Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-16 Thread Jon Stockill
Arnt Karlsen wrote:
..FG-lawfully.  ;-)  Gamers obviously wanna buzz the White House in 
an X-15 or in 747 formations, or touch-and-go the Space Shuttle on any 
nice wee town's drag strip.  We have the Shuttle launching?
Set it up as a submodel on top of the 747? :-)
How about dropping the X-15 from a B52
--
Jon Stockill
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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-16 Thread Arnt Karlsen
On Thu, 16 Dec 2004 14:28:12 +, Jon wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen wrote:
 
  ..FG-lawfully.  ;-)  Gamers obviously wanna buzz the White House
  in an X-15 or in 747 formations, or touch-and-go the Space Shuttle
  on any nice wee town's drag strip.  We have the Shuttle launching?
 
 Set it up as a submodel on top of the 747? :-)

..too easy, I wanna buzz town with all 5 rockets going nuts!  ;-)

..the shuttle that broke up, could have aborted the launch had they
learned about the wing hole in time, and that would left them with
enough fuel to buzz a lot of the lower 48.  ;-)

 How about dropping the X-15 from a B52
 
..we have all the bits to do it, no?  :-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-16 Thread Oliver C.
On Thursday 16 December 2004 10:38, Thomas Förster wrote:
 Am Mittwoch 15 Dezember 2004 14:48 schrieb Oliver C.:
  On Wednesday 15 December 2004 07:35, Paul Surgeon wrote:
   I hope we either drop PUI (plib's UI) or at least do a major upgrade to
   it. We use PUI in the menus at the moment and in my opinion the widgets
   look absolutely GHASTLY.
 
  What could we use instead of PUI?
  What gui library uses OpenGL?

 For integration with existing desktops it's possibly best to use their
 native libs. QT for example provides an OpenGL widget, so all of the gui
 (menu, dialogs) could be native QT Widgets.

 Also if the sim runs in the context of a GUI it will be easy to switch
 between them at startup, i.e. 'fgfs --gui-gnome' runs a GTK based GUI,
 whereas 'fgfs --gui-qt' runs a qt based one.

 Don't know about possible performance issues, though. :-(

Using native none OpenGL GUI APIs for a in game menu ist not a good idea,
this might be acceptable for a remote display menu but not for a in game menu.
The reason is, that openGL GUIs allow to display the menu in game in front of 
the 3d scenery that's not possible with none openGL Guis because 
you need to switch from OpenGL to a 2d mode to display them.
This is mainly a comfort, performance and usability issue.

The other reason is, QT is not free on MS windows systems (only the X-Window 
version is under GPL) and GTK does offer OpenGL support only with an addional 
GTK OpenGL library which depends on 3 other gtk related librarys for OpenGL 
support, the next problem is that the OpenGL Window runs on top of the GTK 
window and not the other way.
Using QT and win32 for each plattform makes no sense, we need
a GUI API that is crossplattform compatible and runs directly in a OpenGL 
window.
Gigi the library Dave proposed could do that job.

Best Regards,
 Oliver C.








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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-16 Thread Oliver C.
On Thursday 16 December 2004 05:13, Ampere K. Hardraade wrote:

 A user may be able to access a lot of planes due to his/her experience
 points, but it will be necessary to pass the tests before he/she can truly
 unlock these planes.  Similarly, a user may unlocked a lot of scenarios,
 but enough experience points must be gained so that the required aircrafts
 in some of the scenarios can be unlocked.

Personaly i don't like it when features (especially things like airports or 
areas) are looked and require to do some other things first.
But it would be ok to lock only the learn to fly lessons, so that
everyone needs to fly each lessons in the correct order first.


 As for the Scenario Flight option, I think it will be better to include
 it within the Learn to Fly experience or the Quick Flight option, and
 leave the space for an option to the multiplayer menu in the future.

I think there is enough space to put the multiplayer option below or above the 
Sceneraio Flight options.


