Re: [Flightgear-devel] Next FlightGear release (Feb. 17 2013): Version 2.10

2012-12-18 Thread James Turner

On 18 Dec 2012, at 11:26, Torsten Dreyer wrote:

 I'll leave this discussion open until the feature freeze on Dec., 17th
 to come to a decision by that date.
 
 If nobody heavily objects, I'll commit the version number 2.10 later today.

Sounds fine to me.

James


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Re: [Flightgear-devel] Next FlightGear release (Feb. 17 2013): Version 2.10

2012-12-18 Thread Torsten Dreyer
I have just pushed the new version number 2.10 to simgear, flightgear 
and fgdata along with the tag version/2.10.0 for all three repos.

Make sure you pull all three repositories to avoid a version conflict.

After the creation of the release branches on Jan., 17th the version 
numbers will again increase to 2.11.0 on next/master.

I did not touch the other projects at https://gitorious.org/fg/

There is probably a version number in getstart that has to be adjusted 
(Stuart?)

I don't know, if fgmeta et.al. need some adjustment?

Torsten

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Re: [Flightgear-devel] Next FlightGear release (Feb. 17 2013): Version 2.10

2012-12-18 Thread Stuart Buchanan
On Tue, Dec 18, 2012 at 10:16 PM, Torsten Dreyer wrote:
 There is probably a version number in getstart that has to be adjusted
 (Stuart?)

Done, and pushed to data/Docs/getstart.pdf and data/Docs/getstart-fr.pdf

-Stuart

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Re: [Flightgear-devel] Next FlightGear release (Feb. 17 2013): Version 2.10

2012-12-18 Thread Curtis Olson
Thanks!
On Dec 18, 2012 4:32 PM, Stuart Buchanan stuar...@gmail.com wrote:

 On Tue, Dec 18, 2012 at 10:16 PM, Torsten Dreyer wrote:
  There is probably a version number in getstart that has to be adjusted
  (Stuart?)

 Done, and pushed to data/Docs/getstart.pdf and data/Docs/getstart-fr.pdf

 -Stuart


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Re: [Flightgear-devel] Next FlightGear release (Feb. 17 2013)

2012-12-02 Thread Torsten Dreyer
 All in all, for my part it seems rather a 2.10 than a 3.0 - some of
 the things which I'd like to see in 3.0 are done, but the majority
 isn't yet.

This is probably true.
To get to the 3.0 goal sometime in the near future, it's probably a good 
idea to create a backlog of open items in the wiki and link the release 
plan document to that.

As usual, we don't have to be perfect for a new major release number. 
But the new features being the reason for the new major  number should 
work reasonably correct. I can't tell if that's the case for Rembrandt 
as I didn't have the time for any tests over the last 12 month or so.

I'll leave this discussion open until the feature freeze on Dec., 17th 
to come to a decision by that date.

Another decision to make is the set of aircraft to be packed into the 
base package. My sugestion is to keep the current set if this is going 
to be a 2.10 release and to reduce to just the c172 if we roll out 3.0.

Greetings,
Torsten


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Re: [Flightgear-devel] Next FlightGear release (Feb. 17 2013)

2012-11-27 Thread Stuart Buchanan
On Mon, Nov 19, 2012 at 10:04 AM, Stuart Buchanan wrote:

 On Sun, Nov 18, 2012 at 9:48 AM, Thorsten Renk wrote:- rain bug

 - that still persists, rain is broken in Advanced Weather since
 currently setting the rain norm doesn't necessarily generate rain as the
 underlying system tries to be smart and parses the cloud layer altitude of
 Basic Weather - which is zero in Advanced Weather. Can anyone help here? I
 think this can be fixed before the release.


 I'll take a look at this - it's been on my TODO list for a while.


This is now done.  You can now set
/environment/params/use-external-precipitation-level=true to disable the
previous behaviour of only showing rain under the heaviest cloud layer, and
set /environment/params/external-precipitation-level-m to set the maximum
altitude at which precipitation will occur.  0 means it will occur at all
levels.

-Stuart
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Re: [Flightgear-devel] Next FlightGear release (Feb. 17 2013)

2012-11-19 Thread Stuart Buchanan
On Sun, Nov 18, 2012 at 9:48 AM, Thorsten Renk wrote:
 - hires world scenery
 - no idea, but doesn't seem to be coming any time soon...

Could someone point me at the current status of this please?  I know there
was some group discussion and an IRC chat session a couple of months ago.

- rain bug
 - that still persists, rain is broken in Advanced Weather since currently
 setting the rain norm doesn't necessarily generate rain as the underlying
 system tries to be smart and parses the cloud layer altitude of Basic
 Weather - which is zero in Advanced Weather. Can anyone help here? I think
 this can be fixed before the release.


