Re: [Flightgear-devel] joystick support broken

2004-08-16 Thread Martin Spott
Dave Perry wrote:
 I just updated plib, SimGear, fgfs, and the base package from cvs.  Both 
 js_demo and fgfs dont identify my CH Flight Sim Yoke and my Pro Pedals, 
 both USB.  js_demo shows just  for the name of both.  jstest 
 identifies both correctly.

PLIB got a significant update to the JS code these days,

Martin.
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Re: [Flightgear-devel] A method for getting funds...

2004-08-16 Thread Erik Hofman
Giles Robertson wrote:
My own take on funding for FlightGear is that funding FGFS itself may be difficult, but we might well be able to get corporate funding for developing SimGear as a simulation kernel. Flight Simulators don't appeal to a huge sector of the market; but an architecture on which you can build any simulation you want sounds much more attractive and useful. The likely return on a wider project could be much greater than that simply on a flight simulator.
I think this is a better approach, convince all the (research) projects 
to donate a tiny amount of their research budget back to FlightGear, 
being it code additions, hardware to run the site, or financial ones.

Erik
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Re: [Flightgear-devel] Mouse frozen after running fullscreen

2004-08-16 Thread Erik Hofman
David Megginson wrote:
Erik Hofman wrote:
I think that the fix will be simply to force the mouse pointer to be 
visible before exiting FlightGear.

This is in CVS now. Could you please test it?

That solves the problem completely.  Thank you very much, Erik.
Great!
It wasn't too difficult, since you already told what to do :-)
Erik
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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: data/Docs/InstallGuide/html

2004-08-16 Thread Erik Hofman
Martin Spott wrote:
Erik Hofman wrote:
Update of /var/cvs/FlightGear-0.9/data/Docs/InstallGuide/html
In directory baron:/tmp/cvs-serv7474/InstallGuide/html

Modified Files:
   getstartch2.html 
Log Message:
Reffer to /usr/locla/share/FlightGear now.

You'd better mail such changes to me or at least post them on the
devel-list.
I thought I did that, didn't I?
Erik
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Re: [Flightgear-devel] Re: [Flightgear-cvslogs]

2004-08-16 Thread Martin Spott
Erik Hofman wrote:
 Martin Spott wrote:
  Erik Hofman wrote:
  
 Update of /var/cvs/FlightGear-0.9/data/Docs/InstallGuide/html
 In directory baron:/tmp/cvs-serv7474/InstallGuide/html
  
  
 Modified Files:
 getstartch2.html 
 Log Message:
 Reffer to /usr/locla/share/FlightGear now.
  
  
  You'd better mail such changes to me or at least post them on the
  devel-list.
 
 I thought I did that, didn't I?

At least I didn't realize  ;-)
BTW, I didn't find your change in the current CVS checout of the base
package. Could you tell me the lines you changed ?

Martin.
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Re: [Flightgear-devel] Re: [Flightgear-cvslogs]

2004-08-16 Thread Erik Hofman
Martin Spott wrote:
BTW, I didn't find your change in the current CVS checout of the base
package. Could you tell me the lines you changed ?
The *base* package? I don't think anything changed there (I searched for 
/usr/local/lib in all the documents, and if it didn't show up I didn't 
change anything).

Is the documentation still maintained by someone?
Erik
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Re: [Flightgear-devel] Beacons

2004-08-16 Thread Martin Spott
Frederic Bouvier wrote:

 The beacon tower modeled is here :
 http://www.flightgear.org/~curt/Photos/KANE/

Hey, do they really do VFR navigation with rotating _light_ beacons ?

Martin.
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Re: [Flightgear-devel] Re: [Flightgear-cvslogs]

2004-08-16 Thread Martin Spott
Erik Hofman wrote:
 Martin Spott wrote:

  BTW, I didn't find your change in the current CVS checout of the base
  package. Could you tell me the lines you changed ?

 The *base* package?

I assume the location of the HTML file you changed is somewhere down in
the base package. Changes in the 'docs/'-tree used not to show up on
the 'cvslogs' list - at least not _my_ changes 

 Is the documentation still maintained by someone?

I try my best - although my time is limited and usuallythe  changes in
FlightGear, that have substantial effect on the manual, come faster
than I manage to follow 

Martin.
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RE: [Flightgear-devel] Re: [Flightgear-cvslogs]

2004-08-16 Thread Norman Vine
Martin Spott writes:
 Erik Hofman wrote:
  Martin Spott wrote:

   BTW, I didn't find your change in the current CVS checout of the base
   package. Could you tell me the lines you changed ?