Best Regards,
 Oliver C.


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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-16 Thread Arnt Karlsen
On Wed, 15 Dec 2004 23:13:05 -0500, Ampere wrote in message 
[EMAIL PROTECTED]:

 On December 14, 2004 10:39 pm, Oliver C. wrote:
  What would you think about the following options:
 
  - Learn to Fly
  - Quick Flight
  - Scenario Flight
  - Configuration or Settings
  - Quit
 
  Best Regards,
  Oliver C.
 I think the Learn to Fly option is an excellent idea.  As you have
 pointed out, the tutorial can be educational as well as keeping the
 users' interests in FlightGear.  I actually expanded on this idea a
 bit.  Tell me what you think.
 
 Here is a general idea of mine:

 - Multiple scenarios (lessons) should be grouped together to form a
 course.  Each course has a topic and objective(s), and the lessons in
 the course will teach the user about the important knowledge regarding
 the subject.  We all went through school, so this is pretty self
 explanatory and I won't make any example.

 - As the user progress through the course, he/she will be rewarded
 with experience points.  These will be useful later.

 - The last scenario of each course should be (dun dun dun) a test.
 In these tests, the user will have to complete some tasks, say: fly
 one  circuit with a cessna and land dead on the center line of the
 runway. safely.  The user will earn points on 1) safety 2) following 
 regulations 3) completing the tasks.

 - When a course is passed, new course(s)/scenarios will be unlocked. 
 Also, the more experience points the user has, the more aircrafts
 he/she will have access to.

..FG-lawfully.  ;-)  Gamers obviously wanna buzz the White House in 
an X-15 or in 747 formations, or touch-and-go the Space Shuttle on any 
nice wee town's drag strip.  We have the Shuttle launching?
 
 The purpose of the above idea is not only to be educational and fun,
 but to also give motivation and provide encouragement to the users so
 that they will utilize the tutorials.  It can also prevent newbies
 from flying a 747 before he/she can handle a cessna.
  
 A user may be able to access a lot of planes due to his/her experience
 points, but it will be necessary to pass the tests before he/she can
 truly unlock these planes.  Similarly, a user may unlocked a lot of
 scenarios, but enough experience points must be gained so that the
 required aircrafts in some of the scenarios can be unlocked.
 
 Of course, being developers, we will definately want to bypass the
 above mess.  To do so, we may want to have:
 a) special codes to unlock some or everything.
 b) the ability to boot into FlightGear directly by including any
 parameters in the command line.
 
 As for the Scenario Flight option, I think it will be better to
 include it within the Learn to Fly experience or the Quick Flight
 option, and leave the space for an option to the multiplayer 

..ahem; traffic, advanced flight traing and formation flight.  ;-)

 menu in the future.
 
 Ampere


-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-16 Thread Erik Hofman
Andrew Midosn wrote:
It seems slightly odd to me to feel that 'serious'
users don't want/need a decent user interface, while
gamers do. As a Linux user, and a developer who is
happy to use command line tools, I'm certainly not
afraid of not having a GUI available. But if someone

I'm talking about full-blown simulators here, where there is no keyboard 
(or mouse) in sight of the visual system and everything has to be done 
remote, using an instructor station. Often this implies multiple display 
systems. That's one of the audiences we are targeting at. Not just the 
Joe Regular home user.

Erik
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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-16 Thread Thomas Förster
Am Mittwoch 15 Dezember 2004 14:48 schrieb Oliver C.:
 On Wednesday 15 December 2004 07:35, Paul Surgeon wrote:
  I hope we either drop PUI (plib's UI) or at least do a major upgrade to
  it. We use PUI in the menus at the moment and in my opinion the widgets
  look absolutely GHASTLY.

 What could we use instead of PUI?
 What gui library uses OpenGL?

For integration with existing desktops it's possibly best to use their native 
libs. QT for example provides an OpenGL widget, so all of the gui (menu, 
dialogs) could be native QT Widgets.

