Re: [Flightgear-devel] suggestions/questions regarding multiplayer

2005-08-01 Thread David Luff
Harald JOHNSEN writes: Oliver Schroeder wrote: 2) chat messages [...] protocoll supports chat-messages and the ATC-module has functions to queue and display them on screen. So it should'nt be too hard to combine them and enable chat-messages. Somebody willing to give it a try?

Re: [Flightgear-devel] suggestions/questions regarding multiplayer

2005-08-01 Thread Arnt Karlsen
On Mon, 1 Aug 2005 18:59:21 +0100, David wrote in message [EMAIL PROTECTED]: Harald JOHNSEN writes: Oliver Schroeder wrote: 2) chat messages [...] protocoll supports chat-messages and the ATC-module has functions to queue and display them on screen. So it should'nt be too hard

Re: [Flightgear-devel] suggestions/questions regarding multiplayer

2005-07-21 Thread Oliver Schroeder
Am Wednesday 20 July 2005 10:46 schrieb Vivian Meazza: Oliver Schroeder I *think* that the flightgear client is kind of to big and this kind of program (lets call it injector) does not need all of its functions. Eg. there is no rendering, ATC(?), Autopilot, Audio and others needed. Maybe

Re: [Flightgear-devel] suggestions/questions regarding multiplayer

2005-07-21 Thread Andy Ross
And remember that a robust implementation can get big speedups by handling Mostyn Gale wrote: Andy Ross wrote: The best way to do this is actually dynamic: the server gets to send the X most important objects to each client per update. Importance can be defined in screen space -- think of

Re: [Flightgear-devel] suggestions/questions regarding multiplayer

2005-07-20 Thread Oliver Schroeder
Am Tuesday 19 July 2005 19:27 schrieb Harald JOHNSEN: Oliver Schroeder wrote: 1) out of reach [...] I think the range should be user configurable. So it's possibly a good idea to include a similar check in the flightgear client. The server does a precheck, i.e. does not send packets from

Re: [Flightgear-devel] suggestions/questions regarding multiplayer

2005-07-20 Thread Oliver Schroeder
Am Tuesday 19 July 2005 18:05 schrieb Vivian Meazza: Oliver Schroeder 3) artificial life at airports [...] Would a dedicated instance of FlightGear running all the AI traffic needed and passing them to the server for distribution to all players do the trick? (filtering by range if that's

RE: [Flightgear-devel] suggestions/questions regarding multiplayer

2005-07-20 Thread Vivian Meazza
Oliver Schroeder Am Tuesday 19 July 2005 18:05 schrieb Vivian Meazza: Oliver Schroeder 3) artificial life at airports [...] Would a dedicated instance of FlightGear running all the AI traffic needed and passing them to the server for distribution to all players do the trick?

Re: [Flightgear-devel] suggestions/questions regarding multiplayer

2005-07-20 Thread Josh Babcock
Oliver Schroeder wrote: I don't think it's a good idea to handle chat messages in another way then messages from ATC (or any other type of conversation). There should be one interface for all types of messages and every module (currently ATC and maybe chat messages in the near future)

Re: [Flightgear-devel] suggestions/questions regarding multiplayer

2005-07-20 Thread Josh Babcock
Oliver Schroeder wrote: Am Tuesday 19 July 2005 18:05 schrieb Vivian Meazza: Oliver Schroeder 3) artificial life at airports [...] Would a dedicated instance of FlightGear running all the AI traffic needed and passing them to the server for distribution to all players do the trick? (filtering

[Flightgear-devel] suggestions/questions regarding multiplayer

2005-07-20 Thread Mostyn Gale
Andy wrote: The best way to do this is actually dynamic: the server gets to send the X most important objects to each client per update. Importance can be defined in screen space -- think of it as the number of pixels of error that the receiving client would have if the update were not sent.

[Flightgear-devel] suggestions/questions regarding multiplayer

2005-07-19 Thread Oliver Schroeder
Hello List, some of you may already have taken notice of my multiplayer server for flightgear (http://www.o-schroeder.de/fg_server). It's working quite well in sane environments but I want to improve it and therefor have some questions you may be able to answer. 1) out of reach The server

Re: [Flightgear-devel] suggestions/questions regarding multiplayer

2005-07-19 Thread Ralf Gerlich
Hello, 3) artificial life at airports The server gives a lot of opportunities. One of the first things which came to my mind was artificial traffic at airports. It should be fairly easy to write clients in any (network capable) language which do simulate a client. This can be simply a

Re: [Flightgear-devel] suggestions/questions regarding multiplayer

2005-07-19 Thread Frederic Bouvier
Quoting Oliver Schroeder : 1) out of reach The server receives position information of clients and thus should be able to calculate the distance of two given clients (measured in nautical miles, disregarding height) so it is able to decide if it has to send packets to a client or not. In

Re: [Flightgear-devel] suggestions/questions regarding multiplayer

2005-07-19 Thread Vassilii Khachaturov
So the question is: How can I easily calculate the distance and how many nautical miles are out of reach (thinking of e.g. radar systems) ? It could be that VFR-equipped planes (esp. those w/o radar) only need things within the visibility range. I don't know about airborne radars, never flew

Re: [Flightgear-devel] suggestions/questions regarding multiplayer

2005-07-19 Thread Andy Ross
Frederic Bouvier wrote: Oliver Schroeder wrote: So the question is: How can I easily calculate the distance and how many nautical miles are out of reach (thinking of e.g. radar systems) ? You can compute distance at an altitude using SimGear functions Ack, don't even *think* about doing

Re: [Flightgear-devel] suggestions/questions regarding multiplayer

2005-07-19 Thread Harald JOHNSEN
Oliver Schroeder wrote: 1) out of reach [...] So the question is: How can I easily calculate the distance and how many nautical miles are out of reach (thinking of e.g. radar systems) ? I think the range should be user configurable. For VFR we have a nearly hard coded limit of 10 NM from

Re: [Flightgear-devel] suggestions/questions regarding multiplayer

2005-07-19 Thread Dave Culp
So the question is: How can I easily calculate the distance and how many nautical miles are out of reach (thinking of e.g. radar systems) ? You can compute distance at an altitude using SimGear functions Ack, don't even *think* about doing the math in a GIS datum. I agree. You

RE: [Flightgear-devel] suggestions/questions regarding multiplayer

2005-07-19 Thread Vivian Meazza
Oliver Schroeder some of you may already have taken notice of my multiplayer server for flightgear (http://www.o-schroeder.de/fg_server). It's working quite well in sane environments but I want to improve it and therefor have some questions you may be able to answer. ... snip ... 3)

Re: [Flightgear-devel] suggestions/questions regarding multiplayer

2005-07-19 Thread Ampere K. Hardraade
On July 19, 2005 06:33 am, Oliver Schroeder wrote: 1) out of reach . . . This will need to apply on chat messages as well. 3) artificial life at airports . . . There is a traffic manager in FlightGear. May be you can make use of that. On July 19, 2005 01:27 pm, Harald JOHNSEN wrote: For

RE: [Flightgear-devel] suggestions/questions regarding multiplayer

2005-07-19 Thread Vivian Meazza
Ampere K. Hardraade ... snip ... As Pigeon said, make that a separate window, because the ATC line is allready nearly impossible to read ;) It should not be hard to code but the atc code is not good for that (anyway it does not queue messages). I agree. That ATC line is horrible.