Re: [Flightgear-devel] weather-utility.nas

2012-01-22 Thread Emilian Huminiuc
On Friday 20 January 2012 16:16:18 Emilian Huminiuc wrote:
 On Friday 20 January 2012 15:01:35 Torsten Dreyer wrote:
   The shader scales the texture with windspeed and rotates it to get
   the
   right orientation, but the actual rate those change is too quick to
   look good, and gives the impression of very high speed, that's why
   I suggested a longer interpolation time for the values passed to
   the shader, and to avoid doing the interpolations in the shader
   itself (as that would hit performance).
   
   Only the two values of wind-from-north-fps and wind-from-east-fps
   are
   the ones that need this applied, as everything else is derived from
   these.
  
  OK - that explains the impression of fast movements during wind-speed
  changes. I have now added a time based interpolation to the wind vector
  components in /environment/sea/surface/wind-from-XXX-fps. I made the
  timing configurable at runtime in
  /environment/sea/surface/config/wind-filter-time which sets the
  filter-time for both exponential filters.
  This is initialized to 60 in FGDATA/Environment/environment.xml and
  looks reasonable to me. You might want to play around with that value
  and we can adjust it if desired.
  
  Along with this commit, I cleaned up water.eff and flutter.eff files
  from unused properties wind-from-(heading-)deg which seemed to be
  unused. Please check if that was correct.
  
  The relevant commit is 2071a3297c9bc3a7f8df397fd8acaa71bc110f06 in
  fgdata.
  
  Torsten
 
 Hi,
 
 Sorry previous reply was written before receiving this, I will play around
 with the wind-filter-time prop.
 
 Emilian

Played around with it a bit. I got reasonable movement sensation with wind-
filter-time set at ~1000.
The flutter effect might need the wind in realtime though, as flags usualy 
react imediately to wind direction changes.--
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Re: [Flightgear-devel] weather-utility.nas

2012-01-22 Thread Curtis Olson
Are we fixing the right problem?  I was observing mach 5 speed waves while
the weather wind was changing.

On Sun, Jan 22, 2012 at 8:18 AM, Torsten Dreyer tors...@t3r.de wrote:

  Played around with it a bit. I got reasonable movement sensation with
  wind-filter-time set at ~1000.
 
  The flutter effect might need the wind in realtime though, as flags
  usualy react imediately to wind direction changes.
 Huh - that's a huge value. With a filter-time that high, it will take
 approx one hour for the interpolated wind to match the given input.

 Maybe a rate-limiter helps here. The exponential filter has a relatively
 high rate of change in the beginning, dropping to zero in infinity while
 the rate limiter changes the output at a constant rate of change.

 Torsten


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[Flightgear-devel] [PATCH] fgdata chat message highlighting

2012-01-22 Thread scosu
Hi,

Sorry if this is not the right list for the patch.

The idea was to implement a small script to highlight chat messages in which 
the multiplayer-callsign is mentioned. This should make multiplayer 
communication with many pilots easier.

The message is highlighted in red.

scosudiff --git a/Nasal/screen.nas b/Nasal/screen.nas
index 2d572aa..bfebdeb 100644
--- a/Nasal/screen.nas
+++ b/Nasal/screen.nas
@@ -458,6 +458,47 @@ _setlistener(/sim/signals/fdm-initialized, func {
 # functions that make use of the window class (and don't belong anywhere else)
 ##
 
+# translates a string to lower case
+var tolower = func (str) {
+	for (var i = 0; i  size(str); i = i+1) {
+		if (str[i] = `A` and str[i] = `Z`)
+			str[i] = str[i] - `A` + `a`;
+	}
+	return str;
+}
+
+# highlights messages with the multiplayer callsign in the text
+var msg_mp = func (n) {
+	if (!getprop(/sim/multiplay/chat-display))
+		return;
+	var msg = tolower(n.getValue());
+	var call = tolower(getprop(/sim/multiplay/callsign));
+	var matching = 0;
+	var found = 0;
+	for(var i = 0; i  size(msg); i = i + 1) {
+		if (msg[i] == ` ` or msg[i] == `,` or msg[i] == `.` or msg[i] == `;` or msg[i] == `:` or msg[i] == ``) {
+			if (matching == size(call)) {
+found = 1;
+break;
+			}
+			matching = 0;
+			continue;
+		}
+		if (matching = size(call)) {
+			matching = matching + 1;
+			continue;
+		}
+		if (call[matching] == msg[i]) {
+			matching = matching + 1;
+		} else {
+			matching = 0;
+		}
+	}
+	if (found == 1 or matching == size(call))
+		screen.log.write(n.getValue(), 1.0, 0.5, 0.5);
+	else
+		screen.log.write(n.getValue(), 0.5, 0.0, 0.8);
+}
 
 var msg_repeat = func {
 	if (getprop(/sim/tutorials/running)) {
@@ -557,9 +598,7 @@ _setlistener(/sim/signals/nasal-dir-initialized, func {
 			func(n) map(copilot,  n.getValue(), 1.0, 1.0, 1.0));
 	listener.ai_plane = setlistener(m ~ ai-plane,
 			func(n) map(ai-plane, n.getValue(), 0.9, 0.4, 0.2));
-	listener.mp_plane = setlistener(m ~ mp-plane,
-			func(n) map(ai-plane, n.getValue(), 0.5, 0.0, 0.8,
-	func getprop(/sim/multiplay/chat-display)));
+	listener.mp_plane = setlistener(m ~ mp-plane, msg_mp);
 });
 
 

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Re: [Flightgear-devel] Local Weather menu structure

2012-01-22 Thread Torsten Dreyer
 So, let's add a Advanced-- button to the global weather dialog which
 closes the global-weather dialog, enabled local weather and opens the
 local weather dialog. In return, the local-weather dialog gets a
 Basic-- button which disables local weather, closes the
 local-weather-dialog and opens the global-weather-dialog.

