[Flightgear-devel] Idea for DevKit on Jenkins

2012-10-13 Thread Tom P
Hi,

I was reviewing build instruction for FlightGear on the wiki and noticed
the warnings about the difficulty of building it from scratch.
I did build it many times on Linux and Windows but it's true, the process
can be daunting for a developer starting on the project.

So, I was thinking, on Jenkins we have a -Release stage which aggregates
all binaries from OSG, SimGear and FlightGear builds.

What if we had also a -DevKit stage that aggregates all sources and 3rd
party libraries into a single package, ready for download?
In this way all dependencies and sources are known to build cleanly as a
whole and new developers would have a very fast way to evaluate and get
familiar with the project.

Just a suggestion.
Thanks,

  Tom
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Re: [Flightgear-devel] strange screen

2012-09-03 Thread Tom P
Hi Alasdair,

This tutorial on git bisect has references to Drupal but is otherwise very
clear:
http://webchick.net/node/99

You basically start from a known-good point, a known-bad one and then tell
git bisect if the next checkouts are good (no problem) or bad (show the
problem).
Each test requires recompilation of FG and possibly multiple runs if the
problem is intermittent.

Hope this helps,

  Tom


On Mon, Sep 3, 2012 at 1:56 PM, Alasdair ali...@btinternet.com wrote:

 On Mon, 2012-09-03 at 22:40 +0200, Frederic Bouvier wrote:
   I cannot therefore attribute this problem to the Catalyst driver.
   My git pull/build of 12 Aug did not display this problem. That of 1
   Sep did. So I reckon it must have been a commit made between these
 dates.
 
  So you may want to git bisect to find which commit was the problem
 
  Thanks,
  -Fred
 
 Where can I learn how to do that, Fred?
 My knowledge of git ends with clone/pull.
 Suggested reading?

 regards,
 Alasdair



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Re: [Flightgear-devel] Some More Detailed Scenery

2012-01-21 Thread Tom P
Hi John,

Instead of creating a new server for high-end / more detailed sceneries,
would it be possible to create a branch on the current TerraSync server?
It could work as an overlay where a more detailed scenery tile takes the
place of a base / standard detail tile.

The TerraSync client could then be configured to fetch from the base /
standard branch, or the more detailed one.
And having branches also takes care of older FG versions.

Just a thought,

  Tom


On Thu, Dec 29, 2011 at 11:09 AM, J. Holden stattosoftw...@yahoo.comwrote:

 Well, the scenery structure is dissimilar to the normal structure of
 patching git.

 A scenery like Washington, DC does not have the same frame rate hit as
 Juneau or Innsbruck does.

 And as stated there are now sceneries incompatible with older versions of
 FlightGear.

 The problem is, some new sceneries are detailed enough and different
 enough to be distinct from the base scenery.

 Even if I had git access, I would be reluctant to put these on TerraSync,
 even though Hawaii and St. Maarten are on there.

 However, Hawaii is heavily cleaned and St. Maarten is a very simple
 scenery.

 I would like to see these areas placed in the base FlightGear package,
 though.

 The only idea I've had is perhaps creating a new server for high-end
 scenery.

 There's not much of it at the moment, only Europe and selected parts of
 North America, but it does take up some bandwidth.

 But setting up a separate distribution channel is better than
 overwriting the existing scenery.

 Cheers
 John


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Re: [Flightgear-devel] Terragear memory usage issue

2011-11-02 Thread Tom P
Hi Jason

You can open a terminal in the terragear-cs directory and type:

  git show

The first  lines show the commit ID, committer and short description for
the last commit, and the commit ID is the version information you are
looking for,

Hope this helps,

  Tom


On Tue, Nov 1, 2011 at 2:43 PM, Jason Cox j_...@bigpond.com wrote:

 Chris,
 short of knowing how to tell versions of code with git all I can say is
 that I pulled the repo on the 20th of October for both terragear-cs and
 compiled it against the main simgear of the same day.

 If there is a way to ask git the version then let me know and I will
 report back for you.

 Jason

 PS I have uploaded some more scenery for NSW,Vic and Tas to my dropbox
 account for those interested
 http://dl.dropbox.com/u/3028956/Aus-SE_Scenery.tar.bz2





 On Tue, 2011-11-01 at 08:03 +0100, Christian Schmitt wrote:
  Jason Cox wrote:
 
   I would try a larger area, say 1x1 deg or larger and then and then you
   will see the list grow to include tiles that are no longer needed.
  
 
  I created a 2x3 degree area. No problems. What terragear-cs version do
 you
  use and against which simgear do you compile it?
 
  Will now test even further and create another area.
 
  Chris
 
 
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Re: [Flightgear-devel] [FlightGear-devel] Hudson build artifact not pointing to 2.2.0 ?

2011-01-31 Thread Tom P
Hi Fred,

Never mind, operator error (blush) !
--fg-root was pointing to a 2.0.0 base.

  Tom


On Sun, Jan 30, 2011 at 4:49 AM, Frederic Bouvier fredfgf...@free.frwrote:

 Hi Tom,


  I was going to test 2.2.0 release candidate on Windows, so proceeded to
 download the following:

 http://flightgear.simpits.org:8080/job/Win32-installer/lastSuccessfulBuild/artifact/fgfs_win32_nightly_2.2.0.exe

  The program installed is not a 2.2.0 but a 2.0.0.
  Did I download the wrong one, even if it's marked 2.2.0 ?

 Please verify that the path in fgrun points to the nightly install

 Regards,
 -Fred

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[Flightgear-devel] [FlightGear-devel] Hudson build artifact not pointing to 2.2.0 ?

2011-01-29 Thread Tom P
Hi,

I was going to test 2.2.0 release candidate on Windows, so proceeded to
download the following:
http://flightgear.simpits.org:8080/job/Win32-installer/lastSuccessfulBuild/artifact/fgfs_win32_nightly_2.2.0.exe

The program installed is not a 2.2.0 but a 2.0.0.
Did I download the wrong one, even if it's marked 2.2.0 ?

Thanks,

  Tom
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[Flightgear-devel] [FlightGear-devel] Rogue accounts on wiki

2011-01-26 Thread Tom P
Hi,

Just a heads up.

I always wondered why so many accounts with very suspicious names were being
created on the Wiki.
I think the answer is clear now, someone is trying to place traps for the
unwary with links pointing to rogue pages:

http://wiki.flightgear.org/index.php/Special:RecentChanges

Two examples of these traps:

http://wiki.flightgear.org/index.php/Special:RecentChanges

   - (diff | 
histhttp://wiki.flightgear.org/index.php?title=Administration_Jobs_In_Northern_Irelandcurid=6350action=history)
   . . N Administration Jobs In Northern
Irelandhttp://wiki.flightgear.org/index.php/Administration_Jobs_In_Northern_Ireland‎;
   01:35 . . *(+4,773)* . .
Prinraphttp://wiki.flightgear.org/index.php?title=User:Prinrapaction=editredlink=1

(Talkhttp://wiki.flightgear.org/index.php?title=User_talk:Prinrapaction=editredlink=1
| 
contribshttp://wiki.flightgear.org/index.php/Special:Contributions/Prinrap
   ) (Created page with . . . . . . . ==center[
   
http://esecuritys.com/SESS_kd2MjE3fHwxMjk2MDgxOTYzfHwxOTUyfHwoRU5HSU5FKSBNZWRpYVdpa2k%3D_administration%2Bjobs%2Bin%2Bnorthern%2Bireland.htmlbig...)
   - (diff | 
histhttp://wiki.flightgear.org/index.php?title=Administration_Jobs_In_Michigan_Charter_Schoolscurid=6349action=history)
   . . N Administration Jobs In Michigan Charter
Schoolshttp://wiki.flightgear.org/index.php/Administration_Jobs_In_Michigan_Charter_Schools‎;
   01:35 . . *(+4,018)* . .
Amfrweshttp://wiki.flightgear.org/index.php?title=User:Amfrwesaction=editredlink=1

(Talkhttp://wiki.flightgear.org/index.php?title=User_talk:Amfrwesaction=editredlink=1
| 
contribshttp://wiki.flightgear.org/index.php/Special:Contributions/Amfrwes
   ) (Created page with . . . . . . . ==center[
   
http://esecuritys.com/SESS_wk4MjE3fHwxMjk2MDgxOTYzfHwxOTUyfHwoRU5HSU5FKSBNZWRpYVdpa2k%3D_administration%2Bjobs%2Bin%2Bmichigan%2Bcharter%2Bschools..
   .)


  Tom
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Re: [Flightgear-devel] FlightGear website on wiki

2010-11-12 Thread Tom P
Hi,

I think having the wiki as default page for the project makes a lot of
sense, there is way more information on the Wiki at this point, and it's
pretty well organized.

Of course, a few key pages would need to be locked-down (or maybe not, I'm
an optimist !!). And dynamic pages like the aircraft download don't need to
be scrapped, they could be referenced from the wiki and later integrated as
MediaWiki extensions.

What about having a poll on the forum about this topic?

  Tom


On Sun, Oct 10, 2010 at 3:06 AM, Gijs de Rooy gijsr...@hotmail.com wrote:

  Hi,

 last week, James dropped the idea of moving our 
 websitehttp://www.flightgear.org/(partly) over to the
 wiki http://wiki.flightgear.org/. So far I have discussed
 this with a couple of people, all of which have different opinions.
 Therefore, I would like to ask anyone that
 cares about our website to reply.

 I think we all agree that our current website cannot continue like it does
 right now. We've had multiple discussions
 in the past, even leading to some test website (like the ones by Pete), but
 none of them led to something.

