Re: [Flightgear-devel] git help request
The typical fix is to edit the conflicting files and git add them the run git rebase --continue. But these files don't exist so I can't edit them, git add fails, git rm also fails since they don't exist. If the files no longer exist, I think one solution is to tell the system to skip the patch: git rebase --skip did the trick for me on a similar occasion. The rebase operation then goes on with the next patch. If you actually want the files, git checkout branch where files still exist -- non-existing file should fetch them from the branch where they still exist. I also frequently use git status to track what exactly the problem is. Although I am probably not the best source for GIT troubleshooting, I feel your pain. I've had similar trouble a few times. Cheers, * Thorsten -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Memory issues
Of late, I have increasingly been running into some segfaults which seem to have to do with peak memory usage (I don't think memory leaks are a major issue for what I've been seeing, since some segfauls happened quite early on, and especially when I try pushing my limits of graphical goodies). Memory also appears to be an issue for other users, judging by forum response. For me, running into swap space means basically either immediate or imminent crash. Sometimes I get a 30 seconds grace with framerates below 5 fps, sometimes Flightgear dies immediately. Apparently other binaries (the 64 bit Jenkins) seem to be a bit more tolerant - see for instance user experiences here: http://www.flightgear.org/forums/viewtopic.php?f=68t=17114 None of this is a problem on a fundamental level for me personally - I largely know my 'safe' limits for visibility (250 km for default scenery and bare terrain on short suborbital hops, 120 km for long-distance flights in bare default scenery, 60 km in bare custom scenery or default scenery with buildings, 40 km in custum scenery with buildings, subtract another 10% for trees...), so I check a range of options I know by experience to be safe before the flight and am not usually troubled by crashes unless I try something new. But I know this stuff because I do a lot of benchmark testing, am active on this list and have some understanding of the inner workings of Flightgear. But there's nothing to inform the casual user what he should do. In fact, by chance the combination of options we offer is quite dangerous. * before the new edition of random buildings came out, I've played a lot with opening up visibility at high altitude. Even for a ground visibility of less than 8 km, you'd get 120 km at airliner cruise altitude if 'realistic visibility' is checked and the visibility limit shifted to max. in Advanced Weather * at the same time, random buildings (even in a rather unpopulated area like the Alps and with a density around 0.8) account for half of my memory consumption (I tested 1.0 GB for loading a 40 km radius without buildings against 1.9 GB for loading the same scene with buildings). That's before trees and/or higher densities. Hitting a major urban area changes the picture drastically. The combination of the two means instant death at high altitude, even when all you do on the ground looks sane - you can see a nice collection of random buildings nearby, have a safe visibility range, good momory consumption - and once you are up, the tile manager starts loading a city 120 km away you don't even see yet and populates it with buildings, memory consumption explodes and you are dead. Both options, random buildings and a realistic view range, are in my view extremely cool as long as you know what you are doing with them, and I don't really want to abandon either. But I suspect their combination (combined with other memory-hungry goodies) is not something we want to confront the casual user with. Do we have any ideas addressing these issues? For instance, should I agressively limit the maximally available visibility range in Advanced Weather if random buildings and trees are selected? Is it technically feasible to let Flightgear probe the remaining physical memory and if we run into trouble initiate an agressive unloading of terrain, e.g. by forcing visibility down (since most memory-hungry stuff scales with the square of the visibility range, I think adjusting that is most effective)? I know this is not realistic, but I'd rather have sudden haze than sudden segfault? Should we code a few warnings into the GUI? And other ideas? Or is this not an issue for the majority? * Thorsten -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Memory issues
On Thu, Aug 9, 2012 at 10:06 AM, Renk Thorsten wrote: Both options, random buildings and a realistic view range, are in my view extremely cool as long as you know what you are doing with them, and I don't really want to abandon either. But I suspect their combination (combined with other memory-hungry goodies) is not something we want to confront the casual user with. Do we have any ideas addressing these issues? Random buildings are switched off by default, but as you suggest, a warning in the GUI would be appropriate. I will do this. Unfortunately, the buildings are generated when the tiles are loaded, and it is this that causes the memory occupancy problems rather than visibility itself (subject to big view ranges causing the loading of more tiles). Aggressively limiting the maximum available visibility range might help, if it's causing more tiles to be loaded, but it is very dependent on the amount of Urban and Town terrain. For performance reasons, all the buildings within a tile are a single object. The memory capacity could be addressed by changing the implementation to something closer to the trees, where a (relatively) small number of buildings are instantiated at different locations. I don't know what this would do for performance though. I believe James and Matthias also had a plan to use some OpenGL/Shader technque to pass location information for instantiation, but I don't know the details. And other ideas? Or is this not an issue for the majority? I think it's a major issue, and one that I did not consider sufficiently in development. Sorry. -Stuart -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Unified Weather GUI
Hello, So far, so good! Thanks! The only issue I found is that the visibility can't be changed in any way. Heiko still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [SFD] http://flightgear.org/about/ text license?
