Re: [Flightgear-devel] Overhaulling the networking code (was: Multiplayer crashes with unknown aircrafts, any solution?)

2005-07-19 Thread Oliver Schroeder
Am Friday 15 July 2005 23:34 schrieb Ampere K. Hardraade: I think it will be more flexible if the networking portion of FlightGear can be modified to exchange properties. For starter, the nodes /accelerations, /positions, and /surface-positions can be exchanged among users. Properties under

Re: [Flightgear-devel] Overhaulling the networking code

2005-07-18 Thread Andy Ross
Ampere K. Hardraade wrote: I think it will be more flexible if the networking portion of FlightGear can be modified to exchange properties. For starter, the nodes /accelerations, /positions, and /surface-positions can be exchanged among users. Properties under /accelerations can allow one

Re: [Flightgear-devel] Overhaulling the networking code

2005-07-18 Thread Andy Ross
Ampere K. Hardraade wrote: How about creating root-less nodes to act as seperated property trees for these aircrafts? This way, it will be easier to fool the animation files of these aircrafts into taking the proper values. Yes, exactly. They don't need to be rootless, just detached from

Re: [Flightgear-devel] Overhaulling the networking code

2005-07-18 Thread Erik Hofman
Andy Ross wrote: Ampere K. Hardraade wrote: How about creating root-less nodes to act as seperated property trees for these aircrafts? This way, it will be easier to fool the animation files of these aircrafts into taking the proper values. Yes, exactly. They don't need to be rootless,

Re: [Flightgear-devel] Overhaulling the networking code (was: Multiplayer crashes with unknown aircrafts, any solution?)

2005-07-17 Thread Mathias Fröhlich
Hi, this is a very good idea IMO. I was thinking about a very similar approach but never had the time and not yet the actual need to follow that. If you do something like that, you might take care for the MATHWORKS guys which use the network code like it is at the moment. So one will need

Re: [Flightgear-devel] Overhaulling the networking code

2005-07-17 Thread Harald JOHNSEN
Ampere K. Hardraade wrote: [...]As to /surface-positions, the properties inside this node can allow one to see the animations of others correctly. Displaying an animated aircraft won't be easy. Animation code in xml file is refering properties from the FG property tree (ie the user

RE: [Flightgear-devel] Overhaulling the networking code

2005-07-17 Thread Vivian Meazza
Harald JOHNSEN Ampere K. Hardraade wrote: [...]As to /surface-positions, the properties inside this node can allow one to see the animations of others correctly. Displaying an animated aircraft won't be easy. Animation code in xml file is refering properties from the FG property

Re: [Flightgear-devel] Overhaulling the networking code

2005-07-17 Thread Harald JOHNSEN
Vivian Meazza wrote: Multiplayer models are already animated - gear goes up/down correctly. The problem is that all models are controlled by the receiving player, not the transmitting one. Shouldn't be too hard to fix. Is this the right approach? Could we include e.g. the gear up command in a

RE: [Flightgear-devel] Overhaulling the networking code

2005-07-17 Thread Vivian Meazza
Harald JOHNSEN Vivian Meazza wrote: Multiplayer models are already animated - gear goes up/down correctly. The problem is that all models are controlled by the receiving player, not the transmitting one. Shouldn't be too hard to fix. Is this the right approach? Could we include

Re: [Flightgear-devel] Overhaulling the networking code

2005-07-17 Thread Vassilii Khachaturov
Very good idea, and weather. I don't suppose clouds would be easy? Vivian Cloud movement is based on wind direction and speed so it should be the same at all time if the initial situation is the same. To construct the initial situation I think it's enought to send the cloud layer

Re: [Flightgear-devel] Overhaulling the networking code

2005-07-17 Thread Oliver C.
On Sunday 17 July 2005 16:55, Vivian Meazza wrote: Harald JOHNSEN I guess the first player will set the environment for all subsequent players, or would the server have some say in this? Such things should be allways done by the server to prevent cheating. How would the initial conditions

RE: [Flightgear-devel] Overhaulling the networking code

2005-07-17 Thread Vivian Meazza
Vassilii Khachaturov Very good idea, and weather. I don't suppose clouds would be easy? Vivian Cloud movement is based on wind direction and speed so it should be the same at all time if the initial situation is the same. To construct the initial situation I think it's enought

Re: [Flightgear-devel] Overhaulling the networking code

2005-07-17 Thread Oliver C.
On Sunday 17 July 2005 20:20, Vivian Meazza wrote: Oliver C On Sunday 17 July 2005 16:55, Vivian Meazza wrote: Harald JOHNSEN I guess the first player will set the environment for all subsequent players, or would the server have some say in this? Such things should be

Re: [Flightgear-devel] Overhaulling the networking code

2005-07-17 Thread Ampere K. Hardraade
On July 17, 2005 08:08 am, Harald JOHNSEN wrote: receiver property tree using the c172p model root0\ |-position/* |-surface/* |-other properties 'player' 1 property subtree in receiver memory using a Concorde model root1\ |-position1/* |-surface1/* |-eof 'player' 2 property subtree

Re: [Flightgear-devel] Overhaulling the networking code

2005-07-17 Thread Josh Babcock
Ampere K. Hardraade wrote: On July 15, 2005 05:41 am, Erik Hofman wrote: Looking at the Multiplayer code I can see this code can use a good overhaul anyway. It needs to adapt the SGSubsystem style and use the AIModel code to display the models, which will also allow it to show up on the radar.

Re: [Flightgear-devel] Overhaulling the networking code

2005-07-17 Thread Josh Babcock
Vivian Meazza wrote: Harald JOHNSEN Ampere K. Hardraade wrote: [...]As to /surface-positions, the properties inside this node can allow one to see the animations of others correctly. Displaying an animated aircraft won't be easy. Animation code in xml file is refering properties from the