Holger Wirtz

> Sent: 03 September 2007 07:11
> To: FlightGear developers discussions
> Subject: Re: [Flightgear-devel] Addition of true comms in multiplayer

... Snip ... 

> > I'm not sure what the best approach would be, but I am inclined to 
> > think it would be somehow talking to an existing VOIP 
> client via IPC 
> > and driving it to join/create the appropriate conference 
> channels. I'm 
> > not aware of any client that can be driven in this way, and 
> I'm almost 
> > sure that there's nothing cross-platform to fit the bill. You could 
                              ^^^^^^^^^^^^^^
This has concerned me for some time on this development.

> > rip the SIP code out of something like Twinkle, but I'd 
> advise against 
> > that for one simple reason: getting VOIP working 
> (especially SIP) is 
> > hard enough when you've got a full-featured softphone or ATA or IP 
> > phone. Stick things behind a façade like a FlightGear radio and it 
> > will be all the more difficult to troubleshoot and 60%-70% 
> will simply 
> > be unable to get it working. I know that sounds like exaggerated 
> > pessimism, but in my experience there's always *something* 
> that goes 
> > wrong in configuring VOIP.
> 
> I don't think that all implementations of FGCOM will work out 
> of the box. The real problem is that I cannot distribute a 
> static binary - it won't work at this time (and I don't know 
> why) - everyone has to compile the sources. But my hope is 
> that it will work for 90% of the users who know gcc and how 
> to install libraries.
> 

That would be 90% of the 10% who aren't Windows users then? Don't forget
that by far the majority of our users out there are on Windows, as opposed
to the developers for whom the ratio is probably reversed. We are
cross-platform, and anything you develop should ideally conform to this
policy. I do appreciate that this might be impracticable at this time.

Vivian


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