Arnt Karlsen a...@c2i.net writes: On Wed, 08 Aug 2012 16:19:07 +0700, Ivan wrote: Arnt Karlsen a...@c2i.net writes: On Mon, 06 Aug 2012 10:33:19 +0700, Ivan wrote: […] I'm glad it works for you (personally, I haven't managed to get any use of machine translation), ..kay 8o) This: ... http://translate.google.com/translate?sl=autotl=nojs=nprev=_thl=enie=UTF-8layout=2eotf=1u=http%3A%2F%2Fwww.flightgear.org%2Fabout%2F ... is a fairly good Norwegian machine translation of http://flightgear.org/about/ , it's not too bad grammatically, Unfortunately, I'm in no position to check it. what's your opinion of this Russian machine translation?: http://translate.google.com/translate?hl=ensl=autotl=ruu=http%3A%2F%2Fwww.flightgear.org%2Fabout%2F Well, it's pretty good. For a machine translation, that is. A few passages are flawless, and a few ones are screwed up beyond all recognition. Consider, e. g. (I've translated a few back to English): FlightGear is an open source code of a simulator. It supports many popular platforms […] and are [sic] developed by the qualified volunteers from all around the world. The source code for the whole project is available and licensed under GNU Public License of a chief. The goal of the FlightGear project for creation of sophisticated and open frames a simulator for use in scientific research and academic environment, […] FlightGear is a free project a simulator of flight. […] (There're numerous agreement [1] errors that I haven't taken the liberty to translate into English, too.) [1] http://en.wikipedia.org/wiki/Agreement_(linguistics) but it doesn't quite answer my question, which is: are the FlightGear project's Web pages free (as in freedom)? More specifically, can we use a fragment of the Introduction [2] page as the basis for our note about FlightGear? ..it depends ;o), the fair use clause in US copyright law gives you the right to copy some parts and incorporate them into your own Russian or satirical etc introduction to FG, which will then come under _your_ copyright, _as_ you write it, or, under your translator's copyright if your translator writes it at his own expense and on his initiative. Well, as many other projects related to free software, the Software Freedom Day preparation effort is driven mostly by the volunteers. When it comes to “fair use”, it was my understanding that the rule of the thumb is that the “some parts” incorporated should be small enough in relation to the newly-authored text. Unfortunately, this doesn't seem to apply for the “derived work” being discussed. […] Our author has translated a paragraph or so of the Introduction [2] page into Russian to use it as the basis for such a note, only to discover later that there's no statement allowing for such a use on that page. ..guys, given the somewhat fluid state of laws and law enforcement in the relevant jurisdictions, I recommend giving an explicit permission to use FG web pages as basis for the Russian Introduction, Ideally, the pages'd be licensed under a “free” license, explicitly allowing for derivative works. […] [2] http://flightgear.org/about/ -- FSF associate member #7257 http://sf-day.org/ -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] git help request
It looks like every time you rebase you have to reapply the same set of patches over top the target branch. So even if I figure out a way through it once, I'll have to repeat the same conconction of craziness each time I rebase. I think I'm going to create a new branch, untar my changes on top, lose all my history and forget about it. I didn't budget 2 full days to fiddle with this and I'm frustrated and annoyed now and unsure what/if/anything I've lost or broken -- blahhh ... little things you might not notice for 6 months because you don't work with every file every day ... Curt. On Thu, Aug 9, 2012 at 1:56 AM, Renk Thorsten thorsten.i.r...@jyu.fiwrote: The typical fix is to edit the conflicting files and git add them the run git rebase --continue. But these files don't exist so I can't edit them, git add fails, git rm also fails since they don't exist. If the files no longer exist, I think one solution is to tell the system to skip the patch: git rebase --skip did the trick for me on a similar occasion. The rebase operation then goes on with the next patch. If you actually want the files, git checkout branch where files still exist -- non-existing file should fetch them from the branch where they still exist. I also frequently use git status to track what exactly the problem is. Although I am probably not the best source for GIT troubleshooting, I feel your pain. I've had similar trouble a few times. Cheers, * Thorsten -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Curtis Olson: http://www.atiak.com - http://aem.umn.edu/~uav/ http://www.flightgear.org - http://gallinazo.flightgear.org -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] git help request
