<..>
> Hi and thanks for the info. I was kind of expecting
> there to be a coordinated
> effort to add multiplayer support to FlightGear,
> with various tasks on the
> table and regular commits so everyone could see what
> was going on. From what
> you've said it sounds like various multiplaye
Well, the engine I'm building is designed to be as
non-intrusive as possible (it loads as a FGSubsystem,
so only a entry in main.cpp is needed and it starts up
only if it sees a entry in the properties list when
the Flight Gear starts).
I've heard that Dave is also working on a engine and
that the
--- Mathew McBride <[EMAIL PROTECTED]> wrote:
> On Tuesday 14 January 2003 23:14, ace project wrote:
>
> > A squakbox add-on would be a great, Matthew.
>
> There's a problem there, I've ended up considering
> either:
> 1) Reverse engineering t
Original message (copy&paste for digest):
Date: Sat, 11 Jan 2003 09:00:34 -0600
From: Mike Bonar <[EMAIL PROTECTED]>
Subject: Re: [Flightgear-devel] IPC communication for
FlightGear
To: [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
A squakbox add-on would be a great, Matthew.
Who's working on
I'm glad to inform everybody that we (Jeroen and
me)have graduated on our MPE (multi player engine)
project (9/10 scored !). This graduation made us
"Bachelor", whats in a name... ?
But we are not done yet :(
every bit of code produced until half december is
posted at our site but I'm still busy m
--- David Luff <[EMAIL PROTECTED]> wrote:
> On 12/11/02 at 1:09 PM ace project wrote:
>
> >Our (ACE/ICE) multiplayer engine is ready to draw
> >planes in the game now, but I cant seem to figure
> out
> >how to add them to the drawing graph in a way that
> I
&
First,
My excuses if the message got posted multiple times
!copy&paste screwed up...
--- David Findlay <[EMAIL PROTECTED]> wrote:
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> On 07:09, giovedì 12 dicembre 2002, ace project
> wrote this piece of wisdom:
>
--- David Findlay <[EMAIL PROTECTED]> wrote:
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> On 07:09, giovedì 12 dicembre 2002, ace project
> wrote this piece of wisdom:
> > Our (ACE/ICE) multiplayer engine is ready to draw
> > planes in the game now
Our (ACE/ICE) multiplayer engine is ready to draw
planes in the game now, but I cant seem to figure out
how to add them to the drawing graph in a way that I
can actually see them.
Does anyone know how to do this or know the pitfalls
why is it failing ?
Tries so far:
---
class fgPeer::FGModelPla
--- David Luff <[EMAIL PROTECTED]> wrote:
> Curtis L Olson writes:
> >The best thing to do would be to look at your
> config.log and see
> >exactly why those checks are failing.
>
> Hmm, why didn't I think of that? Doh!
>
> The checks that are unexpectedly failing all have
> references to the M
--- Norman Vine <[EMAIL PROTECTED]> wrote:
> William Earnest writes:
>
> > Norman Vine wrote:
> >
> > > ace project writes:
> > >
> > > >I'm getting a compile error while compiling the
> latest
> > > >SimGear(CVS) unde
Can you tell me the command line of the compiler you
used and the location of plibnet.
(search it by typing "locate plibnet". It should find
a file name something like "libplibnet.a".
Because I think that you are missing a library include
line somewhere.
--- Roland Häder <[EMAIL PROTECTED]> wrote
I'm getting a compile error while compiling the latest
SimGear(CVS) under cygwin(current version/fresh
install).
My compiler is gnu gcc 3.2 (20020927)
PLib 1.6.0 (in /usr/local)
GL.h Mesa 3-D version 3.4
I already tryed adding the following:
with and without:
export CFLAGS="-DWIN32"
export CXXFL
This question is probably for David Megginson...
I'm ready to tie my peers to the modellist, can I use
FGSystemMgr to draw the planes for me ?
