Re: [Flightgear-devel] BUG REPORT Failed Ground Vehicles following waypoints

2013-04-28 Thread Vivian Meazza
Michelle,

 

Oh! I didn't know anyone used ground vehicles apart from me - I'm very
encouraged J. It's my code, I'll check up on it.

 

Vivian

 

From: Chelley [mailto:chel...@mypostoffice.co.uk] 
Sent: 28 April 2013 03:45
To: flightgear-devel@lists.sourceforge.net
Subject: [Flightgear-devel] BUG REPORT Failed Ground Vehicles following
waypoints

 

AI ground vehicles NO longer following waypoints, this is a major problem
for me as I have a few AI models that are supposed to follow way-points like
the car and he just drives across country in a straigt line now instead of
following the roads as the way-points in (data\AI\FlightPlans) in all
version of flightgear since 2010 seem to be just ignored. 

 

I have no doubt all the AI ground vehicles including the train in there
suffers the same problem. I have spent hours looking through the AI stuff
for all my downloaded FGDATA version going back about 4 years and this has
been broken a very long time now. Unless someone who knows about the AI
stuff can fix this it is going to prevent most of us who use AI Ground
vehicles from making use of this feature in flightgear.

 

Michelle

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[Flightgear-devel] Unable to submit building

2013-04-28 Thread Alan Teeder
When I try to submit a building to the scenery database this error is returned

Oops, something went wrong
Number of error(s): 1
FatalError : FALSE
Error message(s) : 

  a.. Your XML must start with !

Needless to say my xml file does start with that line of code e.g. 





WartonFlightSheds.ac

  range
  0
  1




Alan--
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Re: [Flightgear-devel] BUG REPORT Failed Ground Vehicles following waypoints

2013-04-28 Thread Vivian Meazza
Michelle,

 

Works here:

 

http://youtu.be/8NW9XdOefCg

 

Can you tell me some more?

 

Vivian

 

 

From: Vivian Meazza [mailto:vivian.mea...@lineone.net] 
Sent: 28 April 2013 08:25
To: 'Chelley'; 'FlightGear developers discussions'
Subject: Re: [Flightgear-devel] BUG REPORT Failed Ground Vehicles following
waypoints

 

 

Oh! I didn't know anyone used ground vehicles apart from me - I'm very
encouraged J. It's my code, I'll check up on it.

 

Vivian

 

From: Chelley [mailto:chel...@mypostoffice.co.uk] 
Sent: 28 April 2013 03:45
To: flightgear-devel@lists.sourceforge.net
Subject: [Flightgear-devel] BUG REPORT Failed Ground Vehicles following
waypoints

 

AI ground vehicles NO longer following waypoints, this is a major problem
for me as I have a few AI models that are supposed to follow way-points like
the car and he just drives across country in a straigt line now instead of
following the roads as the way-points in (data\AI\FlightPlans) in all
version of flightgear since 2010 seem to be just ignored. 

 

I have no doubt all the AI ground vehicles including the train in there
suffers the same problem. I have spent hours looking through the AI stuff
for all my downloaded FGDATA version going back about 4 years and this has
been broken a very long time now. Unless someone who knows about the AI
stuff can fix this it is going to prevent most of us who use AI Ground
vehicles from making use of this feature in flightgear.

 

Michelle

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Re: [Flightgear-devel] Unable to submit building

2013-04-28 Thread Bohnert Paul
Alan
Check the version line the first line with no blank lines above it.
If you need more help check the Scenery Development forums.
http://www.flightgear.org/forums/viewforum.php?f=5

BestPaul B,   aka author 38



--- On Sun, 4/28/13, Alan Teeder  wrote:

From: Alan Teeder 
Subject: [Flightgear-devel] Unable to submit building
To: "FlightGear developers discussions" 
Date: Sunday, April 28, 2013, 10:57 AM





When I try to submit a building to the scenery database this error is 
returned
 
Oops, something went wrongNumber of error(s): 1
FatalError : FALSE
Error 
message(s) : 


  Your XML must start with !
 



Needless to say my xml file does start with that line of code e.g. 
 

 

 
WartonFlightSheds.ac

  range
  0
  1

 

 
Alan

-Inline Attachment Follows-

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Re: [Flightgear-devel] Heads Up - SimGear fails to build under MSVC10

2013-04-28 Thread Thomas Geymayer
Am 2013-04-27 14:44, schrieb Vivian Meazza:
 This morning's pull of SG fails to build here under MSVC10 with the
 following error:

error LNK1169: one or more multiply defined symbols found
 test_animations.exe

This seems to be a bug introduced with Visual Studio 2008 while using
multiple libraries which have classes deriving form i/ostream. I've
pushed a workaround/linker flag which at least allows compiling the
tests. I don't know if they run correctly, but it only affects the test
and not SimGear itself.