On Thu, 9 Aug 2012, Curtis Olson wrote: It looks like every time you rebase you have to reapply the same set of patches over top the target branch. So even if I figure out a way through it once, I'll have to repeat the same conconction of craziness each time I rebase. I think I'm going to create a new branch, untar my changes on top, lose all my history and forget about it. I didn't budget 2 full days to fiddle with this and I'm frustrated and annoyed now and unsure what/if/anything I've lost or broken -- blahhh ... little things you might not notice for 6 months because you don't work with every file every day ... If you can figure out which commits cause the problems you can edit them out of your branch (or, better, out of a copy of it) using git rebase -i HEAD~42 (change 42 to the number of commits back from HEAD that you need to touch). See also the manual page for git rebase and http://git-scm.com/book/en/Git-Tools-Rewriting-History#Changing-Multiple-Commit-Messages Cheers, Anders -- --- Anders Gidenstam WWW: http://gitorious.org/anders-hangar http://www.gidenstam.org/FlightGear/ -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] git help request
On Thu, Aug 9, 2012 at 10:44 AM, Anders Gidenstam anders-...@gidenstam.orgwrote: If you can figure out which commits cause the problems you can edit them out of your branch (or, better, out of a copy of it) using git rebase -i HEAD~42 (change 42 to the number of commits back from HEAD that you need to touch). See also the manual page for git rebase and http://git-scm.com/book/en/Git-Tools-Rewriting-History#Changing-Multiple-Commit-Messages I appreciate all the suggestions, it is getting slightly more complicated than I want to deal with today. :-) I did play with interactive git rebase, but my brain overheated trying to imagine what happens and what downstream breakage might occur if I skip a commit that involves renaming directories? And then I'd still have to remember the exact sequence of steps each time I did a new rebase. Apparently rebase doesn't quite do what I expected it to do -- it catches you up, but later if you do another rebase apparently it redoes all your changes from day 1 of your branch. There is probably a good reason for doing it this way, but I was imagining that a rebase was a one time operation and future rebases would be able to start from where the previous one finished off. Maybe that doesn't make any sense? I'm probably a bit confused in either case -- flightgear seems to force you to jump into the deep end of the git pool right away. :-) -- Curtis Olson: http://www.atiak.com - http://aem.umn.edu/~uav/ http://www.flightgear.org - http://gallinazo.flightgear.org -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] git help request
On 08/09/2012 07:45 AM, Curtis Olson wrote: It looks like every time you rebase you have to reapply the same set of patches over top the target branch. Not true in general. I've never had a problem like that. So even if I figure out a way through it once, I'll have to repeat the same conconction of craziness each time I rebase. Ditto. It complains about whitespace errors, then falls back to a 3-way merge, then reports conflicts with all the files in the 2 old directories, If whitespace were the only problem, you could make the problem go away using --no-verify. Also, as others have suggested, when in doubt, doing git status is always a good idea. I think I'm going to create a new branch, untar my changes on top, lose all my history and forget about it. Creating new branches is cheap and often an excellent idea, especially if you are uncertain about something and want to experiment. untar my changes on top, lose all my history and forget about it. It's not possible to be sure exactly what the problem is without further information, but it seems likely that there is a simpler way to get a similar result without losing history, namely: git rebase -Xours or git rebase -s 'recursive -Xours' You can read the manpage and/or google for more information about what these options do. I believe these options require git version 1.7.3 or later. If you need to install a newer git, that's easy and well worthwhile. -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] 3D models import webform in production.