I've modified my local copy of FGSystemMgr to do the
model adding/removing in seperate functions so that
they are more generally useful.
Now I problably
I just had small problem with today's CVS of Flight
Gear and the base package snap shot of 25-8. If I
started FG then it would put my plane close to the
ground and crash the plane, very weird.
After updating the base-package to today's CVS (around
12:00 GMT) it worked fine again. Too bad I spend
a
--- David Megginson <[EMAIL PROTECTED]> wrote:
> ace project writes:
>
> > Is the class FGModelPlacement a good class to
> inherit
> > to be used for drawing other multiplyer planes ?
>
> You probably don't need all of that -- just place it
> l
Is the class FGModelPlacement a good class to inherit
to be used for drawing other multiplyer planes ?
And does it work correctly yet ?
Thank you for any response.
Leon
=
My Flight Gear Multiplayer Stuff (work-in-progress):
http://www.kbs.twi.tudelft.nl/People/Students/L.Otte/
OK, I admit
What source code generator is being used/recommened
for Flight Gear ? I currently use CPP2Doc for my own
code but Flight Gear seems to use another one, which
one ?
If possible if URL :)
thank you
=
My Flight Gear Multiplayer Stuff (work-in-progress):
http://www.kbs.twi.tudelft.nl/People/Stud
--- Manuel Bessler <[EMAIL PROTECTED]> wrote:
> On Mon, Oct 21, 2002 at 06:12:33AM -0700, ace
> project wrote:
> > Our upcoming network module can support the
> network
> > joystick input part. Just make a nice
> 'packet-layout'
> > (max packet size 5
The header file states that work on them should be
checked with Curt. I want to inherit AI-Entity to draw
the multiplayer planes.
But would did still be supported in the near future or
is there another way to do this easely ?
I also heard of a bug in the Flight Gear ATC-code that
it draws AI-plane
--- Bernie Bright <[EMAIL PROTECTED]> wrote:
> On Tue, 8 Oct 2002 00:16:24 -0700
> ace project <[EMAIL PROTECTED]> wrote:
>
> >
> > --- Bernie Bright <[EMAIL PROTECTED]> wrote:
> > > On Mon, 7 Oct 2002 08:09:32 -0400
> > > "Norm
--- Bernie Bright <[EMAIL PROTECTED]> wrote:
> On Mon, 7 Oct 2002 08:09:32 -0400
> "Norman Vine" <[EMAIL PROTECTED]> wrote:
>
> > ace project writes:
> >
> > > >
> > >
>
vector_of_elements.erase(&vector_of_elements[index
I want to know how you guys want the property list to
be organised. Do we use something like:
/network/pilot[n]/callsign
/network/pilot[n]/position/ (lat,alt, etc)
/network/pilot[n]/[network-module-name]/ (module
specific stuff)
I will need this soon(3 weeks tops), as my little
coding is getting
> > How about this one, is it wrong ?:
> > vector_of_elements.erase(&element[index]);
>
> Or should it be :
>
vector_of_elements.erase(&vector_of_elements[index]);
>
> I think your are making the too rapid assumption
> that
> an iterator is a pointer to an element.
>
> Cheers,
>
> -Fred
Thats
--- Erik Hofman <[EMAIL PROTECTED]> wrote:
> Norman Vine wrote:
>
> > how about
> >
> > vector<> v;
> > v.erase(v.begin()+index);
>
> Yep. that was it.
>
> Thanks Norman
>
> Erik
>
>
>
> ___
> Flightgear-devel mailing list
> [EMAIL PROTECTED]
>
Oops, I forgot the link:
http://www.kbs.twi.tudelft.nl/People/Students/L.Otte/
Leon Otte
--- ace project <[EMAIL PROTECTED]> wrote:
> Date: Tue, 24 Sep 2002 06:48:14 -0700 (PDT)
> From: ace project <[EMAIL PROTECTED]>
> Subject: mpe progresss
> To: [EMAIL PROTECTED]
>
We were in a good mood today and published a snapshot
of our current code. We would like it if other
developers could take a look at it and see if you can
compile the code and run into platform problems.
