- Patrice Poly a écrit :
I have been inverting the red and green channels in gimp, now it
looks
correct in any angle in FG.
Either I should see in blender if there is a way to directly bake it
like the FG shader expects it, or maybe the shader has a problem, and
the red and green
Are the new binary compiled with patch
ftp://ftp.abbeytheatre2.org.uk/fgfs/Shader/Reflect/cube-map.patch ?
--Buganini
--
Download Intel#174; Parallel Studio Eval
Try the new software tools for yourself. Speed compiling,
Hi,
are you really running a FGFS win32 on a win64?
If so, that could be the problem.
CheersHeiko
still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html
--- Oliver Thurau oli.thu...@googlemail.com schrieb am Di, 30.3.2010:
Von: Oliver
are you really running a FGFS win32 on a win64?
If so, that could be the problem.
Why ?
-Fred
--
Frédéric Bouvier
http://my.fotolia.com/frfoto/ Photo gallery - album photo
http://www.youtube.com/user/fgfred64 Videos
Well,
is win32 meant to run without any problem on a win64? Just guessing, as I
somewhere hear a similar problem (Not FGFS)
still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html
--- Frederic Bouvier fredfgf...@free.fr schrieb am Di,
A lot of applications are still Win32, including Visual Studio and Microsoft
Office. You can count them in the task list : their name ends with a *32
-Fred
- Heiko Schulz aeitsch...@yahoo.de a écrit :
Well,
is win32 meant to run without any problem on a win64? Just guessing,
Michael Sgier schrieb:
I'm really looking forward to see new airports in FG, maybe on top of a new
scenery, Fred?
Hello Michael
Thanks for your offer to help for a better scenery. Can you start to
publish your airports/data/objects now under GPL? So others can also
contribute and start
O.k., I see.
Was just a guess, as I wondered why he uses a win32, as you also have a win64
package available.
still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html
--- Frederic Bouvier fredfgf...@free.fr schrieb am Di, 30.3.2010:
Von:
James Sleeman wrote:
On 30/03/10 14:47, Pete Morgan wrote:
I'm playing with an MP map, and have bumped into some issues with
callsign's containing strange characters (can mess with json encoding).
I'd suggest the MPMap should be fixed so that user data doesn't create
an issue
On 30/03/10 21:17, Pete Morgan wrote:
When is the last time an aircraft landed at EGLL with the callsign $%%% ?
And what language do ATC use to communicate...?
what I'm suggesting is that should not be allowed, ie
fgfs --callsign=$%%% should throw an error on startup.
That's all very
The Win64 version is able to break the 2Gb per process limitation, so it
enables you to load more scenery, provided you have enough physical memory. I
didn't see a difference in performance.
-Fred
- Heiko Schulz aeitsch...@yahoo.de a écrit :
O.k., I see.
Was just a guess, as I
it does not matter if I release my apt.dats ( Sion, Bern etc. ) under GPL or
not. I'm undecided for now and would have to ask about the objects (Suisse
2004) to be GPLed anyway.
A lot of new airports are not GPL and probably never will be. So something
alike the x-plane approach with custom
Michael Sgier wrote:
it does not matter if I release my apt.dats ( Sion, Bern etc. ) under
GPL or not. [nonsense removed]
Your interest in FlightGear, as far as I have learned from various
sources, boils down to nothing but serving as a vehicle for you to
build a payware add-on business ontop
Hello Fred
Thanks for the quick response and sorry for the unspecified error report...
figured today I send that mail instead of saving it.
for options shaders:
- CVS data matches the binary data (28th)
- Shaders are all active (no urban shader),
- Options: automatic trees, ai-models,
Hi,
I noticed that parts of the geometry shader of the landmass shader were
introduced into CVS after the .exe was done. So the landmass-shader don't work
as expected and I can see a heavy impact on fps. I have a quite strong
computer, so it may be much worse on less strong computers so this
Hello All,
I've updated the DC3 a bit. Can somebody check it and if it's oke upload it
into svn?
Download link: http://www.megaupload.com/?d=Y5I6RNB0
Changes I've made:
1: Removed the C310 panels out of the dc3-set file to remove error when
starting Flightgear with this aircraft.
2:
The 20100328 version has the geometry shader code. You should try the landmass
shader of marsh 28th that doesn't use it, and then the one of the 29th that use
it. And of course try to disable the landmass shader and only that one.
