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Car and track manager
08-04-2006, 01:35 AM,
#1
Car and track manager
The download size was brought up previously. I was thinking that:
Vdrift doesn't seem to depend on the cars and tracks at build time, so cars and tracks could be +/- as long as car.list and track.list was update to reflect the current state.

If this is correct, I might try somthing along that line.
Any thoughts??
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08-04-2006, 01:35 AM,
#2
Car and track manager
The download size was brought up previously. I was thinking that:
Vdrift doesn't seem to depend on the cars and tracks at build time, so cars and tracks could be +/- as long as car.list and track.list was update to reflect the current state.

If this is correct, I might try somthing along that line.
Any thoughts??
Reply
08-04-2006, 01:50 AM,
#3
 
I'd like to see a "Manage Cars" button in the VDrift menu, where users could download new cars or delete unwanted cars. It wouldn't be too hard to set up a php script or something on this site that would serve a list of the names of cars available, and the game could basically use this list to determine the name of the file to download from sourceforge. We could also have another script that the game can hit to get car info to show a user before downloading, perhaps an image of the car, and a short description.

It would also be nice if this function would allow users to a) all the cars, b) some combination of individual cars, or c) a whole pack of cars, such as a rally pack, a drift pack, an autocross pack, etc... The installer should also be aware which ones are already downloaded and their modification date (to see if there are updates).
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08-04-2006, 01:50 AM,
#4
 
I'd like to see a "Manage Cars" button in the VDrift menu, where users could download new cars or delete unwanted cars. It wouldn't be too hard to set up a php script or something on this site that would serve a list of the names of cars available, and the game could basically use this list to determine the name of the file to download from sourceforge. We could also have another script that the game can hit to get car info to show a user before downloading, perhaps an image of the car, and a short description.

It would also be nice if this function would allow users to a) all the cars, b) some combination of individual cars, or c) a whole pack of cars, such as a rally pack, a drift pack, an autocross pack, etc... The installer should also be aware which ones are already downloaded and their modification date (to see if there are updates).
Reply
08-05-2006, 01:16 AM,
#5
 
Sorry to get your hopes up. That's probably a lot more than i can handle. It's a good idea for sure, i've got a lot to learn before i get to the graphics.
Cory
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08-05-2006, 01:16 AM,
#6
 
Sorry to get your hopes up. That's probably a lot more than i can handle. It's a good idea for sure, i've got a lot to learn before i get to the graphics.
Cory
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08-05-2006, 01:56 AM,
#7
 
I didn't mean to scare you away from the idea...you can always start simple! Smile Also, I can handle the graphics coding end, it's part of the menu anyway, I can provide you widgets that you need to create this menu. We really just need a class to manage all the information and the logic to keep track of the cars. Also we have to decide just how we want things to look (in terms of how the user sees them).
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08-05-2006, 01:56 AM,
#8
 
I didn't mean to scare you away from the idea...you can always start simple! Smile Also, I can handle the graphics coding end, it's part of the menu anyway, I can provide you widgets that you need to create this menu. We really just need a class to manage all the information and the logic to keep track of the cars. Also we have to decide just how we want things to look (in terms of how the user sees them).
Reply
08-05-2006, 02:38 AM,
#9
 
Well i'll give it a shot, I haven't done any code for a while, never GUI. Start thinking about the data on the cars, and we will see where it goes.
CARS
small pic
car name
class (historic, production,exotic, etc)
front/mid/rear engine
FWD/AWD/RWD/ Rocket assist? :lol:
is hp/weight given

TRACKS
Name
types ; how should we break that down??
length

Doesn't seem too horriable. My first though was a seperate shell script, for dial up users. But why do it twice?
Cory
Reply
08-05-2006, 02:38 AM,
#10
 
Well i'll give it a shot, I haven't done any code for a while, never GUI. Start thinking about the data on the cars, and we will see where it goes.
CARS
small pic
car name
class (historic, production,exotic, etc)
front/mid/rear engine
FWD/AWD/RWD/ Rocket assist? :lol:
is hp/weight given

TRACKS
Name
types ; how should we break that down??
length

Doesn't seem too horriable. My first though was a seperate shell script, for dial up users. But why do it twice?
Cory
Reply
08-07-2006, 01:53 AM,
#11
 
These seem like reasonable things to include.

What you call Class I would call Category. Class is typically used to refer to a group of similar cars that race against each other. That also might be useful information to have (later)...

I think we should provide both the power of the car, the weight, and also the power/weight ratio. Other useful classifications that have been mentioned in IRC are things like suspension ranking. At some point when we get some better modification system I think suspension classes, power/weight ratio etc. will help the user to get an idea what kind of parts they're putting on.
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08-07-2006, 01:53 AM,
#12
 
These seem like reasonable things to include.

What you call Class I would call Category. Class is typically used to refer to a group of similar cars that race against each other. That also might be useful information to have (later)...

I think we should provide both the power of the car, the weight, and also the power/weight ratio. Other useful classifications that have been mentioned in IRC are things like suspension ranking. At some point when we get some better modification system I think suspension classes, power/weight ratio etc. will help the user to get an idea what kind of parts they're putting on.
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