Okay, here is an updated announcement text:

Thanks everybody for the comments / updates. In addition to those, I also fixed 
a few typos of my own and fixed some inconsistencies in Capitalization.

A couple of replies to selected questions below:

Chris Wilkinson wrote:
> but is there any progress towards getting shadows working? Reimplementation 
> of those in my humble opninion would be the final layer of icing on an 
> already very tasty cake

As far as I know, Tim Moore has been working on laying the basis for this. I'm 
not sure what the exact status is at the moment. 

Heiko Schulz asked:

> How can we do that? So much as I know it isn't documented yet and still in 
> work?

Erik Hofman replied:
> Indeed, I haven't looked at that part yet. It is designed to allow easy 
> addition of it though.

I'm just wondering: Should I leave the referring sentence in the announcement, 
or does it need modification?

Torsten Dreyer wrote:
>Just a tiny request: either associate each feature with the respective name or 
>none. I'd prefer the latter.

Agreed. The names were only used by way of annotation, as I was going through 
the log files. 


Cheers,
Durk

=====================================================

FlightGear 2.0.0. reflects the maturation of the OpenSceneGraph port that 
started with the previous 1.9.0 release. In addition to many internal code 
improvements, FlightGear 2.0.0. marks the introduction of many new 
exciting improvements in the graphics and sound system, as well as improved 
usability of key features, and improved behavior of exsisting features. 
Highlights of this new version include: Dramatic new 3D clouds, 
dramatic lighting conditions, improved support for custom scenery, and many 
many new and detailed aircraft models.

Sound 
  * Complete overhaul of the sound code
  * doppler effects
  * distance attenuation
  * 3D positional sound sources
  * assignment of sound sources to external objects (i.e. AI controlled 
aircraft)
  * User selection of the sound device

Visual Effects
  * Use of Shaders for dynamic textures
  * Use of Effects files
  * Improved 3D clouds
  * Color changes based on humidity and other weather effects allow for very 
dramatic lighting conditions
  * Dynamic water textures
  * Text animation based on OSGText

Usability
  * Allow screenshots in more common file formats
  * User selectable sound device
  * More intuitive selection of the weather settings through the GUI and/or 
commandline

Infrastructure
  * Airport geometry data can be read from the scenery, allowing for more 
flexible regeneration of terrain tiles

Internals
  * Improved efficiency of the property tree
  * A more efficient ground cache
  * Many improvements to the route management code
  * Removed many compiler warnings
  * More realistic atmosphere model

Behavior
  * More realistic ILS behavior
  * Autopilot improvements
  * A generic autobrake function
  * Winds over mountainous areas cause up- and downdrafts that can be used for 
gliding
  * More realistic behavior of the route manager
  * Wild fires, which can be extinquished by firefigher aircraft operating 
across the multplayer server
  * Navaid frequencies and radials can be transmitted to Atlas

Utilities
  * A python script to visualize Yasim configuration files in Blender

AI
  * Allow traffic departing and arriving at the same airport
  * Add Ground Vehicles - including automobiles, trucks, articulated trucks, 
trains (including high speed trains)
  * ATC interactions between AI aircraft and ground controllers
  * Performance characteristics of AI aircraft can be specified in a 
performance database
  * Push-back vehicles are available for a selected number of aircraft
  * Add escorts for AI carrier - frigates, guided missile cruiser, amphibious 
warfare ships now make up the Vinson Battle Group
  * Improved radar functionality - now detects AI escorts etc.
  * AI objects are now solid (i.e. users can collide with them)
  * Some preliminary support for SID/STAR procedures for AI aircraft

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