Also if the sim runs in the context of a GUI it will be easy to switch between 
them at startup, i.e. 'fgfs --gui-gnome' runs a GTK based GUI, whereas 'fgfs 
--gui-qt' runs a qt based one.

Don't know about possible performance issues, though. :-(

Thomas

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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-16 Thread Dave Martin
On Thursday 16 Dec 2004 09:07, Erik Hofman wrote:

 I'm talking about full-blown simulators here, where there is no keyboard
 (or mouse) in sight of the visual system and everything has to be done
 remote, using an instructor station. Often this implies multiple display
 systems. That's one of the audiences we are targeting at. Not just the
 Joe Regular home user.

 Erik

I second this.

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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-16 Thread Christian Mayer
Thomas Förster schrieb:
Am Mittwoch 15 Dezember 2004 14:48 schrieb Oliver C.:
On Wednesday 15 December 2004 07:35, Paul Surgeon wrote:
I hope we either drop PUI (plib's UI) or at least do a major upgrade to
it. We use PUI in the menus at the moment and in my opinion the widgets
look absolutely GHASTLY.
What could we use instead of PUI?
What gui library uses OpenGL?
Well, I don't think that replacing PUI has a high priority.
I doesn't look that bad (but doesn't mirror the OS style). And it get's 
drawn by OpenGL with a low overhead.

So we should improve the underlaying functionality first, bevore we 
consider exchanging PUI.

For integration with existing desktops it's possibly best to use their native 
libs. QT for example provides an OpenGL widget, so all of the gui (menu, 
dialogs) could be native QT Widgets.

Also if the sim runs in the context of a GUI it will be easy to switch between 
them at startup, i.e. 'fgfs --gui-gnome' runs a GTK based GUI, whereas 'fgfs 
--gui-qt' runs a qt based one.

Don't know about possible performance issues, though. :-(
This sounds like unlimited resources where you can afford the luxurity 
to code a GNOME, as Qt, a Windows, a MacOS, a [...] interface...

A Qt only interface sounds good - but Qt isn't free for Windows (you'll 
only get an 30 day evaluation copy IIRC), so we can't use it :(

CU,
Christian
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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-15 Thread Paul Surgeon
On Wednesday, 15 December 2004 01:02, Ampere K. Hardraade wrote:
 Yes.  User friendliness is a major issue that has to be deal with.  Many
 people, even a classmate of mine, point out that the user interface is
 crappy.

rant
I hope we either drop PUI (plib's UI) or at least do a major upgrade to it.
We use PUI in the menus at the moment and in my opinion the widgets look 
absolutely GHASTLY.

Some of the widgets like listbox don't even have the ability to select and 
element in a clear way. Graying out a selected item is stupid.

Plus they don't scale according to screen size or have properties for 
different user sizes.
If a user wants small menus and icons they should be the same size for any  
screen resolution.
/rant

Paul

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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-15 Thread Erik Hofman
Paul Surgeon wrote:
On Wednesday, 15 December 2004 06:56, Dave Martin wrote:
On December 14, 2004 08:05 am, Ironhell3 . wrote:
I believe that flightgear is a great game
I don't know about anyone else but FlightGear doesn't really sit with me as
a 'game' at all.
It is a Simulation and there is a big distinction in that.
It sits with me like water off a duck's back.
One gets used to gamers calling a flight simulator a game.
Even the MSFS and X-Plane guys get upset when a noob arrives and calls it a 
game so just do what I do - ignore it.
Well, at least it points out to the user that the user interface isn't 
necessarily a high priority. For now FlightGear has been used and 
improved by research projects and certified simulator developers.

So far we have been able to satisfy every one to some degree, but (and I 
sure hope not) there might be a time that both user bases start to 
conflict in the code.

That's the exact reason why I like fgrun much, it allows home users to 
start FlightGear using a graphical user interface (albeit not one they 
might be used to) and allows serious projects to keep working on what's 
relevant to them. They are often the ones that implement the features 
that matter after all.