I'll take a look at this - it's been on my TODO list for a while.

I vaguely recall that we already have a property to disable some other
weather logic that might be appropriate to key off.  If you happen to know
what it is, it'll save me some searching.


 * rendering-related
 'Make effects work across different rendering schemes, support atmospheric
 light scattering in Rembrandt'


Personally I'd really like to see the rendering systems unified, even
though I don't have enough GPU to run them both together (or indeed
Rembrandt with shadows).  It's just make for a more consistent experience.


 - atmospheric light scattering in Rembrandt
 - I haven't been looking much into Rembrandt, since it turns out too slow
 on my current computer. Last Friday I got myself a new Qosmio X870 - if any
 currently existing laptop can run Advanced Weather, Rembrandt and
 Atmospheric Light Scattering together, than probably it's that one or a
 similar model. So I have now the means to attack the problem.


That's excellent news.  I had a look at this a couple of weeks ago but
didn't get anywhere significant as I didn't know whether the atmospheric
scattering should be added to the fog pass or not.


 On a personal note though, admittedly I get increasingly tired after more
 than a year of shader work, and I would like to do so many other things,
 like tinker a bit with the weather and do more regional texturing schemes,
 it's just so frustrating to ask questions, read stuff, try to figure out
 how things are done to run right into another unexpected roadblock like the
 z-Buffer issue for clouds and the terrain, or the near/far camera problem
 and watch another week of work go down the drain again. Or to sit a week
 trying to optimize shader code to hear offhand comments like 'this really
 needs to be optimized, since it runs so slow and on my computer I can run
 insert name of 3d game here without problems, so it can't be my
 hardware'. So I don't know how much longer I will be working on rendering
 schemes.


I can appreciate that - and indeed find that taking a break to work on
another project often helps.  Of course, I then get sucked back in by I
wonder if...



 All in all, for my part it seems rather a 2.10 than a 3.0 - some of the
 things which I'd like to see in 3.0 are done, but the majority isn't yet.


+1

-Stuart
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Re: [Flightgear-devel] Next FlightGear release (Feb. 17 2013)

2012-11-19 Thread James Turner

On 16 Nov 2012, at 14:27, Torsten Dreyer wrote:

 4. broken OSX downloads
 Yes - we need to improve the OSX builds. Does Jenkins provide stable 
 binaries or do we still need a manual build provided by James or Tat?

Jenkins provides binaries, the deployment issues were solved eventually (and 
hopefully remain solved!), but I believe there were (and are?) on-going runtime 
issues I was unable to reproduce. I expect to spend some time on this, assuming 
I have willing testers who can provide feedback I can actually action.

 
 5. Irritation caused by code signing
 Probably same as 4.?

This irritation should be gone, I paid the $100 for a code-signing cert.

Regards,
James


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Re: [Flightgear-devel] Next FlightGear release (Feb. 17 2013)

2012-11-19 Thread jean pellotier

Le 16/11/2012 15:27, Torsten Dreyer a écrit :

Hi,

in just about one month from now we are entering another round of the
release process, starting with the four weeks feature freeze period.
This is probably a good time to check in all the great and fancy new
features that still hide in your local branches.
hi, not a fancy new feature, but could  someone apply this diff to 
tanker.nas?
it's to make the hud markers work whith the ai tanker, for those who 
want to cheat a little :)


http://janodesbois.free.fr/fg_screens/2012/fgfs-screen-002.jpg

jano

diff --git a/Nasal/tanker.nas b/Nasal/tanker.nas
index 4bca859..54d7183 100644
--- a/Nasal/tanker.nas
+++ b/Nasal/tanker.nas
@@ -112,6 +112,7 @@ var Tanker = {
 		m.ai.getNode(navaids/tacan/channel-ID, 1).setValue(m.tacan);
 		m.ai.getNode(refuel/type, 1).setValue(type);
 		m.ai.getNode(refuel/contact, 1).setBoolValue(0);
+		m.ai.getNode(radar/in-range, 1).setBoolValue(1);
 
 		m.latN = m.ai.getNode(position/latitude-deg, 1);
 		m.lonN = m.ai.getNode(position/longitude-deg, 1);
@@ -125,6 +126,8 @@ var Tanker = {
 		m.brgN = m.ai.getNode(radar/bearing-deg, 1);
 		m.elevN = m.ai.getNode(radar/elevation-deg, 1);
 		m.contactN = m.ai.getNode(refuel/contact, 1);
+		m.hOffsetN = m.ai.getNode(radar/h-offset, 1);
+		m.vOffsetN = m.ai.getNode(radar/v-offset, 1);
 
