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From: Rick M. <ri...@sw...> - 2003-05-31 21:48:04
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I made a change so that the heading, speed and depth can all now be adjusted by clicking on the arrows. Also, made a change so that Up arrow increases numbers and Down arrow decreases numbers. I'm fairly happy with the way the left side of the control station works, so probably not many more changes unless someone sees something they want adjusted. |
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From: Rick M. <ri...@sw...> - 2003-05-31 08:02:42
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Several changes to the control station today. To make the sub dive deeper, click on the down arrow to the left of the heading compass. The arrow should turn from orange to green. Now click in the boxes of the ordered depth to change the ones digit, tens digit, etc. To make sub go shallower, click on the up arrow. |
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From: Rick M. <ri...@sw...> - 2003-05-30 04:16:38
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Working on the Control Station: Fixed the heading control. Click inside the circle to move to the desired heading. As far as the depth control, I'm wondering if there is a better way to do it than we had before. I'm wondering if a vertical bar would be better. We could click inside the bar at the desired depth. Another way would be to use another gauge similar to the heading gauge. Any preference or is another way better? |
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From: Rick M. <ri...@sw...> - 2003-05-29 01:37:26
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Hehe, being married I know what you mean. On Tue, 2003-05-27 at 21:48, Michael Bridak wrote: > Cool, I spent the holiday weekend getting alsa sound drivers and > wireless networking drivers up and running on my laptop. But my wife is > going on a week long trip leaving me some guilt free coding time ;-) > > On Tue, 2003-05-27 at 18:34, Rick McDaniel wrote: > > Well, it almost works. Still need to make the baffle area switch when > > north_south display is changed. > > On Tue, 2003-05-27 at 20:02, Rick McDaniel wrote: > > > Yea!! My North_South CRT Display button actually works. > > > > > > On Tue, 2003-05-27 at 19:06, Rick McDaniel wrote: > > > > Hello all, > > > > > > > > I'm off from work this week, so I'll try to work on the sim in between > > > > naps, beer, etc. ;-) > > > > > > > > Today, I added a North_South CRT Display button to sonar. I don't know > > > > if the location looks right, but its easy to move if we can think of > > > > somewhere better to place it. > > > > > ------------------------------------------------------- > This SF.net email is sponsored by: ObjectStore. > If flattening out C++ or Java code to make your application fit in a > relational database is painful, don't do it! Check out ObjectStore. > Now part of Progress Software. http://www.objectstore.net/sourceforge > _______________________________________________ > Linuxssn-devel mailing list > Lin...@li... > https://lists.sourceforge.net/lists/listinfo/linuxssn-devel |
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From: Rick M. <ri...@sw...> - 2003-05-28 05:59:39
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Just a quick note, I've been adding new icons for updating the control station so we can change directions, etc. So, when you do a cvs update, you'll have to uncompress the data.tgz file again. |
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From: Michael B. <mic...@ve...> - 2003-05-28 02:49:52
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Cool, I spent the holiday weekend getting alsa sound drivers and wireless networking drivers up and running on my laptop. But my wife is going on a week long trip leaving me some guilt free coding time ;-) On Tue, 2003-05-27 at 18:34, Rick McDaniel wrote: > Well, it almost works. Still need to make the baffle area switch when > north_south display is changed. > On Tue, 2003-05-27 at 20:02, Rick McDaniel wrote: > > Yea!! My North_South CRT Display button actually works. > > > > On Tue, 2003-05-27 at 19:06, Rick McDaniel wrote: > > > Hello all, > > > > > > I'm off from work this week, so I'll try to work on the sim in between > > > naps, beer, etc. ;-) > > > > > > Today, I added a North_South CRT Display button to sonar. I don't know > > > if the location looks right, but its easy to move if we can think of > > > somewhere better to place it. |
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From: Rick M. <ri...@sw...> - 2003-05-28 01:35:47