 I have listed a couple of pro's and con's (IMO, and based on a small IRC
 duscission) below. This list is dynamic,
 as pro's can become con's and vice versa.

 + *Easy to update:* wiki articles can be edited by all people, in stead of
 just a single man (Curt :P). As we have
 seen in the past (and even till today), our website is often out of date. A
 good example of this is the CVS/Git
 page http://flightgear.org/cvs.html, which hasn't been updated since May
 (!), and still does not contain any useful info if I want to use Git.
  Of course we don't want some of our important pages (main page,
 download etc.) to be edited by just anyone
 with a wiki account. Luckily, we can add usergroups at the wiki and assign
 permissions to them. Thus, important
 pages can be locked (on the edit part) for the ordinary users. We've been
 doing this with all Newsletters, which
 can be edited only by wiki-admins after their publicication. We could
 create various groups, and people can be
 within multiple groups at once.
 + *Easy to link to detailed documentation:* rather than providing an
 external link, we can add internal links to
 each word (okay, that's a little too much). If a text mentions $FG_ROOT, we
 can make that word link to the wiki-
 article http://wiki.flightgear.org/index.php/$FG_ROOTabout it. This will
 decrease the amount of useless questions at the forum (which are replied
 by a link to
 the wiki), which is meant for special, personalised help and discussions.
 + *Download page:* since the wiki already contains quite some information
 per aircraft, it could be used to auto-
 generate a more detailed aircraft download page. Each aircraft on that page
 can link to the aircraft's private page
 (if existing) and thus provide manuals, status info etc. immediately to the
 user, even before downloading the aircraft.
 As we've had quite some complaints from people that are disappointed after
 dowloading. The wiki can provde various
 screenshots per aircraft (eg. interior, exterior), so users can
 see-what-they-get.
 + *Publicity of the wiki:* new FG users will be immediately aware of the
 existence of a wiki, and therefore be
 stimulated to start developing themselves. This will again decrease the
 useless questions at the forum.

 - *Less attractive layout:* currently the FlightGear wiki doesn't really
 look like a website. This could be solved
 though by creating/adding a different style/layout.
 - *Less open system:* for example, it will be harder to implement
 additional features (gallery's, search engines)
 etc. However, the alternative is a CMS system, which isn't much opener...
 - *Not much examples:* of a complete wiki website about projects like
 ours. This could be a pro as well, as it will
 allow us to be renewed and different.

 Jester (IIRC) mentioned that it is important to check whether pages are
 cached at the wiki, so they won't have
 to be pulled from the database each time. If so, we should enable cache. A
 possible other solution is to have a
 static frontpage, which could be nice in various ways, other than the
 cache...

 I look forward to receiving your ideas/opinions/questions! When the list
 grow, we might benefit from setting up a
 wiki article to collect ideas/opinions.

  Cheers,
 Gijs


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[Flightgear-devel] Minor fix for 737-300

2010-05-23 Thread Tom P
Hi,

The name of the standby altimeter (uppercase ALT.xml) doesn't match the
entry in flightdeck.xml (lower-case alt.xml).
Could someone rename the file so that 737-300 is usable again on systems
that are case sensitive like Linux ?

# On branch master
# Changes to be committed:
#   (use git reset HEAD file... to unstage)
#
#renamed:737-300/Models/Flightdeck/Instruments/STBY/ALT.xml -
737-300/Models/Flightdeck/Instruments/STBY/alt.xml
#

Thanks,

  Tom
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Re: [Flightgear-devel] Release engineering (aka, continuous integration, aka, nightlies)

2010-04-16 Thread Tom P
Hi James,

That's an awesome setup, very interesting.

Would you have a tarball of this configuration and some details of how you
set up the system?

  Tom

On Mon, Apr 12, 2010 at 2:50 AM, James Turner zakal...@mac.com wrote:

 http://zakalawe.ath.cx:8080/

 is a *prototype* build server for FG (including OSG and SimGear), running
 on my home box - it will need a proper home if it moves beyond the prototype
 stage.

 For people who don't know, a build server talks to some slaves, and
 grabs/builds/tests/packages code. The current server is talking to one
 slave, which is an Ubuntu VM which is building  Tim's 'next' branch on
 Gitorious.

 The objective of such systems is that there should be *zero* human steps to
 create a release - not just out of laziness, but for repeatability. I.e
 don't write a checklist or 'howto' of creating a release, write a shell
 script that does the steps. (Or several). And check those scripts into a
 source control system, too.

 'Soon' I will be setting up a WinXP slave, with a MinGW build. Hopefully
 this will even extend to a NSIS installer script, if Fred has one lying
 around. At which point we should have nightly installers available for
 Windows, and a happier Fred. (A VisualStudio build is also possible, but
 requires more interaction with someone else, who has an
 externally-addressable/tunnel-able box with VS installed).

 (any slave could be a VM, of course - they use CPU while building, but
 unlike other projects, our commit rate isn't that high - the slaves will be
 idle most of the time)
 (A Mac slave is also possible, but requires some more work, I will worry
 about it assuming people want to pursue this whole concept)

 Build jobs can run arbitrary shell scripts - they can tag things in CVS or
 Git, they can create tarballs, upload files to SFTP/FTP servers, the works.
 So, if Durk/Curt/Fred could codify, somewhere, the steps (in terms of
 'things doable in a shell/.bat script') to create an FG pre-release and
 final-release, I am happy to do the work to get the process automated.

 At which point, doing a release means clicking a button on a webpage (on
 Hudson), and letting the slaves grind away for an hour or so. Magic!

 (Another thing the server can do, is email/IRC people when the build breaks
 on Linux / FreeBSD / Mac / Win due to a commit - obviously very handy for
 the devs. Yet another thing it can do is run test suites - unfortunately we
 don't have many such tests)

 (If anyone wants to get into providing nightly .debs or .rpms, that could
 also be done, but requires people who know those systems, and again can
 provide a suitable externally address slave to run the builds)

 James



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Re: [Flightgear-devel] v2.0 Aircraft Download Page

2010-03-29 Thread Tom P

Hi Curt,

To provide an even greater user experience, what if we link entries in 
the Aircraft download page to each aircraft page on wiki.flightgear.org ?


For example, by clicking on the 737-400 image or Boeing 737-400 text, 
the browser would open:

  http://wiki.flightgear.org/index.php/Boeing_737-400


Thanks,

  Tom


On 3/1/2010 5:14 AM, Curtis Olson wrote:
I just updated the aircraft download page with all the latest aircraft 
updates to match FlightGear v2.0


http://www.flightgear.org/Downloads/aircraft-2.0.0/

I notice that many of the new aircraft are missing thumbnails, and 
perhaps a few of the older aircraft could use updated thumbnails.  If 
we have a thumbnail update party here today and get new thumbnails 
added to the aircraft packages I can then regenerate the aircraft 
download page.


Best regards,

Curt.
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http://baron.flightgear.org/%7Ecurt/



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Re: [Flightgear-devel] Ignoring MP pilots

2009-11-15 Thread Tom P
Hi James, hi Jon

Why geek-appeal, if I must ask?
My idea was to provide a very clean interface for the user.

In Fgrun, beside the multiplayer check flag, you would have a drop-down menu
specifying the Group that you want to join instead of the current port
number.
Pretty natural as far as user experience goes.

And Jon, I wouldn't expect a large number of groups, so the idea would imply
a small set of port numbers. I'm thinking that 10 consecutive ports would
suffice, and it shouldn't be too difficult to choose a range like that.

If I got it right, the alternative is to hide traffic based on the group it
belongs to, but using the same MP instance on the server.

But it's not just traffic, you also need to :
- hide events that change the environment (wildfires started by crashes, and
am sure other state-ful features will be added in the future)
- hide additional effects generated by aircrafts (smoke trails, contrails,
...)
- hide state of MP vehicles, like aircraft carriers
and so on.

In my humble opinion, multiple MP instances, one per group (and identified
by a different port number), would make it easier to support different
states for different groups on the MP server side.

  Tom


On Sat, Nov 14, 2009 at 1:43 PM, James Turner zakal...@mac.com wrote:


 On 14 Nov 2009, at 21:35, Jon Stockill wrote:

  I would suggest that this is a bad idea - ever increasing port
  requirements are simply going to annoy the people running the servers.
 
  It's really not the right way to solve the problem.

 Indeed, this is a geek-appeal solution, not a good-user-experience
 solution.

 James



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Re: [Flightgear-devel] Ignoring MP pilots

2009-11-15 Thread Tom P
Hi Vivian

I think that a majority of users configures MP through a launcher interface,
so the convention would be enforced through the UI.
The launcher (fgrun or other) would show a drop-down menu with the Groups
(their name) that a user can join.

The port numbers that I showed were an example, I showed 5000-5005 to keep
backward compatibility with the current setup (5000 = beginners seems like a
good default group for the current installed base), but any consecutive
range of 5 or 10 available ports will do.

About non-complying users, I don't think it would be a great problem.
By choosing a particular group, they choose to comply with the intent of the
group, and we can write down such intent explicitly in a UI text box based
on the selected group, if you feel like.
An example:

  Beginners
  Welcome to FG. This group allows you to get familiar with FG and learn
from fellow pilots.

  Under Air Traffic Control
  In this group, pilots fly under Air Traffic Control. By joining, you
are required to comply with ATC rules, please see the details at
http://wiki.flightgear.org/...

  Fighters on a mission
  This group is dedicated to flying military aircrafts, simulating
missions and dogfights.

 Tom


On Sat, Nov 14, 2009 at 1:56 PM, Vivian Meazza vivian.mea...@lineone.netwrote:

 Pete Morgan

  Tom P wrote:
   Hi Torsten
  
   That's an interesting concept, I was thinking about groups as well.
  
