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World Scenery with Submodules

Posted: Sat Apr 02, 2016 1:04 am
by IAHM-COL
Image

Hi All

I have finally successfully designed a way to make an alternative non-centralized scenery repository with the submodules strategy in github.
It is as simple as the aircraft with submodules --- or close as simple, It is as convenient, and it allows decentralization, anyone could fork any 10 degree tile and make pull requests with changes without limitations!

These include

  • new AI Jetways configs
  • new thresholds or parkpos files
  • new Airport AI configs
  • new models and objects (not limited to very strict formating restrictions of the dev team)
  • new stg files and new terrain patches for faster scenery, or for newly edited airport layouts
  • New scenery files with freshly edited QGis


I think decentralizing World Scenery, and Github-it; would be really benefitial to the community -- and thus, it would be worth the effort! :)

What do you guys think? It is this something you guys could find convenient, liberating or of use?

If I hear good comments I can prepare the "FGMEMBERS-TerraGit"

Best,
IH-COL

Re: World Scenery with Submodules

Posted: Sat Apr 02, 2016 1:54 am
by legoboyvdlp
I like the idea, but if possible

1) clickable or non-clickable, doesn't matter, map of 1x1 OR SMALLER tiles
2) let us download only 1x1 or smaller, so we don't have to download massive chunks.


But will you pull all TerraSync changes too?

Re: World Scenery with Submodules

Posted: Sat Apr 02, 2016 4:14 am
by IAHM-COL
1x1 tiles: Impractical. For every 10x10 degree tile there is 100 1x1s
so, these are submodules. at 10x10 there are close to 450 repositories. At 1x1 it would be 45000 -- not possible really. 450: doable.

clickable/not clickable. not clickable. It would be a git repository for the world scenery, and each tile a submodule. you can init all (get the world) or init a tile and deinit at will.

Re: World Scenery with Submodules

Posted: Sat Apr 02, 2016 4:19 am
by IAHM-COL
legoboyvdlp wrote:But will you pull all TerraSync changes too?


That's a major problem. Since it is a reenginering of scenery, after the first push, it is manual and thus not "automatable" process to keep pushing updates.
It is possible to update the newest terrasync changes, but unlike aircrafts, I would not know how to make a cronjob that does the job

Maybe once or twice a year terrasync could be rebased. 'The central idea would be to encourage people to edit and improve terraGit, not terrasync, which place us /me in odds with the wannabe Emperor and his royal Japanese Ronins.

Re: World Scenery with Submodules

Posted: Sat Apr 02, 2016 5:32 am
by SHM
IAHM-COL wrote:which place us /me in odds with the wannabe Emperor and his royal Japanese Ronins.

:lol: :lol:

IAHM-COL wrote:• new AI Jetways configs
• new thresholds or parkpos files
• new Airport AI configs
• new models and objects (not limited to very strict formating restrictions of the dev team)
• new stg files and new terrain patches for faster scenery, or for newly edited airport layouts
• New scenery files with freshly edited QGis

Wow all points are vaild.


I love this idea since many times the official servers go down, but having it on github we can avoid that.

And maybe we could divide the world into parts, and give each person duty to push changes if there are changes in terrasync. (I'm currently busy with some college admission stuff, but I would be free from next month.)

The task of pulling updates each time for each 10x10 sounds daunting too. :roll: Is there already a way of automating this?

Already love FGMEMBERS so this idea is nice too. ;)



SHM

Re: World Scenery with Submodules

Posted: Sat Apr 02, 2016 3:20 pm
by jwocky
Have you thought to pull "official" scenery not via TerraSuck but TerraMaster or something similiar?

Re: World Scenery with Submodules

Posted: Sat Apr 02, 2016 3:24 pm
by SHM
Just quoting myself from the other thread
SHM wrote: I hate terrasync and I've downloaded the whole world with terramaster which I update every month :D

Re: World Scenery with Submodules

Posted: Sat Apr 02, 2016 3:29 pm
by IAHM-COL
Naturally

terramaster is great. Currently I used the novel and amazing terrafs:

Terrafs:
Source: https://github.com/FGMEMBERS-SCENERY/terrafs
Release (x64 - linux): https://github.com/FGMEMBERS-SCENERY/terrafs/releases
info: viewtopic.php?f=16&t=370

The central point of github-ify our terrasync is to open it to be modified, forked, and distributed. As oppose to control behind gates and statically forbid management, control and edition (as in terrasync).
Example: Do you know it is imposible to add parkpos files and jetway config files to terrasync? That is impossible to add AI config files, or edit airport layouts and have them readily distributed in the "official" world? That even the only possible thing -add new buildings- maybe vetoed and forbid?

That -- terramaster can't directly solve. Github-ify scenery means gaining real control. Github-ify means make it really GPL where anyone can take it and move it forward

(or backwards, per the bets of the Ronins)

Re: World Scenery with Submodules

Posted: Mon Apr 04, 2016 1:56 pm
by laserman
IAHM-COL wrote:
legoboyvdlp wrote:But will you pull all TerraSync changes too?


That's a major problem.


is it ?
The Terrain path did not change for 3 years - so ignore it for now.
We want to have new & updated airports layouts from the gateway anyway, and not the old stuff, right?
What's left is the Objects and (Shared-)Models path. you can sync them once per month
from here:
https://sourceforge.net/projects/flight ... s/scenery/

Re: World Scenery with Submodules

Posted: Mon Apr 04, 2016 3:06 pm
by IAHM-COL
yes. D-Laser is right.
I am using terrasync just to fish the first Terrain blocks. Then the most probable is to begin using Terragear to patch the flooded, and holes, and get new layouts

Models are eazy to sync. And easy to add new ones.