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FGRUN And 2017.3.0

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Re: FGRUN And 2017.3.0

Postby Octal450 » Sun Jun 18, 2017 3:59 am

Probably again this language barriar.

That would probably explain it! Maybe that friend disabled it for better FPS?

I'll let him know.

Kind Regards,
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Re: FGRUN And 2017.3.0

Postby Thorsten » Sun Jun 18, 2017 5:09 am

It appeared to me, that you were calling me a "fake" developer, for not using the commandline.


No, I really wasn't. Of course I know you develop - the sentence had the structure 'If you develop then X would seem a good idea.' That doesn't question whether you develop, it tells you that from the fact that you do, the commandline would seem a more useful tool than for a user.
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Re: FGRUN And 2017.3.0

Postby Octal450 » Sun Jun 18, 2017 5:49 am

Then this was in fact a language barrier. Understood.

Kind Regards,
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Re: FGRUN And 2017.3.0

Postby daweed » Sun Jun 18, 2017 10:20 am

it0uchpods wrote in Sat Jun 17, 2017 8:57 pm:@daweed
I have tried it, and I did not find it much of an improvement over the QT5 launcher.

You were looking for something to replace FGRun, FFGo is a solution. I never said it was better, but it replaces a 100% FGRun see even more.

Now as it has been explored, FGRun seems to be abandoned as and when. If the other launchers are not suitable, take the FGRun sources and adapt them to the new FG.

I understand that I find that the command line is not practical when you do the dev and you have to launch and restart with modified parameters, it is not the fastest but things change and it is the third developer (other than that The core FG) to adapt and not the reverse ...
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Re: FGRUN And 2017.3.0

Postby Richard » Sun Jun 18, 2017 1:07 pm

I used to use FGRun all the time; now I have a series of batch files that simply launch FG.

As a developer the benefits to me are

* you get your console log after the application has exited; quicker launching
* I can have a batch file that uses the dev directories, one that uses the FGAddon, and another for operational flying. It's more of a pain to do this with FGRun.
* batch files for different MP servers.
* easy to have a set of preset batch files for starting position, or to pass in an ICAO.
* sometimes with FGRun I'd set something and forget I'd changed it, and then find weird effects (e.g. changing the fdm rate)
* always using a consistent set of launch parameters

Sometimes when flying other craft I might use the new launcher.

If there really is a need for an updated FGRun, and someone tells me exactly what to fix I could probably occasionally build one for windows; but I'm not volunteering to maintain something that I think is largely obselete.
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Re: FGRUN And 2017.3.0

Postby Johan G » Sun Jun 18, 2017 1:10 pm

Richard wrote in Sun Jun 18, 2017 1:07 pm:I used to use FGRun all the time; now I have a series of batch files that simply launch FG.

Ditto. When I was tinkering around more with aircraft in the past I found FGRun too slow and added a .bat batch files with which I launched FlightGear. It is almost a one-time investment. I can really recommend having a solution like that as it is rather fast. Put it in the right folder or on the desktop and you will only have to double-click it. ;)
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Re: FGRUN And 2017.3.0

Postby Octal450 » Sun Jun 18, 2017 1:21 pm

Hi, that makes sense. but for me, once FGRUN is started, relaunching the exact same scenerio is easy.

PS: I use large bold text to be noticed, not to be angry!!!!!!!

Kind Regards,
Josh
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Re: FGRUN And 2017.3.0

Postby wkitty42 » Sun Jun 18, 2017 1:27 pm

so did your "buddy" try FGRUN again without the --enable-enhanced-lighting or --disable-enhanced-lighting options?? if either of those appear, FGFS will abort as it is designed to do...
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Re: FGRUN And 2017.3.0

Postby Octal450 » Sun Jun 18, 2017 3:31 pm

He has not responded yet.
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Re: FGRUN And 2017.3.0

Postby PINTO » Sun Jun 18, 2017 5:11 pm

I usually use FFGo, but when I need to launch a bunch of AI assets for OPRF events I have a python launcher that makes launching multiple instances of flightgear pretty easy.
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Re: FGRUN And 2017.3.0

Postby Hooray » Sun Jun 18, 2017 6:55 pm

I am surprised seeing people still using all sorts of 3rd party launchers, my understanding was that the Qt5 launcher was now by default included and enabled with every release/build ?

If in doubt, I would make sure to communicate your feature requests via the devel lists to point out what people consider missing - because that was James'es primary reason for embarking on that journey, and it is kinda unfortunate to see so many people still using all sorts of other means to launch FlightGear while the main FlightGear core developer is expending so much time developing the qt launcher and adding Qt5 code to more and more parts in FlightGear, even though such additions were originally requested to remain entirely optional.
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Re: FGRUN And 2017.3.0

Postby wlbragg » Sun Jun 18, 2017 7:29 pm

I actually use qt-launcher pretty much exclusively. I have a text file of my most commonly used groupings of parameters and when I need a quick change from dev to recreational, a quick copy and past of parameters is all it takes. Like I said before, the multiple duplicate aircraft repositories are a breeze to sort through with the search function. Even locating an individual aircraft is a simple thing to do.
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Re: FGRUN And 2017.3.0

Postby Octal450 » Mon Jun 19, 2017 4:07 am

Gentlemen reading this post: I would like to let you know that I do not use big bold text as anger, or yelling. I wanted to make sure people understand what I am talking.

I sorry if it was interpenetrated as yelling.

Kind Regards,
Josh
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Re: FGRUN And 2017.3.0

Postby legoboyvdlp » Mon Jun 19, 2017 10:03 am

Wkitty, issue solved by disabling enhanced lighting ;)
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Re: FGRUN And 2017.3.0

Postby legoboyvdlp » Mon Jun 19, 2017 10:57 am

Richard wrote in Sun Jun 18, 2017 1:07 pm:If there really is a need for an updated FGRun, and someone tells me exactly what to fix I could probably occasionally build one for windows; but I'm not volunteering to maintain something that I think is largely obselete.


In case you are interested:
https://ufile.io/y0htn

a patch file removing enhanced lighting option.
No warranty: I merely removed references to enhanced lighting. It might break something important. This is my first time, after all :)
Shall I send this to the fgdevel list?


Edit:

Image

Thanks to Richard for compiling the new .cxx files :)
I have submitted the .patch to the mailing list.
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