   But instead of writing extra code on top of the current client and
  server,
   could we use different ports on the server?
  
   Let me explain: if I understand correctly, the server already allows
   connection to port 5002 for testing.,
   What if we extend the concept to multiple ports and maybe assign a
   name to the port to make things clear.
  
   As you said, some of the predefined groups could be:
   - Beginner = port 5000
   - Adheres to/provides ATC = port 5001
   - Combat/Fighter on a mission = port 5002
   - Airliner = port 5003
  
   (I'd group Adheres to/provides ATC and Airliner together for now).
  
   Obviously the server will need to do a bit more work, but at least the
   demultiplexing between groups is done by the TCP/IP stack, which is
   quite optimal.
  
   The only drawback is that groups are *really* separate, it would not
   be easy to see traffic from other groups.
  
   Just an idea,
  
 Tom
  I like this idea a lot :-)
 

 Nice theory - in practice how do you ensure that users both know about,
 and,
 more importantly, observe the convention? And, what do you do if they
 don't?

 IIRC 5001 is used for telnet, but 5002 is rarely used for development. I
 suppose that some serious users could use that port by mutual agreement,
 accepting that some less serious players might try to join in as well.

 The client side ignore device seem to have more practical merit to me.

 Vivian




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Re: [Flightgear-devel] Ignoring MP pilots (was: Re: Daily FG .deb)

2009-11-14 Thread Tom P
Hi Torsten

That's an interesting concept, I was thinking about groups as well.

But instead of writing extra code on top of the current client and server,
could we use different ports on the server?

Let me explain: if I understand correctly, the server already allows
connection to port 5002 for testing.,
What if we extend the concept to multiple ports and maybe assign a name to
the port to make things clear.

As you said, some of the predefined groups could be:
- Beginner = port 5000
- Adheres to/provides ATC = port 5001
- Combat/Fighter on a mission = port 5002
- Airliner = port 5003

(I'd group Adheres to/provides ATC and Airliner together for now).

Obviously the server will need to do a bit more work, but at least the
demultiplexing between groups is done by the TCP/IP stack, which is quite
optimal.

The only drawback is that groups are *really* separate, it would not be easy
to see traffic from other groups.

Just an idea,

  Tom



On Sat, Nov 14, 2009 at 4:02 AM, Torsten Dreyer tors...@t3r.de wrote:

  Perhaps by adding a
  /ai/models/multiplayer/controls/show-model
  property (or similar) to each multiplayer entry that defaults to true
  (show) but can be set to false to hide the model of that pilot.
 
  Access to these properties could e.g. be via the pilot list as for
 MP-chat
  ignore.
 
  I'm not entirely sure it is a good idea to add this, though. OTOH if I
  really do not want to see or hear pilot X, then why not give me the
 option
  to ignore him (as I otherwise probably would have done it mentally anyway
  otherwise).
 Without having thought about the technical implementation, the concept of
 having groups comes to my mind.
 Probably some set of predefined groups, like
 - Beginner
 - Adheres to/provides ATC
 - Combat/Fighter on a mission
 - Airliner
 and/or locally defined groups.
 The user can select what groups he belongs to and only gets the MP traffic
 from other members of these groups.
 If the MP-server knows about these groups and it's members, it is able to
 distribute it's data to a limited set of users. This should save some
 traffic
 and might help with a growing community of MP-pilots.
 Immediately the idea of using a directory server with LDAP access pops up
 in
 my head.
 And, unfortunately, that this does not sound like a trivial task :-(

 Torsten


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Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: data/Models/Maritime/Military

2009-11-05 Thread Tom P
Hi Martin, Vivian  team

This is an honest question, trying to understand the direction where we can
evolve FG.

Currently the models in data/Models seem to serve two purposes, and I'm
wondering if they can be divided (kept in different repositories) based on
the purpose?

1) static objects populating the scenery, are bound to a fixed location
(buildings, structures, ...).
  Samples are contained in these directories:
  - Agriculture
  - Airport
  - Boundaries
  - Bridges
  - Buildings
  ...

2) Models for vehicles, ships, *crafts and anything movable:
  - Aircraft
  - Maritime/Civilian  (with a few exceptions)
  - Maritime/Military
  - Transport (with a few exceptions)

The fact that this last group is placed statically is, forgive my
simplification, an accident of history.
Any of these could be under AI or user control, and could be added
dynamically to the scenery (any scenery, within certain constraints).

So, in other words, would it make sense to split the location where we keep
the models based on the criteria whether the model is:
- truly static (buildings / structures / ...),
  http://scenemodels.flightgear.org/modelbrowser.php
- or movable (vehicles / crafts / ships)
  http://cvs.flightgear.org/viewvc/data/Models/

The dream is to have all the movable ones under AI or user control one day.

Thanks,

  Tom


On Fri, Oct 30, 2009 at 9:07 AM, Martin Spott martin.sp...@mgras.netwrote:

 Vivian Meazza wrote:
  Update of /var/cvs/FlightGear-0.9/data/Models/Maritime/Military
  In directory baron.flightgear.org:/tmp/cvs-serv17265
 
  Modified Files:
 OliverPerryFFG.ac
  Log Message:
  Rotate to standard FG orientation

 Please see 'data/Models/00README.CONTRIBUTE':

 The following classes of static geometries and therefore the corresponding
 subdirectories are being maintained via the FlightGear Scenery Model
 Repository (http://scenemodels.flightgear.org/models.php) [...]

 It's getting obvious to me, that friendly reminders are silently being
 ignored. Why do you think did we put this README file there 
 In consequence, it seems like we have to be a bit more verbose:

 If you commit directly to CVS, then you're putting your change at risk
 of getting overwritten the next time we're syncing the Scenemodels
 repository to CVS.

 Thanks for listening,

Martin.
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Re: [Flightgear-devel] Fix for Citation-II gear problem

2009-10-22 Thread Tom P
Cool.
Thanks for the great plane

  Tom


On Wed, Oct 21, 2009 at 10:34 PM, syd adams adams@gmail.com wrote:

 I,ve already fixed that , but have a few more panel fixes before I commit
 it ...
 Cheers



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[Flightgear-devel] Fix for Citation-II gear problem

2009-10-21 Thread Tom P
Hi

I've noticed that part of the gear on the Citation-II, with gear up, is
positioned incorrectly, and shows through the wing.

The animation in the XML file acts on RHgear and LHgear, but the same name
refers to both a group object and a poly object within the group.

To cut the story short, the RHgear/LHgear polys were rotated twice the
amount by the animation.
It's fixed as shown below, renaming the poly objects (and not the groups).

  Tom

diff --git a/Aircraft/Citation/Models/Citation-II.ac
b/Aircraft/Citation/Models/
index 89ab6ae..fbe800b 100644
--- a/Aircraft/Citation/Models/Citation-II.ac
+++ b/Aircraft/Citation/Models/Citation-II.ac
@@ -25016,7 +25016,7 @@ OBJECT group
 name RHgear
 kids 3
 OBJECT poly
-name RHgear
+name RHgear.0
 texture Citation-II.rgb
 texrep 1 1
 crease 45
@@ -36780,7 +36780,7 @@ OBJECT group
 name LHgear
 kids 3
 OBJECT poly
-name LHgear
+name LHgear.0
 texture Citation-II.rgb
 texrep 1 1
 crease 45
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Re: [Flightgear-devel] Foundation? (was: Another person selling FlightGear on ebay)

2009-10-20 Thread Tom P
Hi Curt

I'm not a lawyer, but the fact that they are using the name FlightGear
directly is troubling.

I know that it involves quite an extra effort, but I'd suggest the creation
of a foundation / no-profit with the power to enforce a trademark, like the
Linux Foundation does.

A foundation could also accept donations and use them to cover costs for
servers, hosting services, development equipment, etc...

  Tom


On Tue, Oct 20, 2009 at 2:11 PM, Curtis Olson curtol...@gmail.com wrote:

 Here's a slightly different wrinkle (maybe) on this whole selling copies of
 FlightGear under dubious premises.

 In this case FlightGear is prominently displayed in the ebay ad, but later
 they claim:

 Copyright
 This item is copyrighted. Any reproduction, duplication or resale of any
 kind is strictly prohibited.
 Software included is either released under GNU or contains our protected
 IP.
 Copyright © 2009 MT Software Solutions. All rights reserved.


 Is this a problem?  Here's the link so you can see it all in context:


 http://cgi.ebay.co.uk/Flight-Gear-Simulator-2009-for-Microsoft-Windows-Vista_W0QQitemZ180388068783QQcmdZViewItemQQptZUK_PC_Video_Games_Video_Games_JS?hash=item29fff77daf

 Thanks,

 Curt.
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Re: [Flightgear-devel] October $250 Flight Gear Developers

2009-10-17 Thread Tom P
And what about the hyper-deceiving one?
  http://www.youtube.com/watch?v=0NGwlwPcsBQ

An advertisement for Flight Pro Sim, which is based on the 
freely-available and open source FlightGear, using a video of Microsoft 
FlightSim X !!

  Tom


Heiko Schulz wrote:
 Hi@ all,

 New copyright violations regadring FlightProSim...
 Watch this: http://www.youtube.com/watch?v=pDTYPSW_P3wfeature=related 

 This is my video, he used it without permission. He user other videos which 
 seems to be stolen

 Mail to Youtube is under way...

 I'm angry!