Oliver, the relevant options for rendering are those shown by
Hi All,
For a while I've been thinking about improving our material handling
to allow for more regional variation. For example, the buildings in
towns in the USA are quite different from those in the UK, and an
evergreen forest in the Carribean is quite different to one in Norway.
I'm currently
Hi Stuart,
- Stuart Buchanan a écrit :
Hi All,
For a while I've been thinking about improving our material handling
to allow for more regional variation. For example, the buildings in
towns in the USA are quite different from those in the UK, and an
evergreen forest in the Carribean
On 30 Mar 2010, at 16:46, Frederic Bouvier wrote:
What about putting subset of the current materials.xml inside the
scenery tree ? The material library could search either, in that order :
1- ./tile.mat.xml ( along with tile.stg and tile.btg.gz )
2- ./materials.xml (shared for the 1x1 area
On Mon, Mar 29, 2010 at 10:39 PM, Tom P zomm...@gmail.com wrote:
Hi Curt,
To provide an even greater user experience, what if we link entries in the
Aircraft download page to each aircraft page on wiki.flightgear.org ?
For example, by clicking on the 737-400 image or Boeing 737-400 text,
James Turner wrote:
On 30 Mar 2010, at 16:46, Frederic Bouvier wrote:
What about putting subset of the current materials.xml inside the
scenery tree ? The material library could search either, in that order :
1- ./tile.mat.xml ( along with tile.stg and tile.btg.gz )
2- ./materials.xml
Should any of you be interested, attached are some links to the latest
pictures of the main Sim here at Kingmont (one of the mirror sites for the
flightgear code).
jj
http://kingmont.com
Here are some links to the latest pictures of one of the flight simulators
here at Kingmont.
This
The biggest difficulty, to my opinion, is to realize some sort of
smooth transition, since the real-live vegetation isn't cut into
rectangular tiles ;-)
Sometimes it is:
http://www.t3r.de/flightpics/RapsFelder1280x1023.jpg
And this picture show why I'd love to see regional and seasonal
Sometimes it is:
http://www.t3r.de/flightpics/RapsFelder1280x1023.jpg
And this picture show why I'd love to see regional and
seasonal textures.
Rapefields (and windturbines btw.) are widespread in
northern Germany and it
is most beautiful flying in spring when the groundtexture
turns
Hi guys!
Curt wrote:
I'm open to that, however the aircraft download page is automatically script
generated based on
content in the aircraft-set.xml file. The easiest approach I think would
be to add some sort of
wiki or external page tag inside the -set.xml file so the script can
Torsten Dreyer wrote:
The biggest difficulty, to my opinion, is to realize some sort of
smooth transition, since the real-live vegetation isn't cut into
rectangular tiles ;-)
Sometimes it is:
I was having bigger dimensions in mind when I wrote the above
paragraph :-)
What I was trying to
On Tue, Mar 30, 2010 at 1:39 PM, Gijs de Rooy wrote:
There is an even simpler solution. At the wiki, we can redirect
articles. Eg. 737-300 and 733
redirect to Boeing 737-300. So for an automated script, you could easily
create links like
wiki.flightgear.org/inxed.php/737-300, where the page
Good to hear , Ive thought of similar solutions , but they never got any
further than just ideas in my head :)
Looking forward to this.
On Tue, Mar 30, 2010 at 8:15 AM, Stuart Buchanan stuar...@gmail.com wrote:
Hi All,
For a while I've been thinking about improving our material handling
to
Hi Jörg,
Jörg Emmerich schrieb am 30.03.2010 11:05:
Hi Maik,
that is wundervoll news. Surely I will use the then completed
translation.
But why wait?
I will start with the review / translation short time after my Eastern
vacation.
Best regards,
Maik
Curt wrote:
Ok, so if we come up with a standardized naming scheme, can we blindly create
links for every aircraft on
the download page? What do we do with aircraft that don't have a specific
wiki link? Would we route those
to some generic aircraft information page?
That's
Hello Fred
After trying the settings i figured the landmass shader causes the crash.
After reading the post of the topping I was trying to check out 29 th and 27
and figured I was always getting the same files. It seems my version of
tortoise cvs when set to German has issues with the Date. It
Oliver,
The patch has been available since Sunday. There is no delay it always
takes this long.