Erik
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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-15 Thread Dave Martin
On Wednesday 15 Dec 2004 06:36, Paul Surgeon wrote:

 It sits with me like water off a duck's back.
 One gets used to gamers calling a flight simulator a game.
 Even the MSFS and X-Plane guys get upset when a noob arrives and calls it a
 game so just do what I do - ignore it.

 Paul

I was more making the point that as software, MSFS and X-Plane never refer to 
themselves as a 'game'.

New users / gamers calling it a game themselves is fine but you don't find the 
term 'game' in the UI menus etc if you see what I mean ;)

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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-15 Thread Dave Martin
On Wednesday 15 Dec 2004 13:48, Oliver C. wrote:

 What could we use instead of PUI?
 What gui library uses OpenGL?


 Best Regards,
  Oliver C.

Did a little searching and the best I could come up with is GG 
http://gigi.sourceforge.net

It's an OpenGL based GUI library but it apparently uses SDL for input.

disclaimer: I am no programmer (haven't tested it or anything).

There are some screenshots over at the Free-Orion project and it does look 
pretty but whether or not it could be implemented is another matter ;)

Screenshot (in FreeOrion) 
http://www.freeorion.org/index.php?page=4smartor_mode=album_showpagefull=pic_id=3

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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-15 Thread Ampere K. Hardraade
On December 14, 2004 10:39 pm, Oliver C. wrote:
 What would you think about the following options:

 - Learn to Fly
 - Quick Flight
 - Scenario Flight
 - Configuration or Settings
 - Quit

 Best Regards,
  Oliver C.
I think the Learn to Fly option is an excellent idea.  As you have pointed 
out, the tutorial can be educational as well as keeping the users' interests 
in FlightGear.  I actually expanded on this idea a bit.  Tell me what you 
think.

Here is a general idea of mine:
- Multiple scenarios (lessons) should be grouped together to form a course.  
Each course has a topic and objective(s), and the lessons in the course will 
teach the user about the important knowledge regarding the subject.  We all 
went through school, so this is pretty self explanatory and I won't make any 
example.
- As the user progress through the course, he/she will be rewarded with 
experience points.  These will be useful later.
- The last scenario of each course should be (dun dun dun) a test.  In 
these tests, the user will have to complete some tasks, say: fly one circuit 
with a cessna and land dead on the center line of the runway. safely.  The 
user will earn points on 1) safety 2) following regulations 3) completing the 
tasks.
- When a course is passed, new course(s)/scenarios will be unlocked.  Also, 
the more experience points the user has, the more aircrafts he/she will have 
access to.

The purpose of the above idea is not only to be educational and fun, but to 
also give motivation and provide encouragement to the users so that they will 
utilize the tutorials.  It can also prevent newbies from flying a 747 before 
he/she can handle a cessna.

A user may be able to access a lot of planes due to his/her experience points, 
but it will be necessary to pass the tests before he/she can truly unlock 
these planes.  Similarly, a user may unlocked a lot of scenarios, but enough 
experience points must be gained so that the required aircrafts in some of 
the scenarios can be unlocked.

Of course, being developers, we will definately want to bypass the above mess.  
To do so, we may want to have:
a) special codes to unlock some or everything.
b) the ability to boot into FlightGear directly by including any parameters in 
the command line.



As for the Scenario Flight option, I think it will be better to include it 
within the Learn to Fly experience or the Quick Flight option, and leave 
the space for an option to the multiplayer menu in the future.

Ampere

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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-15 Thread Oliver C.
On Wednesday 15 December 2004 07:35, Paul Surgeon wrote:
 I hope we either drop PUI (plib's UI) or at least do a major upgrade to it.
 We use PUI in the menus at the moment and in my opinion the widgets look 
 absolutely GHASTLY.

What could we use instead of PUI?
What gui library uses OpenGL?


