Re: [Flightgear-devel] Things to do to improve Flightgear
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 [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Things to do to improve Flightgear
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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Things to do to improve Flightgear
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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Things to do to improve Flightgear
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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Things to do to improve Flightgear
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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Things to do to improve Flightgear
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Things to do to improve Flightgear
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Things to do to improve Flightgear
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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Things to do to improve Flightgear
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Things to do to improve Flightgear
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Things to do to improve Flightgear
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Things to do to improve Flightgear
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 ;) ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Things to do to improve Flightgear
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Things to do to improve Flightgear
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Things to do to improve Flightgear
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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Things to do to improve Flightgear
--- 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 ___ Win a castle for NYE with your mates and Yahoo! Messenger http://uk.messenger.yahoo.com ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Things to do to improve Flightgear
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Things to do to improve Flightgear
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Things to do to improve Flightgear
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Things to do to improve Flightgear
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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Things to do to improve Flightgear
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Things to do to improve Flightgear
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Things to do to improve Flightgear
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 ;) ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Things to do to improve Flightgear
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Things to do to improve Flightgear
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 _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Things to do to improve Flightgear
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Things to do to improve Flightgear
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 _ FREE pop-up blocking with the new MSN Toolbar - get it now! http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d