I decided to write some random rambling one per week, to collect my thoughts on TORCS/SD development-related issues, like ideas, what-are-you-doings, recent happenings, milestones, any new information I've come around. I plan to name them with the week number - of course there will be weeks when I skip this so don't rely on it very heavily :)
With Speed Dreams (hosted at SourceForge.net) we use Subversion as versioning system. Now 'svn ignore' - kills me, I think it is so damn un-intuitive. However recently I've stumbled upon a blog 'BogoJoker' where Joseph Pecoraro discussed it so nice and clear that it immediately made me understand how it works (but I still think it is un-intuitive...) Here is the link if you need advice.
I'm getting close to make public a new track, Knockhill. As usual, it would be v0.4 as there is no 3D editing done at all yet. Quite a lot to do track-wise: learn Blender through Salty, pretty Longday a bit, then Petit, then Knockhill. And there are lot more tracks in my head to do...
Speed Dreams is approaching a beta release - there will be a meeting on Saturday to discuss the details. We fought a lot with track selection previews - now the game displays a preview background image and superimposes a track map over it (done by JP and Brian). Wolf-Dieter has finished a lot of Simplix setups, while Xavier added more weather-related stuff to sdl-port-branch. Haruna made sure there are no more TORCS-related textures, and JP has also polished the menu system while Brian added more code to the networking part.
I plan to merge the most recent Kilo robots into Speed Dreams' next release. Todo: make it not crash when there is no setup for a track, simple fuel strategy, prepare for timed sessions.