Vivian
-Original Message-
From: Oliver Thurau [mailto:oli.thu...@googlemail.com]
Sent: 30 March 2010 21:29
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel]
I am not sure I understand the situation. Do you mean the last version of the
shader crash fgfs ?
If it's the case, what is your hardware setup ?
what means no cube map?
I was replying to a side question earlier in this thread about a patch Vivian
mentioned to make the new Lightning F1
Curtis Olson wrote:
On Mon, Mar 29, 2010 at 10:39 PM, Tom P zomm...@gmail.com
mailto:zomm...@gmail.com wrote:
Hi Curt,
To provide an even greater user experience, what if we link
entries in the Aircraft download page to each aircraft page on
wiki.flightgear.org
Gijs de Rooy wrote:
Hi guys!
Curt wrote:
I'm open to that, however the aircraft download page is
automatically script generated based on
content in the aircraft-set.xml file. The easiest approach I
think would be to add some sort of
wiki or external page tag inside the -set.xml
http://code.google.com/p/flightgear-bugs/issues/detail?id=99
describes (rather briefly, but the linked forum posts give more flavour) some
broken behaviour caused by refactoring in FGViewer during the 2.0 development
timeframe. The viewer damping code (which is a horrible piece of logic) was
James, you get my vote for hero of the day! Thank you!
-Gary aka Buckaroo
On Tue, Mar 30, 2010 at 6:30 PM, James Turner zakal...@mac.com wrote:
http://code.google.com/p/flightgear-bugs/issues/detail?id=99
describes (rather briefly, but the linked forum posts give more flavour) some
broken
Hello Fred
Yes the latest data version (30.03.2010) crashes FG.
With the data from 28 th and 29 th FGFS runs nice. With the version from 29
th I can see the landmass effect with the price of a huge drop of frame rate
(45 fps down to 20 fps).
With the version from 30 th the screen goes black as
That's all very well, but...
a) The callsign ISN'T an aircraft registration code. You need only
look at the MP to see that. Some people use an aircraft-rego-like code
(like me, zk-jrs), but others don't. Some use their name. When was the
last time you saw Joe Bloggs as a callsign
Hi,
Hello Christian,
the helicopter flight model is very realistic, for my point
of view it
is the the most realistic flight model which is available
for normal
PC users. The setup of the configuration is a bit tricky,
esp. for the
auto-rotation, therefore it does not work realistic
Problem I got with newbies..
Is there a simple set of instruction we can create (and laminate) of ::
how to take off,
make and ewe drop
and come back and miss the first landing
then go around another way
and come back to land?
no wind etc..
just for kids?
On 31/03/10 12:57, Heiko Schulz wrote:
The UH1 was the one with the most realistic flightmodel.
Purely out of interest, what is the assessment of realism based on, have
you/somebody actual real world experience UH-1 piloting and compared to
FG, or is it more the numbers seem right and it
From what I heard, it has actually been tested by an UH-1 pilot.
On 31/03/10 12:57, Heiko Schulz wrote:
The UH1 was the one with the most realistic flightmodel.
Purely out of interest, what is the assessment of realism based on,
have you/somebody actual real world experience UH-1 piloting
I've made some simple Hawaii textures based on real, freely available USGS
aerial imagery of Oahu. I have sand, grass, scrub and farming textures so far.
I'd be happy to provide these even though they're not excellent.
Cheers
John
Here's one that I wrote back in 2002:
http://www.flightgear.org/Docs/Tutorials/circuit/index.html
All the best,
David
On Tue, Mar 30, 2010 at 8:02 PM, Pete Morgan ac...@daffodil.uk.com wrote:
Problem I got with newbies..
Is there a simple set of instruction we can create (and laminate) of
comment please.. need cool list ..
http://fg-master.appspot.com/
and its yes its hard coded and statick atmo.. ;-)
pete
--
Download Intel#174; Parallel Studio Eval
Try the new software tools for yourself. Speed
David Megginson wrote:
Here's one that I wrote back in 2002:
http://www.flightgear.org/Docs/Tutorials/circuit/index.html
All the best,
Fanstastic.. had a wuick look and its cool.
Can I please lift the page and format it as a slideshow ?
ta pete
David
On Tue, Mar 30, 2010 at 8:02
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