[Flightgear-devel] Re: [Terragear-devel] Land data differences?

2005-06-12 Thread Pigeon
> Well, this looks like Curt picked more detailed coastline data for his
> scenery build. People have been reporting strange coas lines on this
> list, leading to airports sitting in the sea - so there obviously _are_
> differences depending on what you choose.

On the bright side, it seems that Curt's scenery build is more
accurate to the real world. I've checked some positions for buildings on
multimap.com and it does turn out correct on the flightgear.org scenery
build, while with my build, the building apparently sits in the sea :)


Pigeon.


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[Flightgear-devel] Re: Re: [Terragear-devel] Land data differences?

2005-06-14 Thread Pigeon

Yeah... Also, the thing is I'm planning to create sceneries and
models for Hong Kong, and possibly some Taiwan and Sydney. I found
multimap pretty useful. I suppose I work on them based on FG's official
sceneries.


So, back to my original poblem, does anyone know what data is used
for the FG official sceneries?  And how? I would imagine there's some
sort of automated scripts or something?

I ended writing one or two simple shell scripts to do all the
terragear stuff (tgvpf, fgfs-tools-server/client, the lot) too.



> Hehe, the source of coordinates for buildings is a different one. I'd
> suggest you to have a look here - if you didn't have already:
> 
>   http://fgfsdb.stockill.org/
> 
> If buildings sit in the sea with your scenery then I'd suggest your
> coastline is inaccurate - I expect the buildings to be located at
> their correct positions,


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[Flightgear-devel] One bug with multiplayer...

2005-07-16 Thread Pigeon

Hi,

I've been trying to track down a bug with sometimes players
(aircrafts) not being shown even it's getting udp packets correctly.


What I've found out so far is that if someone logs off, then whoever
logins using the same aircraft model will simply not appear in fgfs
(those who has got the logged off event).


There could be something to do with the model loading and cleaning
up code in MPPlayer::LoadModel() and MPPlayer::Close() in
src/MultiPlayer/mpplayer.cxx? Unfortunately I don't know anything about
simgear/plib...


On a side note, while testing the multiplay mode, robitabu on
#flightgear irc and I have discovered the "Instant Replay" is also sent
to all other players. Kind of a nice "feature" when you want to show
people stuff, but also probably something you don't want all the time...
:)


Pigeon.


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[Flightgear-devel] Re: One bug with multiplayer...

2005-07-16 Thread Pigeon
> There could be something to do with the model loading and cleaning
> up code in MPPlayer::LoadModel() and MPPlayer::Close() in
> src/MultiPlayer/mpplayer.cxx? Unfortunately I don't know anything about
> simgear/plib...

A little bit of following up.

In MPPlayer::LoadModel() if I comment out the ssgFlatten( m_Model )
call, the problem goes away.


Pigeon.


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[Flightgear-devel] Re: One bug with multiplayer...

2005-07-17 Thread Pigeon

The bug is, after all, caused by SGModelLib::flush1 which is
disabled/broken, as the warning (WARNGING: a disabled/broken routine has
been called.  This should be fixed!) and the comments in the code say.
As a result the model is not reloaded as load_model() finds it in its
list (_table).

I'm wondering would it be worthwhile adding a method to SGModelLib
to remove/unload one single model from its list? An unload_model()
maybe? That way we don't need to walk the whole list in SGModelLib?


Pigeon.


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[Flightgear-devel] Re: suggestions/questions regarding multiplayer

2005-07-19 Thread Pigeon

Would it be good if both ATC and chat message could be in some sort
of text area box so you have the history and you could scroll back and
stuff?

Also I'm wondering if the server should take control of who's logged
on and off. At the moment the client is taking care of that by adding a
player if it gets udp packets that it doesn't already know about, and
removing player if it hasn't got anymore packets from a player with a
timeout.

I was thinking that way we could show logon/logoff message in the
multiplay window. Now it's some sort of a multiplay event window, rather
than only for chat messages.


> 2) chat messages
>  The server (in fact every client) should be able to send messages to clients 
> which get displayed on the screen (i.e. the flightgear window), just like ATC 
> messages. So the server can send state information to the client. After 
> reading some source code and discussing this on the irc channel I've noticed 
> that the necessary infrastructure is already there but not used. The network 
> protocoll supports chat-messages and the ATC-module has functions to queue 
> and display them on screen. So it should'nt be too hard to combine them and 
> enable chat-messages. Somebody willing to give it a try?



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[Flightgear-devel] Re: suggestions/questions regarding multiplayer

2005-07-19 Thread Pigeon

Got a little further suggestion with the multiplayer. It's probably
just a server side thing though.

