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Here's a few things I'd like to see done by the next version:
  • Multiple Replays
  • Player Profile + multiple lap times
  • Parking lot track
  • Rally track
  • Non-linear mouse steering
  • Per-car custom gauge textures
  • Simple car parts menu
  • A new skin
Things that have already been done:
  • Fix gcc4 bugs
  • Handbrake
  • Skins support
  • Surfaces with different frictions
  • Customizable mouse controls (mostly done)
There might be one or two I'm leaving off. I'll add them as I think of them...
Here's a few things I'd like to see done by the next version:
  • Multiple Replays
  • Player Profile + multiple lap times
  • Parking lot track
  • Rally track
  • Non-linear mouse steering
  • Per-car custom gauge textures
  • Simple car parts menu
  • A new skin
Things that have already been done:
  • Fix gcc4 bugs
  • Handbrake
  • Skins support
  • Surfaces with different frictions
  • Customizable mouse controls (mostly done)
There might be one or two I'm leaving off. I'll add them as I think of them...
Oke I'll also point some things out.

1 RPM, Speed, gear meters for the dashboard. A red shift light.
The meters can also be digital if that's more easy to implement.

2 Player Profile: is also important I think for keeping people coming back. If
we have Player Profiles we can also build a hotlap database.
Oke I'll also point some things out.

1 RPM, Speed, gear meters for the dashboard. A red shift light.
The meters can also be digital if that's more easy to implement.

2 Player Profile: is also important I think for keeping people coming back. If
we have Player Profiles we can also build a hotlap database.
kcid, thanks. About dashboard meters, I'm not sure if that will make this version, it might be good to shoot for that for next version. A shift light would not be terribly hard to add, though.

Here's an idea: why don't we work on cars being able to supply their own gauge graphics for this version, and for next version work on getting those gauge graphics into the dash.

Since you mentioned shift lights: First, not all of our redlines really match up with where the redline actually is. Custom gauges would help this. Also, currently if you over-rev the cars, nothing happens. Live For Speed does a very good job of breaking the engine when you do this. The car makes funny sounds, the sound of the engine changes, the car gets a lot slower. I think these things would be cool to add, plus some nasty smoke from the hood for good measure.

Following this line of thought, we should also add an option to turn on a rev-limiter so if you hit the redline, engine speed will drop a few hundred RPMs.
kcid, thanks. About dashboard meters, I'm not sure if that will make this version, it might be good to shoot for that for next version. A shift light would not be terribly hard to add, though.

Here's an idea: why don't we work on cars being able to supply their own gauge graphics for this version, and for next version work on getting those gauge graphics into the dash.

Since you mentioned shift lights: First, not all of our redlines really match up with where the redline actually is. Custom gauges would help this. Also, currently if you over-rev the cars, nothing happens. Live For Speed does a very good job of breaking the engine when you do this. The car makes funny sounds, the sound of the engine changes, the car gets a lot slower. I think these things would be cool to add, plus some nasty smoke from the hood for good measure.

Following this line of thought, we should also add an option to turn on a rev-limiter so if you hit the redline, engine speed will drop a few hundred RPMs.
I think we should either A) postpone custom dashes to the version after next or B) do in-dash custom dashes. This is because the in-dash custom dashes will define how we do the floating custom dashes -- if I do floating custom dashes, I'll have to re-do them once we have the in-dash custom dashes. Does that make sense? So, A or B? My vote would probably be B.
I think we should either A) postpone custom dashes to the version after next or B) do in-dash custom dashes. This is because the in-dash custom dashes will define how we do the floating custom dashes -- if I do floating custom dashes, I'll have to re-do them once we have the in-dash custom dashes. Does that make sense? So, A or B? My vote would probably be B.
I'm also for B. It isn't that I want this feature NOW I just thought that I would bring it up. This will make the incar cam also more realistic. And since I'm talking about that, I notice that when I'm in a car with a roof the lightning is allot less maybe that can someday be changed 2.
Thanks for thinking about the suggestions.
I'm also for B. It isn't that I want this feature NOW I just thought that I would bring it up. This will make the incar cam also more realistic. And since I'm talking about that, I notice that when I'm in a car with a roof the lightning is allot less maybe that can someday be changed 2.
Thanks for thinking about the suggestions.
If no one will make the parking lot, I will, after finnishing some stuff on "Improved Visual"
If no one will make the parking lot, I will, after finnishing some stuff on "Improved Visual"
The skin support is done and checked in to SVN r1196.
The skin support is done and checked in to SVN r1196.
I've set up customizable mouse controls to a point. I have set the GAMECONTROLS and CONTROL classes to handle the mouse device and I've set up the menus to be able to handle mouse movements and buttons. Stuff left to be done on this:
  • Make game input handling code read custom mouse controls and stop using hard-coded ones
  • Make some better graphics for mouse control icons
  • Fix problem of mouse control descriptions for buttons being different when loaded than when added
  • Make sure all buttons are recognized, not just ones with index <= 5
I'll try to get this finished up soon so I can mark this one off the list...

You can check out the latest work in SVN r1225.
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