Tom

-- 
Thomas Geymayer  www.tomprogs.at / C-Forum und Tutorial: www.proggen.org

  Student of Computer Science @ Graz University of Technology
--- Austria 

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Re: [Flightgear-devel] Unable to submit building

2013-04-28 Thread Alan Teeder
Paul

That is easy – I think you mean the line after  ”e.g”  in my original post – 
see below.

Thanks anyway.

Alan

From: Bohnert Paul 
Sent: Sunday, April 28, 2013 9:07 PM
To: FlightGear developers discussions 
Subject: Re: [Flightgear-devel] Unable to submit building

  Alan

  Check the version line the first line with no blank lines above it.

  If you need more help check the Scenery Development forums.

  http://www.flightgear.org/forums/viewforum.php?f=5


  Best
  Paul B,   aka author 38




  --- On Sun, 4/28/13, Alan Teeder  wrote:


From: Alan Teeder 
Subject: [Flightgear-devel] Unable to submit building
To: "FlightGear developers discussions" 

Date: Sunday, April 28, 2013, 10:57 AM


When I try to submit a building to the scenery database this error is 
returned

Oops, something went wrong
Number of error(s): 1
FatalError : FALSE
Error message(s) : 

  a.. Your XML must start with !




Needless to say my xml file does start with that line of code e.g. 





WartonFlightSheds.ac

  range
  0
  1




Alan

-Inline Attachment Follows-



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Re: [Flightgear-devel] Heads Up - SimGear fails to build under MSVC10

2013-04-28 Thread Vivian Meazza
Tom

> -Original Message-
> From: Thomas Geymayer [mailto:tom...@gmail.com]
> Sent: 28 April 2013 21:17
> To: flightgear-devel@lists.sourceforge.net
> Subject: Re: [Flightgear-devel] Heads Up - SimGear fails to build under
> MSVC10
> 
> Am 2013-04-27 14:44, schrieb Vivian Meazza:
>  This morning's pull of SG fails to build here under MSVC10 with the
>  following error:
> 
>   error LNK1169: one or more multiply defined symbols found
>  test_animations.exe
> 
> This seems to be a bug introduced with Visual Studio 2008 while using
> multiple libraries which have classes deriving form i/ostream. I've pushed
a
> workaround/linker flag which at least allows compiling the tests. I don't
know
> if they run correctly, but it only affects the test and not SimGear
itself.
> 

Trying that

Vivian



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Re: [Flightgear-devel] Heads Up - SimGear fails to build under MSVC10

2013-04-28 Thread Vivian Meazza
Tom

> -Original Message-
> From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
> Sent: 28 April 2013 22:21
> To: 'FlightGear developers discussions'
> Subject: Re: [Flightgear-devel] Heads Up - SimGear fails to build under
> MSVC10
> 
> Tom
> 
> > -Original Message-
> > From: Thomas Geymayer [mailto:tom...@gmail.com]
> > Sent: 28 April 2013 21:17
> > To: flightgear-devel@lists.sourceforge.net
> > Subject: Re: [Flightgear-devel] Heads Up - SimGear fails to build
> > under
> > MSVC10
> >
> > Am 2013-04-27 14:44, schrieb Vivian Meazza:
> >  This morning's pull of SG fails to build here under MSVC10 with
> >  the following error:
> > 
> > error LNK1169: one or more multiply defined symbols found
> >  test_animations.exe
> >
> > This seems to be a bug introduced with Visual Studio 2008 while using
> > multiple libraries which have classes deriving form i/ostream. I've
> > pushed
> a
> > workaround/linker flag which at least allows compiling the tests. I
> > don't
> know
> > if they run correctly, but it only affects the test and not SimGear
> itself.
> >
> 
> Trying that
> 

Yes, that works - thanks

Vivian 



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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-28 Thread Renk Thorsten

Vivian:

> I don't want to download fgdata/fg/sg to find that I have to spend
> hours fixing up my work. I'd rather get on with my own stuff.

Your actions don't match your words. You're the remaining maintainer of the 
water effect in default. Its environment interface still doesn't support 
Advanced Weather. When you implemented it, it had zero communication with 
Advanced Weather, I had to spend hours to figure out how it gets light and wind 
info and then code a hack for Advanced Weather to make it work. 

