On Sunday 06 November 2005 14:47, Mathias Fröhlich wrote:
But looking at those problems with ATIs closed source drivers, I must say
that NVidia seems to work better.
Certainly I've stuck with nvidia for all jobs involving graphics ever since
Matrox fell behind, and I've not had reason to
AJ MacLeod wrote:
I really don't like closed source anything, and device drivers in particular,
but IME nvidia's offerings are about as good as could be hoped for in the
circumstances (although obviously not perfect.)
I'd switch allegiance in a flash if well performing, stable, open
On Monday 07 November 2005 12:05, Martin Spott wrote:
You should have a closer look at the upcoming XOrg-6.9/7.0 that'll
contain OpenSource drivers for the ATI Radeon X8x0 series.
Good news indeed - I knew there were OS drivers for ATI cards in exisistance,
but hadn't heard too much about their
Durk Talsma wrote:
On Friday 04 November 2005 23:40, Christian Mayer wrote:
Durk Talsma schrieb:
To get AI traffic going in the forseeable future, we could use quite
a few low-polygon count aircraft models in various paint schemes. So, I'd
be interested to know if anybody with reasonable 3d
Hello Josh,
Josh Babcock wrote:
[...] If you can think of any other big visible structures that you
would like to see (sorry, I'm not tackling the bridges yet, there's
issues with the VMAP data I don't want to deal with) let me know. No
promises though. I don't know what your schedule is,
Martin Spott wrote:
Yes, it _is_ nice to have an ensemble that represents the entourage of
an airport or a city centre, but a single tower somewhere in the
boonies that VFR pilots typically use for navigation is a valuable
addition as well.
Yesterdays addition was a set of wind turbines for
Vassilii Khachaturov
Hey, someone noticed :-) It was fixed in cvs Thursday last though.
:) Of course, I keep looking at the CVS commits since I am learning FG.
Actually I kept thinking of doing this one myself, since nobody answered
my challenge yet to tell me about smth interesting to
Hi,
CVS FG source at 2:30pm (UK time) Monday 7th November fails to make
on Cygwin with the following error:
make[2]: Entering directory blah/source/src/MultiPlayer
make[2]: *** No rule to make target `tiny_xdr.cpp', needed by
`tiny_xdr.o'. Stop.
Can anyone help?
Kevin.
Hi,
Kevin Jones wrote:
Hi,
CVS FG source at 2:30pm (UK time) Monday 7th November fails to make
on Cygwin with the following error:
make[2]: Entering directory blah/source/src/MultiPlayer
make[2]: *** No rule to make target `tiny_xdr.cpp', needed by
`tiny_xdr.o'. Stop.
Can anyone help?
Had
On Monday 07 November 2005 15:02, Kevin Jones wrote:
CVS FG source at 2:30pm (UK time) Monday 7th November fails to make
on Cygwin with the following error:
make[2]: Entering directory blah/source/src/MultiPlayer
make[2]: *** No rule to make target `tiny_xdr.cpp', needed by
`tiny_xdr.o'.
On Mon, 2005-11-07 at 15:02 +, Kevin Jones wrote:
Hi,
CVS FG source at 2:30pm (UK time) Monday 7th November fails to make
on Cygwin with the following error:
make[2]: Entering directory blah/source/src/MultiPlayer
make[2]: *** No rule to make target `tiny_xdr.cpp', needed by
On Monday 07 November 2005 16:28, George Patterson wrote:
On Mon, 2005-11-07 at 15:02 +, Kevin Jones wrote:
Hi,
CVS FG source at 2:30pm (UK time) Monday 7th November fails to make
on Cygwin with the following error:
make[2]: Entering directory blah/source/src/MultiPlayer
On Monday 07 November 2005 00:22, Vassilii Khachaturov wrote:
What I've tried to do is the following (AIModels/AIBase.cxx: about line
166)
Why don't you send us the cvs diff -u of that file?
Sending the file by itself isn't much use. My question isn't really related to
the syntax in this
On Monday 07 November 2005 14:20, Josh Babcock wrote:
Durk Talsma wrote:
On Friday 04 November 2005 23:40, Christian Mayer wrote:
Durk Talsma schrieb:
To get AI traffic going in the forseeable future, we could use quite
a few low-polygon count aircraft models in various paint schemes. So,
Durk Talsma wrote:
I'm trying to work out this idea a bit further and then we can see how it
combines with the animations code. The most important animation is probably
gear up/down, because that's quite visible. Flap extension/retration would
probaly also be quite visible.
Cheers,
Durk
Hey Guys,
With signs of a new release coming up, and a few interesting discussions I'm
involved in, I thought I'd drop a note to let you know that I'm going to be
out of town next week. Tomorrow, I'm flying out to Canada (Toronto and
Kingstone) for a work related meeting followed by a
Curtis L. Olson
I was scanning through the cvs logs trying to refresh my memory on what
has been changed, added, and fixed since the release of v0.9.8 (last
January). Here's what I came up with, although after staring at cvs
logs for 2 hours I started having minor hallucinations. So I'm
On Monday 07 November 2005 18:53, Harald JOHNSEN wrote:
Durk Talsma wrote:
I'm trying to work out this idea a bit further and then we can see how it
combines with the animations code. The most important animation is
probably gear up/down, because that's quite visible. Flap
Vivian Meazza wrote:
You might consider adding the following:
* Carrier - added working arrester wires and catapults. The carrier is
selectable as a starting position. AI has been added to the
carrier in the form of an operating box and an automated turn
into/outof wind. TACAN
Hi,
after compiling the latest CVS and running the new build this message occurs
***Base package check failed ... Found version 0.9.9-pre1 at:
/fg-cvs/data***
I know that Curt did some changes regarding the new version in the CVS
and there must be a very simple trick a don't know to
Erik Hofman
Vivian Meazza wrote:
You might consider adding the following:
* Carrier - added working arrester wires and catapults. The carrier is
selectable as a starting position. AI has been added to the
carrier in the form of an operating box and an automated turn
into/out
Georg Vollnhals wrote:
Hi,
after compiling the latest CVS and running the new build this message
occurs
***Base package check failed ... Found version 0.9.9-pre1 at:
/fg-cvs/data***
I know that Curt did some changes regarding the new version in the CVS
and there must be a very
* Vivian Meazza -- Monday 07 November 2005 22:11:
aircraft carriers (and fly under bridges). At the moment, carrier operations
are restricted to aircraft models using YASim FDM only.
Yes, unfortunately. But I suggest that the JSBSim-carrier patch and
the plib color patches are applied by
Hi,
I had originally been building plib, simgear and flightgear with a
variety of build scripts. These scripts were hard to maintain, and I
often found cross platform incompatibilities when I tried to use a
script written for one os or shell on another os or different shell.
I've been
Martin Spott wrote:
Hello Josh,
Josh Babcock wrote:
[...] If you can think of any other big visible structures that you
would like to see (sorry, I'm not tackling the bridges yet, there's
issues with the VMAP data I don't want to deal with) let me know. No
promises though. I don't know
Jon Stockill wrote:
Martin Spott wrote:
Yes, it _is_ nice to have an ensemble that represents the entourage of
an airport or a city centre, but a single tower somewhere in the
boonies that VFR pilots typically use for navigation is a valuable
addition as well.
Yesterdays addition was a
Durk Talsma wrote:
On Monday 07 November 2005 14:20, Josh Babcock wrote:
Durk Talsma wrote:
On Friday 04 November 2005 23:40, Christian Mayer wrote:
Durk Talsma schrieb:
To get AI traffic going in the forseeable future, we could use quite
a few low-polygon count aircraft models in various
On Monday 07 November 2005 12:39 pm, Durk Talsma wrote:
Tomorrow, I'm flying out to Canada
I have two words for you: Sleeman Dark
http://www.sleeman.com/en/html/beer/sl_brands/dark/index.htm
Dave
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Did you upgrade your data from the cvs?
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Erik Hofman wrote:
Paul Surgeon wrote:
Since it's in the default San Francisco area you can submit it to Erik
or Curt or you could sumbit it to the FlightGear scenery database.
http://fgfsdb.stockill.org/
I'm just not sure if Curt will include objects from the FG scenery db
into the
Curtis L. Olson schrieb:
It sounds like you aren't current with your flightgear source or
executable? Could you still be running an older build of flightgear
(or not fully up to date with your source code?)
Curt.
Did you upgrade your data from the cvs? Vassilii
Hi Curt and
Josh Babcock wrote:
Jon Stockill wrote:
Martin Spott wrote:
Yes, it _is_ nice to have an ensemble that represents the entourage of
an airport or a city centre, but a single tower somewhere in the
boonies that VFR pilots typically use for navigation is a valuable
addition as well.
Jon Stockill wrote:
Currently the smallest area it's broken down to is one of the 10x10
degree scenery tiles. The biggest of these files is only 500k (the
whole planet fits in a 4MB tarball), so I didn't see a need to break
it down any further. If you're interested in just a specific area
Melchior FRANZ wrote:
FYI: a few days ago I committed an extension to the GUI system that
allows to select buttons via keyboard. This is currently only used
for the ATC communication dialog ('-key), where the first transmission
option can be chosen with the 1 key, the second with the 2 key
Curtis L. Olson wrote:
Jon Stockill wrote:
Currently the smallest area it's broken down to is one of the 10x10
degree scenery tiles. The biggest of these files is only 500k (the
whole planet fits in a 4MB tarball), so I didn't see a need to break
it down any further. If you're interested in
Jon Stockill wrote:
Curtis L. Olson wrote:
Jon Stockill wrote:
Currently the smallest area it's broken down to is one of the 10x10
degree scenery tiles. The biggest of these files is only 500k (the
whole planet fits in a 4MB tarball), so I didn't see a need to break
it down any further.
Curtis L. Olson wrote:
That might be what we have to do, but that implies a change in where
scenery files are extracted relative to the scenery tree which would
could cause a fair amount of confusion ... not that the current process
is completely unconfusing ...
It takes things back to how
Curtis L. Olson wrote:
Jon Stockill wrote:
Curtis L. Olson wrote:
That might be what we have to do, but that implies a change in where
scenery files are extracted relative to the scenery tree which would
could cause a fair amount of confusion ... not that the current
process is completely
Currently, in CVS FlightGear, it's possible to place an AI thunderstorm in the
FlightGear world which has both turbulence and lightning. See the AI
scenario called bigstorm_demo.xml. The turbulence is controlled by each
instance of the thunderstorm, so you could have several storm AI entries,
On November 4, 2005 04:23 pm, Durk Talsma wrote:
So, for starters, I would like to explore
some models of the more popular airliners series, i,e., the Boeing 7[0-8]7,
Airbus A3[0-8]0, and any [McDonnel] Douglas aircraft (and Fokkers of
course :-)). I'd build them myself If I had shown any
Jon Stockill wrote:
Yes, it'd need to install the contents of the tarballs to ...Scenery/
rather than ...Scenery/Terrain
I guess I'm just being picky ... it would also have to look in two
places when removing scenery ... nothing insurmountable, just kind of
messy in places.
Curt.
--
Hi Guys
1. I want to add some static AI models at SAN JOSE so as to make it look like
some heavy planes are there, can someone tell me where I can get to these
models and
2. Where can i get a model of a terminal building to add to SAN JOSE.
Regards
Shelton.
Dave Culp wrote:
Currently, in CVS FlightGear, it's possible to place an AI thunderstorm in
the
FlightGear world which has both turbulence and lightning. See the AI
scenario called bigstorm_demo.xml. The turbulence is controlled by each
instance of the thunderstorm, so you could have
I would like to see all new scenery object contributions to end up in
the scenery database. However, the last time I wanted to sync the base
package and the DB there were more than one objects in the same space
because of automatic object generation.
btw it looks pretty cute sometimes ---
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