Hi all, Just to let you know that the 3D models import webform in now in early production. The first 3D models (both static and shared) imported for test have been correctly shipped downwards by Terrasync. A big thank to Martin, Julien, Clément for their help and support. I hope you enjoy this tool and that it will make more scenery available via Terrasync, without having to download here and there, so we have a beautiful (hopefully with a new generated terrain) scenery to show for 3.0. Together with the other webforms for mass insertion, deletion, update, this is [yet another - but we're used to!] unique feature in the flight simulation world issued by FG! All tools are available on the usual website with scenemodels and mapserver data : http://scenemodels.flightgear.org/submission/ Enjoy, Olivier-- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3D models import webform in production.
Thanks to all involved for all your hard work on this!!! I'm busy right now updating new scenery chunks that include Martin's recent duplicate object clean up. But everyone can get things quicker themselves via terrasync (or running svn manually to keep their scenery tree in sync.) Curt. On Thu, Aug 9, 2012 at 11:03 AM, Olivier wrote: Hi all, Just to let you know that the 3D models import webform in now in early production. The first 3D models (both static and shared) imported for test have been correctly shipped downwards by Terrasync. A big thank to Martin, Julien, Clément for their help and support. I hope you enjoy this tool and that it will make more scenery available via Terrasync, without having to download here and there, so we have a beautiful (hopefully with a new generated terrain) scenery to show for 3.0. Together with the other webforms for mass insertion, deletion, update, this is [yet another - but we're used to!] unique feature in the flight simulation world issued by FG! All tools are available on the usual website with scenemodels and mapserver data : http://scenemodels.flightgear.org/submission/ Enjoy, Olivier -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Curtis Olson: http://www.atiak.com - http://aem.umn.edu/~uav/ http://www.flightgear.org - http://gallinazo.flightgear.org -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] git help request
On Thu, Aug 9, 2012 at 2:45 PM, Curtis Olson curtol...@gmail.com wrote: It looks like every time you rebase you have to reapply the same set of patches over top the target branch. So even if I figure out a way through it once, I'll have to repeat the same conconction of craziness each time I rebase. I think I'm going to create a new branch, untar my changes on top, lose all my history and forget about it. I didn't budget 2 full days to fiddle with this and I'm frustrated and annoyed now and unsure what/if/anything I've lost or broken -- blahhh ... little things you might not notice for 6 months because you don't work with every file every day ... Curt. If you are going to keep a branch for a long time that you are not merging back into e.g., master, there are a couple of possibilities. One is to merge (pull) master into your branch. Another is to check out git-rerere (I kid you not), which records merge conflict resolutions and reapplies them automatically when needed. With that you can either rebase repeatedly or never rebase and periodically do test merges with master. Tim On Thu, Aug 9, 2012 at 1:56 AM, Renk Thorsten thorsten.i.r...@jyu.fi wrote: The typical fix is to edit the conflicting files and git add them the run git rebase --continue. But these files don't exist so I can't edit them, git add fails, git rm also fails since they don't exist. If the files no longer exist, I think one solution is to tell the system to skip the patch: git rebase --skip did the trick for me on a similar occasion. The rebase operation then goes on with the next patch. If you actually want the files, git checkout branch where files still exist -- non-existing file should fetch them from the branch where they still exist. I also frequently use git status to track what exactly the problem is. Although I am probably not the best source for GIT troubleshooting, I feel your pain. I've had similar trouble a few times. Cheers, * Thorsten -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Curtis Olson: http://www.atiak.com - http://aem.umn.edu/~uav/ http://www.flightgear.org - http://gallinazo.flightgear.org -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] git help request
On Thu, Aug 9, 2012 at 11:50 AM, Tim Moore wrote: If you are going to keep a branch for a long time that you are not merging back into e.g., master, there are a couple of possibilities. One is to merge (pull) master into your branch. Another is to check out git-rerere (I kid you not), which records merge conflict resolutions and reapplies them automatically when needed. With that you can either rebase repeatedly or never rebase and periodically do test merges with master. My typical workflow is to pull the master branch (daily at least) and then when there are updates, checkout my private branch and git merge master. That's worked fine, except it is my understanding that this is frowned upon because some day if I ever cherry pick something back into the master branch, the commit log will get prefaces with a couple hundred merge messages. The rebase supposedly puts my local changes at