 		m.update();
 		m.model.getNode(path, 1).setValue(type == boom ? boom_tanker : probe_tanker);
@@ -202,7 +205,9 @@ var Tanker = {
 
 		var dalt = alt - me.ac.alt();
 		var ac_hdg = getprop(/orientation/heading-deg);
-
+		var ac_pitch = getprop(/orientation/pitch-deg);
+		var elev = math.atan2(dalt, me.distance) * R2D;
+
 		me.latN.setDoubleValue(me.coord.lat());
 		me.lonN.setDoubleValue(me.coord.lon());
 		me.altN.setDoubleValue(alt * M2FT);
@@ -213,9 +218,12 @@ var Tanker = {
 		me.vertN.setDoubleValue(0);
 		me.rangeN.setDoubleValue(me.distance * M2NM);
 		me.brgN.setDoubleValue(me.bearing);
-		me.elevN.setDoubleValue(math.atan2(dalt, me.distance) * R2D);
+		me.elevN.setDoubleValue(elev);
 		me.contactN.setBoolValue(me.distance  76 and dalt  0  # 250 ft
 and abs(view.normdeg(me.bearing - ac_hdg))  20);
+
+	me.hOffsetN.setDoubleValue(me.bearing - ac_hdg);
+	me.vOffsetN.setDoubleValue(elev - ac_pitch);
 
 		var droll = me.roll_target - me.roll;
 		if (droll  0) {
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Re: [Flightgear-devel] Next FlightGear release (Feb. 17 2013)

2012-11-18 Thread Renk Thorsten
 How should we call our new baby? Is it 3.0.0 or is it 2.10.0? This is a
 carry-over from our last release and gets answered along with: Is
 Rembrandt production ready?

Hm, I had a list of items for a 3.0 half a year ago, so some progress chack 
along these lines:

* Scanery-related
'Publish 3.0 along with a new version of hires world scenery, preferably making 
best use of regional texturing'

- hires world scenery
- no idea, but doesn't seem to be coming any time soon...

- regional texturing
- I've done some work on that, Stuart has also done some, we currently have 
regional definitions for Europe, Caribbean islands, Hawaii and tropical South 
America committed, I've additional definitions for the Atacama desert and 
Iceland almost ready which I'll hopefully be able to hand in next week(s). I 
had hoped for more, since we've really made it easy to do that kind of work, 
and since I tried to advertize the techniques in various places, so I would 
have hoped that all the regional FG groups like FGUK or FG Brazil jump on the 
waggon and do some of their terrain, but... So, we have some, but it could be 
better.

* Weather-related
'Make a more intuitive interface for a common weather system, remove 
long-existing bugs'

- common weather interface
- We have that now - for me it's a bit less nice to work with it (I need to 
click through one more menu to get my detailed menu), I have the feeling it's 
way better for the average user - I haven't heard much feedback, are there 
opinions? Is this how people would like to control weather?

- rain bug
- that still persists, rain is broken in Advanced Weather since currently 
setting the rain norm doesn't necessarily generate rain as the underlying 
system tries to be smart and parses the cloud layer altitude of Basic Weather - 
which is zero in Advanced Weather. Can anyone help here? I think this can be 
fixed before the release.

- turbulence bug
- that still persists, setting turbulence magnitude norm to a given value 
creates very different strength of turbulence in YaSim and JSBSim. I probably 
could introduce a hack in the weather system that some FDM dependent scaling 
factor is used, but I really think the weather system should *not* have to know 
about the FDM - this violates any modularization idea, so I think this is an 
FDM-side issue. Besides, the same issue must exist in Basic Weather (although 
it's easier to make it go away since turbulence is user-controlled I guess...) 
Likewise - I think this can be addressed before the release, it doesn't seem 
exceedingly complicated.

* rendering-related
'Make effects work across different rendering schemes, support atmospheric 
light scattering in Rembrandt'

- effects in atmospheric light scattering
- partially done, we have now water, urban, landmass and transition effects, 
currently no support for crop/agriculture effects, the runway effect or model 
effects. I will probably have a runway shader before thre release, but no 
others. It turns out more complicated than anticipated to get it right, and I 
lost a lot of coding time earlier this fall

- atmospheric light scattering in Rembrandt
- I haven't been looking much into Rembrandt, since it turns out too slow on 
my current computer. Last Friday I got myself a new Qosmio X870 - if any 
currently existing laptop can run Advanced Weather, Rembrandt and Atmospheric 
Light Scattering together, than probably it's that one or a similar model. So I 
have now the means to attack the problem.

