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* add new command to nasal interpreter to allow playing of sound files (see mailing list discussions) | * add new command to nasal interpreter to allow playing of sound files (see mailing list discussions) | ||
* <del>implement a "failure/crash" (limits?) subsystem that can be XML-configured with tailored values and limits for specific aircraft (i.e. max allowable speeds in various configurations, max allowable pitch up/down, roll angle, g load etc.). That way, it would be up to aircraft authors to provide such limits for their aircraft in some sort of easily modifiable XML file and FlightGear could optionally honor these values at runtime (currently, it is no problem to extend the gear or flaps at ridiculously high speeds, or crash-land an airliner and keep flying afterwards-this would certainly add a good portion of realism to FlightGear and could still be kept entirely optional).</del> this has been basically implemented via the the limits Nasal module, see [[Howto: Define speed limits]] (there's now also failures.nas in CVS) | * <del>implement a "failure/crash" (limits?) subsystem that can be XML-configured with tailored values and limits for specific aircraft (i.e. max allowable speeds in various configurations, max allowable pitch up/down, roll angle, g load etc.). That way, it would be up to aircraft authors to provide such limits for their aircraft in some sort of easily modifiable XML file and FlightGear could optionally honor these values at runtime (currently, it is no problem to extend the gear or flaps at ridiculously high speeds, or crash-land an airliner and keep flying afterwards-this would certainly add a good portion of realism to FlightGear and could still be kept entirely optional).</del> this has been basically implemented via the the limits Nasal module, see [[Howto: Define speed limits]] (there's now also failures.nas in CVS) | ||
* <strike>add openGL wrapper commands to the Nasal interpreter, so that users can make use of basic OpenGL calls (the primitives at least) from their scripts, optionally allow to render to a texture rather than directly to the screen, i.e. useful for things like a scripted display (CDU/moving map)</strike> Don't try to bypass the SceneGraph, instead, use proper interfaces/modelling.. | * <strike>add openGL wrapper commands to the Nasal interpreter, so that users can make use of basic OpenGL calls (the primitives at least) from their scripts, optionally allow to render to a texture rather than directly to the screen, i.e. useful for things like a scripted display (CDU/moving map)</strike> Don't try to bypass the SceneGraph, instead, use proper interfaces/modelling.. | ||
* add support to enable users to disable 3D cockpit rendering for multiplayer/AI aircraft (what is this supposed to mean?) | * add support to enable users to disable 3D cockpit rendering for multiplayer/AI aircraft (what is this supposed to mean?) | ||
* <strike>extend nasal interpreter to provide functions for loading and saving XML files directly</strike> '''DONE''', preferably also wrapping the functions from props_io.cxx for nasal | * <strike>extend nasal interpreter to provide functions for loading and saving XML files directly</strike> '''DONE''', preferably also wrapping the functions from props_io.cxx for nasal | ||
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* add support for flight path visualization within FlightGear, possibly so that it can optionally be enabled for external or replay views ( http://www.flightgear.org/Projects/SynthVision/ http://www.cobbin.com/synthetic-vision.htm ) | * add support for flight path visualization within FlightGear, possibly so that it can optionally be enabled for external or replay views ( http://www.flightgear.org/Projects/SynthVision/ http://www.cobbin.com/synthetic-vision.htm ) | ||
* <strike>expose the nasal interpreter via network/telnet, so that scripts can be remotely inserted and executed.</strike> this can be basically done already by writing new code to properties and executing the code in the property | * <strike>expose the nasal interpreter via network/telnet, so that scripts can be remotely inserted and executed.</strike> this can be basically done already by writing new code to properties and executing the code in the property | ||
* there is a great number of aircraft in FlightGear that cannot yet be reliably reset due to problems relating to tied properties that cannot properly be untied, obviously there are various parts in FlightGear that still do not make proper use of the property tree, we should get rid of such problems eventually | * there is a great number of aircraft in FlightGear that cannot yet be reliably reset due to problems relating to tied properties that cannot properly be untied, obviously there are various parts in FlightGear that still do not make proper use of the property tree, we should get rid of such problems eventually | ||
* <del>Currently, TerraSync (the automatic scenery tile downloader) is a separate program, that users need to get separately, explicitly install and set up in order to be able to use it. Even more so, due to TerraSync's dependency to rsync, TerraSync users are mostly Unix/Linux users right now. However, FlightGear being a cross platform project should whenever possible try to target a maximally broad audience[http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg18193.html]. That's why it would probably make sense to port the TerraSync functionality over to FG, so that scenery paging can become a native part of FlightGear itself, preferably an SGSubsystem based service that's runtime configurable via property tree variables. At http://www.samba.org/rsync/ there is a small C library available that exposes most of the rsync features, we could make the library either an additional dependency or simply make it a part of FlightGear/SimGear, so that it's automatically available to all FG users.:: Please note that this (similar to other proposals on this Wiki page) is likely just the opinion of an individual user, not much involved with the actual proceedings on this topic.</del> Depreciated: TerraSync is now based on svn | * <del>Currently, TerraSync (the automatic scenery tile downloader) is a separate program, that users need to get separately, explicitly install and set up in order to be able to use it. Even more so, due to TerraSync's dependency to rsync, TerraSync users are mostly Unix/Linux users right now. However, FlightGear being a cross platform project should whenever possible try to target a maximally broad audience[http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg18193.html]. That's why it would probably make sense to port the TerraSync functionality over to FG, so that scenery paging can become a native part of FlightGear itself, preferably an SGSubsystem based service that's runtime configurable via property tree variables. At http://www.samba.org/rsync/ there is a small C library available that exposes most of the rsync features, we could make the library either an additional dependency or simply make it a part of FlightGear/SimGear, so that it's automatically available to all FG users.:: Please note that this (similar to other proposals on this Wiki page) is likely just the opinion of an individual user, not much involved with the actual proceedings on this topic.</del> Depreciated: TerraSync is now based on svn |
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