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Features Whislist (ordered by desire), please annotate
09-19-2007, 04:24 PM,
Features Whislist (ordered by desire), please annotate

I'm starting this thread and hope that you are willing to use it like the bugs thread for scenegraph.

I start with the first wishes, ordered by myself (please make comments, I'll add you wishes to the list and change the order of wishes, if you want!):

- command line options, like quickstart a race (if you test something its sometimes annoying going through the menu everytime)
- test track (handling course with cones and some kind of analysis function) [kidrock]
- a way to test deceleration/acceleration (with output how long it took?) [kidrock]
- texture maps [kidrock]
- scripting interface
- save track records in config dir, not in the data dir
- option to set the transmission ratio for the drivetrain of AWD cars
- collision between cars
- menu to join races over internet
- standalone network daemon
- force-feedback (maybe we need a transitional lib for this... cause on windows you've got to use different named functions than on linux. What about Mac OS?)
- menu for setting car parameters in game (like strenght of the suspension, etc) and possibility to save this in a profile
- horn
- headlights (flashing)
- make use of multicore systems (a job of the physics engine?)
- multi-monitor mode
- (very fancy: sounds are not stored in audio files, they exist as algorithms and get generated at runtime)
10-17-2007, 11:03 PM,
All in good time Smile Smile . i really like the quick start and collision between cars. the quick start should be fairly easy but the collision is going to be difficult (we just got past the point were the car hitting the TRACK is working well! Tongue ).
Something i still really wish we need. A Test Track. also we need a way so that when you hit a key at XX speed the car applies full brake and tells you how long it took to get to 0. vice versa for acceleration. would be VERY helpful for car testing.

P.S. Sorry to bump. just saw this now. ehh 1 months not so bad!
10-18-2007, 09:26 AM,
No problem, this is a thread for collecting and discussing ideas/wishes.

We could make a wiki entry, but i have the feeling that nobody is really using the wiki.

You idea: Good one, had it, too, but forgot to put it on the list. I put on the second place on the list, is that ok for you?
10-18-2007, 07:07 PM,
Thats definitely ok! Ya the wiki isn't used that often but hey, where not exactly advertising it that much either! :wink: :wink: i added those two because with so many cars being made/ tweeked we need something like this. I feel really bad because ive had no time to work on the Vette Sad Sad . then again i havent even looked at vdrift for the past month! must be that i fractured my ankle and im too tired to do anything. only ten more days!
... now i have an excuse to not playing "outside"! last time i did that... it was fun for a bit, but then after i twisted my ankle, it SUCKED!! Big Grin Big Grin
good luck with the list!
10-18-2007, 07:33 PM,
Normal mapping and LOD models to help us get past the 3500 face limit. A specular map for the car body material. Specular and normal maps for the track surface multi-texturing in the track to allow for skid marks on top of a tiled track texture

(I'm not sure if any of these are already included -- it didn't look like it from what I've played.)
10-18-2007, 09:56 PM,
There not. I'm all for the skid marks but lets go for functionality and then work on details. no point having a good looking car that doesn't have the performance to match! (Add to list)
10-19-2007, 01:01 AM,
Quote:Normal mapping and LOD models to help us get past the 3500 face limit. A specular map for the car body material. Specular and normal maps for the track surface multi-texturing in the track to allow for skid marks on top of a tiled track texture

By specular maps -- do you mean a map where white is shiny and black is not? If so, specular maps are supported for any surface. There's only support for one set of texture coordinates, so the mapping has to be the same as the diffuse map at the moment. The specular mapping isn't used for much at the moment, although some of the cars use it a little. Take a look at data/cars/XS/textures/body-misc1.png. A red pixel value of 1 means fully shiny, and red pixel value of 0 means not shiny at all. If you take any texture and put "-misc1" at the end of it, it'll be loaded in as a specular map and applied to whatever object loads the base texture.

There's no hard 3500 face limit. The only reason there's no LOD yet is because no one has made a fancy enough model or one with multiple levels of detail. :-) If you make such a model, I'll add LOD support. It shouldn't be hard at all.

Object-space normal maps can be added without much trouble. Tangent-space normal maps would be harder. If the normal maps shared the same texture coordinates with the diffuse and specular maps, that'd make things really simple -- my .joe format only supports one set of texture coordinates at the moment, and changing the format would require some major work (which is why the skid marks bit would be tough).

If I add normal map support I might change the -misc1 files so the specular map is in the alpha channel and put the normals in RGB.
10-19-2007, 09:45 AM,
Ok, what should i add to the list? (and where! Smile)

Bump maps? Mipmaps? Specular maps?
10-20-2007, 11:47 PM,
How about "texture maps" in general and place it 5th (in place of AWD)

Just got an idea... how about track maps like a window in the corner with the track and an arrow representing your car? helpful to see WHICH corner theres XX bug on etc.
10-21-2007, 07:18 AM,
The trackmap is already there.
10-21-2007, 08:11 AM,
Wooops :oops: :oops: . Even better. i couldn't remember if it was or not. thanks for clearing it up.
11-01-2007, 10:40 AM,
What about Raknet for a network api? It supports Windows/Linux and has been used by a few racing games, also a commercial one.
It has a lot of nice features like server list etc.
It's released under the Creative Commons Attribution - NonCommercial 2.5 license.
It has good documentation and a active forum.
11-12-2007, 10:07 AM,
How about decals? It's probably easier to implement decals than multiple uv sets and it's definitely easier for the artists to deal with. They'd be ideal for adding tire marks to the race tracks.
11-15-2007, 12:01 AM,
That sounds really good TF... maybe it could somehow be used for damage showing up on car (once collision is better). would be pretty sweet and fun for non-developers
11-15-2007, 12:57 AM,
Decals are actually already supported in the code, although I haven't added a tag to the track format yet. If someone models some decals for a track it'd be easy for me to add this to the format.

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