It might be worthwhile for the server to accept "observer" client.
You can connect to the server as an observer, i.e. no aircraft. You get
information about players online, where they are, etc. Could be useful
for doing things like an online map on a webpage to show who's currently
online and where they are on a graphical map. Would be cool when later
atlas supports showing multiple aircrafts.


Pigeon.


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[Flightgear-devel] Re: Re: suggestions/questions regarding multiplayer

2005-07-19 Thread Pigeon
> So, basically you get an invisible UFO and don't show up as a player, right?

Hmm I would imagine the server doesn't need to broadcast these
observers to others. It's not an actual player.

I suppose using an invisible aircraft would work now as an observer.
If the server could handle something like if someone connecting with a
callsign "observer", then it would simply send packets to the observer
about other real players, but don't need to get another info from the
observer itself, except, perhaps, logging on or off. That will also mean
the server needs to be happy with multiple connection with the same
callsign. So I'd say it might be better to just treat them as a special
class of clients.


Pigeon.


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[Flightgear-devel] SEGV with ATIS

2005-11-02 Thread Pigeon

Hi all,

Running fgfs cvs, starting up normally at KSFO. Bringing up the radio 
dialog and switching COM1 to the ATIS frequency. Sometimes I get:


ERROR - mismatch between ATC .wav and .vce file in ATCVoice.cxx

Offset + length: 2890 exceeds rawdata size: 0


And sometimes it segvs, with a backtrace that looks like this:


#0  0x404e5927 in memcpy () from /lib/libc.so.6
#1  0x080ee52d in FGATCVoice::WriteMessage (this=0xac0efc8, 
message=0xb4a , [EMAIL PROTECTED],
[EMAIL PROTECTED])
at ATCVoice.cxx:173
#2  0x080c7f6b in FGATC::Render (this=0xe6b9550, [EMAIL PROTECTED], 
[EMAIL PROTECTED], repeating=true) at basic_string.h:717
#3  0x080c88a2 in FGATIS::Update (this=0xe6b9550, dt=0.125) at
atis.cxx:78
#4  0x080a98a8 in FGATCMgr::update (this=0xaf93ba0,
dt=0.025001)
at stl_list.h:169
#5  0x0805354d in fgMainLoop () at globals.hxx:279
#6  0x08089235 in GLUTidle () at fg_os.cxx:114
#7  0x400ab5c2 in glutMainLoop () from /usr/lib/libglut.so.3
#8  0x08055800 in fgMainInit (argc=2, argv=0xb5c4) at main.cxx:1007
#9  0x08051c2a in main (argc=2890, argv=0xb4a) at bootstrap.cxx:193


Pigeon.


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[Flightgear-devel] Re: SEGV with ATIS

2005-11-02 Thread Pigeon
> Are you using the separate alut package from OpenAL CVS?

I'm using the alut in openal cvs (under alut/ directory), yes.


Pigeon.


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[Flightgear-devel] Re: OpenGL on Suse

2005-11-05 Thread Pigeon
> configure: error: OpenGL header file not found

You may want to check config.log, and see what exactly it's failing
to build the test.



Pigeon.


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[Flightgear-devel] [PATCH] Re: SEGV with ATIS

2005-11-11 Thread Pigeon

Figured out the problem with ATIS voice. It's in SimGear with the
code for OpenAL/Alut 1.1, whereby with in sample_openal.cxx,
alutCreateBufferFromFile() does not give us the raw sound data, and
ATCVoice depends on it, which leaves the data and the data size
uninitialized.

The patch used alutLoadMemoryFromFile() instead, pretty much the new
version of the old deprecated alutLoadWAVFile().

Also someone might know a better, more portable way of converting an
ALfloat to an ALsizei. I'm simply casting it at the moment.


Thanks.


Pigeon.

Index: simgear/sound/sample_openal.cxx
===
RCS file: /var/cvs/SimGear-0.3/source/simgear/sound/sample_openal.cxx,v
retrieving revision 1.19
diff -u -r1.19 sample_openal.cxx
--- simgear/sound/sample_openal.cxx 25 Oct 2005 18:05:23 -  1.19
+++ simgear/sound/sample_openal.cxx 11 Nov 2005 22:27:50 -
@@ -67,6 +67,7 @@
 // constructor
 SGSoundSample::SGSoundSample( const char *path, const char *file,
   bool cleanup ) :
+size(0),
 data(NULL),
 buffer(0),
 source(0),
@@ -77,6 +78,8 @@
 loop(AL_FALSE),
 playing(false)
 {
+ALfloat freqf;   
+
 SGPath samplepath( path );
 if ( strlen(file) ) {
 samplepath.append( file );
@@ -105,11 +108,24 @@
 // Load the sample file
 #if defined(ALUT_API_MAJOR_VERSION) && ALUT_API_MAJOR_VERSION >= 1
 