If this is a real concern to you - there has been a long weekend to get busy 
and change the interface. Looking at GIT, you haven't done so and we're still 
using the incomplete hack. Any plans to change that in the near future?

> I don't want to force developers to develop ac for one
> scheme/framework rather than another.

As pointed out for the 3rd time now, that is a hypothetical problem in ALS. 
Only Rembrandt requires separate Rembrandt and no Rembrandt versions of 
aircraft. Are you unable or unwilling to acknowledge that point?

> I don't want to force users to choose between a nice atmospheric
> effects or shadows, or anything else.

I think I have said about 5 times now that I am perfectly willing to contribute 
to this, but I'm not doing it all on my own. I haven't seen you volunteer to 
help out here. I haven't seen you arguing with Fred that he should take care to 
help out. Somehow, it seems to be my fault. 

Also - you can burn framerate only once, and I have stated my opinion on that 
as well. My personal view is that OpenSource is about freedom, and freedom 
implies choice. It's nothing bad to deliver a rendering scheme for low end GPUs 
and one for high end GPUs and let the user pick, and I don't even see you 
acknowledging that argument. I acknowledge that we probably have a fundamental 
split of philosophy here: I see more merit in offering different choices to the 
user (think Linux with KDE or Gnome - I see myself well backed up by OpenSource 
tradition here) than in pre-selecting to the lowest common denominator we can 
all agree on so that the user doesn't have to choose. You see this differently, 
and we probably won't ever resolve this. 

Vivian, I don't see this getting any more constructive, and I don't have the 
impression that this is about me explaining to avoid a misunderstanding. I 
don't see my arguments acknowledged, much less refuted. I don't see you willing 
to take any action making the framework which you maintain accessible.

So I will not justify the reasons behind what I do to you any further, and 
unless I see a constructive turn, I will also refrain from doing so in the 
future.

Henri:

>  How could you say "you're both not even users of the scheme" ?
> Yes i had at the beginning done some screenshots with the Dome project,  
> the period when i could use it without breaking others features.
> I was, even, able to combine the Effects with the dome by unlocking the
> conditions. To me the project was promising , until you engage to develop
> deeply.

As explained several times over, when the skydome used the default terrain 
shaders, it produced glaring graphical artefacts. What I have done is the only 
possible series of changes which could have fixed this.  I'm sorry you are 
unable to understand that point, but maybe ask someone who does to explain it 
to you in detail.

Otherwise, when I say 'you are not a user', I mean that I have a mail in my 
inbox which is signed with your name from which I may quote the phrase  
"introducing some unusable features like the atmospheric light scattering" - 
which would appear to the English-speaking reader indicating  that you don't 
use it.

> You pretend to be experienced and worry we don't use your know how, Emilian 
> is 
>  experienced and you rejected his know how.
> Would you say everybody but you is stupid.

I'm a scientist. I don't believe in persons. I don't believe in Emilian, TIm, 
Fred or Mathias - I believe in verifiable facts and solid evidence. I believe 
that each of these person knows much, but that likewise each of these can get 
things wrong, and when anyone raises an issue, I make up my own mind by 
thinking it through and testing it myself. I don't think everyone else is 
stupid, but I do think everyone else can make mistakes just like me, and I have 
a very long professional experience in recognizing and dealing with my own 
mistakes.

To expect that I would take advice from anyone without looking at the hard 
evidence available to me is unreasonable. I'm not impressed by titles, merits 
and experience - I argue with Nobel-price winners just as with students if I 
think they're wrong (I have done so on occasion). 

You will be able to verify that in each and every case someone backs up his 
critique with actual evidence which I can verify, I usually change my position 
quickly. You will also see me in these cases publicly acknowledge that I was 
wrong and crediting the person who corrected me

[Flightgear-devel] No shader compilation error messages

2013-04-28 Thread Renk Thorsten

With the recent FG, both Linux self-compiled and Jenkins for Windows, I no 
longer get compilation errors from the shaders thrown  to the console - badly 
formed shaders just don't work without complaining.  This makes developing a 
bit awkward now and will make it close to  impossible to trace problems of 
other users in the pre-release testing phase. I assume this must be FG related, 
as I didn't change my OSG version under Linux or the graphics card drivers on 
either Windows or Linux?

Does anyone have an idea what may have caused this, and if so would it be easy 
to put the error messages back in?

* Thorsten
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