Best Regards,
 Oliver C.

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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-15 Thread Andrew Midosn
 --- Erik Hofman [EMAIL PROTECTED] wrote: 
 Well, at least it points out to the user that the
 user interface isn't 
 necessarily a high priority. For now FlightGear has
 been used and 
 improved by research projects and certified
 simulator developers.
 
 So far we have been able to satisfy every one to
 some degree, but (and I 
 sure hope not) there might be a time that both user
 bases start to 
 conflict in the code.
 
It seems slightly odd to me to feel that 'serious'
users don't want/need a decent user interface, while
gamers do. As a Linux user, and a developer who is
happy to use command line tools, I'm certainly not
afraid of not having a GUI available. But if someone
wants to provide something to make my life easier
(like allowing me to browse through a list of airports
rather than having to remember the codes for example),
then I'm not going to turn my nose up at it. The
important thing, I feel, is that any user interface
should be carefully designed so that it makes the
user's experience of the program easier, and more
intuitive. Too often the interface just gets in the
way and makes things worse.

Certainly keep the command line options - they are
extremely useful for those who understand them. Even
make the program start without a UI by default. But
don't ignore the idea of a user interface purely
because FlightGear is a 'serious' application.

Just my opinion, of course.

Regards

Andrew



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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-14 Thread Christian Mayer
Ironhell3 . schrieb:
I believe that flightgear is a great game but in my opinion it is not 
very user friendly.In order to have more users trying our game and thus 
provide more feedback we have to make some steps:

1) Update the splash screens. We have the same ugly splash screens for 
the past 3 years
Good point. Where are the splash screens you prefer?
(Hint: That's a good place to start to contribute, even when you don't 
know how to program)

2) Use a menu to select starting aircraft and airports. We should init 
the game with very minimum code and then present to the user a nice menu 
with the logo of FG and two scrollbars, one for the aircrafts and one 
for the airports. This data could be updated dynamically based on which 
aircrafts we have in the installation directory
I second that. But as I'm now contributing code for that I shouldn't 
talk too lound... :)

3)Work on the multiplayer part. It would be very fun if two or more 
players could connect to one of them running the server and fly 
together. I know there is initiall work on this but i don't thing it is 
very usable at the moment
That's something *I* do not need. But again, those how programm decide...
CU,
Christian
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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-14 Thread Ampere K. Hardraade
On December 14, 2004 08:05 am, Ironhell3 . wrote:
 I believe that flightgear is a great game but in my opinion it is not very
 user friendly.In order to have more users trying our game and thus provide
 more feedback we have to make some steps:
Yes.  User friendliness is a major issue that has to be deal with.  Many 
people, even a classmate of mine, point out that the user interface is 
crappy.

 1) Update the splash screens. We have the same ugly splash screens for the
 past 3 years
While we are at it, we may also want to update the screenshots on our website.  
They are *really* getting old.  We may also want to update our objectives on 
this page: http://flightgear.org/goals.html

 2) Use a menu to select starting aircraft and airports. We should init the
 game with very minimum code and then present to the user a nice menu with
 the logo of FG and two scrollbars, one for the aircrafts and one for the
 airports. This data could be updated dynamically based on which aircrafts
 we have in the installation directory
I have a similar idea as well, so do many other people.

We should have a main menu that allows the user to select:
- Start a game
- Start a multiplayer game
- Configuration
- Quit

Each option, except the last one, will lead to a new page.  For example, the 
Start a game page will allow the user to pick the aircraft, choose an 
airport, select the weather, etc.  The configuration page will allow the user 
to setup joysticks, change graphic settings etc.

I can do a quick sketch if anyone wants to see my design. =P

 3)Work on the multiplayer part. It would be very fun if two or more players
 could connect to one of them running the server and fly together. I know
 there is initiall work on this but i don't thing it is very usable at the
 moment
I believe that is still being worked on?