  The *base* package?

 I assume the location of the HTML file you changed is somewhere down in
 the base package. Changes in the 'docs/'-tree used not to show up on
 the 'cvslogs' list - at least not _my_ changes 

I think this is the change in question
http://cvs.flightgear.org/cgi-bin/viewcvs/viewcvs.cgi/data/Docs/InstallGuide/html/getstartch2.html.diff?r1=1.3r2=1.4cvsroot=Flight
Gear-0.9sortby=date

This URL should be useful for those tracking changes to the Docs
http://cvs.flightgear.org/cgi-bin/viewcvs/viewcvs.cgi/data/Docs/InstallGuide/html/?cvsroot=FlightGear-0.9

HTH

Norman


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Re: [Flightgear-devel] Re: [Flightgear-cvslogs]

2004-08-16 Thread Martin Spott
Norman Vine wrote:

 I think this is the change in question
 http://cvs.flightgear.org/cgi-bin/viewcvs/viewcvs.cgi/data/Docs/InstallGuide/html/getstartch2.html.diff?r1=1.3r2=1.4cvsroot=FlightGear-0.9sortby=date

Hey, _this_ is really neat a tool !
Thanks for the link, it enabled me to find the appropriate text passage
in the sources,

Martin.
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Re: [Flightgear-devel] Scenery Loading

2004-08-16 Thread Curtis L. Olson
Erik Hofman wrote:
I noticed that the fact that scenery loading is faster when pressing 
'v' is caused by the fact that FlightGear doesn't bother rendering the 
scene in the mean time.

Maybe it would be a good idea to set /sim/rendering/draw-otw to false 
just after the message box is displayed, and setting it back to true 
after scenery loading has finished?

I don't know how this scenery loading message/pause was implimented, but ...
FlightGear can't load add-on 3d models (like the SFO buildings and 
bridges) inside the threaded scenery loader because the plib model 
loader functions are not thread safe in conjunction with opengl.

So, FlightGear maintains a queue of models that need to be loaded and 
then loads them one per frame to interleave the work with rendering.  
This is extremely inefficient if we are waiting to load all the models.

We should modify the code to simply load all the models in the queue 
(i.e. flush it) at startup, rather than doing one-per-frame and hacking 
around that with turn draw-otw=false.  IMO that would be a *much* better 
solution.

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] FlightGear 0.9.5-1

2004-08-16 Thread Curtis L. Olson
Erik Hofman wrote:
Hi,
I was wondering, do others feel that the changes in the last week or 
so justify a new release (0.9.5-1)? I have the feeling that it does.

I realize Curtis is busy for the next two weeks so it has to wait some 
more, but if this is desired I will hold off any drastic changes to 
the code until after the release.

What do you all think?
Erik
What specific changes are you refering to?
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Scenery Loading

2004-08-16 Thread Frederic Bouvier
Curtis L. Olson wrote:

 Erik Hofman wrote:

  I noticed that the fact that scenery loading is faster when pressing
  'v' is caused by the fact that FlightGear doesn't bother rendering the
  scene in the mean time.
 
  Maybe it would be a good idea to set /sim/rendering/draw-otw to false
  just after the message box is displayed, and setting it back to true
  after scenery loading has finished?


 I don't know how this scenery loading message/pause was implimented, but
...

 FlightGear can't load add-on 3d models (like the SFO buildings and
 bridges) inside the threaded scenery loader because the plib model
 loader functions are not thread safe in conjunction with opengl.

 So, FlightGear maintains a queue of models that need to be loaded and
 then loads them one per frame to interleave the work with rendering.
 This is extremely inefficient if we are waiting to load all the models.

 We should modify the code to simply load all the models in the queue
 (i.e. flush it) at startup, rather than doing one-per-frame and hacking
 around that with turn draw-otw=false.  IMO that would be a *much* better
 solution.

I tried that, but it appeared that the queue is also filled at frame rate.
So the queue can be quickly flushed but it will be filled as soon as we
will render the first few frames.

-Fred



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Re: [Flightgear-devel] FlightGear 0.9.5-1

2004-08-16 Thread Kalle Valo
Erik Hofman [EMAIL PROTECTED] writes:

 I was wondering, do others feel that the changes in the last week or
 so justify a new release (0.9.5-1)?