 HHs






   

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Re: [Flightgear-devel] Patch: New Sound System on Windows

2009-10-15 Thread Tom P

Hi Erik

If you plan on doing the commit Olaf asked, could you also move the 
top-level FlightGear.dsp and .dsw into a

directory named projects/VC60/

Those files are old, and just plain confusing if they are left at the 
top level.


 Tom


Olaf Flebbe wrote:

Hi Erik,

I need attached patch to compile the new sound system on Windows.

I use alut/openal headers and libs from Frederic:

ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/fgfs-win32-VS90-3rdParty+OSG-20090820.zip 



Cheers,
   Olaf

BTW: If you are doing commits: Please remove my MSVC80 project files 
from the flightgear repository. project/VC80. I will not update them 
any more.



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Re: [Flightgear-devel] FG Bug tracking

2009-10-15 Thread Tom P
Hi Pete

As a web developer, how familiar are you with PHP?

I'm asking because I've seen this MediaWiki extension which basically 
allows you to create issue trackers in the Wiki, with all entries stored 
in the same mediawiki database:
  http://www.mediawiki.org/wiki/Extension:IssueTracker

It could be interesting to have wiki documentation and issues together.
For example, each page dedicated to a plane would have its own issue 
tracker, listing issues and feature requests for that plane.
A top-level page would then contain an issue tracker to list the entire 
set of issues and feature requests.

Me thinks, having an entire wiki page to describe an issue, with inline 
pictures and text markup and versioning of changes (all free with the 
wiki) would be such an improvement over traditional bug tracking systems.

Just an idea,

  Tom


Pete Morgan wrote:
 Right, I'm a web developer and been thinking a lot about the bug 
 tracking (in my case across projects/ventures/etc), and applying that to 
 FG. Thats my frustration ladies and gentlemen, and I apologize for my 
 harshness sometimes; this comes from frustration ;-)

 Indeed as a day job, its working sometimes with users who think they 
 made a mistake, and indeed a bug.. ie proven twice, so ball back in my 
 court - we'll trained users. oops...ish and fixed, with svn up + python 
 onto a wind.

 So I checked out a few bug tracking systems for curiosity for the 
 purposes of FG,. I can report with confidence that  none of them would 
 meet the criteria that would be useful within the scope of FlightGear, 
 as its bigger. Unless be break down the bugs into seperate components. 
 But then that is not the whole..

 * (the list is long of candidates rejected and not repeated here, but 
 included bugzilla and flyspray as top2, indeed RT perl was almost at the 
 top)

 * Google code issues.. was top.. really, but cannot go across projects..

 *  however as what would be the needs of flightgear.  Then maybe none of 
 them meet the criteria. Even as a FG newbie pilot.

 This is why I think we need to write our own bug track system. I'm up 
 for that and full onto it. So I can report a bug in my area of interest.

 We just need to decide what the top ten bugs areas are, write them on 
 paper,  then constantly nibble away at the paper. a few wheels later.. 
 maybe ;-)

 Pete





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Re: [Flightgear-devel] Minor GUI Update

2009-10-04 Thread Tom P
Yep, I second that, never used the view option and never understood why 
it's there.
The view can be selected in less than a second, right when the replay 
starts.


Is it there for looping replays, maybe used as a FG demo?

 Tom


Curtis Olson wrote:
On Sun, Oct 4, 2009 at 3:53 PM, Stuart Buchanan 
stuart_d_bucha...@yahoo.co.uk mailto:stuart_d_bucha...@yahoo.co.uk 
wrote:


Hi All,

I've just updated the Instant Replay dialog with two small
enhancements:
- A short list of useful keys. This is partly because I can never
remember that p p is used to end the replay, and from
discussions elsewhere, it seems other people forget this too.
- A dynamic view selection combo box to select the view for the
replay. This replaces the previous (broken) view selection combo,
and includes all the configured views.

Comments are welcome as always.


Hi Stuart,

One comment/question.  I never understood the inclusion of a view 
selection box for the replay?  When I run the replay I'm usually 
flipping all around between views using the normal view selection 
keys, and often panning the view with the mouse.  It's very rare that 
I sit and watch an entire replay from a fixed view that I decided upon 
at the start of the replay.  I could be the oddball, and it doesn't 
hurt anything to have a view selection dialog box ... just making a 
comment. :-)


Thanks,

Curt.
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Re: [Flightgear-devel] [PATCH] FGRun enhancement suggestion...

2009-09-26 Thread Tom P
Hi Rob

I've created a patch that enables AI models by default if multiplayer is
configured.
It's committed in a test repository for FGRun, and available here:
http://gitorious.org/fgrun/fgrun/commit/9c9fe3a4d991a5a6972119792099aa1976e832df.diff

Will route to Fred as soon as I hear back.

  Tom


On Mon, Sep 21, 2009 at 11:37 AM, Rob Shearman, Jr. rmsj...@yahoo.comwrote:

 Hello again --

 Multiple times in the recent history, new users and veteran users alike
 have had issues logging on to the MP server, and as it turns out the error
 has been caused by the fact that they were registered on MP but did not have
 AI Models enabled.

 Is there a way to make FGRun automatically check the AI Models box if the
 Multiplayer box is ticked?  Might save a lot of new people some grief.

 Just a suggestion!

 Cheers,
 -R. (MD-Terp)

 Robert M. Shearman, Jr.
 Transit Operations Supervisor,
 University of Maryland Department of Transportation
 also known as rm...@umd.edu



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Re: [Flightgear-devel] [PATCH] FGRun enhancement suggestion...

2009-09-26 Thread Tom P
Hi Gijs

A patch fixing the issue is available here:

http://gitorious.org/fgrun/fgrun/commit/7355fbfd41d2cc411d1e449aa7eceaa480aeb935.patch

Again, hope this will be picked up in the next FGrun release.
Regards,

  Tom


On Mon, Sep 21, 2009 at 11:50 AM, Gijs de Rooy gijsr...@hotmail.com wrote:

  Hi,

 Sounds like a good improvement Rob!

 To add *another suggestion* (I doubt if you, Fred (or aren't you the
 author of FGRun?,
 ever received my earlier email...).

 The Random Vegation/Trees function doesn't work well. If you disable the
 feature,
 the /sim/rendering/random-vegetation property is set to false. But if you
 enable the
 vegetation, nothing happens at all. The property isn't set to true, so
 after you've
 set it to false once will be disabled for ever! Lots of people really
 missed an awesome
 feature! It should not be too hard to solve, just make the tickbox set the
 property
 to true when enabled ;)

 And thanks a lot for offering this wonderfull piece of work!

 Gijs

 --
 Date: Mon, 21 Sep 2009 11:37:47 -0700
 From: rmsj...@yahoo.com
 To: flightgear-devel@lists.sourceforge.net
 Subject: [Flightgear-devel] FGRun enhancement suggestion...


 Hello again --

 Multiple times in the recent history, new users and veteran users alike
 have had issues logging on to the MP server, and as it turns out the error
 has been caused by the fact that they were registered on MP but did not have
 AI Models enabled.

 Is there a way to make FGRun automatically check the AI Models box if the
 Multiplayer box is ticked?  Might save a lot of new people some grief.

 Just a suggestion!

 Cheers,
 -R. (MD-Terp)

 Robert M. Shearman, Jr.
 Transit Operations Supervisor,
 University of Maryland Department of Transportation
 also known as rm...@umd.edu


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Re: [Flightgear-devel] Source code control systems

2009-09-25 Thread Tom P
Hi

I've tried to push a Mercurial test repository (FlightGear converted from
CVS) to code.google.com for a few hours, without success.
It aborts regularly with the following message:
searching for changes
abort: error: Connection timed out

After digging a bit, it looks like I stumbled on a known issue.. ooops!!
  http://code.google.com/p/support/issues/detail?id=2716


So, next I tried on bitbucket.org, which is the mainstream Hg hosting site,
and gladly it worked as expected.
The complete FlightGear repo got pushed in 11minutes,
and for your reference, is available here:
  http://bitbucket.org/tomp/fg-test/

The only thing that I don't like about bitbucket.org is that repositories
are not organized by project, like on gitorious.org, but only per person.
It makes sense for an anarchic... err, deeply distributed development model,
but could get confusing quickly if we want to stick to a semi-centralized
one.

What now?
I'll try to break TortoiseGit on the Windows side of things.
Somehow I'm not convinced that Qt would use Git if it was so broken on
Windows, but it's just me.

Have fun!

  Tom


On Fri, Sep 25, 2009 at 12:01 AM, Erik Hofman e...@ehofman.com wrote:


 Olaf Flebbe wrote:
  Windows Implementations:
 
  git can be tedious to use on Windows: I had big problems working on a
  project mixing up git repositories on linux pushed and pulled by a
  windows git via samba. git at some point complained about non existing
  differences: Somehow line ending issues emerged, or the object store got
  corrupted. I had no chance to look deeper into details. The stable git
  command on Windows needs cygwin, which is not a minimal invasive
  installation. (I wouldn't recommend the msys/mingw installation at this
  point.)
 
  The hg (mercurial) Implementation of Windows is very lean, because no
  POSIX emulation layer is needed. I (luckily?) had no problems with
  respect to line endings with hg.

 This alone leaves me to rethink about git in favor of hg. Either are
 fine with me in the end but I would hate to lose Windows developers over
 this.

 Erik


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Re: [Flightgear-devel] [PATCH] FGRun enhancement suggestion...

2009-09-22 Thread Tom P
Hi Martin

It resolves to the loopback address.
But I think I read on the wiki that starting with FG 1.0, the address which
was used  to identify the interface is not required anymore.

So, following that info, I've tested the following change and it seems to
work on both Ubuntu and Windows.
Could someone confirm this patch, and possibly apply to the fgrun
repository?