Ampere

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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-14 Thread Ampere K. Hardraade
On December 14, 2004 08:48 am, Ironhell3 . wrote:
 For the splash screens we could organise a contest from users (yes, just
 like gimp and others do) and select the 5-6 top spashes for inclusion.
 Finally for the multi part i will check the code to see if i can help.This
 is where all the fun is :P
If it is agreed that we should have a new splash screen, I can start a thread 
for design collection on Avsim.

Ampere

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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-14 Thread Oliver C.
On Wednesday 15 December 2004 00:02, Ampere K. Hardraade wrote:

  2) Use a menu to select starting aircraft and airports. We should init
  the game with very minimum code and then present to the user a nice menu
  with the logo of FG and two scrollbars, one for the aircrafts and one for
  the airports. This data could be updated dynamically based on which
  aircrafts we have in the installation directory

 I have a similar idea as well, so do many other people.

 We should have a main menu that allows the user to select:
 - Start a game
 - Start a multiplayer game
 - Configuration
 - Quit

 Each option, except the last one, will lead to a new page.  For example,
 the Start a game page will allow the user to pick the aircraft, choose an
 airport, select the weather, etc.  The configuration page will allow the
 user to setup joysticks, change graphic settings etc.

 I can do a quick sketch if anyone wants to see my design. =P

What would you think about the following options:

- Learn to Fly
- Quick Flight
- Scenario Flight
- Configuration or Settings
- Quit

The Option Learn to Fly should be an interactive in game tutorial that 
teaches a new user how to flight. Flitetutor might be here the ideal thing.
 flitetutor.sf.net
This is imo a very important feature, because people who never learned to fly
try flightgear and don't know what to do or how to fly.
In the end this leads to the the situation that they use flightgear only to
fly around and look at the scenery, after that they don't know what to do 
next, they get bored and uninstall flightgear.
If they knew how to do vfr or instrument flight  or could learn it
they would have a new challenging goal.

The option quick flight allows the user to just jump
in, after the user has seleceted the aircraft, the airport and set the weather 
condition.

The scenario flight could be a list of flights where the user chooses one 
scenerio.
Each sceneraio is a task where the user needs to achieve
a goal. Like flying with a cessna from Geneva to Milan over the Alps
Or Flying from Miami to Havana at low fuel.
etc.

The rest of the options is the same you described before.

Best Regards,
 Oliver C.




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RE: [Flightgear-devel] Things to do to improve Flightgear

2004-12-14 Thread heckelyu

 I believe that flightgear is a great game but in my opinion it is not
 very user friendly.In order to have more users trying our game and
thus 
 provide more feedback we have to make some steps:
 
 1) Update the splash screens. We have the same ugly splash screens for
 the past 3 years

Good point. Where are the splash screens you prefer?
(Hint: That's a good place to start to contribute, even when you don't 
know how to program)

I really love the existing splash pictures. :-) I think if you like some
other pictures, you can simple replace the 6 RGB files in the folder:

$FG_ROOT/Textures/splash.rgb, splash1~5.rgb



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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-14 Thread Erik Hofman
Ironhell3 . wrote:
I believe that flightgear is a great game but in my opinion it is not 
very user friendly.In order to have more users trying our game and thus 
provide more feedback we have to make some steps:

1) Update the splash screens. We have the same ugly splash screens for 
the past 3 years

2) Use a menu to select starting aircraft and airports. We should init 
the game with very minimum code and then present to the user a nice menu 
with the logo of FG and two scrollbars, one for the aircrafts and one 
for the airports. This data could be updated dynamically based on which 
aircrafts we have in the installation directory

3)Work on the multiplayer part. It would be very fun if two or more 
players could connect to one of them running the server and fly 
together. I know there is initiall work on this but i don't thing it is 
very usable at the moment
Ah, a pretentious individual,
we are anctiously awaiting any contributions!
But seriously, yes we could use some new splash screens and screenshots 
for the index page. Work on the aircraft menu has begun a year ago but 
requires some internal changes to get it working. And several groups or 
individuals have stated they wanted to code multiplayer support, but 
none of them ever finished it.