On a personal note though, admittedly I get increasingly tired after more than 
a year of shader work, and I would like to do so many other things, like tinker 
a bit with the weather and do more regional texturing schemes, it's just so 
frustrating to ask questions, read stuff, try to figure out how things are done 
to run right into another unexpected roadblock like the z-Buffer issue for 
clouds and the terrain, or the near/far camera problem and watch another week 
of work go down the drain again. Or to sit a week trying to optimize shader 
code to hear offhand comments like 'this really needs to be optimized, since it 
runs so slow and on my computer I can run insert name of 3d game here without 
problems, so it can't be my hardware'. So I don't know how much longer I will 
be working on rendering schemes.

All in all, for my part it seems rather a 2.10 than a 3.0 - some of the things 
which I'd like to see in 3.0 are done, but the majority isn't yet.

That's my 2 cents at least...

* Thorsten
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Re: [Flightgear-devel] Next FlightGear release (Feb. 17 2013)

2012-11-17 Thread Stuart Buchanan
Hi Torsten,

Thanks for kickstarting the release process.

On Fri, Nov 16, 2012 at 2:27 PM, Torsten Dreyer wrote:

 1. A lack of stress testing.
 We have a four weeks testing period with release binaries publically
 available, so I am not sure how to improve that. Do we need more
 testers? Do we need more time?


We've already got a fairly extensive lead-in time for the release.  More
testers on more platforms would seem to be the answer.  Perhaps we should
advertize for testers of those platforms that aren't adequately covered by
developers running git?

Making a complete package available, not just the binaries would help, as
testers wouldn't need to be git-aware.


 2. Lack of graceful feature scaling.
 Is this really something we can solve in the release process?

AFAIK this was caused by the random buildings code, and entirely my fault.
I think that is probably a once-off rather than a systemic problem.


 3. Change of the NOAA METAR url
 Also, this is more a bug or feature request than an issue with the
 release process

Agreed.

snip

8. Write the changelog ASAP
 Yes - That can easily start right now. As it is just a simple wiki page,
 please contribute to
 http://wiki.flightgear.org/Changelog_3.0.0

As with the last release, I'll trim this down when we get to the release
date and produce a release announcement.
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Re: [Flightgear-devel] Next FlightGear release (Feb. 17 2013)

2012-11-17 Thread ThorstenB
Am 17.11.2012 22:43, schrieb Stuart Buchanan:
 On Fri, Nov 16, 2012 at 2:27 PM, Torsten Dreyer wrote:

 1. A lack of stress testing.
 We have a four weeks testing period with release binaries publically
 available, so I am not sure how to improve that. Do we need more
 testers? Do we need more time?

 We've already got a fairly extensive lead-in time for the release.  More
 testers on more platforms would seem to be the answer.  Perhaps we
 should advertize for testers of those platforms that aren't adequately
 covered by developers running git?

The main area to improve is to distribute release candidates for all 
platforms earlier - preferably starting immediately after the freeze. 
That would already give us more time for testing - without extending the 
actual freeze period.

As I remember, we were pretty late with the initial distribution of FG 
2.8.0-RCs - especially for Mac (partly due to technical issues and 
partly due to people not being available - for which no one is to be 
blamed for, of course).

We should be in much better shape for the upcoming release - since the 
build automation on Jenkins should be working for all platforms now - 
and nothing about the infrastructure or build system has changed since 
the last release.

How about having a test run a week or two in advance, just to make sure 
we can indeed produce release installers for Win+Mac - and then release 
the first RC on December 17th/18th or 19th ;-) ? Curt, Fred, James? ;-)

cheers,
Thorsten

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Re: [Flightgear-devel] Next FlightGear release (Feb. 17 2013)

2012-11-16 Thread Arnt Karlsen
On Fri, 16 Nov 2012 15:27:52 +0100, Torsten wrote in message 
50a64d68.80...@t3r.de:

 in just about one month from now we are entering another round of the 
 release process, starting with the four weeks feature freeze period.
 This is probably a good time to check in all the great and fancy new 
 features that still hide in your local branches.  I'd also like to
 see JSBSim synced before December, 17th.

..this is too late for e.g. commercial actors who might wanna stick
a FG-3.0.0 dvd on their Christmas magazines, looong lead times. 

 How should we call our new baby? Is it 3.0.0 or is it 2.10.0?

..if we want to adjust to other peoples long lead times, cases can 
be made for delaying 2.10 into March (Because it's not ready) or 
for 2.12 around Easter and 2.14 next Soptember to celebrate my
election into parliament or whatever.  Just an idea. ;o)

 This is a carry-over from our last release and gets answered along
 with: Is Rembrandt production ready?

..this would be a 3.0.0 trigger. :o)

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