the top. Every thing generally works as it's supposed to I think, except the double directory mv in a single commit seemed to completely confuse the subsequent rebase. I think I'm just going to file this under: git gives you more than enough rope to hang yourself by, especially when you venture away from the simple/common usage cases and don't have a complete understanding of what git does under the hood and how each command manipulates the internal state. I haven't lost anything (other than 2 days of my life) :-) -- and I still have my old branch, now renamed with all the history; so for the moment I've created a new branch, moved all the different stuff to that (I hope) and will continue on from there. Regards, Curt. -- Curtis Olson: http://www.atiak.com - http://aem.umn.edu/~uav/ http://www.flightgear.org - http://gallinazo.flightgear.org -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Error building FG on Windows (linking)
Hi, I can not leave this thread like this ;=(( I have NOT followed what your PARTICULAR problem is, but decided to do a 'quick' 2.9 build from source, using existing binaries, and found NO PROBLEMS... total build time approximately 3-4 hours... I AGREE the directory setup SUCKS big time, and the wiki does not yet give ALL the answers... and this, at the moment seem exacerbated by some Win32 parts of jenkins (simpits) seem DOWN... But in essence, following the wiki I built SG/FG in just some hours... was broken by a birthday lunch for my wife! ;=)) To try to make your life very SIMPLE I have uploaded a complete single build zip as - http://geoffair.org/tmp/fgfs-build-01.zip Be aware it is 48 MB... but contains EVERYTHING needed... It only requires you do the simgear, flightgear and fgdata clones, and RUN the build ONLY in the MSVC10 command prompt... All Programs - Microsoft Visual Studio 2010 - Visual Studio Tools - Visual Studio Command Prompt (2010) If you unzip this into some folder, preferably without spaces, it sets up a LOT of things, and then when in that folder in a MSVC10 prompt do :- It contains a README.msvc100.txt, but in essence it is - updsg.bat # clone the SG source cd build-sg build-sg.bat # build/install the SG libraries cd .. updfg.bat # clone the flightgear source cd build-fg build-fg.bat # build/install FG cd .. run-fg.bat# and FLY FREE ;=)) OR, if you feel LUCKY, just run build-all.bat... All assumes you have git setup to run from a command prompt... But I did NOT put much error checking in that bat... in my quite fast machine, I unzipped it into a new temp2 folder, and ran build-all... this took just 1 hour, and I was FLYING ;=)) with the world's BEST flight simulator... You have to watch it, and add the enter key twice... If you use this, and you have an error, send the relevant bldlog-1.txt file for inspection... AFTER you have checked it, and corrected any obvious problems ;=)) Of course, BEFORE the LAST step you need to DOWNLOAD fgdata to somewhere - https://gitorious.org/fg/fgdata It is BIG and HEAVY - 58 thousand files, 12 GB - takes HOURS even on my relative FAST internet connection... And adjust run-fg.bat to that folder. In my case that is C:\FG\fgdata But the run-fg.bat can be adjusted to anywhere... AND it further ASSUMES OpenAL (sound library) has been install system wide... Download and install say Setup FlightGear 2.8.0-RC4.exe, http://www.flightgear.org/download/ down near the bottom [Mirror 1] [Mirror 2] [Mirror 3] and during the install check install OpenAL if you have NOT done this before... You can also do this from the OpenAL site, downloading, and install their SDK, and alut... leave you to work out the details... Now, you might have chosen to GIVE UP ;=(( That is for sure your choice... the easy way out ;=)) Building SG/FG from source can certainly be quite FRUSTRATING in Windows ;=(( But this shows SG/FG can be easily built using MSVC10... albeit, with some messing with the binary downloads, and ensuring OpenAL is installed... Hope you will NOT 'give up', and take another little look... Enjoy ;=)) Regards, Geoff. On Wed, 2012-08-08 at 20:32 +0200, M. Carbax wrote: No way. I brougth from http://flightgear.simpits.org:8080/ everything but FG source, so I put the source(2.9.0) into thedirectory structure to build with Cmake and MSVC10 and NO way, same errors. Thanks folks for your support, I give up. 2012/8/8 M. Carbax mcar...@gmail.com: Thanks Fred, I'll try my last chance :( -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Error building FG on Windows (linking)
On Thu, 9 Aug 2012, Geoff McLane wrote: I AGREE the directory setup SUCKS big time, and the wiki does not yet give ALL the answers... and this, at the moment seem exacerbated by some Win32 parts of jenkins (simpits) seem DOWN... Should be back online tonight! :) g. -- Proud owner of F-15C 80-0007 http://www.f15sim.com - The only one of its kind. http://www.diy-cockpits.org/coll - Go Collimated or Go Home. Some people collect things for a hobby. Geeks collect hobbies. ScarletDME - The red hot Data Management Environment A Multi-Value database for the masses, not the classes. http://www.scarletdme.org - Get it _today_! Buying desktop hardware and installing a server OS doesn't make a server-class system any more than sitting in a puddle makes you a duck. [Cipher in a.s.r] -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3D models import webform in production.
