Re: [Flightgear-devel] terragear

2009-11-17 Thread Atadjanov Daniyar
Yesterday i tried to compile simgear-cs and i got this:

Making all in debug
make[3]: Entering directory 
`/home/user/Private/FlightGear/tg-simgear-cs/simgear/debug'
g++ -DHAVE_CONFIG_H -I. -I../../simgear -I../..-g -O2 -D_REENTRANT -MT 
logstream.o -MD -MP -MF .deps/logstream.Tpo -c -o logstream.o logstream.cxx
In file included from logstream.cxx:25:
logstream.hxx: In member function ‘virtual int logbuf::overflow(int)’:
logstream.hxx:184: error: ‘EOF’ was not declared in this scope
make[3]: *** [logstream.o] Error 1
make[3]: Leaving directory 
`/home/user/Private/FlightGear/tg-simgear-cs/simgear/debug'
make[2]: *** [all-recursive] Error 1
make[2]: Leaving directory `/home/user/Private/FlightGear/tg-simgear-cs/simgear'
make[1]: *** [all] Error 2
make[1]: Leaving directory `/home/user/Private/FlightGear/tg-simgear-cs/simgear'
make: *** [all-recursive] Error 1

Daniyar

17.11.09, 02:13, "Pete Morgan" :

> Dont know if this is the right newsgroup, but am trying to compile 
> terragear.
> Pulled from here
> http://mapserver.flightgear.org/git/?p=terragear-cs;a=summary
> Also simgear from here
> http://mapserver.flightgear.org/git/?p=simgear-cs;a=summary
> It configures ok but a compile error as below.

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Re: [Flightgear-devel] sound system oddity

2009-11-17 Thread Alex Romosan
Alex Romosan  writes:

> this is with the f-16. while inside the cockpit then engine sound
> changes depending on the heading of the aircraft. going west the sound
> is very loud going east it's almost completely gone. as the plane turns
> the sound gradually changes going either up or down depending on the
> direction of the turn. hope this helps.

that was at JFK. if i fly at EHAM the directions seem to be north-south,
with south at no sound and north at maximum. strange.

--alex--

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|  and thus to help to discredit completely the world of reality. |

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Re: [Flightgear-devel] heads up -- effects for models

2009-11-17 Thread syd adams
yeah glass and chrome effects are back to normal ... that was fast :)


On 11/17/09, Martin Spott  wrote:
> Tim Moore wrote:
>> On 11/16/2009 09:50 PM, Martin Spott wrote:
>
>>> The prop disc of the Seneca, when lit almost from the same direction as
>>> viewed at (sitting in the cockpit, the sun in your back) now looks
>>> pretty much like a hard disc.
>
>> I believe that updates to simgear and data fix this, but I admit that I
>> don't
>> have the patience to start the plane ;) Let me know if there are still
>> problems.
>
> Looks pretty good to me after the latest update,
>
>   Martin.
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Re: [Flightgear-devel] heads up -- effects for models

2009-11-17 Thread Martin Spott
Tim Moore wrote:
> On 11/16/2009 09:50 PM, Martin Spott wrote:

>> The prop disc of the Seneca, when lit almost from the same direction as
>> viewed at (sitting in the cockpit, the sun in your back) now looks
>> pretty much like a hard disc.

> I believe that updates to simgear and data fix this, but I admit that I don't
> have the patience to start the plane ;) Let me know if there are still 
> problems.

Looks pretty good to me after the latest update,

Martin.
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[Flightgear-devel] Hansajet autopilot

2009-11-17 Thread Victhor Foster
Well, I have sent a message about that bug some time ago, but I would like to 
know if it has been worked on or not, maybe if the dev forgot that I sent 
that... :P
The bug: The autopilot, when activated on NAV/heading hold mode, will cause the 
plane to do many barrel rolls. I think it's overshooting.
BTW, I also filed a report for the Seneca II (autopilot issue, although not 
like this one), and it has been solved a some time ago :)
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Re: [Flightgear-devel] heads up -- effects for models

2009-11-17 Thread Victhor Foster
You were right, I just updated the data package and now everything works fine - 
I think ;)
Thanks!
BTW, so far I haven't had any problems with material animations.
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[Flightgear-devel] valgrind of fgfs windows build running on wine?

2009-11-17 Thread Alex Perry
http://valgrind.org/downloads/variants.html
http://wiki.winehq.org/Wine_and_Valgrind
http://www.kegel.com/wine/valgrind/

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Re: [Flightgear-devel] multiple instances of given ai aircraft

2009-11-17 Thread Alex Romosan
Gijs de Rooy  writes:

> What I see on your pictures and know from my own encounters with such
> aircraft is that they do not fly, as in "flying an airplane". They
> just hover above the ground.

if that's the case (and it seems to be because i looked and the airplane
velocities and they were all 0) then it would make sense to draw the
airplane only 30 mins before the scheduled departure date since it will
eliminate all these conflicts (as i tried to do in my patch).
unfortunately i still haven't seen any of those planes take off.

--alex--

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|  automatism and other passive states) to systematize confusion  |
|  and thus to help to discredit completely the world of reality. |

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Re: [Flightgear-devel] heads up -- effects for models

2009-11-17 Thread Tim Moore
On 11/16/2009 09:50 PM, Martin Spott wrote:
> Hi Tim,
> 
> Tim Moore wrote:
> 
>> [...] I want to shake out what the changes may have broken first. Animations,
>> particularly material animations, may very likely be messed up; please report
>> any breakage.
> 
> The prop disc of the Seneca, when lit almost from the same direction as
> viewed at (sitting in the cockpit, the sun in your back) now looks
> pretty much like a hard disc.
> I'm uncertain if this is a flaw with your recent changes or in the
> aircraft configuration, yet I think this looks a bit strange and did
> not to so before your changes,
> 
>   Martin.
I believe that updates to simgear and data fix this, but I admit that I don't
have the patience to start the plane ;) Let me know if there are still problems.

Tim


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Re: [Flightgear-devel] multiple instances of given ai aircraft

2009-11-17 Thread Gijs de Rooy



Hi,


> From: romo...@sycorax.lbl.gov
> well, you get multiple aircraft flying together as one. i posted a
> picture a while ago:

To clear some things a little more up.

What I see on your pictures and know from my own encounters with such aircraft 
is that
they do not fly, as in "flying an airplane". They just hover above the ground. 
Multiple aircraft
are loaded at the same parking area. Due to the solid AI models, they all try 
to get on top 
of eachother, causing them to climb into the air like "olleke-bolleke" (Durk 
knows what I 
mean ;) )...

Cheers,
Gijs
  
_
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Re: [Flightgear-devel] multiple instances of given ai aircraft

2009-11-17 Thread Alex Romosan
Durk Talsma  writes:

> Just out of curiosity, is there a specific problem that you try to
> address? I.e. a problem with multiple aircraft of the same call sign
> in the property tree,

and i forgot to mention, all the duplicate aircraft have the same call
sign in the property tree and fly together as one as you can see in the
pictures i mentioned in the previous post.

--alex--

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Re: [Flightgear-devel] multiple instances of given ai aircraft

2009-11-17 Thread Alex Romosan
Durk Talsma  writes:

> Just out of curiosity, is there a specific problem that you try to
> address? I.e. a problem with multiple aircraft of the same call sign
> in the property tree, or multiple AI aircraft with similar call signs,
> showing up on the radar? One thing that I noticed a while ago is that
> all the inactive flights are still showing up on the radar. To prevent
> this, we should probably deactivate the transponder of these inactive
> aircraft. I'm not too familiar with the internal workings of the
> radar, but I don't think that that should be too hard.

well, you get multiple aircraft flying together as one. i posted a
picture a while ago:

  http://caliban.lbl.gov/fgfs-weird.jpg

and then two more taken yesterday:

  http://caliban.lbl.gov/fgfs-weird1.jpg
  http://caliban.lbl.gov/fgfs-weird2.jpg

--alex--

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|  and thus to help to discredit completely the world of reality. |

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Re: [Flightgear-devel] multiple instances of given ai aircraft

2009-11-17 Thread Durk Talsma
Hi Alex,

On Tuesday 17 November 2009 03:19:59 am Alex Romosan wrote:
> while flying out of jfk today i noticed once again multiple instances of
> a given ai aircraft. looking at the properties tree i noticed that there
> were multiple aircraft with the same call sign. after a bit of detective
> work i noticed that the number of aircrafts corresponds to the number of
> entries for that given aircraft in AI/Traffic. For example Delta0080 is
> listed 7 times departing from jfk, once for each day of the week, and
> that's how many aircraft were drawn on the screen.


Your detective work is correct. The scheduler tries to assign flights to as 
many aircraft as possible. In the current AI traffic demo, I've predominantly 
specified flights to and from EHAM. In case of Aircraft based at JFK, this 
does indeed mean that the first aircraft is assigned today's return flight to 
EHAM, the second aircraft tomorrow's, etc etc. until all flights are assigned. 

>
> which basically creates the AI model only if the departure time is 30
> mins or less from now. i don't know if this is the correct solution, but
> i believe the reason we see multiple instances of a given AI aircraft is
> because we draw a new plane for each entry in the schedule. hope this
> helps.
>

The most "proper" way to fix this would be to define more flights, so that 
delta airlines would also fly to other destinations, which would significantly 
reduce the number of duplicate flight numbers. But, admittedly, that is a lot 
of work...

Just out of curiosity, is there a specific problem that you try to address? 
I.e. a problem with multiple aircraft of the same call sign in the property 
tree, or multiple AI aircraft with similar call signs, showing up on the 
radar? One thing that I noticed a while ago is that all the inactive flights 
are still showing up on the radar. To prevent this, we should probably 
deactivate the transponder of these inactive aircraft. I'm not too familiar 
with the internal workings of the radar, but I don't think that that should be 
too hard.

Hope this clarifies things a bit. 

Cheers,
Durk



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[Flightgear-devel] sound system oddity

2009-11-17 Thread Alex Romosan
this is with the f-16. while inside the cockpit then engine sound
changes depending on the heading of the aircraft. going west the sound
is very loud going east it's almost completely gone. as the plane turns
the sound gradually changes going either up or down depending on the
direction of the turn. hope this helps.

--alex--

-- 
| I believe the moment is at hand when, by a paranoiac and active |
|  advance of the mind, it will be possible (simultaneously with  |
|  automatism and other passive states) to systematize confusion  |
|  and thus to help to discredit completely the world of reality. |

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Re: [Flightgear-devel] Link Error mostly with SGSampleGroup

2009-11-17 Thread Csaba Halász
On Tue, Nov 17, 2009 at 7:18 PM, Alexander Jäger
 wrote:
> hi everybody,
> I don't know wether this is the right place to ask, but when trying to
> compile (windows VS 2008 Prof) I get linking errors like the following:
>
> Most are about the SGSampleGroup
>
> 2>kr_87.obj : error LNK2001: Nicht aufgelöstes externes Symbol ""public:
> bool __thiscall SGSampleGroup::exists(class std::basic_string std::char_traits,class std::allocator > const &)"

Verify you have simgear/sound/sample_group.cxx included in the sgsound
library compilation.

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Re: [Flightgear-devel] boost library version

2009-11-17 Thread Jari Häkkinen
Yes, see 
http://sourceforge.net/mailarchive/forum.php?thread_name=514CC37C-DA62-45F3-BC1F-1B929429B09C%40gmail.com&forum_name=flightgear-devel
or you might get away with g++ 4.3 as hinted in the thread.

Surely there is a way to upgrade separate packages in Ubuntu? I am using 
Snow Leopard on mac and Fedora as my linux flavour so cannot give 
details on upgrading boost on Ubuntu. The Net is your friend.


Jari


Diego Fernando Rodríguez Varón wrote:
> Hello everyone.
> 
> I was experiencing the segmentation fault reported by Nicolas before so I
> just tried updating and compiling. But I get the following error:
> 
> checking for boostlib >= 1.37.0... configure: error: We could not detect the
> boost libraries (version 1.37 or higher). If you have a staged boost library
> (still not installed) please specify $BOOST_ROOT in your environment and do
> not give a PATH to --with-boost option.  If you are sure you have boost
> installed, then check your version number looking in .
> See http://randspringer.de/boost for more documentation.
> 
> I'm using Ubuntu 8.04 and the boostlib supported is 1.34.
> So I had change the configure.ac file
> AX_BOOST_BASE([1.34.0]
> 
> Is flightgear stopping support for Hardy Heron?   :(  Hopefully not.
> 
> Do I really need 1.37?
> 
> Thanks for your help.
> 
> 
> 
> 
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[Flightgear-devel] Link Error mostly with SGSampleGroup

2009-11-17 Thread Alexander Jäger
hi everybody,
I don't know wether this is the right place to ask, but when trying to compile 
(windows VS 2008 Prof) I get linking errors like the following:

Most are about the SGSampleGroup

2>kr_87.obj : error LNK2001: Nicht aufgelöstes externes Symbol ""public: bool 
__thiscall SGSampleGroup::exists(class std::basic_string,class std::allocator > const &)" 
(?exi...@sgsamplegroup@@qae_nabv?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@@Z)".
2>marker_beacon.obj : error LNK2001: Nicht aufgelöstes externes Symbol 
""public: bool __thiscall SGSampleGroup::exists(class 
std::basic_string,class std::allocator 
> const &)" 
(?exi...@sgsamplegroup@@qae_nabv?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@@Z)".
2>navradio.obj : error LNK2001: Nicht aufgelöstes externes Symbol ""public: 
bool __thiscall SGSampleGroup::exists(class std::basic_string,class std::allocator > const &)" 
(?exi...@sgsamplegroup@@qae_nabv?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@@Z)".
2>AIManager.obj : error LNK2019: Verweis auf nicht aufgelöstes externes Symbol 
""public: __thiscall FGAIGroundVehicle::FGAIGroundVehicle(void)" 
(??0FGAIGroundVehicle@@q...@xz)" in Funktion ""public: void __thiscall 
FGAIManager::processScenario(class std::basic_string,class std::allocator > const &)" 
(?processscena...@fgaimanager@@qaexabv?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@@Z)".
2>simgear.lib(soundmgr_openal.obj) : error LNK2019: Verweis auf nicht 
aufgelöstes externes Symbol ""public: __thiscall 
SGSampleGroup::SGSampleGroup(class SGSoundMgr *,class 
std::basic_string,class std::allocator 
> const &)" 
(??0SGSampleGroup@@q...@pavsgsoundmgr@@abv?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@@Z)"
 in Funktion ""public: class SGSampleGroup * __thiscall SGSoundMgr::find(class 
std::basic_string,class std::allocator 
> const &,bool)" 
(?f...@sgsoundmgr@@QAEPAVSGSampleGroup@@abv?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@_...@z)".
2>C:\Users\Alexander\Flightgear\flightgear\projects\VC90\Win32\Release\fgfs.exe 
: fatal error LNK1120: 20 nicht aufgelöste externe Verweise.
2>Das Buildprotokoll wurde unter 
"file://c:\Users\Alexander\Flightgear\flightgear\projects\VC90\FlightGear\Win32\Release\BuildLog.htm"
 gespeichert.
2>FlightGear - 67 Fehler, 1 Warnung(en)

thanks for all help
greetings alex



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Re: [Flightgear-devel] Automatically hide/show the menubar

2009-11-17 Thread Torsten Dreyer
> On Mon, Nov 16, 2009 at 2:49 PM, Torsten Dreyer wrote:
> > Hi,
> > I just committed a featurette for the menubar which is disabled by
> > default but
> > can be enabled by setting /sim/menubar/autovisibility/enabled to true.
>
> Here's another random thought.  I don't know if it would be any better or
> not, but might be interesting for some situations.  Right now we hide the
> mouse pointer after 10 seconds of no mouse motion.  It might be interesting
> to hide the menu at the same time?  This may not be optimal for those who
> fly with the mouse, but could be useful for many other usage modes.
Yep - that's probably a good idea. I'll try it out...
> 
> It might make sense to make the F10 toggle work in partnership with the
> auto-hider feature rather than keeping the functions totally separate?  If
> the auto-hide is turned on and the menu has become hidden, what happens
>  when someone presses F10?  Should this make the menu visible and turn off
>  the auto-hide feature (at least for a while)?
> 
> I'm worried that if auto-hide is enabled and someone presses F10 to toggle
> the menu off, will the menu then not appear when you move the mouse to the
> top of the screen?  If someone inadvertently presses F10 and doesn't
>  realize it, the menu could be lost to them.  I only worry about this
>  because I got a different keyboard about a year ago and I'm still forever
>  missing my intended key and hitting the wrong one ... especially when I'm
>  trying to focus on too many things at once ... like when I'm flying. :-)
Currently, the F10 behaviour is completely unchanged. It toggles the 
visibility of the menubar, no matter if autovisibility is on or off. (Note: 
it's autovisibility, not autohide!). If you have autovisibility enabled and 
pop up the menubar with the mouse at the upper edge and it F10, the menubar 
hides again. The next moment you hit the upper edge again, the menubar 
unhides.
The autovisibility only works in mouse mode 0 (arrow) mode, not in yoke or 
view panning mode. 

Torsten

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Re: [Flightgear-devel] Automatically hide/show the menubar

2009-11-17 Thread Curtis Olson
On Mon, Nov 16, 2009 at 2:49 PM, Torsten Dreyer wrote:

> Hi,
> I just committed a featurette for the menubar which is disabled by default
> but
> can be enabled by setting /sim/menubar/autovisibility/enabled to true.
>
> If enabled, the menubar is invisible and pops up when the mouse in mode 0
> hits
> the upper edge of the fgfs window. It stays visible until the mouse clicks
> somewhere outside the pui elements. Nothing new for x-plane users...
>
> Previous F-10 behaviour is untouched.
>
> Hope you like it. If so, it might be enabled by default in preferences.xml
> some day.
>

Hi Torsten,

Here's another random thought.  I don't know if it would be any better or
not, but might be interesting for some situations.  Right now we hide the
mouse pointer after 10 seconds of no mouse motion.  It might be interesting
to hide the menu at the same time?  This may not be optimal for those who
fly with the mouse, but could be useful for many other usage modes.

It might make sense to make the F10 toggle work in partnership with the
auto-hider feature rather than keeping the functions totally separate?  If
the auto-hide is turned on and the menu has become hidden, what happens when
someone presses F10?  Should this make the menu visible and turn off the
auto-hide feature (at least for a while)?

I'm worried that if auto-hide is enabled and someone presses F10 to toggle
the menu off, will the menu then not appear when you move the mouse to the
top of the screen?  If someone inadvertently presses F10 and doesn't realize
it, the menu could be lost to them.  I only worry about this because I got a
different keyboard about a year ago and I'm still forever missing my
intended key and hitting the wrong one ... especially when I'm trying to
focus on too many things at once ... like when I'm flying. :-)

Thanks!

Curt.
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[Flightgear-devel] November T-Shirt Contest

2009-11-17 Thread Curtis Olson
Voting for the November t-shirt contest is underway over at the FlightGear
Forums.  If you haven't voted, now is your chance!  Voting will end soon!!!

http://www.flightgear.org/forums/viewtopic.php?f=10&t=6352

Curt.
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[Flightgear-devel] boost library version

2009-11-17 Thread Diego Fernando Rodríguez Varón
Hello everyone.

I was experiencing the segmentation fault reported by Nicolas before so I
just tried updating and compiling. But I get the following error:

checking for boostlib >= 1.37.0... configure: error: We could not detect the
boost libraries (version 1.37 or higher). If you have a staged boost library
(still not installed) please specify $BOOST_ROOT in your environment and do
not give a PATH to --with-boost option.  If you are sure you have boost
installed, then check your version number looking in .
See http://randspringer.de/boost for more documentation.

I'm using Ubuntu 8.04 and the boostlib supported is 1.34.
So I had change the configure.ac file
AX_BOOST_BASE([1.34.0]

Is flightgear stopping support for Hardy Heron?   :(  Hopefully not.

Do I really need 1.37?

Thanks for your help.
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Re: [Flightgear-devel] heads up -- effects for models

2009-11-17 Thread Victhor Foster
Yeah, you're right, I didn't update the data directory. I don't do that often, 
because it takes ages for CVS to start update. Anyway, I'm going to update and 
then report the results.

> On 11/17/2009 01:53 AM, Victhor Foster wrote:
>> I am experiencing this bug: Some 3D objects/models are untextured, while
>> some others are. There are two screenshots showing this bug on the links
>> below.
>> http://img163.imageshack.us/i/fgfsscreen021.png/
>> http://img163.imageshack.us/i/fgfsscreen020.png/
>> 
> Are there any objects that are textured in that screenshot? It looks to me
> like you haven't updated the data directory from CVS. Otherwise, what hardware
> and OS are you running?
> 
> Tim
>> 
>> 
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Re: [Flightgear-devel] BUG - Evening, Rain, Propeller

2009-11-17 Thread Erik Hofman
Ron Jensen wrote:

> It probably should be, but it could use some help at the moment.
> 
> Step one should probably be cleaning all the stray shift-tabs in the xml
> files and standardizing the indentation...
> 
> I notice that c172p-set.xml has two separate sets of "model" tags...
> 
> The -set files have created an ugly include chain, I don't believe one
> set file should include another, if that is needed there should be a
> "base" xml file both include, ala helijah's style.
> 
> possibly the c172/ directory should be consolidated into c172p...

Agreed, on all of them.

Erik

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