We have succesfully compiled on Cygwin, Solaris
(version unkown), Red Hat 7.2 (gcc 2.96 sick)
--- Artur Kornacki <[EMAIL PROTECTED]>
wrote:
> Level 1 protocolIn level 1 protocol there is field
> "16b Lengte bericht". I
> assume this is length of whole packet.
>
> But if this data are being send with UDP protocol,
> this information is
> avaible from UDP header ( and it's easily accessibl
--- [EMAIL PROTECTED] wrote:
> ace project <[EMAIL PROTECTED]> writes:
>
> > I've attached a (Word generated) HTML-file with
> the
> > proposed protocols/headers to be used. Plz bomb
> them
> > :)
>
> I have only a few comments right now. M
I've attached a (Word generated) HTML-file with the
proposed protocols/headers to be used. Plz bomb them
:)
I will be making them smaller, but I'm not going to
'bit fuck' too much, so it will be byte-level profit
or no profit.
Most notable, position protocol is still missing,
guess why ?
Leon
> AFAIK this is pretty similar to the algorithms used
> in DIS
>
> Martin.
Does anyone here have the exact DIS-specs ? I don't
like 'stealing' from a implementation, I rather build
it from scratch by specs, then messing around it other
peoples low-level code.
I also prefer open protocols, h
Ok, here is the summary:
This will be a engine for gaming, not 'pure'
simulation, thus only visible charateristics are
considered.
Protocol will be UDP, it has the follow
charateristics:
- unreliable, will be fixed by ACKS,packet numbering
and timeouts
- Position (delta) updates will (atleast)
--- Billy Verreynne <[EMAIL PROTECTED]> wrote:
> "ace project" <[EMAIL PROTECTED]> wrote:
> The only real problem with using UDP is when dealing
> with state or event data.
...
> UDP simply does
> not gurantee delivery. And there are times I do not
> w
--- Billy Verreynne <[EMAIL PROTECTED]> wrote:
> "ace project" <[EMAIL PROTECTED]> wrote:
>
> First question is what do you have in mind when you
> mean multiplayer. Supporting
> for example combat multiplay vs. GA multiplay vs.
> FSD multiplay are very
Status update on Multiplayer.
We got our multiplayer-deamon up and running SunOS 4.7
and will port to current codebase to Linux (RH 7.3)
and Cygwin(or VC++ 7) somewhere next week.
Next step will be defining the protocols. Basic
outline for first-time handshake should be finished by
wednesday.
Th
We started work on the prototype this last week.
This prototype will only send (good and malformed
ones) packets up & down the line to see if the
server/libraries can be take down with it (so no
Flight Gear involved yet).
We are having some problems with Pegasus (PLIB
NET-lib)
Its netMessage-clas
> If you want good performance I'd suggest looking at
> the state-threading
> library which was designed especially for this kind
of daemons:
>
> http://state-threads.sourceforge.net/
>
> Erik
I've reviewed this library and it looks good. If our
first prototype fails we will consider this one.
> The first important decision now is, do we
> > multi-threading or multiplexing-IO ? For
> multiplexing,
> > PLIB can be used. For multi-threading, we got a
> > problem.
> > Another issue is how to get the code to compile on
> > other platforms, because threading and sockets
> aren't
> > 100% po
--- Erik Hofman <[EMAIL PROTECTED]> wrote:
> I must say I don't have experience in this part of
> the code, but to my
> knowledge the OLK code was able to do it, so there
> must be some code to
> do it (I guess the OLK code could give you some
> clues).
>
> One thing to think about also is the
In my previous mail ("Multplayer efforts ?") We asked
for the status on multiplayer-capabilities. We
received responses that suggested that such an engine
was not maintained for a while.
We ourselves could use the engine for adding NPC to
the project, but thats still a far goal.
My friend and I
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