Thanks a lot,

  Tom

On Mon, Sep 21, 2009 at 10:13 PM, Martin Spott martin.sp...@mgras.netwrote:

 Hi Tom,

 Tom P wrote:

  fgrun passes this parameter:
   --multiplay=in,10,hostname,5000
  but the hostname address cannot be resolved to the interface address.

 Did you check if, for example:

  # ~ ping hostname

 resolves properly ?

Martin.
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Index: src/wizard_funcs.cxx
===
--- src/wizard_funcs.cxx	(revision 517)
+++ src/wizard_funcs.cxx	(working copy)
@@ -1613,9 +1618,7 @@
 	str  out,10,  host  ,  out;
 	prefs.set(multiplay1,str.str().c_str());
 	str.str();
-	char hostname[256];
-	gethostname( hostname, 256 );
-	str  in,10,  hostname  ,  in;
+	str  in,10,,  in;
 	prefs.set(multiplay2,str.str().c_str());
 }
 update_options();
@@ -1634,9 +1637,7 @@
 str  out,10,  host  ,  out;
 prefs.set(multiplay1,str.str().c_str());
 str.str();
-char hostname[256];
-gethostname( hostname, 256 );
-str  in,10,  hostname  ,  in;
+str  in,10,,  in;
 prefs.set(multiplay2,str.str().c_str());
 update_options();
 }

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Re: [Flightgear-devel] [PATCH] FGRun enhancement suggestion...

2009-09-22 Thread Tom P
Hi Martin

I'd prefer to have a solution that works for a stock Ubuntu installation.
This configuration I have here is pretty standard, DHCP over WLAN.

If you could consider this patch, which solves the problem at its root (as
far as I can tell), I'd rather go this way, which doesn't require users to
touch any system configuration.
Thanks

  Tom


On Mon, Sep 21, 2009 at 11:18 PM, Martin Spott martin.sp...@mgras.netwrote:

 Hi Tom,

 Tom P wrote:

  It resolves to the loopback address.

 If the 'offiicial' hostname resolves to the loopback interface, then
 the /etc/hosts file is probably the culprit. Try fixing it by assigning
 the hostname to the IP address of the 'external' interface.

 Cheers,
 Martin.
 --
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Re: [Flightgear-devel] [PATCH] FGRun enhancement suggestion...

2009-09-22 Thread Tom P
Hi Martin

On Tue, Sep 22, 2009 at 1:18 AM, Martin Spott martin.sp...@mgras.netwrote:

 Hi Tom,



 Therefore I doubt if it's really clever to bend FGRun for this very
 case. Nevertheless, my intention was to guide you to a proper fix, if
 you don't like it, your choice. At least it would be helpful to try it
 out.


I know that this is a valid fix, if I sounded like I was dismissing it, my
apologies.
For the sake of completeness, I've tried your suggestion, and yes, FG works
as expected. :-)

And in fact, if my machine was on a static IP, I'd consider changing the
/etc/hosts without a second thought.

But with DHCP, I don't see a clean solution, other than writing a script to
update the /etc/hosts every time a new address is leased.

So, the choices are:
1) ask every Ubuntu user to re-discover that their stock configuration
doesn't work and download this particular script (I've double-checked, and
there's no such script in /etc/rc*.d or /etc/network/ )

2) apply the simple fix I proposed, after verifying that there are no
side-effects.

My vote goes to the simpler one. :-)


 Cheers,
Martin.


Thanks for taking the time

  Tom
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Re: [Flightgear-devel] gitorious repositories for FlightGear and SimGear

2009-09-22 Thread Tom P
Hi Stefan,
that's a fantastic offer!

The jury is still out on the choice of DVCS, but I hope we finalize it soon
and we can put your server (and plenty of bandwidth!) to good use.
Thanks

  Tom

On Sun, Sep 20, 2009 at 2:23 AM, Stefan Seifert n...@detonation.org wrote:

 On Saturday 19 September 2009 21:29:27 Tom P wrote:

  But if bandwidth becomes a problem, we could provide read-only clones of
   the fgdata repository.
git://source1.flightgear.org/fgdata
git://source2.flightgear.org/fgdata
..
which pull automatically from the main repo.
In fact, 3 repos on mapserver.flightgear.org could easily be setup to
  mirror gitorious.org instead of CVS.
 
  And in the end, gitorious already hosts Qt, I'd be surprised that we
   require more bandwidth than that!

 I could add a server in Germany hosted at hetzner.de. I have about 700GB
 more
 disk space than I need and I got unlimited traffic (if I exceed 2TB,
 bandwidth
 gets reduced to 10MBit/s) of which I need just a few GB.

 So if this could help, I'd be glad to do it.

 Stefan


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Re: [Flightgear-devel] FGRun enhancement suggestion...

2009-09-21 Thread Tom P
Hi

Another issue that I've noticed is that fgrun, compiled on Ubuntu 9.04,
doesn't seem to configure properly FGFS for multiplay.
Yeah, I know, how is that possible?

fgrun passes this parameter:
  --multiplay=in,10,hostname,5000
but the hostname address cannot be resolved to the interface address.
Note that this works fine under Windows on the same machine.

Leaving the hostname empty, or specifying the interface address works as
expected:
  --multiplay=in,10,,5000
  --multiplay=in,10,192.168.100.101,5000

  Tom



On Mon, Sep 21, 2009 at 11:37 AM, Rob Shearman, Jr. rmsj...@yahoo.comwrote:

 Hello again --

 Multiple times in the recent history, new users and veteran users alike
 have had issues logging on to the MP server, and as it turns out the error
 has been caused by the fact that they were registered on MP but did not have
 AI Models enabled.

 Is there a way to make FGRun automatically check the AI Models box if the
 Multiplayer box is ticked?  Might save a lot of new people some grief.

 Just a suggestion!

 Cheers,
 -R. (MD-Terp)

 Robert M. Shearman, Jr.
 Transit Operations Supervisor,
 University of Maryland Department of Transportation
 also known as rm...@umd.edu



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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-19 Thread Tom P
Hi Erik

One issue I've noticed with the current system is that all sounds are played
on the same channel.

Let me give an example:
On the Beechcraft B1900D, sound inside the cabin is engine noise + warning
messages (1000 ft, 500 ft, excessive banking, etc..).

When switching to an external view like the tower, the same channel is used
for both, and the sound pitch is scaled to account for the Doppler effect.
The effect is not realistic, you hear a high-pitch version of the warning
messages from a mile away.

I was wondering if this can be kept into account during the rework.
Thanks

  Tom


On Sat, Sep 19, 2009 at 6:13 AM, Erik Hofman e...@ehofman.com wrote:


 Hi,

 This  is a heads up that I'm working on improving the sound system quite
 a bit with a few new concepts in mind.

 Right now the FX class is the heart of the audio system while the
 SoundManager is loosely tied between the samples and the FX class. In
 the future the Sound Manager will be the heart of the system and a
 SGSampleGroup class is introduced that holds all sounds for a particular
 model. The FX class will be derived from it and Samples will need to be
 register to one of the SampleGroup classes.

 Instead of using the SoundManager in the future subsystems will have to
 deal with the new (and privately held but registered) SampleGroup class
 instead. (It still can create new Samples at will)

 Another advantage of this approach is that all updates to the OpenAL
 state will be inside the update() function of the SoundManager which
 should make subtle differences due to interdependencies (almost)
 impossible.

 The update will be quite large but the result would be that AI models
 also would be able to generate sound effects (if all goes well). I do
 not yet have a time frame when it will be committed but I wanted it to
 be known in advance.

 Erik


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Re: [Flightgear-devel] gitorious repositories for FlightGear and SimGear

2009-09-19 Thread Tom P
Hi

I've talked about the FG data repository to Johan, the main guy behind
gitorious, and in his own words:
Diskspace in itself isn't so bad, it's really more about the
bandwidth. How active do you think the repository ends up being? 

It's difficult to come up with such an estimate.
Any idea?

But if bandwidth becomes a problem, we could provide read-only clones of the
fgdata repository.
  git://source1.flightgear.org/fgdata
  git://source2.flightgear.org/fgdata
  ..
  which pull automatically from the main repo.
  In fact, 3 repos on mapserver.flightgear.org could easily be setup to
mirror gitorious.org instead of CVS.

And in the end, gitorious already hosts Qt, I'd be surprised that we require
more bandwidth than that!

  Tom


On Fri, Sep 18, 2009 at 6:56 AM, Curtis Olson curtol...@gmail.com wrote:

 Hi Tim,

 The big hang up in the investigation has been the size of our data
 package.  If we can find one of these established places that is willing to
 host a couple Gb size project, then the source will fall into place quite
 easily.

 That was one potential advantage to code.google.com ... we have already
 gotten permission to host our entire scenery database there.

 Github wrote us back saying: Git doesn't work very well with large
 amounts of binary assets.  They didn't offer further explanation to where
 the problems might be?  Maybe they were just putting the brakes on and
 didn't want to offer to allocate us the large space that we needed?  Are
 there any real potential issues with large repositories of binary assets
 with git?

 Our data package is the big hurdle we need to clear if we are going to
 officially move to another service.

 Regards,

 Curt.



 On Fri, Sep 18, 2009 at 4:08 AM, Tim Moore wrote:

 By way of experimentation, and to move the discussion about source control
 forward, I've put git
 repositories for FlightGear and SimGear up at http://gitorious.org/fg.
 These are somewhat special
 in that they include all the history of the project back to 1997, as
 reconstructed from the
 historical CVS repositories. The git repository for SimGear is 7.7M and
 for FlightGear 22M, roughly
 the same size as their actual source trees.