If you are going to make a new release, just don't name it 0.9.5-1,
please. That would create lots of confusion for both users and
distribution packagers. 

The reason is that the dash character is used to separate packaging
version from upstream version in Linux distribution packages. At least
that's how it's in Debian and I think rpm-based distros use the same
scheme, don't know about other distros. For example, the current
flightgear's version in Debian unstable is 0.9.4-1.

http://packages.debian.org/unstable/games/flightgear

In my opinion, you could call the new release just 0.9.6. It's not
like the numbers would run out anytime soon :) That is, if you use the
same numbering scheme as Linux kernel (after 0.9.9 release comes
0.9.10).

Thank you for a great simulator! I will order my copy of Stick and
Rudder soon and start learning flying.

-- 
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Re: [Flightgear-devel] FlightGear 0.9.5-1

2004-08-16 Thread Erik Hofman
Curtis L. Olson wrote:
Erik Hofman wrote:
Hi,
I was wondering, do others feel that the changes in the last week or 
so justify a new release (0.9.5-1)? I have the feeling that it does.

I realize Curtis is busy for the next two weeks so it has to wait some 
more, but if this is desired I will hold off any drastic changes to 
the code until after the release.

What do you all think?
Erik
What specific changes are you refering to?
Fixes for the Scenery Loading dialog that now loads much faster on low 
end hardware because it is frame rate independent (thanks to Frederic).

Lots of small fixes (joystick configurations, Nasal fuel handling for 
the Spitfire and fixing the mouse freeze after exit problem).

To name a few.
Overall, the code as it is now feels a lot more comfortable compared to 
the previous release. We could take some time and fix some more 
problems, but I didn't announce the previous release for IRIX because it 
didn't feel right.

Erik
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Re: [Flightgear-devel] FlightGear 0.9.5-1

2004-08-16 Thread Erik Hofman
Kalle Valo wrote:
Erik Hofman [EMAIL PROTECTED] writes:

I was wondering, do others feel that the changes in the last week or
so justify a new release (0.9.5-1)?

If you are going to make a new release, just don't name it 0.9.5-1,
please. That would create lots of confusion for both users and
distribution packagers. 
Good point, I realized that after posting the message.
I don't think 0.9.6 would be a good idea, but 0.9.5b could be used (as 
this scheme is already in use for the Windows binary).

Erik

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[Flightgear-devel] Re: FlightGear 0.9.5-1

2004-08-16 Thread Melchior FRANZ
* Erik Hofman -- Monday 16 August 2004 22:05:
 Curtis L. Olson wrote:
  What specific changes are you refering to?

 [...] Nasal fuel handling for the Spitfire 

For all YASim aircrafts with more than one tank, actually. Not that this alone
would justify an new release.  :-)



 Overall, the code as it is now feels a lot more comfortable compared to 
 the previous release. We could take some time and fix some more 
 problems, but I didn't announce the previous release for IRIX because it 
 didn't feel right.

Here's another problem:  $ fgfs --aircraft=c172-610x-jsbsim  makes fgfs
abort, because this redirects to ../c172r/c172r-jsbsim-base.xml, which
tries to include c172r-base.xml. But this file is searched in c172/, not
in c172r (where it could be found).

m.



Vivian: I've responded to your message from today, but I'm not sure if
you'll ever get it. My last four came back! I'll post to the list
in a few hours if this fails, too.

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Re: [Flightgear-devel] FlightGear 0.9.5-1

2004-08-16 Thread Chris Metzler
On Mon, 16 Aug 2004 22:08:42 +0200
Erik Hofman [EMAIL PROTECTED] wrote:
 Kalle Valo wrote:
 
 If you are going to make a new release, just don't name it 0.9.5-1,
 please. That would create lots of confusion for both users and
 distribution packagers. 
 
 Good point, I realized that after posting the message.
 I don't think 0.9.6 would be a good idea, but 0.9.5b could be used (as 
 this scheme is already in use for the Windows binary).

Debian is one of the distros that use numbers after the - for
local changes to an upstream version, packaging changes, etc.
Lots of other Debian packages have a or b or whatever added
to the upstream version number without a problem.  So I agree
that this should work fine.

