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authorStijn Buys <ingar@osirion.org>2010-10-26 21:19:14 +0000
committerStijn Buys <ingar@osirion.org>2010-10-26 21:19:14 +0000
commitdda07be1e679458aad9a82a7a2af5af13e733b32 (patch)
tree956ea1276a8b7261e78a5d09336c6a6c9b65cec6 /doc
parent75c6db097b990e58b4b2585580a89561c838d923 (diff)
storyline and documentation updates
Diffstat (limited to 'doc')
-rw-r--r--doc/ROADMAP18
-rw-r--r--doc/STORYLINE64
-rw-r--r--doc/TASKS52
-rw-r--r--doc/TODO22
4 files changed, 112 insertions, 44 deletions
diff --git a/doc/ROADMAP b/doc/ROADMAP
index 36528ec..40df112 100644
--- a/doc/ROADMAP
+++ b/doc/ROADMAP
@@ -70,10 +70,9 @@
Related:
map entity descriptions (ok)
+ eject cargo/tractor beam (ok) -> fx
- eject cargo/tractor beam
player-to-player trading
- player saving
equipment trading
model weapon slots and positioning
@@ -83,17 +82,17 @@
fuel system
economy
- tool to generate item icons from models
+ per-item adjustabe depletion rate (won't do)
Implementation:
inventory + ship statistics window (ok)
handle inventory transfer on ship aquisition (ok)
-
- eject/destroy cargo
- base inventory depletion, per-item adjustabe depletion rate
- dockable player ships needs owner permissions
+ eject/destroy cargo (ok)
+ base inventory depletion (ok)
+
+ docking player ships should require owner permission
player-to-player trading
player shops
player must be capable of setting the kind and price of items to sell
@@ -101,7 +100,7 @@
shop allows multiple buyers, p2p trading just one
player factory ships + base factories, per-item adjustabe conversion rate and ratio
e.g. 2 units of niobum to 1 superconductor per 30 seconds
-
+ player saving and network authentication
------------------------------------------------------------------
@@ -124,7 +123,8 @@
Requires:
- collision physics
+ collision physics (box model collision implemented)
+ collision meshes
targetting
explosions, weapons fire and related sounds
diff --git a/doc/STORYLINE b/doc/STORYLINE
index b95602b..bd33282 100644
--- a/doc/STORYLINE
+++ b/doc/STORYLINE
@@ -12,26 +12,7 @@
------------------------------------------------------------------
- FACTIONS
-
- Outer Colonies
-
- - Colonial Militia
- - Drifters
-
- Great Houses
-
- - House Lindblade
- - House Praetoria
- - Council Protectorate
-
- Tsu-Khan Empire
-
- Pirates
-
-
- ------------------------------------------------------------------
- PLACES
+ FACTIONS and PLACES
HOUSE LINDBLADE (protected by the Lindblade military)
@@ -79,6 +60,20 @@
Buccaneer's Den pirate base
planet Antwerp?
+ NEUTRAL SYSTEMS
+
+ - Finnmark (Joint Miners Association headquarters)
+ planet Finnmark
+
+ - East End
+ Ensor station
+
+ CORPORATIONS
+
+ - Micron Corporations
+ - AMTEL Tech Conglomerate
+ - Joint Miners Association
+
BORDERWORLDS (not claimed by any lawfull faction)
Worlds destroyed during the war.
@@ -98,11 +93,6 @@
Karelian nebula
border station
- NEUTRAL WORLDS (not claimed by any lawfull faction)
-
- - East End
- Ensor station
-
TSU-KHAN EMPIRE
- Kiana system
@@ -262,9 +252,31 @@ Project Osirion
was spared to gain even the slightest advantage. In less than 6 months
a new ship was constructed and equiped with the experimental drive unit.
- This ship was called the Osirion.
+ The ship was an impressive sight: several hundred meters of neutronium-enforced
+ carbosteel, thousands of metric tonnes of superconductors and optronics,
+ a monument to human ingenuity and an instrument to survival.
+
+ This ship was christened 'Osirion'.
+
+ The ship's first test flight was a major event. Most secret projects did not
+ generate a lot of attentention, but this flight was a higly anticipated by
+ the top brass from all parties involved, military, political and corporate alike.
+ The ship had left the construction yard as planned and had almost arrived at
+ departure point on the edge of the star system when suddenly all communication
+ was lost. Extensive investigations after the incident have never revealed the
+ source of the malfunction, and everything that happened after this point is the
+ result of long-range sensor telemetry.
+ The ship arrived at the departure point and the flight continued as planned.
+ A few moments later a massive energy discharge was registered, indicating
+ that the experimental jump drive was activated. Unfortunatly, the order
+ to return to the point of departure after the initial jump, seems to be a part of
+ the plan that never got executed. The ship had literally vanished into thin air.
+
+ The top brass was very upset.
+
+
The Karelian Incident
diff --git a/doc/TASKS b/doc/TASKS
index adbc508..ebc9e2f 100644
--- a/doc/TASKS
+++ b/doc/TASKS
@@ -28,17 +28,64 @@ Create skyboxes
Ship definitions
A lot of ship definitions in base/ini/ships.ini are incomplete:
- price, cargo hold size, jump drive and dockable specifications
- have to be added and tweaked where necessary.
+ price, cargo hold size, jump drive, dockable and movement
+ specifications have to be added and tweaked where necessary.
+
+ Note that 'mass' can not be set through the game's 'specs'
+ command. As a rule of thumb, define mass first and tweak the
+ other specs accordingly.
Cargo definitions
Add cargo definitions to ini/cargo.ini.
+Cargo models
+
+ Each cargo definition needs a model to represent the type of cargo in-game.
+
+ Required models:
+ - Iron (ore)
+ - Niobium (ore)
+ - Liquor (bottles?)
+ - Carbosteel (plating / blocks?)
+ - Superconductors (fancy magnet thing?)
+ - Optronics (optical chips)
+
Trade definitions
Add trade definitions to the world ini files.
+ The easiest way to do this is by thinking in trade routes:
+
+ - A base resource is sold at the source location, with unlimited supply
+ amount = -1
+ price = low
+ e.g. iron is mined and sold at an iron mining installation
+
+ - The resource can be sold at a good price at a target location that probably needs the resource
+ amount = 0
+ price = high
+ e.g. a carbosteel forge will buy the iron at a good price
+
+ - On the route from source to destination, the resource can be sold along the way. The price
+ increases with distance from the source location.
+ amount = 0
+ price = medium
+ e.g. the iron ore can be traded on a supply station along the route
+
+ After finishing a route, traders like to take back other profitable goods,
+ therefor it is generally a good idea to provide a trade route in the opposite
+ direction to the same area.
+
+Models
+
+ Required objects
+
+ - Iron mining facility (Finnmark system)
+ - Carbosteel forge
+ - AMTEL optronics production plant
+ - Border Guard station (Karelian system)
+
Documentation
The list of attributions needs updating
@@ -49,3 +96,4 @@ Documentation
doc/manual.html Engine user manual
doc/world.html Editing the world
+ Hints from this document can probably be added to the main documentation.
diff --git a/doc/TODO b/doc/TODO
index d42b0dc..de48bcc 100644
--- a/doc/TODO
+++ b/doc/TODO
@@ -54,6 +54,7 @@ network:
cl_prediction or cl_interpolation
detect and disconnect clients behaving badly
let server track Entity::State changes
+ client prediction, replace SUP network frames with PHYS frames
EXT messages, update extended property "ext id prop value prop value etc", type checking/seperator etc..
EXT zone/color/shield/armor/health
@@ -62,36 +63,43 @@ network:
client:
add map window target model
- fix camera frustum clip (size issue, postponed)
tracking camera absolute speed/position
- gui concept artwork
hud target/target hoover inconsistency
+ reset info text scroll when showing buy/trade menu
+ enable chat window player list selection
+ create hud concept artwork
+
+ fix camera frustum clip (size issue, postponed)
render:
fix skybox envmapping -> cube map
- star light strenght
-
+ star light strenght
+ general globe texture distortion, texture coordinates seem to be off
skybox (ok)
- sphere texture distortion at the poles -> globes, unfixable (won't fix)
+ globe texture distortion at the poles (unfixable, won't fix)
ui:
modelview lighting (-> it uses current zone lighting)
unify event handlers, expand Event class and make derived event classes
- fix slider mouse dragging
+ slider mouse dragging (ok)
+ listview scrolling
sound:
suppress sound errors if the sound subsystem failed to initialize
entity/event positional sounds
jump drive sound events
+ client-side control of impulse initiate / impulse loop sound sequence
game:
entity health/shield/armor
+ set planet safe distance to 5 km (ok)
fix 'give ship' and 'buy ship' destroying inventory (ok)
data:
update starsystem roadmap
rename skies (lindblade1, lindblade2, ...)
-win32 port:
+project:
+ resolve build dependency issues