 These are not automatic mirrors of CVS, but are intended for new
 development that will be checked
 into CVS, so they will be reasonably well synchronized with CVS. Each repo
 contains a cvs
 branch that is a cvsimport of the head of CVS.

 How can you use these?

 If you're just curious and/or want to learn more about git, clone them,
 build FlightGear,
 and track new development by pulling from them.

 If you're a committer or ought to be one :), you can clone the
 repositories on gitorious.org
 and generate merge requests when you've done something cool. If it's
 suitable I'll merge it
 and the change will make its way to CVS.

 If you're a committer and experienced with git, ask me and you can commit
 changes directly.

 Enjoy,
 Tim



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[Flightgear-devel] An input issue on Ubuntu 9.04 (64 bit) ?

2009-09-09 Thread Tom P
Hi

I was wondering if anyone has seen a weird input behaviour on Ubuntu 9.04.
I'm building from HEAD but even building an old version (7/15) shows the
same behaviour.

Basically the throttle and surface inputs are received, but controls are
re-centered from time to time, like it would be the case if someone
continuously pressed '5'.
Plus the throttle is forced to 50%.

It doesn't seem to be my hardware because on the same laptop I've built FG
from HEAD and ran on Ubuntu 9.10 alpha (Karmic Koala) without a problem in
the past.
Any hint will help, thanks!

  Tom
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Re: [Flightgear-devel] An input issue on Ubuntu 9.04 (64 bit) ?

2009-09-09 Thread Tom P
That was a good hint, because I looked at the property tree, and on 9.04 I
see an extra item, /input/joysticks/js

Weird, I think, I don't have a joystick.

Turns out 9.04 recognized the internal accelerometer on my laptop as a input
source and I can control the airplane by tilting the laptop!
LOL, what a blast!

Not sure if it's a feature, but it made my day!

  Tom


On Wed, Sep 9, 2009 at 3:19 PM, Curtis Olson curtol...@gmail.com wrote:

 On Wed, Sep 9, 2009 at 5:08 PM, Tom P wrote:

 Hi

 I was wondering if anyone has seen a weird input behaviour on Ubuntu 9.04.
 I'm building from HEAD but even building an old version (7/15) shows the
 same behaviour.

 Basically the throttle and surface inputs are received, but controls are
 re-centered from time to time, like it would be the case if someone
 continuously pressed '5'.
 Plus the throttle is forced to 50%.

 It doesn't seem to be my hardware because on the same laptop I've built FG
 from HEAD and ran on Ubuntu 9.10 alpha (Karmic Koala) without a problem in
 the past.
 Any hint will help, thanks


 The only time I have seen something similar is when I forgot I had a
 joystick still plugged in.  As long as the joystick inputs don't change from
 the previous step then I think the joystick is mostly ignored and you can
 fly with keyboard and mouse, but if anything gets bumped or jittered you
 momentarily snap to the joystick position.

 Regards,

 Curt.
 --
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 http://baron.flightgear.org/~curt/http://baron.flightgear.org/%7Ecurt/


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Re: [Flightgear-devel] An input issue on Ubuntu 9.04 (64 bit) ?

2009-09-09 Thread Tom P
Oh, but that's why I tested also a build from 7/15, I just wanted to exclude
that.

Looking closely, I found a reference to this problem on the forum
afterwards:
  http://www.flightgear.org/forums/viewtopic.php?f=11t=4880

and, yeah, I can confirm that the accelerometer is usable to control the
plane (think of a much heavier version of the iPhone). Funny!

  Tom


On Wed, Sep 9, 2009 at 3:50 PM, Curtis Olson curtol...@gmail.com wrote:

 I was going to suggest the new HID code as another possible thing to
 consider, but I didn't want to just go blaming someone else's code. :-)

 Curt.


 On Wed, Sep 9, 2009 at 5:46 PM, Tom P wrote:

 That was a good hint, because I looked at the property tree, and on 9.04 I
 see an extra item, /input/joysticks/js

 Weird, I think, I don't have a joystick.

 Turns out 9.04 recognized the internal accelerometer on my laptop as a
 input source and I can control the airplane by tilting the laptop!
 LOL, what a blast!

 Not sure if it's a feature, but it made my day!

   Tom



 On Wed, Sep 9, 2009 at 3:19 PM, Curtis Olson curtol...@gmail.com wrote:

 On Wed, Sep 9, 2009 at 5:08 PM, Tom P wrote:

 Hi

 I was wondering if anyone has seen a weird input behaviour on Ubuntu
 9.04.
 I'm building from HEAD but even building an old version (7/15) shows the
 same behaviour.

 Basically the throttle and surface inputs are received, but controls are
 re-centered from time to time, like it would be the case if someone
 continuously pressed '5'.
 Plus the throttle is forced to 50%.

 It doesn't seem to be my hardware because on the same laptop I've built
 FG from HEAD and ran on Ubuntu 9.10 alpha (Karmic Koala) without a problem
 in the past.
 Any hint will help, thanks


 The only time I have seen something similar is when I forgot I had a
 joystick still plugged in.  As long as the joystick inputs don't change from
 the previous step then I think the joystick is mostly ignored and you can
 fly with keyboard and mouse, but if anything gets bumped or jittered you
 momentarily snap to the joystick position.

 Regards,

 Curt.
 --
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 http://baron.flightgear.org/~curt/http://baron.flightgear.org/%7Ecurt/





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[Flightgear-devel] Small fix for fgrun

2009-09-09 Thread Tom P
Hi

I've noticed that in fgrun there's no way to pass a working 'carrier'
location to fgfs, and this fixes it.
As it is now, both --airport and --carrier are passed, and fgfs defaults to
the airport location, while after applying this fix, if the carrier field is
not empty, the airport selection will be nulled-out and won't be passed to
fgfs.

Tested on Ubuntu 9.04.

  Tom
Index: wizard_funcs.cxx
===
--- wizard_funcs.cxx	(revision 517)
+++ wizard_funcs.cxx	(working copy)
@@ -2029,7 +2029,10 @@
 		airports_-get_selected_name().c_str() );
 p.set( carrier, carrier_-value() );
 if ( carrier_-value() != string() )
-	p.set( parkpos, parkpos_-value() );
+{
+p.set( airport, );
+p.set( parkpos, parkpos_-value() );
+}
 else
 p.set( parkpos, airports_-get_selected_parking().c_str() );
 
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Re: [Flightgear-devel] Source code control systems

2009-09-05 Thread Tom P
Hi Anders

Finally I found the time for a benchmark, and it turns out that a complete
clone of 'data', using a 1.5Mb/s link, takes more than 3 hours.

I think that if we switch to git, and if we expect the size of 'data' to
keep growing at a brisk pace (addition of great new aircrafts, fancy new
models, ...), maybe we should plan to factor out parts of it into separate
repos.

If we move Aircraft into a separate repository (hosted on
hangar.flightgear.org :-) then we could push it to a widely-available SVN
hosting service (code.google.com) and stream to users on demand.
Think about it as the model for scenery  terrasync, but for airplanes.

I'll post another message with this idea, so that we don't clutter this
discussion, but I wanted to mention it here because it's related to how we
structure the repositories.

  Tom


$ time git clone git://mapserver.flightgear.org/flightgear flightgear
Initialized empty Git repository in /home/fg/flightgear/.git/
remote: Counting objects: 36319, done.
remote: Compressing objects: 100% (9803/9803), done.
remote: Total 36319 (delta 29320), reused 32601 (delta 26411)
Receiving objects: 100% (36319/36319), 7.81 MiB | 155 KiB/s, done.
Resolving deltas: 100% (29320/29320), done.

real1m14.823s
user0m4.872s
sys0m0.640s


$ time git clone git://mapserver.flightgear.org/simgear simgear
Initialized empty Git repository in /home/fg/simgear/.git/
remote: Counting objects: 11478, done.
remote: Compressing objects: 100% (3713/3713), done.
remote: Total 11478 (delta 8938), reused 9849 (delta 7695)
Receiving objects: 100% (11478/11478), 4.19 MiB | 155 KiB/s, done.
Resolving deltas: 100% (8938/8938), done.

real0m41.144s
user0m1.488s
sys0m0.324s


$ time git clone git://mapserver.flightgear.org/fgdata data

Initialized empty Git repository in /home/fg/data/.git/
remote: Total 112564 (delta 67668), reused 94736 (delta 56311)
Receiving objects: 100% (112564/112564), 1.63 GiB | 155 KiB/s, done.
Resolving deltas: 100% (67668/67668), done.
Checking out files: 100% (30324/30324), done.

real195m8.212s
user4m56.167s
sys1m24.461s


On Fri, Sep 4, 2009 at 7:18 AM, Anders Gidenstam
anders-...@gidenstam.orgwrote:

 On Thu, 3 Sep 2009, Tom P wrote:

  Hi Anders
 
  How long does it take you to do a shallow clone from mapserver ?
 
  While I've checked-out data via CVS various times in the past (and it
 takes
  a couple of hours), I haven't been able to clone the 1.6GB fgdata
  repository, I interrupted after a few hours.

 Hi,

 As far as I could see (and git does present how much it has downloaded
 and the achived transfer rate) git downloaded 1 GB data (i.e. the
 compressed pack).
 How much time that takes will depend on your connection, in my case it was
 limited by my 6Mbit/sec downlink so the capacity of the mapserver was not
 a bottleneck for me.

 I used
 git clone --depth 1 git://mapserver.flightgear.org/fgdata

 You can probably use --depth 0 too.