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Well, it almost works. Still need to make the baffle area switch when north_south display is changed. On Tue, 2003-05-27 at 20:02, Rick McDaniel wrote: > Yea!! My North_South CRT Display button actually works. > > On Tue, 2003-05-27 at 19:06, Rick McDaniel wrote: > > Hello all, > > > > I'm off from work this week, so I'll try to work on the sim in between > > naps, beer, etc. ;-) > > > > Today, I added a North_South CRT Display button to sonar. I don't know > > if the location looks right, but its easy to move if we can think of > > somewhere better to place it. > > > > > > > > > > > > > > > > ------------------------------------------------------- > > This SF.net email is sponsored by: ObjectStore. > > If flattening out C++ or Java code to make your application fit in a > > relational database is painful, don't do it! Check out ObjectStore. > > Now part of Progress Software. http://www.objectstore.net/sourceforge > > _______________________________________________ > > Linuxssn-devel mailing list > > Lin...@li... > > https://lists.sourceforge.net/lists/listinfo/linuxssn-devel > > > > ------------------------------------------------------- > This SF.net email is sponsored by: ObjectStore. > If flattening out C++ or Java code to make your application fit in a > relational database is painful, don't do it! Check out ObjectStore. > Now part of Progress Software. http://www.objectstore.net/sourceforge > _______________________________________________ > Linuxssn-devel mailing list > Lin...@li... > https://lists.sourceforge.net/lists/listinfo/linuxssn-devel |
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From: Rick M. <ri...@sw...> - 2003-05-28 01:05:06
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Yea!! My North_South CRT Display button actually works. On Tue, 2003-05-27 at 19:06, Rick McDaniel wrote: > Hello all, > > I'm off from work this week, so I'll try to work on the sim in between > naps, beer, etc. ;-) > > Today, I added a North_South CRT Display button to sonar. I don't know > if the location looks right, but its easy to move if we can think of > somewhere better to place it. > > > > > > > > ------------------------------------------------------- > This SF.net email is sponsored by: ObjectStore. > If flattening out C++ or Java code to make your application fit in a > relational database is painful, don't do it! Check out ObjectStore. > Now part of Progress Software. http://www.objectstore.net/sourceforge > _______________________________________________ > Linuxssn-devel mailing list > Lin...@li... > https://lists.sourceforge.net/lists/listinfo/linuxssn-devel |
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From: Rick M. <ri...@sw...> - 2003-05-28 00:07:38
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Hello all, I'm off from work this week, so I'll try to work on the sim in between naps, beer, etc. ;-) Today, I added a North_South CRT Display button to sonar. I don't know if the location looks right, but its easy to move if we can think of somewhere better to place it. |
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From: Rick M. <ri...@sw...> - 2003-05-24 18:05:55
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I posted some new pictures on my web site of LinuxSSN. |
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From: Michael B. <mic...@ve...> - 2003-05-24 04:51:05
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Looks good to me. On Fri, 2003-05-23 at 18:01, Rick McDaniel wrote: > More updates to CVS: > > 1. Radar now displays targets, bearing scale works. Some work not done > yet: fading contacts after sweep passes, displaying range rings. > > 2. More work on periscope class. Note the ships are displayed visually > about 10% of true range, so I can compare visual to radar, sonar, etc. > For my testing, ships appear to be tracking correctly. yea!!! |
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From: Rick M. <ri...@sw...> - 2003-05-24 01:02:19
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More updates to CVS: 1. Radar now displays targets, bearing scale works. Some work not done yet: fading contacts after sweep passes, displaying range rings. 2. More work on periscope class. Note the ships are displayed visually about 10% of true range, so I can compare visual to radar, sonar, etc. For my testing, ships appear to be tracking correctly. yea!!! |
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From: Rick M. <ri...@sw...> - 2003-05-23 04:59:47
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Posted an update to CVS OpenGl branch to display targets in periscope. As a first step, I made the target shapes simple 3d boxes using the glutSolidCube function. By drawing a few line of sight (LOS) diagrams and checking the sonar display, I think I've convinced myself that the targets are moving correctly. If anyone has a chance, you might verify my results. |