-c

-- 
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(remove snip-me. to email)

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have become civilized. - Chief Luther Standing Bear


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Re: [Flightgear-devel] Mouse frozen after running fullscreen

2004-08-16 Thread Jim Wilson
Erik Hofman said:

 David Megginson wrote:
  Erik Hofman wrote:
  
  I think that the fix will be simply to force the mouse pointer to be 
  visible before exiting FlightGear.
 
 
  This is in CVS now. Could you please test it?
  
  
  That solves the problem completely.  Thank you very much, Erik.
 
 Great!
 It wasn't too difficult, since you already told what to do :-)
 

What happens on a kill/int/segfault?  Can it be changed to something like a
single pixel or some other unobtrusive thing instead?

Best,

Jim


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[Flightgear-devel] 'Nother Newbie.

2004-08-16 Thread martin pardee
folks:

i just joined your mailing list. and i've probably jumped into the wrong one.

(and i'm about to start rambling, so if you're impatient,  delete this now...)

i am looking for some pointers on hardware interface.

after running the FlightGear sim on my box,  i'd say it's a pretty mature
product at this point, and i'm not sure my C++ is well-oiled enough to make a
contribution. 

i started looking at flight gear hoping that there would be a way to get at
system internals from outside the box so that i could build my own simulated
radio stack and hook it up.

after searching the web site, i came to the conclusion that the developers
mailing list was a close as i was going to get to discovering internals without
downloading the CVS tree and reading sorce code for 6 months.

can anyone tell me if there is already a part of your project devoted to this, 
or if you think it's even worth trying? i don't want to drive your project
members crazy reading email from someone who has an interest that your (really
cool by the way) project doesn't support, or plan to.


thanks for listening,

martin pardee








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Re: [Flightgear-devel] Scenery Loading

2004-08-16 Thread Jim Wilson
Curtis L. Olson said:


 I don't know how this scenery loading message/pause was implimented, but ...
 

The most recent changes from Fred work great.  I made the original fix in
order to correct the problems doing in air starts near KSFO before the
release, without thinking about the frame rate issue.  All it did was suspend
FDM updates, so despite the observation that there was a delay,  scenery was
loading at the same rate it always did.

snip
 We should modify the code to simply load all the models in the queue 
 (i.e. flush it) at startup, rather than doing one-per-frame and hacking 
 around that with turn draw-otw=false.  IMO that would be a *much* better 
 solution.

This sounds pretty much like what the latest patch does.  It just holds the
splash screen up until the queues are flushed, rather than rendering the whole
scene with a popup dialog. (The splash will also reappear during teleports).

Best,

Jim


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Re: [Flightgear-devel] 'Nother Newbie.

2004-08-16 Thread Curtis L. Olson
martin pardee wrote:
folks:
i just joined your mailing list. and i've probably jumped into the wrong one.
(and i'm about to start rambling, so if you're impatient,  delete this now...)
i am looking for some pointers on hardware interface.
after running the FlightGear sim on my box,  i'd say it's a pretty mature
product at this point, and i'm not sure my C++ is well-oiled enough to make a
contribution. 

i started looking at flight gear hoping that there would be a way to get at
system internals from outside the box so that i could build my own simulated
radio stack and hook it up.
after searching the web site, i came to the conclusion that the developers
mailing list was a close as i was going to get to discovering internals without
downloading the CVS tree and reading sorce code for 6 months.
can anyone tell me if there is already a part of your project devoted to this, 
or if you think it's even worth trying? i don't want to drive your project
members crazy reading email from someone who has an interest that your (really
cool by the way) project doesn't support, or plan to.
 

As I understand it, you'd like to build a hardware radio stack and 
interface it to FG.  There are a couple of ways you could attack this.

1.  Add a module (i.e. some code) inside FG that runs every frame.  Your 
code would read all your hardware switches through whatever mechanism 
you have devised and update the FG internals.  It would also send things 
like frequencies (probably cooked up in the best flavor for your 
hardware) so that the radio stack can display the frequencies.

2. You could go for total separation and create an external application 
that talks directly to your hardware.  That application could then 
communicate with FG via the telnet interface to read the necessary FG 
property values to update your hardware display, and write the 
switch/knob values back to FG as input to it's radio models.

There are probably a variety of other ways you could get this done, but 
these two approaches are the ones that jump to the front of my list.  
The first approach would require a bit more digging into the FG 
internals, the 2nd approach could have potentially sluggish 
performance.  The telnet interface is the ultimate in flexibility, but 
is not anywhere close to high bandwidth.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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