 Cheers,

 Anders
 --
 ---
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 WWW: http://www.gidenstam.org/FlightGear/


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Re: [Flightgear-devel] Source code control systems

2009-09-03 Thread Tom P
Hi Anders

How long does it take you to do a shallow clone from mapserver ?

While I've checked-out data via CVS various times in the past (and it takes
a couple of hours), I haven't been able to clone the 1.6GB fgdata
repository, I interrupted after a few hours.

I'm on an 1.5 Mbps ADSL link, and I've tried both from Linux and Windows
(git-gui).
And for comparison, a clone of flightgear and simgear repos from the same
mapserver takes about 1 minute.

  Tom


On Thu, Sep 3, 2009 at 3:09 PM, Anders Gidenstam
anders-...@gidenstam.orgwrote:

 On Thu, 3 Sep 2009, Anders Gidenstam wrote:

  A user who isn't interested in the history can also make a shallow clone
  with git which I would expect to be only very slightly larger than the
  working copy itself, enabling the user to save disk space by
  sacrificing functionality he/she isn't interested in. AFAIK there is no
  such choice if using SVN.

 An update on the shallow clone:
 git keeps a compressed pack of the data in addition to the working copy.
 When cloning the current fgdata git repository from the map server with
 depth 1 this overhead adds up to about 1 GB. More overhead than I hoped
 for but still less than what one would get with SVN.

 It is possible to create and work on local branches even in a shallow
 clone.

 Cheers,

 Anders
 --
 ---
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 WWW: http://www.gidenstam.org/FlightGear/


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Re: [Flightgear-devel] Source code control systems

2009-09-02 Thread Tom P

Hi Curt

My only concern with SVN is that it stores every file twice in the local 
file system, so it's not ideal for the 'data' portion of FlightGear. For 
example, right now a complete checkout of Aircraft is ~ 2 GB, and it 
would double overnight.


I know, disk space is cheap in these days, but the double-write also 
results in slower checkouts.
In other words, I think we should import FlightGear as well into 
code.google.com and see if we are happy with the performance before jumping.


Apart from this concern, I've used CVS, SVN and GIT and I'm not 
religious about the choice.

In the end, any tool will work as long as it's:
- fast
- easy to use
- well integrated with other tools like bug tracking SW   - and 
this is very important IMHO
 (you have bugs referring to check-ins, check-ins referring to bugs, 
RSS feeds of changes, etc ...)


 Tom




Curtis Olson wrote:
Source code control systems are close to religious topics for many 
people so I want to avoid potential panic here.  I understand that due 
to the diversity of opinions within our developer community, it will 
be impossible to reach any kind of consensus for any action.  Even the 
default of no action is controversial. :-)  My goal here is to not 
debate the final solution, but hopefully find some agreement so we can 
move a step forward, and from that new position, we will be in a 
better position to discuss future options.


So to start out, I think most of us agree that CVS is old and clunky 
and there are a variety of better options available.


In addition, I am self hosting our master CVS repository which means 
that if my machine breaks, I personally am on the hook to drop 
everything else and do whatever it takes (ranging from hardware, to 
OS, to security, to whatever ...) to find and fix the problem before 
we can get our repository back online.  What if I happen to be on 
vacation or on a work trip or get hit by the proverbial beer truck and 
then a problem develops with the server?  To add new developers, I 
personally need to manually create accounts, adjust group membership, 
etc. again if I'm out of town or in the midst of some crazy work 
deadline, there could be substantial delays.  In addition, I have a 
remote backup system in place for our CVS server, but that is another 
self managed system and earlier this summer the backup system failed 
and all the backup data was completely lost, leaving us with just a 
single primary copy of the main repository until I could get the 
backup system back up and running again (which it is now.)  These are 
all things that could be improved on and streamlined.


From my perspective, these administrative issues are of equal 
importance to discussing which specific version control system we 
might step to.  All of these things need to be considered together 
when determining a route forward.


What I propose is that we migrate our self hosted CVS repository to 
code.google.com http://code.google.com and in the process convert to 
SVN.


1. This gives us professional management of the servers, regular 
professional backups, and an automatec access control system for 
adding new developers.  Google has a tremendous amount of bandwidth 
and compute power behind their systems, way more than I could ever 
offer on any self hosted system.  When something breaks on a google 
server, there is a pool of people available and qualified to fix the 
problem.  On any self hosted system (no matter how well run) there is 
usually only one person who could jump in and fix a potential problem.


2. We need to move away from CVS somehow.  SVN is a big improvement 
(but yes, I realize many of our developers think that going direct to 
some other system will be an even bigger improvement.)  Let me just 
offer that this doesn't have to be the final destination.  It may just 
be a step forward in our journey.  Please, please don't panic!  I 
suspect that building a gateway between SVN and other systems should 
be easier and more transparent than a gateway between CVS and the 
other system given that SVN has more capabilities than CVS.


3. I have prototyped the migration system with the SimGear repository 
and I think it went pretty smoothly.  Here is the link:


http://code.google.com/p/simgear/

4. code.google.com http://code.google.com also offers a bug tracking 
system that we could begin to use.


5. SourceForge offers many of these same things, however, it is 
awfully slow.  Google seems to be so much leaner and faster to do 
everything.  After navigating the google site for a while, it's really 
tough to go back and try to plow through sourceforge which seems so 
much slower and clunkier in comparison.


I think that when balancing both the administrative and technical 
aspects of the issues, code.google.com http://code.google.com offers 
a pretty good step forward and enables us to cleanly step away from 
the old CVS-based, self-hosted system, so that is what I would like to do.


It would be 

Re: [Flightgear-devel] Source code control systems

2009-09-02 Thread Tom P

Hi AJ, hi Martin

I see the advantages of GIT, no need to be convinced of that.
And I've had a look at the GIT projects on mapserver, very nice, and 
it's already split into source and data!!!


But let's say that the project switched completely to GIT, would there 
be a way to support streaming scenery ('terrasync') to the user without 
him/her needing to clone the entire fgdata repository ?

Something like git-svnserve?!?

 Tom


AJ MacLeod wrote:

On Wednesday 02 September 2009 22:44:56 Tom P wrote:
  

Yes, I agree, a distributed system is overkill for the data portion.



I would disagree...

  

1) data is handled well by a lightweight client-server model (either CVS
or SVN) that:
  - allows users and developers to synchronize their local data set,
simply and quickly



With the data tree, we frequently have several people working on the same area 
(aircraft models, in particular) - not only that, but many of the people 
working on aircraft models have historically not had any kind of commit 
access to the main repository.  The line between user and developer is very 
blurred in the data tree... which is why something like git seems to me to be 
perfectly suited to the job.  

As I see it, switching to a distributed model such as Git would allow people 
like me who have no commit access to the main repo to maintain their own work 
under a nice version control system, greatly improve the ease of 
collaboration with other people working on the same models, and reduce the 
need for each individual modeller to have full commit rights (by making 
merging so much easier for those who do have them).


I switched to using the mapserver git repo for the data tree quite some time 
ago, and the improvements for a modeller like me were massive.  No more lost 
work (I often had CVS completely botch my local changes), and all my own 
local changes nicely version controlled with an easy to follow history.


  

  - doesn't need advanced support for branching and merging

I would strongly disagree with that, from several years' experience 
collaborating on models for FG...


In case it wasn't clear by now... I think we should be using git for both 
source and data - as previously mentioned, many (if not most) FG developers 
are already using it (though missing many benefits that would arise from the 
main repo being git).


Cheers,

AJ

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Re: [Flightgear-devel] Can't find Plib files when linking

2009-08-20 Thread Tom P

Frederic Bouvier wrote:

- Tom P zomm...@gmail.com a écrit :

  

1) missing dependencies, like jpeg lib, are provided by the OSG
3rdParty package, there's no need to rebuild them from gnuwin32.
This 3rdParty package is available here:

http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio9/3rdParty_Win32Binaries_vc90sp1.zip



You may want to try :
ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/fgfs-win32-VS90-3rdParty+OSG-20090628.zip

-Fred

  



Thanks, Fred!
That works extremely well for fgfs.exe.

Now moving on to fgrun.exe.

 Tom

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Re: [Flightgear-devel] Can't find Plib files when linking

2009-08-18 Thread Tom P

Thanks, Reagan, the instructions you've added have been invaluable!
I've gone through them, and got to a built fgfs.exe.


A couple of things I've noticed, is that:
1) missing dependencies, like jpeg lib, are provided by the OSG 3rdParty 
package, there's no need to rebuild them from gnuwin32.

   This 3rdParty package is available here:
 
http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio9/3rdParty_Win32Binaries_vc90sp1.zip


2) Olafe's PLIB binary package doesn't contain the Debug version of each 
library.
   So, using this binary, you will only be able to build the Release 
variant of fgfs.exe.
   Building plib from sources (1.8.5), as you explained on the wiki, 
gives you both Debug and Release versions.


Now, my last roadblock is that fgfs.exe doesn't run because of a 
zlib1.dll dependency, which I think comes from OSG.
I've tried the obvious of installing the proper DLL in the application 
directory, together with all the OSG libraries, but without luck.



If any of you have seen such a zlib1.dll issue, could you send suggestions?
Thanks a lot to the community for this very fine flight sim!!

 Tom


Reagan Thomas wrote:

Randall Green wrote:
  

Vivian.

Thanks again for your email. With version 1.9.1 I still get link
errors when it tries to link with Plib. It is like it can't find the .obj
files even though they are in the path. COuld I have the wrong Plib?
I'm trying now to download the CVS version according to instructions at
http://wiki.flightgear.org/index.php/Using_TortoiseCVS_with_FlightGear
It says to enter
:pserver:cvsgu...@cvs.flightgear.org:/var/cvs/FlightGear-0.9
in the CVS ROOT field. Does that mean 0.9 is the latest? I tried 
changing the number to 1.9.1

or 1.9 but I get an error.