-  buffer = alutCreateBufferFromFile(samplepath.c_str());
-  if (buffer == AL_NONE) {
- ALenum error = alutGetError ();
- print_openal_error("constructor (alutCreateBufferFromFile)");
- throw sg_exception("Failed to load wav file: "+string(alutGetErrorString 
(error)));
+  data = alutLoadMemoryFromFile( samplepath.c_str(),
+   &format, &size, &freqf );
+  if ( data == NULL ) {
+throw sg_exception("Failed to load wav file.");
+  }
+
+  freq = (ALsizei) freqf;
+
+  alBufferData( buffer, format, data, size, freq );
+  if ( print_openal_error("constructor (alBufferData)") ) {
+  free( data );
+  data = NULL;
+  throw sg_exception("Failed to buffer data.");
+  }
+  
+  if ( cleanup ) {
+  free( data );
+  data = NULL;
   }
 
 #else
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[Flightgear-devel] Re: 0.9.9 scenery?

2005-11-11 Thread Pigeon

Speaking of scenery, there are still people from time to time having
trouble installing new sceneries. (The whole Scenery/ vs
Scenery/Terrain/ and Scenery/Objects/ issues). I think it's worthwhile
updating the docs and the "getstart" guide with these details.


It's quite well described at Franz's page:
http://members.aon.at/mfranz/flightgear/flightgear-howto.html


Another thing is a lot of people expect "scenery" to be scenery + 3d
buildings/objects. While, when you download scenery from FG's site they
are pretty much "terrain" only. It might be useful to emphasising these
things in the docs as well.


Pigeon.


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[Flightgear-devel] Missing Data/ directory in pre3 base package

2005-11-14 Thread Pigeon

Hi all,


It seems the Data/ directory is missing in the pre3 package, which 
basically contains only Data/AI/ at the moment, and hence explains a
few people not able to use the nimitz carrier (Data/AI/nimitz_demo.xml),
and fgfs will simply terminate with a very vague message saying
"terminate called after throwing an instance of 'sg_io_exception'"
(reported by azuron on IRC).


Pigeon.


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[Flightgear-devel] Re: [0.9.9] screenshots for flightgear.org

2005-11-17 Thread Pigeon

I've also got some screenshots of multiplay in FG. Though, most of
them are not taken with the latest source, and not with the best
rendering options (like no shadows).

http://pigeond.net/photos/flightgear/multiplay/


Pigeon.


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[Flightgear-devel] Re: website problem

2005-11-19 Thread Pigeon
> Curt, the link is on the front page... I just checked and go the same
> 404 error. 

To be a bit more precise, it's the "screenshots" link at the bottom
of the page.

The one on the left is fine, which points to
http://flightgear.org/Gallery-v0.9.9/


Pigeon.


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[Flightgear-devel] CVS server running out of disk space?

2005-12-10 Thread Pigeon

Hi,

Just in case if no one noticed, when I do cvs up for FG or simgear
i'm getting "No space left on device" error, and i think it meant the
cvs server, not my local disk...


Pigeon.



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[Flightgear-devel] Re: FlightGear for PSP??

2005-12-13 Thread Pigeon
> I remember discussing this before.  I don't recall all the specifics, 
> but check the PSP's system memory and video memory ... I bet it's going 
> to be something really small like 4Mb + 4Mb.

http://www.linux-mips.org/wiki/PSP

Check the external links on that page as well.


Pigeon.





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[Flightgear-devel] Re: Options saving patches

2005-12-17 Thread Pigeon

I guess what Curt was saying is, him being the "release manager" of
the project, has to find appropriate and free time do all the things for
a release, which is fair enough and understandable.


Perhaps we can have more people to help doing a release?  Personally
I've only witnessed one release of FG (0.9.9). And I don't know what's
the policy of this whole project. But could anyone else share the
workload of doing a release? Or it has to be Curt and Curt alone?


If we can do releases at any time, then surely we would have more
control on what we could put into a release?


I think most people, especially developers, prefers figuring out a
features list or goals for a release, and then work towards them. When
these are done, then we might want to go for a one month or two months
code freeze/bug fix/stabilising/testing, followed by the release.


And perhaps we could figure out some sort of roadmap?



> Look, rolling out a new release is a massive effort.  We need to do a 
> release more than once a year.  But my time can be very limited 
> depending on what other paying projects I'm involved with during the 
> year.  So I try to find a balance between a new release date that is 
> appropriate for the project and my available time.


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