On 12.12.2011 22:41, Erik Hofman wrote:
> Ok the only thing the code you proposed to remove does (or should do)
> is active the sample again when in-range again (distance smaller than
> max_distance). I've had another report that I suspect has something
> to do with the same section. If some one wa
Am 11.12.11 23:13, schrieb HB-GRAL:
> Am 11.12.11 13:31, schrieb HB-GRAL:
Ok, its me again with this apt.dat changes. Now it is more cleaned at
all and instead of the script log you can see the diff here:
http://download.fgx.ch/data-update/diff-20111212.txt
Thanks for checking ;-)
Yves
On Mon, 12 Dec 2011 21:59:35 +0100
ThorstenB wrote:
> Am 12.12.2011 21:22, schrieb Erik Hofman:
> > That's the problem of the AIModel code that models hardly any properties
> > suitable for sound playback.
>
> Not in this case. I had experimented with the AI balloons. I have pushed
> this to fg
Am 12.12.2011 21:22, schrieb Erik Hofman:
> That's the problem of the AIModel code that models hardly any properties
> suitable for sound playback.
Not in this case. I had experimented with the AI balloons. I have pushed
this to fgdata now - you can use these for testing the issue I reported.
Ena
On Mon, 2011-12-12 at 20:22 +0100, ThorstenB wrote:
> Hi Erik,
>
> Am 12.12.2011 13:31, schrieb Erik Hofman:
> > I've implemented a mechanism to free OpenAL sources that are farther
> > away than max-distance (3km for the current AI models). This might solve
> > your problems, although it is not a
On 12 December 2011 16:48, Gijs de Rooy wrote:
> could it be thre trees? They are now no-longer dependant of the
> Shader/Quality-vs-Performance setting...
This is another way to set FPS limit to about 2 ;-) But it was off
when I was testing.
> to push it today. But you can already test it via
>
Hi Erik,
Am 12.12.2011 13:31, schrieb Erik Hofman:
I've implemented a mechanism to free OpenAL sources that are farther
away than max-distance (3km for the current AI models). This might solve
your problems, although it is not a one size fits all solution.
I'm still getting many error messages
On Mon, Dec 12, 2011 at 5:50 PM, J. Holden wrote:
>
> When you said nothing showed up, were you flying over ocean, or an endless
> void of nothing at all?
Might have been unclear, terrain and the runway do show up, just no
objects except for the ones I listed (if they are objects at all).
Screen
Thank you for testing!
When you said nothing showed up, were you flying over ocean, or an endless void
of nothing at all?
There seems to be a problem loading this newly generated scenery and I have no
idea how to fix it.
Cheers
John
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/ OpenGL 3.1 cards.
--
Learn Windows Azure Live! Tuesday, Dec 13, 2011
Microsoft is holding a special Learn Windows Azure training event for
devel
Hi,
> The recent shader options revamp seems to put me in the "4 fps" mode even
> though I set everything to minimal.
could it be thre trees? They are now no-longer dependant of the
Shader/Quality-vs-Performance setting...
Next to that there are some typos/faults in current Git with respect t
> I was talking about this on irc before as well. I am testing stuff on
> an older macbook running Ubuntu, and with fg 2.4 I could set the
> "enable shaders" master switch in rendering options to off, and
> without 3d clouds I got about 25fps, which was ok for testing panels
> and developing gauge
> While I like the idea in general, I think it's a bit awkward to
> deliberately induce an exception just to make FG load a different model
> for AI aircraft. To my opinion this switch is better be implemented as
> a condition in the AI/MP aircraft model loader (actually the path name
> to the mo
Hello.
I was talking about this on irc before as well. I am testing stuff on an
older macbook running Ubuntu, and with fg 2.4 I could set the "enable
shaders" master switch in rendering options to off, and without 3d clouds I
got about 25fps, which was ok for testing panels and developing gauges
Emilian
> On Sunday 11 December 2011 22:04:02 Stuart Buchanan wrote:
> > On Thu, Dec 8, 2011 at 10:47 AM,I wrote:
> > > 2011/12/8 Mathias Fröhlich wrote:
> > >> If I do not respond to list mails when you need some response, fell
> > >> free to contact me directly. I just miss some mails every now
On Sat, 2011-12-03 at 09:50 +, James Turner wrote:
> I'm seeing something very similar on Mac at EHAM, except I get messages
> continuously during FGFS operation about 'no more sources', which I assumed
> was due to every AI aircraft at EHAM requesting a source :)
I've implemented a mechani
On Sun, 2011-02-13 at 03:27 +0700, Harry Campigli wrote:
> Interesting amongst the comments on that page,
>
> "You can net-stream to your LAN through PA as well. Just run the PA
> daemon in all your running boxes and each one of them can become a
> sink and a source for the others."
>
>
> That m
On Sunday 11 December 2011 22:04:02 Stuart Buchanan wrote:
> On Thu, Dec 8, 2011 at 10:47 AM,I wrote:
> > 2011/12/8 Mathias Fröhlich wrote:
> >> If I do not respond to list mails when you need some response, fell
> >> free to contact me directly. I just miss some mails every now and
> >> then ...>
On Mon, 2011-12-12 at 10:56 +0100, Frederic Bouvier wrote:
> > De: "Erik Hofman"
> >
> > On Mon, 2011-12-12 at 08:38 +0100, Mathias Fröhlich wrote:
> >
> > > Also textures are just handed over to OpenGL.
> >
> > This reminds me that vegetation uses a texture strip with 8 different
> > trees at a
Jari Häkkinen wrote:
> There are some files with the executable permission bit set in the git
> repo. To reset the file mode please apply the attached a patch to the
> getstart git repo.
Thanks, applied,
Martin.
--
Unix _IS_ user friendly - it's just selective about who its friends a
Hi, I'm trying to do something about the lag and the rubber band
phonomen. In local lan, with recorded session, that works quite well, see:
http://www.youtube.com/watch?v=LyBUPlf5NSw&feature=youtu.be
Next is to test this with other multiplayers, and too bad the men
interested are on windows, co
Dan DeGraw wrote:
> I did a little tweaking to the multiplayer code to allow you to use a
> startup option "--ai-gliders-only" to, by default, load all other
> players as the default-model. I accomplish that by inserting some
> garbage directory in front of the model path, that way the model loadi
Hi Gene,
Gene Buckle wrote:
> One thing you guys are forgetting is that both apt.dat and nav.dat are
> updated regularly by Robin Peel, the "keeper" of those two files. I think
> changing them would probably bite you after a while.
Robin's v8.10 files are unmaintained since August 2008, v8.50
> De: "Erik Hofman"
>
> On Mon, 2011-12-12 at 08:38 +0100, Mathias Fröhlich wrote:
>
> > Also textures are just handed over to OpenGL.
>
> This reminds me that vegetation uses a texture strip with 8 different
> trees at a size of 256x64 pixels whereas clouds use one texture for
> every cloud (pu
On Mon, 2011-12-12 at 08:38 +0100, Mathias Fröhlich wrote:
> Also textures are just handed over to OpenGL.
This reminds me that vegetation uses a texture strip with 8 different
trees at a size of 256x64 pixels whereas clouds use one texture for
every cloud (puff) using 256x256 pixels. Maybe that
On Mon, 2011-12-12 at 00:35 +0100, HB-GRAL wrote:
> I guess we will run into some problems finally with keeping closed
> airports for historical reason, i.e. when codes move to another
> facility. And maybe also some frequencies can change to another facility
> in range to the closed one ? Mayb
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