 This sounds very convincing to me - I'm in favour of this solution. And
 we'd like to go that road further anyway :-)

And I just pushed that to FGDATA. Global Weather and Local Weather 
is dead. Long live Basic Weather and Advanced Weather :-)

Torsten


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Re: [Flightgear-devel] [PATCH] fgdata chat message highlighting

2012-01-22 Thread scosu
Hi,

Thank you, I searched for this function but didn't find it. I replaced the 
'tolower' function with the string.lc calls in the patch.

scosu


On Sun, 22 Jan 2012 16:46:30 +0100
Melchior FRANZ mfr...@aon.at wrote:

 Hey,
 
 your proposed function screen.tolower() is redundant, because there
 is already string.uc() (named after Perl's function uc() for upper
 case).
 
 m. (who wrote screen.nas)

diff --git a/Nasal/screen.nas b/Nasal/screen.nas
index 2d572aa..26e1508 100644
--- a/Nasal/screen.nas
+++ b/Nasal/screen.nas
@@ -458,6 +458,38 @@ _setlistener(/sim/signals/fdm-initialized, func {
 # functions that make use of the window class (and don't belong anywhere else)
 ##
 
+# highlights messages with the multiplayer callsign in the text
+var msg_mp = func (n) {
+	if (!getprop(/sim/multiplay/chat-display))
+		return;
+	var msg = string.uc(n.getValue());
+	var call = string.uc(getprop(/sim/multiplay/callsign));
+	var matching = 0;
+	var found = 0;
+	for(var i = 0; i  size(msg); i = i + 1) {
+		if (msg[i] == ` ` or msg[i] == `,` or msg[i] == `.` or msg[i] == `;` or msg[i] == `:` or msg[i] == ``) {
+			if (matching == size(call)) {
+found = 1;
+break;
+			}
+			matching = 0;
+			continue;
+		}
+		if (matching = size(call)) {
+			matching = matching + 1;
+			continue;
+		}
+		if (call[matching] == msg[i]) {
+			matching = matching + 1;
+		} else {
+			matching = 0;
+		}
+	}
+	if (found == 1 or matching == size(call))
+		screen.log.write(n.getValue(), 1.0, 0.5, 0.5);
+	else
+		screen.log.write(n.getValue(), 0.5, 0.0, 0.8);
+}
 
 var msg_repeat = func {
 	if (getprop(/sim/tutorials/running)) {
@@ -557,9 +589,7 @@ _setlistener(/sim/signals/nasal-dir-initialized, func {
 			func(n) map(copilot,  n.getValue(), 1.0, 1.0, 1.0));
 	listener.ai_plane = setlistener(m ~ ai-plane,
 			func(n) map(ai-plane, n.getValue(), 0.9, 0.4, 0.2));
-	listener.mp_plane = setlistener(m ~ mp-plane,
-			func(n) map(ai-plane, n.getValue(), 0.5, 0.0, 0.8,
-	func getprop(/sim/multiplay/chat-display)));
+	listener.mp_plane = setlistener(m ~ mp-plane, msg_mp);
 });
 
 
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Re: [Flightgear-devel] Local Weather menu structure

2012-01-22 Thread Stuart Buchanan
On Sun, Jan 22, 2012 at 5:34 PM, Torsten Dreyer wrote:
 And I just pushed that to FGDATA. Global Weather and Local Weather
 is dead. Long live Basic Weather and Advanced Weather :-)

Thanks Torsten. That looks great.

BTW, if this change is merged into the 2.6.0 branch, we should also include
commit a38820828c5343dbcb77d97a65597d736c845ff4, which removes
a now-redundant reference to the local_weather_tiles menu item.

I've also made the co-requisite change to The Manual
(773db8825336521c42fd4d0edb22ca2d1bcc06ea) that should also
be merged.

-Stuart

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Re: [Flightgear-devel] Local Weather menu structure

2012-01-22 Thread Torsten Dreyer
Am 22.01.2012 21:27, schrieb Stuart Buchanan:
 On Sun, Jan 22, 2012 at 5:34 PM, Torsten Dreyer wrote:
 And I just pushed that to FGDATA. Global Weather and Local Weather
 is dead. Long live Basic Weather and Advanced Weather :-)

 Thanks Torsten. That looks great.

 BTW, if this change is merged into the 2.6.0 branch, we should also include
 commit a38820828c5343dbcb77d97a65597d736c845ff4, which removes
 a now-redundant reference to the local_weather_tiles menu item.

 I've also made the co-requisite change to The Manual
 (773db8825336521c42fd4d0edb22ca2d1bcc06ea) that should also
 be merged.

Ah - thanks. I wasn't aware of that line of code. We should make sure, 
ThorstenR has backported that into his codebase when commiting a new 
version from him.

I am hesitating from picking this into the release branch as one could 
argue if that was a bug fix. But if it's general consensus  that this a 
an improvement that should make it into the release, we should do it. 
The change is releatively small but I'd feel better if ThorstenR tested 
it before it gets picked.

Torsten

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[Flightgear-devel] Jenkins back...

2012-01-22 Thread Gene Buckle
Commercial power came back on at 8pm Pacific Time after being off from 
7:15am on Thursday.  The build server is back online!

g.


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Re: [Flightgear-devel] Scenemodels/MapServer.flightgear.org,

2012-01-22 Thread Martin Spott
Martin Spott wrote:
k Unfortunately the web server is currently hung on reboot and I wasn't
 able to fix it as quick as expected,

Schould be serviceable again, now.  Those who are subscribed to the
-commitlogs mailing list already noticed earlier  ;-)

Martin.
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