leee wrote:
> On Sunday 31 Jan 2010, Erik Hofman wrote:
> > Stuart Buchanan wrote:
> > > It's been a long time since I (re-)wrote the random object code
> > > for OSG, but my recollection is that we use the same random
> > > number seed when generating random model placements, to ensure
> > > that a building is in the same place on every computer.
> >
> > Looks like that part is gone, at least the part where every
> > random object in the scenery was in the same place every time you
> > start up FlightGear. This used to be working at some point (and
> > could be used for landmark navigation).
> >
> > Erik
> 
> It's a sad fact that much of which used to make FG extremely stable 
> and consistant has been sacrificed to implement new features.
> 
> Sorry folks, but all the new developments in FG, over the past few 
> years, have come at the cost of stability and robustness.  

Codswallop :)

This particular bug is in a feature that was introduced in post-plib, and is
not a regression, as you seem to be implying. 

As I recall, the plib code didn't even attempt to make random object placement
consistent across runs and I spent quite some time with help from a number 
of people in putting together something that provided that consistency.

I remember the 0.9.8 and 0.9.9 releases all having issues, just as the 1.9.1b 
has
and 2.0.0 releases will have. People have worked very hard to track down 
difficult bugs
such as the NaN issue and to ensure consistency when enhancing FG (e.g. the
sound system)..

CVS has possibly become a little less stable, but I can't say that I've 
noticed, and
my understanding is that the release team are working from a GIT branch of 
known-stable code to ensure that we've got a stable release.

Sniping from the side-lines has absolutely no value unless you're prepared to 
roll 
up your sleeves, which you've stated you aren't.

-Stuart



      

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