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From: Michael B. <mic...@ve...> - 2003-05-19 03:27:28
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Added a game clock class to both the main and OpenGl branch. |
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From: Joe V. <jo...@ve...> - 2003-05-07 07:54:09
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My ssn3d stuff should run fairly quickly EXCEPT for the version with water, which reduces my gaming rig to crawling around at under 20 fps and is in dire need of some optimization. Perhaps you should just use a big flat ocean until the water stuff I did gets more refined and optimized.... Joe On Tue, 06 May 2003 23:17:36 -0500 (CDT) MCDANIEL RICKEY D <MC...@hs...> wrote: > >On a related note have you noticed what a CPU resource hog this sim is? > >When I run it on my laptop it turns it into a hair dryer with all the > >heat comming out the backend... > > Hehe, for me laptops always seem to run hot. I guess we should compare > the SDL version and the OpenGL version to see if the OpenGL is using > tones more resources. Some of the bmp textures are pretty huge, maybe > thats part of the problem. How fast does Joe's ssn3d run on the laptop? > My laptop at work has too slow of a video card to run much of > anything. > > > > > ------------------------------------------------------- > Enterprise Linux Forum Conference & Expo, June 4-6, 2003, Santa Clara > The only event dedicated to issues related to Linux enterprise solutions > www.enterpriselinuxforum.com > > _______________________________________________ > Linuxssn-devel mailing list > Lin...@li... > https://lists.sourceforge.net/lists/listinfo/linuxssn-devel |
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From: MCDANIEL R. D <MC...@hs...> - 2003-05-07 04:33:48
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>On a related note have you noticed what a CPU resource hog this sim is? >When I run it on my laptop it turns it into a hair dryer with all the >heat comming out the backend... Hehe, for me laptops always seem to run hot. I guess we should compare the SDL version and the OpenGL version to see if the OpenGL is using tones more resources. Some of the bmp textures are pretty huge, maybe thats part of the problem. How fast does Joe's ssn3d run on the laptop? My laptop at work has too slow of a video card to run much of anything. |
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From: Joe V. <jo...@ve...> - 2003-05-07 03:45:40
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I've been extremely busy recently and I won't have much time over the next few weeks, but this summer I should have a lot of extra time to work on programming projects. If you guys need help or have questions with my 3d code, though, feel free to ask me about it. Joe Venzon On 06 May 2003 16:43:41 -0700 Michael Bridak <mic...@ve...> wrote: > Cool. My job position is changing again so I think it will afford me > more time to ponder the code. And I got a new laptop and have everything > loaded on it to deev-on-the-go ;-) > > On a related note have you noticed what a CPU resource hog this sim is? > When I run it on my laptop it turns it into a hair dryer with all the > heat comming out the backend... > > Mike > > On Mon, 2003-05-05 at 21:51, Rick McDaniel wrote: > > I think I'll have some few time in the next fews weeks, so I would like > > to work on adding Joe's ssn3d code to linuxssn. It would be great when > > we can see something out of the periscope other than that lame water > > texture. :-) > > > > > ------------------------------------------------------- > Enterprise Linux Forum Conference & Expo, June 4-6, 2003, Santa Clara > The only event dedicated to issues related to Linux enterprise solutions > www.enterpriselinuxforum.com > > _______________________________________________ > Linuxssn-devel mailing list > Lin...@li... > https://lists.sourceforge.net/lists/listinfo/linuxssn-devel |
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From: Michael B. <mic...@ve...> - 2003-05-06 23:46:11
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Cool. My job position is changing again so I think it will afford me more time to ponder the code. And I got a new laptop and have everything loaded on it to deev-on-the-go ;-) On a related note have you noticed what a CPU resource hog this sim is? When I run it on my laptop it turns it into a hair dryer with all the heat comming out the backend... Mike On Mon, 2003-05-05 at 21:51, Rick McDaniel wrote: > I think I'll have some few time in the next fews weeks, so I would like > to work on adding Joe's ssn3d code to linuxssn. It would be great when > we can see something out of the periscope other than that lame water > texture. :-) |