Erik
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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-14 Thread Dave Martin
On December 14, 2004 08:05 am, Ironhell3 . wrote:
  I believe that flightgear is a great game

I don't know about anyone else but FlightGear doesn't really sit with me as a 
'game' at all.

It is a Simulation and there is a big distinction in that.

Indeed, most simulations that take themselves even half-way seriously avoid 
the term 'game' altogether. It would possibly even be misleading to the 
potential user to involve the word game as for a non-simulation enthusiast, 
FG would probably be neither 'fun' nor entertaining.

On Wednesday 15 December 2004 00:02, Ampere K. Hardraade wrote:

What would you think about the following options:

- Learn to Fly
- Quick Flight
- Scenario Flight
- Configuration or Settings
- Quit

I'd prefer terminology like that - (no refernces to 'video game' etc ;) )

Of course, I would wan't an option to invoke fgfs *without* any such menus 
appearing or menu-subsystems being loaded ;)

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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-14 Thread Paul Surgeon
On Wednesday, 15 December 2004 06:56, Dave Martin wrote:
 On December 14, 2004 08:05 am, Ironhell3 . wrote:
   I believe that flightgear is a great game

 I don't know about anyone else but FlightGear doesn't really sit with me as
 a 'game' at all.

 It is a Simulation and there is a big distinction in that.

It sits with me like water off a duck's back.
One gets used to gamers calling a flight simulator a game.
Even the MSFS and X-Plane guys get upset when a noob arrives and calls it a 
game so just do what I do - ignore it.

Paul

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[Flightgear-devel] Things to do to improve Flightgear

2004-12-13 Thread Ironhell3 .
I believe that flightgear is a great game but in my opinion it is not very 
user friendly.In order to have more users trying our game and thus provide 
more feedback we have to make some steps:

1) Update the splash screens. We have the same ugly splash screens for the 
past 3 years

2) Use a menu to select starting aircraft and airports. We should init the 
game with very minimum code and then present to the user a nice menu with 
the logo of FG and two scrollbars, one for the aircrafts and one for the 
airports. This data could be updated dynamically based on which aircrafts we 
have in the installation directory

3)Work on the multiplayer part. It would be very fun if two or more players 
could connect to one of them running the server and fly together. I know 
there is initiall work on this but i don't thing it is very usable at the 
moment

Thanks
_
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RE: [Flightgear-devel] Things to do to improve Flightgear

2004-12-13 Thread Jon Berndt
 For the splash screens we could organise a contest from users (yes, just
 like gimp and others do) and select the 5-6 top spashes for inclusion.
 Finally for the multi part i will check the code to see if i can help.This
 is where all the fun is :P

I might have a look at doing some splash screens over the Christmas holidays. 
Every once
in a while I have to stop programming for a day or two to do something else 
creative! :-)
As an example, I just took on the role of revamping the local chapter AIAA 
newsletter and
doing some writing for it. I think the new logo came out pretty good.
www.aiaa-houston.org/newsletter.

Jon


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[Flightgear-devel] Things to do to improve Flightgear

2004-12-13 Thread Ironhell3 .
unfortunately i don't know nothing about the FG's interiors, but i have 
experience in game programming (although in c and not c++). There should be 
a split up in the code: the initialization part and the scene 
loading/dynamics init/Ai code etc.
After the initial init, we can have the menu and choose aircraft airport and 
probably ai scenario (we could have them like missions). i don't believe it 
is _too_ hard to make such a split. It is sadly i don't have any time for 
now to contibute.
For the splash screens we could organise a contest from users (yes, just 
like gimp and others do) and select the 5-6 top spashes for inclusion.
Finally for the multi part i will check the code to see if i can help.This 
is where all the fun is :P

PS: in my first post i forgot to say a big thanks for this great game
_
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