Some time passed since last update but few builds and bug fixes were introduced and I'm happy to say that new staff will be added to enhance designers work, and that is mostly due to people who contact me directly and propose or ask for certain features.
I admit that I do not have all the time to programming the Mission-X plugin, but every now and then I get this "quality time" with the keyboard and if it is in my power, I will try to implement requests. I would also admit that not all requests are priorities immediately, I do try to understand the reason and benefits of implementing certain features. If it:
- Feats in the plugin framework
- Will benefit other designers
- Introduce a new twist to the way the mission is built
- hopefully I can implement it
So what is coming up
In the last week I started working with a designer that through his requests we were able to solve few fundamental work flow that were a direct result to the modifications I did to the Messaging Manager in the plugin and some are just outcome from listening to few CppConn2019 staff.
So what will be added:
- Triggers based on "camera" location.
- Inventory will be available if the "free camera" enters the inventory area and not just the plane.
- Background mixture, will be handled on a different timer than the "text+comm" mixtures.
- Few external functions to manage the broadcasting message in the QMM
fn_end_current_message,fn_end_current_message_and_background, fn_abort_current_message
What was fixed/modified:
- I tried to do code optimizations based on what I heard/learned from the CppCon2019. Although I'm not a programmer, I tried to go over my code (at least 70%) and implement some of their suggestions. Well, the one I understood :-) .
- There is a bug in the last 2 builds that I was not aware off, it failed to execute the "pre-leg-script" of the first "flight leg" when you start the mission.
That was fixed and tested. - Some external functions were renamed (but we still preserve the original function names too).
What I would like to deprecate:
That won't be a swift move, but the concept of the MX-PAD as away to build complex dialogs and assist in driving the mission through options are quite mute since the last enhancements to the <message> element. The message element has become so robust (relative to what it was before) that you could offload much of the programming work done in the MX-PAD "era".
What I suggest is: to ignore the MX-PAD as a dialog concept and treat it only as a message history and quick toolbar (for now). Instead, use the "<message>" enhancements to create dialogs.
In the near future I want to deprecate the MX-PAD functionality and hopefully will create a better "option" mechanism that would be defined in the XML file and maybe could be enhanced from external script too.
Which feature I'm exited about ?
Personally the ability to integrate a trigger that is based on "camera" location opens the possibility to roam the "world" by foot and interact with it.
I tested a short test case written by @noirwhal and I was able to teleport outside of the plane using the VR controller and "walk" to a trigger location and hear the instructions. Then I reached an area where I was able to interact with the inventory and "walk" back to the plane.
I guess that not everyone likes this kind of interaction, But I find it very immersive if done right and not to exaggerated.
Until next time.
Have great simming
Saar