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From: Rick M. <ri...@sw...> - 2003-05-06 04:51:49
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I think I'll have some few time in the next fews weeks, so I would like to work on adding Joe's ssn3d code to linuxssn. It would be great when we can see something out of the periscope other than that lame water texture. :-) |
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From: Michael B. <mic...@ve...> - 2003-04-20 04:44:10
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Alright, I committed changes to main and sonar.h & .cpp that has a sonar surface updateing and displayable... I must say it was one of THE most bizarre times I've had programming in awhile... After 4 hours of messing with SDL_Create Surface for some reason (I'm sure it's a good one) I found I could only use 24Bpp surfaces to convert to textures... Then I had to figure out why the screen was upside down, and messing around with all those floating point numbers trying to get the size and position right.. Sheesh! =20 |
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From: Joe V. <jo...@ve...> - 2003-04-19 18:17:04
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That sounds exactly right. Did you get the little bit of example code I sent to the development list a while ago? I still haven't actually tried it out, so let me know if you run into problems -- but it should work. Joe Venzon p.s. Sorry I haven't had much time to work on the project recently. On 19 Apr 2003 11:10:42 -0700 Michael Bridak <mic...@ve...> wrote: > Okay, I'm at a point where I would like to start using SDL_Surfaces as > textures. I was wondering once I create a texture out of a surface, > doesn't the texture get sent to the graphic cards memory to hold. If so, > I am assuming I will have to modify the texture each time I wish to > paste my surface to the screen. I keep the same handle I get from > glBindTexture, and work with glTexImage2D when I want to refresh the > texture? > > Hmm... Wish me luck! > |
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From: Michael B. <mic...@ve...> - 2003-04-19 18:10:50
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Okay, I'm at a point where I would like to start using SDL_Surfaces as textures. I was wondering once I create a texture out of a surface, doesn't the texture get sent to the graphic cards memory to hold. If so, I am assuming I will have to modify the texture each time I wish to paste my surface to the screen. I keep the same handle I get from glBindTexture, and work with glTexImage2D when I want to refresh the texture? Hmm... Wish me luck! |
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From: Rick M. <ri...@sw...> - 2003-04-15 08:05:36
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The first update to the OpenGL branch of linuxssn is posted. A few notes: As Michael stated earlier, use the following command to checkout a working copy: cvs -z3 -d:ext:YOURNAMEHERE@cv...:/cvsroot/linuxssn co -r opengl linuxssn If it works, you'll end up with the normal files plus a 'README' file and a data.tgz file. Uncompress the data.tgz file. Hopefully, it should uncompress the data files to a directory labeled ~/Data. For some reason, I"ve noticed that the first time the code is executed it takes ~5 sec for the title screen to appear. But after the first run, the tittle screen appears immediately. I"m curious to see if anyone else has a similar effect and how it can be fixed. |
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From: Michael B. <mic...@ve...> - 2003-04-15 03:44:09
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Very good, I'm looking forward to hacking around on it. My wife is going on a trip leaving me with alot of free time ;-).=20 On Mon, 2003-04-14 at 20:27, Rick McDaniel wrote: > Sounds like a great idea! I'll add the changes to the OpenGL code. I'm > thinking about making the first update the CVS branch tomorrow. =20 >=20 >=20 >=20 > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Linuxssn-devel mailing list > Lin...@li... > https://lists.sourceforge.net/lists/listinfo/linuxssn-devel |
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From: Rick M. <ri...@sw...> - 2003-04-15 03:28:59
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Sounds like a great idea! I'll add the changes to the OpenGL code. I'm thinking about making the first update the CVS branch tomorrow. |