Also, when I reply to your email does it automatically get shown on 
the mailing list
or are you the only one who sees it? Do I have to Cc 
flightgear-de...@lists.sourceforge.net?


Thanks,
Randy


- Original Message -
From: Vivian Meazza vivian.mea...@lineone.net
Date: Friday, August 14, 2009 3:56 am
Subject: Re: [Flightgear-devel] 6280 link errors startingwith 
sgdMakeCoordMat4
To: 'FlightGear developers discussions' 
flightgear-devel@lists.sourceforge.net




Randy,
  
 
  
Since you wanted to compile from source, I assumed, wrongly that you 
  
would be using cvs-head of all source code. This is what I do; well 
more or less because I have some development code as well. We didn’t 
introduce the MSVC9 stuff until comparatively recently.



 
  
If you want to go back to 1.9.1, and there is no reason why you 
  
shouldn’t: use the VC7.1 solution files and convert them to MSVC9 
files using the utility built into MSVC9. You should be able to find 
matching versions of flightgear and simgear, and I think the latest 
stable version of osg will work. Alternatively, go down the cvs-head 
route. It’s all a bit of an effort to start with to get the paths and 
all the dependencies right, but it does work in the end.



 
  
Hth
  
 
  
Vivian
  
 
  
 
  
 
  
-Original Message-
  

* From:* Randall Green [mailto:randall.gr...@wright.edu]
* Sent:* 13 August 2009 21:04
* To:* vivian.mea...@lineone.net; FlightGear developers discussions
* Subject:* Re: [Flightgear-devel] 6280 link errors startingwith 
sgdMakeCoordMat4



 
  
Vivian,


I am a programmer at a university who is helping an Air Force Captain 
  

do his Masters Thesis


using a new type of Primary Flight Display he designed.
Thanks for your email. I downloaded MSVC9. I downloaded 
  

FlightGear-1.9.1 but I don't

see a MSVC9 solution, I see an 8 solution just inside the folder, 
  

and a VC7.1 and a  VC8

in  the projects folder. Isn't 1.9.1 supposed to be the latest? Why 
  

is there 2 VC8 solutions in


two places?
I tried FlightGear_0.9 that does have a 9 solution file under 
  

\projects\vc90, but it says I'm

missing SimGear\projects\VC90\Simgear.vcproj when I start it up. 
  

Simgear only has VC7.1 and

VC8 folders under projects, no VC9. SimGear only has downloads of 
  

1.9.1 and 1.9.0 on their

website. I thought you had to have matching version numbers of 
  

FlightGear and Simgear in order


to compile.
What versions do you use?

Any help you give will be greatly appreciated by the Captain and me.

Randy
  
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Re: [Flightgear-devel] Compiling Simgear: file not found jconfig.h - is it needed?

2009-08-18 Thread Tom P

Hi Randall

If you are rebuilding libjpeg for Windows from http://www.ijg.org/, it's 
a bit of a pain.


I'd suggest you to get the libjpeg dependency from the OSG 3rdParty package:
http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio9/3rdParty_Win32Binaries_vc90sp1.zip



But if you want to go ahead with the IJG version, you need the following:
1) The devs renamed all VC9 project files to some encoded, obfuscated name.
So you need to decode them:  :-)

- Rename makejvcp.vc9 to jpeg.vcproj
- Rename makejsln.vc9 to jpeg.sln
- Rename jconfig.vc to jconfig.h

2) In my environment I also had to change jconfig.h, commenting out the 
line with HAVE_STDLIB.


That should be enough to build the jpeg.lib, both in its Debug and 
Release versions.


3) Then you need to copy the following files into 3rdParty\include:
   jpeglib.h
   jerror.h
   jconfig.h

4) and copy the library into 3rdParty\lib:
   libjpeg.lib
   libjpegD.lib   (Debug version)

It's way easier to use the package of binary dependencies provided by OSG.

 Tom


Randall Green wrote:

Victhor,

You are absolutely amazing! But now I get file not found on jconfig.h.
Is it needed? I see the code looks like this:

#ifndef JCONFIG_INCLUDED/* in case jinclude.h already did */
#include jconfig.h/* widely used configuration options */
#endif

Can I just take out #define JCONFIG_INCLUDED in jinclude.h and go on?

Thanks,
Randy



- Original Message -
From: Victhor Foster victhor.fos...@gmail.com
Date: Tuesday, August 18, 2009 3:34 pm
Subject: Re: [Flightgear-devel] Using CVS of Simgear now - get file 
not found on jpeglib.h - am I missing something?
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net



 If you were on Linux, I'd guess you need libjpeg-dev. I think
 this 
 should do it: http://www.ijg.org/ There's a Windows link there :)


  Victhor,
 
  Thanks. I'm using the CVS version of SimGear now and I get one
 error:
  file not found : jpeglib.h - included in jpgfactory.hxx
 
  Am I missing some other library?
 
 
  Thanks,
  Randy
 



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[Flightgear-devel] Potential issue with magnetic variation?

2009-08-18 Thread Tom P
Hi

While building fgfs from CVS on Windows, I've noticed the following warning.
1c:\flightgear\flightgear\src\network\native_ctrls.cxx(439) : warning 
C4800: 'double' : forcing value to bool 'true' or 'false' (performance 
warning)

It's telling that the magnetic variation gets truncated to a boolean 
when assigned to the property tree.
Is that correct?

File: native_ctrls.cxx

node = fgGetNode( /environment, true );
node-setDoubleValue( wind-speed-kt, net-wind_speed_kt );
node-setDoubleValue( wind-from-heading-deg, net-wind_dir_deg );
node-setDoubleValue( turbulence/magnitude-norm, 
net-turbulence_norm );
node-setBoolValue( magnetic-variation-deg, net-magvar );
 
  Tom

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Re: [Flightgear-devel] 6280 link errors startingwith sgdMakeCoordMat4

2009-08-14 Thread Tom P

Hi Vivian, Hi Frederic

I'm working on test infrastructure for FG and I'd like to build from 
CVS/SVN on Windows as well.

Would you have time to document the steps involved in building on Windows ?

I've found the page on the wiki 
(http://wiki.flightgear.org/index.php/Building_FlightGear_-_Windows), 
but some critical steps are missing:

/NOTE: add instructions for compilation here
/
Thanks!

 Tom
/
/
Vivian Meazza wrote:


Randy,

 

Since you wanted to compile from source, I assumed, wrongly that you 
would be using cvs-head of all source code. This is what I do; well 
more or less because I have some development code as well. We didn't 
introduce the MSVC9 stuff until comparatively recently.


 

If you want to go back to 1.9.1, and there is no reason why you 
shouldn't: use the VC7.1 solution files and convert them to MSVC9 
files using the utility built into MSVC9. You should be able to find 
matching versions of flightgear and simgear, and I think the latest 
stable version of osg will work. Alternatively, go down the cvs-head 
route. It's all a bit of an effort to start with to get the paths and 
all the dependencies right, but it does work in the end.


 


Hth

 


Vivian

 

 

 


-Original Message-
*From:* Randall Green [mailto:randall.gr...@wright.edu]
*Sent:* 13 August 2009 21:04
*To:* vivian.mea...@lineone.net; FlightGear developers discussions
*Subject:* Re: [Flightgear-devel] 6280 link errors startingwith 
sgdMakeCoordMat4


 



Vivian,

I am a programmer at a university who is helping an Air Force Captain 
do his Masters Thesis

using a new type of Primary Flight Display he designed.
Thanks for your email. I downloaded MSVC9. I downloaded 
FlightGear-1.9.1 but I don't
see a MSVC9 solution, I see an 8 solution just inside the folder, 
and a VC7.1 and a  VC8
in  the projects folder. Isn't 1.9.1 supposed to be the latest? Why is 
there 2 VC8 solutions in

two places?
I tried FlightGear_0.9 that does have a 9 solution file under 
\projects\vc90, but it says I'm
missing SimGear\projects\VC90\Simgear.vcproj when I start it up. 
Simgear only has VC7.1 and
VC8 folders under projects, no VC9. SimGear only has downloads of 
1.9.1 and 1.9.0 on their
website. I thought you had to have matching version numbers of 
FlightGear and Simgear in order

to compile.
What versions do you use?

Any help you give will be greatly appreciated by the Captain and me.

Randy



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[Flightgear-devel] Automated builds tests

2009-08-04 Thread Tom P
Hi everybody

I'd like to hear thoughts from the FG community about setting up a system to
perform builds  execute a suite of tests on FlightGear, all automatically.

Right now I've experimented a bit with buildbot, a neat continuous
integration tool used by Mozilla and other projects, and I have a system
that can:
* check-out from various repositories
* build all FlightGear components
* perform rudimentary tests on the FG simulator just built, like verifing
the output on the command line and starting the simulator.

Now the next step would be to go airborne!
And there are two issues to resolve before take-off:
1) how to drive the input of the simulator
2) how to read its state

For the second one, I've seen examples of reading the property tree from an
external process, so we should be set, but the solution to driving the sim's
input is still not clear.
Specifically, I'd want to drive it as similarly as possible as when it's
controlled from a keyboard, not go through the property tree to force FGFS
into certain conditions.

By the way, the current setup works on Ubuntu x86-64, but buildbot is easily
extensible and supports Windows and MacOS platforms, so this could become a
cross-platform testing tool for the project.

Thanks,

  Tom Tom-cat
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