Hi, I sent model updates to fgf...@stockill.org a while ago. Is there any chance they will be inserted in the database ? My model is made of 3 xml, 3 .ac and 2 textures . How can I submit it ? Regards, -Fred - Mail original - De: Olivier acom...@yahoo.com À: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Envoyé: Jeudi 9 Août 2012 18:03:47 Objet: [Flightgear-devel] 3D models import webform in production. Hi all, Just to let you know that the 3D models import webform in now in early production. The first 3D models (both static and shared) imported for test have been correctly shipped downwards by Terrasync. A big thank to Martin, Julien, Clément for their help and support. I hope you enjoy this tool and that it will make more scenery available via Terrasync, without having to download here and there, so we have a beautiful (hopefully with a new generated terrain) scenery to show for 3.0. Together with the other webforms for mass insertion, deletion, update, this is [yet another - but we're used to!] unique feature in the flight simulation world issued by FG! All tools are available on the usual website with scenemodels and mapserver data : http://scenemodels.flightgear.org/submission/ Enjoy, Olivier -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Unified Weather GUI
On Thu, Aug 9, 2012 at 3:07 PM, Heiko Schulz wrote: The only issue I found is that the visibility can't be changed in any way. Good spot. This is now fixed. Stuart Buchanan wrote: 1) Local Weather has its own wind definitions for scenarios that aren't METAR-based, so you still need to use the Advanced Settings menu to set your wind appropriately. I will probably just add these to environment.xml for the moment, unless I can think of a better solution. I did think of a better solution :). The dialog now interprets the METAR to set up sensible default wind settings for Local Weather. These can be over-ridden using the Advanced Settings menu. -Stuart -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3D models import webform in production.
Frederic Bouvier wrote: My model is made of 3 xml, 3 .ac and 2 textures . How can I submit it ? Sounds like it should be submitted as three distinct models. Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Memory issues
On Thu, Aug 9, 2012 at 10:46 AM, Stuart Buchanan wrote: On Thu, Aug 9, 2012 at 10:06 AM, Renk Thorsten wrote: Both options, random buildings and a realistic view range, are in my view extremely cool as long as you know what you are doing with them, and I don't really want to abandon either. But I suspect their combination (combined with other memory-hungry goodies) is not something we want to confront the casual user with. Do we have any ideas addressing these issues? Random buildings are switched off by default, but as you suggest, a warning in the GUI would be appropriate. I will do this. This has now been done - commit ef93e36 Could someone please cherry-pick this to the release branch. Thanks. -Stuart -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3D models import webform in production.
Frederic Bouvier wrote: My model is made of 3 xml, 3 .ac and 2 textures . How can I submit it ? Sounds like it should be submitted as three distinct models. It can't : it's one bridge and it's light volumes. Our format supports submodels, you know ? -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Environment Settings dialog
Hi All, I've just committed a new dialog - Environment Settings, which is intended to contain environment settings that aren't part of the weather settings, but shouldn't be in the rendering dialog either. At the moment it allows users to configure the season (move from the Rendering dialog), the snow level and the dryness/wetness introduced by the recent material shader changes from Thorsten Renk. As a side-effect, I've made a number of other changes - Added a control to enable/disable whether METAR controls the snow level through the metarinterpolator (/environment/params/metar-updates-snow-level). I'm not a big fan of this control, and I found it very difficult to work out why I couldn't set the snow level manually myself. - Changed all references to /environment/mysnow-level-m to /environment/snow-level-m (including effects and shaders) - Retired Local Weather Environment dialog, having moved the Fog settings to the Advanced Weather dialog Other than (hopefully) imroving usability, this shouldn't have any effect. -Stuart -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel