[Flightgear-devel] FlightGear on Ubuntu 8.04
After a cvs update SG/FG/data on Ubuntu of an hour or so ago... Sound: Everything 'sounds' ok, and in fact I heard the wheel rumble on landing for the first time in ages ;=)) it seems the 'roar' sound was overpowering it, but now that that is reduced all seems crystal clear... Great stuff... As before, getting the strange - 0. 1. weird vorbid_get from the new option --show-sound-devices Scenery: Still get the dark and orange pall when turning in certain heading, but I guess this is my ATI card or driver ;=(( I read others got different results by turning off shaders, and could someone reminded me how to do this? fgfs -v -h does not seem to show such an option. Is it via something in the property tree? This might help isolate the problem. New: Got a console output I have not seen before - ~/fg/fg7$ ./run_fgfs.sh --timeofday=noon FGMultiplayMgr - No receiver port, Multiplayermode disabled KI266 dme indicator #0 initialized loading scenario 'nimitz_demo' creating 3D noise texture... DONE Initializing Nasal Electrical System PNG lib warning : Incomplete compressed datastream in iCCP chunk PNG lib warning : Profile size field missing from iCCP chunk power up dpkg shows my png as - ~/bin$ dpkg -l | grep png ii libpng12-0 1.2.15~beta5-3ubuntu0.1 PNG library - runtime ii libpng12-dev 1.2.15~beta5-3ubuntu0.1 PNG library - development Anybody any idea why I get these PNG lib warnings? Regards, Geoff. -- Return on Information: Google Enterprise Search pays you back Get the facts. http://p.sf.net/sfu/google-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear on Ubuntu 8.04
Geoff McLane wrote: I read others got different results by turning off shaders, and could someone reminded me how to do this? --prop:/sim/rendering/shader-effects=false should do it, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Return on Information: Google Enterprise Search pays you back Get the facts. http://p.sf.net/sfu/google-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Flight Gear on Windows
On Tue, 2009-12-15 at 13:42 +0100, Erik Hofman wrote: Geoff McLane wrote: About 5 weeks ago you removed the FlightGear.dsp and FlightGear.dsw Hmm, I get mixed request from different Windows developers. I was asked to remove them! Honestly I thought the project files are stored in their own directory (e.g. projetcs/MSVC9.0) these days. Hi Eric, I was asked to remove them! Who asked, and why? I did not read this on the list, or maybe missed it, otherwise I would have offered an 'opinion' then ;=)) the project files are stored in their own directory Yes, we do have projects/VC90 and VC7.1, and we did have VC80 as well, for both SG and FG! But these are only as up-to-date as the developer who put them there, and maintains them. Thus they are ONLY maintained if and when that developer does it, Fred. But his last update was now some time ago, although I note Tim has recently added some patches from Vivian... docs-mini/README.MSVC - last update by you 2005 This only really points to Fred's ftp directory at - ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/ where the last build file zip is dated June 2005! docs-mini/README.MSVC8 - last update 2006 This refers to MSVC8, which has been removed! and points to a wiki - http://wiki.flightgear.org/flightgear_wiki/index.php?title=Building_Flightgear which, under the 'Building FlightGear - Windows', does provide quite a detailed build description, and as an external link at the bottom, points to my 'build' center! I assume this dependence on 'other' developers is why Curt? or who ever, wrote the am2dsp.pl script. Fred even made a small update to it a few years back to change to /MD... Now am2dsp.pl could be modified to write build files into say 'projects/MSVC' if desired, to get these files out of the root area... And am2dsp.pl provides a way you, and/or other cvs maintainers can ensure there are _ALWAYS_ up-do-date MSVC build files, regardless of the disposition of other developers. And I see NO REASON to provide multiple build version files. One MSVC6 set would be enough, since they can be used by ALL later versions. As stated, it is hard to have a really 'generic' way in MSVC, thus each native WIN developer has his/her own way of doing things. Very few of the 3rd party dependent libraries are available for something like the simple 'apt-get', so they have to get into building all of these themselves. Hence my detailed build center, that always gets into _ALL_ the other dependent sources, and how to build them... I would do the mods to am2dsp.pl to move the files to say :- projects/MSVC if that is desired/required, and could add some lines to README.MSVC and MSVC8 to talk about these 'generic', 'simple' am2dsp.pl generated build files if they are put back in either place... And, yes, let us hear from other native windows developers... What are other suggestions here? Regards, Geoff. -- Return on Information: Google Enterprise Search pays you back Get the facts. http://p.sf.net/sfu/google-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Model animation help?
Hi, I'm looking for a developer who can help me get over the hump with animating and AC3d model. This model is of a human figure. It is a very basic/simple model, but unfortunately I don't have permission to openly share it. I can send someone a private copy though if there is someone willing to help me out. (Again, the model is nothing special, you guys would look at it and say we have better figures already in FlightGear, I just haven't been given permission to post it on the world wide web.) I'm getting hung up trying to find the correct x,y,z locations for limb animation. In flightgear, are the coordinates we specify as the center point of rotation global (i.e. relative to the whole model?) Or are they relative to the local coordinate system of the sub-component? Since this is a simple human figure, there is some cascading / grouping I want to maintain ... i.e. a shoulder rotation and then an elbow rotation. I looked at the Osprey and see that some really amazing cascading animations are definitely possible in FlightGear, I just haven't quite sorted out coordinate systems. Is there anyone with ac3d model animation experience who'd be willing to take a quick look at this and help nudge me in the right direction? Thanks in advance, Curt. -- Curtis Olson: http://baron.flightgear.org/~curt/ -- Return on Information: Google Enterprise Search pays you back Get the facts. http://p.sf.net/sfu/google-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Model animation help?
On Tue, 2009-12-15 at 10:25 -0600, Curtis Olson wrote: Hi, I'm looking for a developer who can help me get over the hump with animating and AC3d model. This model is of a human figure. It is a very basic/simple model, but unfortunately I don't have permission to openly share it. I can send someone a private copy though if there is someone willing to help me out. (Again, the model is nothing special, you guys would look at it and say we have better figures already in FlightGear, I just haven't been given permission to post it on the world wide web.) I'm getting hung up trying to find the correct x,y,z locations for limb animation. In flightgear, are the coordinates we specify as the center point of rotation global (i.e. relative to the whole model?) Or are they relative to the local coordinate system of the sub-component? Since this is a simple human figure, there is some cascading / grouping I want to maintain ... i.e. a shoulder rotation and then an elbow rotation. Coordinates are in ac3d units centered about the origin of the model. I looked at the Osprey and see that some really amazing cascading animations are definitely possible in FlightGear, I just haven't quite sorted out coordinate systems. Is there anyone with ac3d model animation experience who'd be willing to take a quick look at this and help nudge me in the right direction? Thanks in advance, Curt. I will take a look and give you some hints, but won't be around my e-mail for the next 8 hours or so... Ron -- Return on Information: Google Enterprise Search pays you back Get the facts. http://p.sf.net/sfu/google-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Model animation help?
On Tue, 2009-12-15 at 16:53 +, Ron Jensen wrote: Coordinates are in ac3d units centered about the origin of the model. Oh, and the coordinate system is slightly altered between ac3d and fg, too: AC3D FG X X (fwd/aft) Y Z (up/down) Z-Y (side) -- This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Model animation help?
Hi Ron, Can I send you a copy of the model? I'd really like to make some good forward progress this week, but it's not a drop everything and get it done today sort of thing. Hey, I really owe you a flightgear t-shirt or mug and if you help out on this, then doubly so ... I did make an attempt to extract the coordinate of the center of rotation using ac3d (I have a licensed copy here, not that I can do much with it) but what I read out of ac3d was clearly wrong when I tried to do an actual animation. Curt. On Tue, Dec 15, 2009 at 11:19 AM, Ron Jensen w...@jentronics.com wrote: On Tue, 2009-12-15 at 16:53 +, Ron Jensen wrote: Coordinates are in ac3d units centered about the origin of the model. Oh, and the coordinate system is slightly altered between ac3d and fg, too: AC3D FG X X (fwd/aft) Y Z (up/down) Z-Y (side) -- This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Curtis Olson: http://baron.flightgear.org/~curt/ -- This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Model animation help?
Ron Jensen wrote: Oh, and the coordinate system is slightly altered between ac3d and fg, one more thing I'd be _really_ happy to see 'fixed' ;-) Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Model animation help?
Hi Ron, Can I send you a copy of the model? I'd really like to make some good forward progress this week, but it's not a drop everything and get it done today sort of thing. Hey, I really owe you a flightgear t-shirt or mug and if you help out on this, then doubly so ... I did make an attempt to extract the coordinate of the center of rotation using ac3d (I have a licensed copy here, not that I can do much with it) but what I read out of ac3d was clearly wrong when I tried to do an actual animation. Oh, that's easy. - Load the model in AC3D - Switch to Vertex Mode (Press 'v' when mouse pointer is overhead one of the four views) - select the vertex that should act as the rotation center (or one of the two vertices that serve as the rotation axis) - Hit the '' arrow left to the move-to fields in the left pane This fills the location fields with the coordinates of the vertex. Use X as your x in your animation Use Y as your z in your animation use Z as your z in your animation, just flip the sign That's it. Torsten Curt. On Tue, Dec 15, 2009 at 11:19 AM, Ron Jensen w...@jentronics.com wrote: On Tue, 2009-12-15 at 16:53 +, Ron Jensen wrote: Coordinates are in ac3d units centered about the origin of the model. Oh, and the coordinate system is slightly altered between ac3d and fg, too: AC3D FG X X (fwd/aft) Y Z (up/down) Z-Y (side) - - This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Model animation help?
Hi, Have you looked at the Walker in bluebird? Each limb can be moved independently, and orchestrated into an animation of walking, etc. You could study the rotation points used there, if nothing else. Curtis Olson wrote: Hi, I'm looking for a developer who can help me get over the hump with animating and AC3d model. This model is of a human figure. In flightgear, are the coordinates we specify as the center point of rotation global (i.e. relative to the whole model?) Or are they relative to the local coordinate system of the sub-component? Since this is a simple human figure, there is some cascading / grouping I want to maintain ... i.e. a shoulder rotation and then an elbow rotation. Just keep the elbow a parent of the fore-arm and wrist, the shoulder a parent to the upper-arm and elbow, etc. walker.xml has the center of rotation points defined near the top, for each child limb as labeled. Stewart -- This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Model animation help?
Oh, and the coordinate system is slightly altered between ac3d and fg, Martin wrote: one more thing I'd be _really_ happy to see 'fixed' ;-) Isn't that a problem of AC3D? In Blender the .ac coordinate system is excactly the same as in FG... Or is it converted when the .ac file is imported/exported in/from Blender? Cheers, Gijs _ Alles over Windows http://www.windows.nl/About.aspx-- This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Model animation help?
On Tuesday 15 Dec 2009, Curtis Olson wrote: Hi Ron, Can I send you a copy of the model? I'd really like to make some good forward progress this week, but it's not a drop everything and get it done today sort of thing. Hey, I really owe you a flightgear t-shirt or mug and if you help out on this, then doubly so ... I did make an attempt to extract the coordinate of the center of rotation using ac3d (I have a licensed copy here, not that I can do much with it) but what I read out of ac3d was clearly wrong when I tried to do an actual animation. Curt. Probably the most common use of hierarchical FG animations are in retractable landing gear, so looking at some of these might help. The coordinates you get from AC3D should be correct too, but as already mentioned, (and iirc) the Z and Y axis are swapped (and possibly the +/- signs too). A few things though: If the 'natural' orientation of the 3D model is towards you i.e. facing you, rotate it through 90 degrees so that it's sideways and its forwards/backwards orientation matches the normal FG font/back X-axis. The symmetry for the left/right limbs will then be the same as for FG aircraft and handled by +/- ve Y-axis values. While you're working on getting the animations right, temporarily bind your animation axis to your joystick axis instead of the real animation properties so that you can test the animation axis and rotations just by using your joystick e.g. for checking the arms, you could bind the upper arm to the pitch axis, the lower arm to the roll axis and the wrist to the rudder axis. As with the Visual Reference Point (VRP), it doesn't really matter where the origin actually is as long as everything matches up. However, as you're trying to animate a human body, I'd recommend setting the origin at the hips. If the model is 'standing' upon a ground plane centered at 0,0,0, move the entire 3D model down so that its hips are centered at 0,0,0 and then use 0,0,0 as your origin. This way you'll be able to rotate (bend) the upper body over without having to worry about counter rotating it's legs, or bring the legs up without worrying about the body moving. As long as you get the animation ordering correct, the arms will follow the shoulders when you bend the body over. Having shifted the entire body down to center the hips at 0,0,0, you'll then need a translation animation to move the entire model back up again afterwards, so that its standing on the ground once the individual parts of the model are animated correctly, of course. Actually, I used to find that getting the animation hierarchies correct wasn't always quite as intuitive as I would have expected, so if the hierarchies don't seem to be working correctly try re-ordering them in the animation file (you may even need to apply what you would expect to be a single 'top-level' animation, which you would expect to be able to apply just once to an entire 'group' of sub-objects, to every individual sub-object for it to work properly e.g. to shift the entire model up so that it stands back on the ground again instead of being embedded up to its hips, you may need to apply the vertical translation animation to each individual sub-object. However, I think that the 'group' animation type might help here - I think this may have come in after I did any animations, so I haven't ever used it, but do I recall seeing go by on the cvs update logs and remember thinking that it would help a lot - some of the current modellers should be able confirm this). Sadly, I'm afraid that I don't currently have a working FG or AC3D here atm, otherwise I'd have a go at it for you, but I'm sure someone else will be able to sort it out. LeeE -- This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Flight Pro Sim Statement
Hi All, Thanks very much for the additional feedback. As before, I've compiled the feedback since the last version, and included a new version (v1.2) at the bottom of this email. Assuming people are happy with the update, I think we're pretty close to a statement that could be posted onto the main website and referenced from elsewhere. Curt - do you have any comment to make on this? -Stuart Durk wrote: In addition to the points brought up by others, I have one suggestion for a FAQ item: From the discussion on the flight simulator network, it struck me that people (especially those with a freeware background) don't necessarily understand why we are allowing third parties to make money off of FlightGear. I guess this is already covered by the is it legal to resell FAQ item, but maybe it's worth to specifically address this question from a different perspective (i.e. that of somebody coming from a freeware background)? I've added a Why do the FlightGear developers allow this ? FAQ to address this. Robert M. Shearman, Jr. wrote: I think if we are deigning to say Investigation by a number of the FlightGear developers has found no difference between this and the FlightGear v1.9.1 release other than a change of name.; then I also think that after Under the GNU GPL v2 (http://www.gnu.org/licenses/gpl-2.0.html), this is legal, provided that they distribute the source code (or make it available), it's fair to mention something along the lines of Our developers and users have not conclusively determined whether or not the offer from FlightSimPro is indeed in compliance with these terms. I believe that statement sticks to the facts while expressing our stance of skepticism. Done. Torsten, myself and others have done some investigation, and this is unclear. Arnt wrote: Q: Is it legal for the makers of Flight Pro Sim to simply re-brand FlightGear ? A: Yes. Under the GNU GPL v2 ..have you guys decide _against_ GPLv3 and GPLv2-and-later and instead decided to go GPLv2-_only_??? ..if not, FG is GPL and GPLv2-and-maybe-later. ;o) I don't think there has been any decision either way, so the 1.9.1 release is GPL v2. Arnt wrote: Q: Has Flight Pro Sim paid any money to FlightGear for the rights to the program ? A: No. No such payment is required, as FlightGear is open-source ..say is GPL software, BSD, MIT etc are also open-source. Good point, done. John Denker wrote: Q: Is is legal to sell a copy of FlightGear, whether re-branded or not ? A: Yes. Technically, the purchaser is paying for the distribution of the Since we are not lawyers here, I would shy away from answering bluntly yes to a legal question. How about something like: Q: Is is legal to sell a copy of FlightGear, whether re-branded or not ? A: Under some conditions, yes. There are legal ways of distributing the program, and also illegal ways. This FAQ expresses no opinions about the legality of any particular distribution scheme. Generally speaking, the license allows a distributor to charge any price or no price but requires the distributor to comply with a number of restrictions, including making the source code available and giving you a license to make further copies. For details, refer to http://www.gnu.org/licenses/gpl.html That's a good point, but I think the subtlety might be lost. I've reworded this below, let me know what you think. Scott Hamilton wrote: Being really really picky with English, the opening statement uses the word heavily too often; it's not good style. As a suggestion of replacement, perhaps; As many people will be aware, there is a new flight simulator product that is being heavily marketed at the moment - Flight Pro Sim. As it is almost entirely based on FlightGear, there is some confusion between the two. To help provide some clarity, and answer some common questions, we (the core FlightGear development team) felt it was appropriate to make a statement, and provide a FAQ. almost entirely leaves an impression that there is little difference, while not making a binding statement that we may not be able to substantiate.. And in the next paragraph; It has been developed with the collaboration of a large number of individuals for the last 12 years. though I feel over the Internet could almost be left out, it really isn't important how we collaborate, the number and length of time are the important bits here. Given the similarities between Flight Pro Sim and FlightGear, the word extreme feels like it is trying to pull emotional strings here, it could be removed without changing to meaning of the sentence. Viewing this statement in to the future, how does it feel if a legitimate commercial contributor crops up, is there anything here that would deter or prevent an engaged contributor from working with the project? I think by restating the GPL principles it has left open a contributor we would be happy to work with.
Re: [Flightgear-devel] Flight Pro Sim Statement
Stuart wrote: -Original Message- snip ... ... snip FlightGear Flight Pro Sim Statement (v1.2): As many people will be aware, there is a new flight simulator product that is being heavily marketed at the moment - Flight Pro Sim. As it is almost entirely based on FlightGear, there is some confusion between the two. To help provide some clarity, and answer some common questions, we (the core FlightGear development team) felt it was appropriate to make a statement, and provide a FAQ. FlightGear is a open-source flight simulator that was started in 1996. It is released under the GNU General Public License v2, and as such, it is free to use, modify and develop with few restrictions. It has been developed with the collaboration of a large number of individuals over the last 12 years. FlightGear can be downloaded at not cost from http://www.flightgear.org. Flight Pro Sim is a commercial product very heavily based on FlightGear. Investigation by a number of the FlightGear developers has found no difference between this and the FlightGear v1.9.1 release other than a change of name. Flight Pro Sim is in no way endorsed or supported by the core FlightGear development team. Given the similarities between Flight Pro Sim and FlightGear, we would recommend that prospective buyers download FlightGear for free and satisfy themselves that Flight Pro Sim provides worthwhile value for money before purchasing it. FAQ: Q: What is the difference between FlightGear and Flight Pro Sim? A: As far as we have been able to make out, the only difference between FlightGear v1.9.1 and Flight Pro Sim is a change in name throughout the software, and the fact that you have to pay for it. Q: Is it legal for the makers of Flight Pro Sim to simply re-brand FlightGear ? A: Yes. Under the GNU GPL v2 (http://www.gnu.org/licenses/gpl-2.0.html), this is legal, provided that they distribute the source code (or make it available). Our developers and users have not conclusively determined whether or not the offer from FlightSimPro is indeed in compliance with these terms Q: Is is legal to sell a copy of FlightGear, whether re-branded or not ? A: Yes, provided the seller respects a number of restrictions detailed in the GPL. Generally, the purchaser is paying for the distribution of the software, and it reasonable to charge a fee for this. In fact, those interested in receiving a DVD containing FlightGear may do so through the main FlightGear website, and directly contribute to the project (though they may want to wait for the upcoming release in the new year). Q: Has Flight Pro Sim paid any money to FlightGear for the rights to the program ? A: No. No such payment is required, as FlightGear is GPL software. Q: Why do the FlightGear developers allow this ? A: The freedom to modify and enhance FlightGear is a core part of the project, and of open-source in general. Restricting the modifications that are allowed and what people can do with the software goes against that ethos. Q: Is there any relationship between the makers of Flight Pro Sim and FlightGear? A: Not that we are aware of. As far as we are aware, the makers of Flight Pro Sim are not FlightGear developers. Q: Has Flight Pro Sim contributed to the FlightGear project at all ? A: There is no evidence that the makers of Flight Pro Sim have contributed to the FlightGear project, either through code or money. They did offer to provide money ($250) for a monthly competition, but this offer has not been taken up. Q: I have purchased Flight Pro Sim. Can I get a refund ? A: That is something you will have to take up with the makers of Flight Pro Sim. We understand they offer a 60 day money-back guarantee. Typo? ... at not cost from ... Awkward tautology? ... we are aware of. As far as we are aware ... Vivian -- This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Flight Pro Sim Statement
Can I make a couple of suggestions? Paragraph 1. Replace word 'heavily' for 'widely and actively'. As many people will be aware, there is a new flight simulator product that is being widely and actively marketed at the moment - Flight Pro Sim... Paragraph 2. Replace 'develop' with 'distribute' - modification is the same as development. Correct typo of 'not' to 'no' FlightGear is a open-source flight simulator that was started in 1996. It is released under the GNU General Public License v2, and as such, it is free to use, modify and distribute with few restrictions. It has been developed with the collaboration of a large number of individuals over the last 12 years. FlightGear can be downloaded at no cost from http://www.flightgear.org.; Paragraph 3. Remove unnecessary emphasis 'very heavily' Flight Pro Sim is a commercial product based on FlightGear... FAQ 2. Remove reference to 'our' developers determining anything conclusively' entirely. What is the point of saying that we don't know something? Q: Is it legal for the makers of Flight Pro Sim to simply re-brand FlightGear ? A: Yes. Under the GNU GPL v2 (http://www.gnu.org/licenses/gpl-2.0.html), this is legal, provided that they distribute the source code (or make it available). FAQ 3. Remove reference to 'restrictions' detailed in the GPL and replace with 'conditions'. Remove elaboration on what the GPL (v2) does or doesn't mean. The link to the licence in FAQ 2. is sufficient. The only lack of clarity in the GPL licence comes from not reading it carefully enough; it was developed to be understandable to software developers and doesn't need legal advice to be understood (unless you're trying to find a way around it). Correct typo of second 'is' to 'it'. Q: Is it legal to sell a copy of FlightGear, whether re-branded or not ? A: Yes, provided the seller respects the conditions detailed in the GPL. FAQ 6. Remove any uncertainty. Explicitly refer to the FlightGear project and just answer No. Q: Is there any relationship between the makers of Flight Pro Sim and the FlightGear project? A: No. FAQ 7. Remove this FAQ entirely - it is irrelevant and just smacks of emotional bitterness. New FAQ 7 (was FAQ 8). Don't suggest any details about whatever contract exists between FPS and the buyer, especially when we can't say anything with certainty; we're just saying that we don't know again. Q: I have purchased Flight Pro Sim. Can I get a refund? A: That is something you will have to take up with the makers of Flight Pro Sim. If the FG project is going to make a statement of any kind then it must be clear and unambiguous, and should not attempt to just imply things. If the FG project doesn't know a thing to be clearly true or false, don't suggest anything at all as it'll leave the FG project open to criticism and argument if someone interprets an ambiguity incorrectly. Also, if we continued to say that We understand they offer a 60 day money-back guarantee. and it turns out to be wrong (possibly in the future) then it risks invalidating everything else in the statement (see the recent brou-hahah about the university of Anglia's CRU cover-up e-mails) In addition, the FG project should not comment about activities or contracts between other parties; it can only talk about what the FG project does. LeeE -- This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] New feature for the xml autopilot: normalized periodical values
Hi, I have just commited a new feature for the XMLAutopilot. Each filter supports periodical values at it's inputs and the output. This is best described by an example: Image you want to compute your heading offset as a delta between your magnetic heading and your autpilot's target heading with the following simple-pid- controller: pi-simple-controller nameAP:Heading Offset Computer/name debugfalse/debug input propertyorientation/heading-magnetic-deg/property /input reference propertyautopilot/settings/target-heading-deg/property /reference outputautopilot/internal/heading-offset-deg/output config !-- just build the delta, no integration -- Kp1.0/Kp Ki0.0/Ki /config period !-- this is funky new stuff -- min-180/min max180/max /period /pi-simple-controller which computes output = reference - input or heading-offset-deg = target-heading-deg - heading-magnetic-deg with possible results of -359..+359 which is more or less useless. For the following stages of the autopilot it would be best to have the output in the range of -180..+180, telling you to steer left or right (on the shortest path) to your new heading. This can now be achieved by using the period tag. It tells the digital filter to shift either the input or output value into the given period by adding/substracting multiples of one period (360 in the given example). The above examples writes 10 to heading-offset-deg if target-heading-deg is zero and heading-magnetic-deg is 350 (-350 without the period element). You may choose to normalize the value at the input, so all internal computations use the normalized value or process the unaltered input value and than normalize the output value (like in the given example). This should make several Nasal based helper functions for autopilots obsolete. I tried my best to document everything in README.digitalfilters. BTW: the min/max elements are complex types like any other input element. You may use properties, scaling, offsetting and conditions if you really want something complicated like: period min condition equals property/settings/angular-unit/property valueradians/value equals /condition property/constants/a-property-containing-the-value-of-pi/property condition equals property/settings/angular-unit/property valuedegrees/value equals /condition value-90/value factor2.0/factor /min max [..]skipped due to laziness[..] /max No intentional changes for existing autopilot implementations come with this patch, the period tag is optional. Torsten -- This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Flight Gear on Windows
I was asked to remove them! Who asked, and why? I did not read this on the list, or maybe missed it, otherwise I would have offered an 'opinion' then ;=)) I was one of the guys who asked him. If I remember correctly I had it CC'ed on the list. The DSP Files where unchanged for years and didn't work out of the box for years. The am2dsp scripts had to be updated but no one seemed to care for years. I agree that it is rather futile to get vcproj files up-to-date. IMHO converting autoconf isn't optimal, too. Olaf -- This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Model animation help?
Gijs de Rooy wrote: Oh, and the coordinate system is slightly altered between ac3d and fg, Martin wrote: one more thing I'd be _really_ happy to see 'fixed' ;-) Isn't that a problem of AC3D? In Blender the .ac coordinate system is excactly the same as in FG... As far as I remember, the orientation of the coordinate system in FlightGear is a burden we've inherited from using the PLIB AC3D loader, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Possible cause of crashing FG at exit - HELP NEEDED
Hi there, As many of you already know, FG often crashes at exit (See back trace below). Though the chance of crash varies per platform, it crashes more than 80% on my Mac with very annoying Crash Reporter dialog popping up. This bug must be eliminated before the official release. As a result of several hours of research, I've found a possible cause that crashes fgfs at exit, which has something to do with the Sound Manager updates committed on Oct-24-2009 (See the cvs logs below for detail). I've been looking at the code and tracing up and down on gdb, but I've not yet found a root cause. So I want you guys to help me find the root cause. I'm not so sure if Erik's commits are directly related to the crash since fgfs crashes after SGSoundMgr is already deleted. Maybe the problem were there and his commits just pull out the crash. maybe his commit has something to do with it deep inside. Maybe using SGPropertyNode * instead of SGPropertyNode_ptr (with explicit delete) will help you find the cause FYI, I tried several FG/SG cvs checkouts and found that FG starts crashing on 10/24. (FG on 10/23 15:00 UTC doesn't crash at exit but 10/24 15:00 UTC does). I checked the commits between 10/23 15:00 and 10/24 15:00 and found 6 commits (4 Sound Manager commits, one JSBSim sync, and one more. So I applied each independent set of commits onto 10/23 source one by one, and the crash occurs only with Sound Manager commits. I also tried fg/sg as of a few days back and got the same crash dump. Thanks for your help, Tat -- back trace on FG/SG 10/25 15:00 (one file in on 10/27 due to typo) - [on Mac OS 10.5] Program received signal EXC_BAD_ACCESS, Could not access memory. Reason: KERN_PROTECTION_FAILURE at address: 0x01e4 0x93134c4f in szone_free () (gdb) bt #0 0x93134c4f in szone_free () #1 0x9313438d in free () #2 0x9189202a in std::string::_Rep::_M_destroy () #3 0x918934ab in std::basic_stringchar, std::char_traitschar, std::allocatorchar ::~basic_string () #4 0x006e4c77 in SGPropertyNode::~SGPropertyNode (this=0x227905a0) at props.cxx:737 #5 0x9516 in SGSharedPtrSGPropertyNode::put (this=0x22790604) at SGSharedPtr.hxx:107 #6 0x9533 in SGSharedPtrSGPropertyNode::~SGSharedPtr (this=0x22790604) at SGSharedPtr.hxx:61 #7 0x00069f61 in __gnu_cxx::new_allocatorSGSharedPtrSGPropertyNode ::destroy (this=0xbfffee4f, __p=0x22790604) at ext/new_allocator.h:107 #8 0x00069f7e in std::_DestroySGSharedPtrSGPropertyNode*, std::allocatorSGSharedPtrSGPropertyNode (__first=0x22790604, __last=0x22790608, __all...@0xbfffee4f) at stl_construct.h:174 #9 0x00069fc6 in std::vectorSGSharedPtrSGPropertyNode, std::allocatorSGSharedPtrSGPropertyNode ::~vector (this=0x227904f4) at stl_vector.h:273 #10 0x006e4c42 in SGPropertyNode::~SGPropertyNode (this=0x227904e0) at props.cxx:737 #11 0x9516 in SGSharedPtrSGPropertyNode::put (this=0x24c7701c) at SGSharedPtr.hxx:107 #12 0x9533 in SGSharedPtrSGPropertyNode::~SGSharedPtr (this=0x24c7701c) at SGSharedPtr.hxx:61 #13 0x00069f61 in __gnu_cxx::new_allocatorSGSharedPtrSGPropertyNode ::destroy (this=0xbfffef7f, __p=0x24c7701c) at ext/new_allocator.h:107 #14 0x00069f7e in std::_DestroySGSharedPtrSGPropertyNode*, std::allocatorSGSharedPtrSGPropertyNode (__first=0x24c7701c, __last=0x24c77130, __all...@0xbfffef7f) at stl_construct.h:174 #15 0x00069fc6 in std::vectorSGSharedPtrSGPropertyNode, std::allocatorSGSharedPtrSGPropertyNode ::~vector (this=0x22779484) at stl_vector.h:273 #16 0x006e4c42 in SGPropertyNode::~SGPropertyNode (this=0x22779470) at props.cxx:737 #17 0x9516 in SGSharedPtrSGPropertyNode::put (this=0x2513b3a0) at SGSharedPtr.hxx:107 #18 0x9533 in SGSharedPtrSGPropertyNode::~SGSharedPtr (this=0x2513b3a0) at SGSharedPtr.hxx:61 #19 0x00069f61 in __gnu_cxx::new_allocatorSGSharedPtrSGPropertyNode ::destroy (this=0xb0af, __p=0x2513b3a0) at ext/new_allocator.h:107 #20 0x00069f7e in std::_DestroySGSharedPtrSGPropertyNode*, std::allocatorSGSharedPtrSGPropertyNode (__first=0x2513b3a0, __last=0x2513b404, __all...@0xb0af) at stl_construct.h:174 #21 0x00069fc6 in std::vectorSGSharedPtrSGPropertyNode, std::allocatorSGSharedPtrSGPropertyNode ::~vector (this=0x22779424) at stl_vector.h:273 #22 0x006e4c42 in SGPropertyNode::~SGPropertyNode (this=0x22779410) at props.cxx:737 #23 0x9516 in SGSharedPtrSGPropertyNode::put (this=0x1b34328) at SGSharedPtr.hxx:107 #24 0x9533 in SGSharedPtrSGPropertyNode::~SGSharedPtr (this=0x1b34328) at SGSharedPtr.hxx:61 #25 0x0003c6c4 in FGGlobals::~FGGlobals (this=0x1b34320) at globals.cxx:166 #26 0x2ce8 in fgExitCleanup () at bootstrap.cxx:305 #27 0x93156dc7 in __cxa_finalize () #28 0x93156cb0 in exit () #29 0x0005069f in fgExit (status=Could not find the frame base for fgExit(int). ) at util.cxx:117 #30 0x000689c5 in fgOSMainLoop () at fg_os_osgviewer.cxx:177 #31 0x3be3 in fgMainInit (argc=1, argv=0xb490) at