Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future

2004-12-29 Thread Jon Stockill
Dave Martin wrote: On Tuesday 28 Dec 2004 23:38, Jon Stockill wrote: Would it not be easier to generate an image containing all the required characters in known positions so that they could be displayed in the correct position - otherwise you're creating a dependency on imagemagick, which is not

Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future

2004-12-29 Thread Arnt Karlsen
On Tue, 28 Dec 2004 23:33:16 +, Dave wrote in message [EMAIL PROTECTED]: On Tuesday 28 Dec 2004 23:16, Arnt Karlsen wrote: On Tue, 28 Dec 2004 21:28:08 +, Dave wrote in message [EMAIL PROTECTED]: If it were to be done, it could be limited to aircraft that it would be

Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future

2004-12-29 Thread Durk Talsma
On Wednesday 29 December 2004 00:33, Dave Martin wrote: I was thinking more about callsigns; if each AI aircraft is given a callsign, they could then take a registration from a pool (simple list) of correct registrations for their 'type' (ie: SqueezyJet 737) If a registration is taken by an AI

Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future

2004-12-28 Thread Paul Surgeon
On Tuesday, 28 December 2004 22:24, Dave Martin wrote: So I made it write a text string in a freefont typeface onto an aircraft texture - Not that it was in the right place but that is only a question of knowing the right co-ordinates to start at. This will work if we know exactly how the

Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future

2004-12-28 Thread Dave Martin
On Tuesday 28 Dec 2004 20:54, Paul Surgeon wrote: On Tuesday, 28 December 2004 22:24, Dave Martin wrote: So I made it write a text string in a freefont typeface onto an aircraft texture - Not that it was in the right place but that is only a question of knowing the right co-ordinates to

Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future

2004-12-28 Thread David Megginson
On Tue, 28 Dec 2004 17:56:24 -0500, Ampere K. Hardraade [EMAIL PROTECTED] wrote: What you want to print on the aircraft is its registration number, not the callsign. Right -- for private aircraft and commercial aircraft not flying for a proper organization, the callsign and registration number

Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future

2004-12-28 Thread Dave Martin
On Tuesday 28 Dec 2004 22:56, Ampere K. Hardraade wrote: On December 28, 2004 03:24 pm, Dave Martin wrote: For AI traffic (or multiplay) where any given aircraft has its own callsign, when the texture for that callsign is loaded, Imagemagick can quickly and quietly write the callsign onto

Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future

2004-12-28 Thread Arnt Karlsen
On Tue, 28 Dec 2004 21:28:08 +, Dave wrote in message [EMAIL PROTECTED]: If it were to be done, it could be limited to aircraft that it would be compatible with. Say, if the aircraft were in a certain airline livery, you could be sure of the reg position. ..shouldn't the livery

Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future

2004-12-28 Thread Dave Martin
On Tuesday 28 Dec 2004 23:16, Arnt Karlsen wrote: On Tue, 28 Dec 2004 21:28:08 +, Dave wrote in message [EMAIL PROTECTED]: If it were to be done, it could be limited to aircraft that it would be compatible with. Say, if the aircraft were in a certain airline livery, you could be

Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future

2004-12-28 Thread Jon Stockill
Dave Martin wrote: On Tuesday 28 Dec 2004 20:54, Paul Surgeon wrote: On Tuesday, 28 December 2004 22:24, Dave Martin wrote: So I made it write a text string in a freefont typeface onto an aircraft texture - Not that it was in the right place but that is only a question of knowing the right

Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future

2004-12-28 Thread Dave Martin
On Tuesday 28 Dec 2004 23:38, Jon Stockill wrote: Would it not be easier to generate an image containing all the required characters in known positions so that they could be displayed in the correct position - otherwise you're creating a dependency on imagemagick, which is not a small