if
the 3D panel is always active. Since I always run FlightGear with the
--disable-panel in my .fgfsrc file, this causes problems. If
Martin Spott wrote:
Modified Files:
options.xml
Log Message:
Updated options from Erik Hofman
In some cases it would be _very_ useful for those who try to manage the
manual if there was a diff attached to the CVS 'loginfo' messages ;-)
I've added the command line options for MultiPlayer
Hi,
I've added runtime support for changing the log level. The default is
increased to SG_WARN (level=4) but could be decreased by adding
--log-level=#level to the command line. To get the previous behaviour
you have to add --log-level=3.
Note that log-level=1 is show all message available
Frederic Bouvier wrote:
I should have put that in a comment in the file at the first place.
Eric, can you add it for future reference.
BTW, the old way of testing options is ifdef'ed out and can be removed
now (look for NEW_OPTION_PARSING). Can you do it yourself our do you
want a patch ?
Okay,
Frederic Bouvier wrote:
option has_param typeproperty b_param s_param func
where:
option : name of the option
has_param : option is --name=value if true or --name if false
type : OPTION_BOOL - property is a boolean
OPTION_STRING - property is a string
Frederic Bouvier wrote:
Erik Hofman wrote:
BTW. This is a good step in the direction of XML defined options.
Except for options that need to call a function, all can be implemented
to add options to FlightGear without the need to program any code!
Yes, but usually, options refer to code. How
Frederic Bouvier wrote:
Erik,
is your new flightgear.org mail address operational ? I sent you
a bunch of patches and am wondering if you received them.
No.
Last time I tried [EMAIL PROTECTED], the mail bounced.
This is my official email address. There was a problem with the mail
server, but
Silent 8ob wrote:
I've just uploaded Duncan's latest update to the multiplayer code.
http://tysonfamily.net/flightgear
Eric - apologies - it is still a .tgz that patches the Flightgear release
0.9.1 source.
No problem, but could you switch over to the CVS version for the next patch?
Erik
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