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-rw-r--r--ChangeLog9
-rw-r--r--developer/TASKS8
-rw-r--r--developer/TODO71
-rw-r--r--doc/models.html16
4 files changed, 66 insertions, 38 deletions
diff --git a/ChangeLog b/ChangeLog
index b2717d7..bd0012b 100644
--- a/ChangeLog
+++ b/ChangeLog
@@ -1,5 +1,9 @@
-Project::OSiRiON - Changelog and release history
+ ------------------------------------------------------------------
+
+ Project::OSiRiON - Changelog and release history
+
+ ------------------------------------------------------------------
* release-0.2.0-svn827 (win32 only)
@@ -7,7 +11,8 @@ Project::OSiRiON - Changelog and release history
2010-10-16
src revision 827
- - bugfix release for the broken win32 r825
+ - bugfix release for r825
+ - prevents the win32 client from crashing when VBO's are enabled
* release-0.2.0-svn825 "November Rain"
diff --git a/developer/TASKS b/developer/TASKS
index ebc9e2f..e655689 100644
--- a/developer/TASKS
+++ b/developer/TASKS
@@ -28,13 +28,9 @@ Create skyboxes
Ship definitions
A lot of ship definitions in base/ini/ships.ini are incomplete:
- price, cargo hold size, jump drive, dockable and movement
+ price, cargo hold size, jump drive, dockable and engine
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.
@@ -44,6 +40,8 @@ Cargo models
Each cargo definition needs a model to represent the type of cargo in-game.
Required models:
+ - Crystals
+ - Diamonds
- Iron (ore)
- Niobium (ore)
- Liquor (bottles?)
diff --git a/developer/TODO b/developer/TODO
index 16e08b7..9a51514 100644
--- a/developer/TODO
+++ b/developer/TODO
@@ -15,9 +15,6 @@ general:
world sounds
weapons
ship improvements (radars, shield, armor)
-
-inventory:
- beam and eject cargo (commands implemented, needs UI and general FX)
filesystem:
write a filesystem based on streams
@@ -28,19 +25,24 @@ filesystem:
fs_base, fs_mod, fs_game, to be used by modules
model:
- support 'angles' key on the 'misc_model' map class (and possibly other classes as well)
.obj support
.md3 support
- .ase submaterials (ok)
+ (ok) .ase submaterials (ok)
+ (ok) support 'angles' key on the 'misc_model' map class
core:
- BUG dedicated server does not show chat messages (to be verified)
+ replace EntityControlable::afterburner() with control_flags,
+ replace impulse command with a control flag,
+ add AutoLevel amd AutoPilot control flags,
+ remove EntityControlable::movement()
+
+ fix dedicated server not showing chat messages (bug to be verified)
fix game.ini load/save sequence
fx events: jump events, tracktor beams, weapons fire
pause game loop when there are no players
- optimize KeepAlive sweep performance (ok)
+ (ok) optimize KeepAlive sweep performance
network:
protocol description (incomplete)
@@ -49,12 +51,12 @@ network:
rcon authentication, rcon command, servers must be able to disable rcon
rconpassword: send md5sum instead of plaintext
player authentication (player guid), admin rights
-
- add server-side distance check before sending entity updates
detect and disconnect clients behaving badly
let server track Entity::State changes
- fix lag/client interpolation
+
+ add server-side distance check before sending entity updates
client prediction, replace SUP network frames with PHYS frames
+ fix lag/client interpolation
EXT messages, update extended property "ext id prop value prop value etc", type checking/seperator etc..
EXT zone/color/shield/armor/health
@@ -62,50 +64,71 @@ network:
reliable network messages (e.g. entity create/die)
client:
- have the trade menu show depleted shop items with their sell value
+ beam and eject cargo (commands implemented, needs UI and general FX)
add map window target model
- tracking camera absolute speed/position
+ tracking camera absolute speed/position + SLERP
correct hud target/target hoover inconsistencies
reset info text scroll when showing buy/trade menu
- enable chat window player list selection
+ enable chat window player list selection, add global chat buttons
create hud concept artwork
fix camera frustum clip (size issue, postponed)
+ (ok) have the trade menu show depleted shop items with their sell value
+
render:
fix skybox envmapping -> cube map
star light strenght
- general globe texture distortion, texture coordinates seem to be off
+ general globe texture stretching, coordinates seem to be off
+
+ (ok) have r_loadmodels load particle scripts and flare textures
- skybox (ok)
- globe texture distortion at the poles (unfixable, won't fix)
+ (unfixable) globe texture distortion at the poles
ui:
modelview lighting (-> it uses current zone lighting)
- unify event handlers, expand Event class and make derived event classes
- slider mouse dragging (ok)
+ unify event handlers, expand Event class and make derived event classes
listview scrolling
+ make modelview and slider dragging work when the mouse leaves the widget
+ if the mouse button is pressed, mouse focus should stick to the last clicked widget
+ until the button is released
+
+ (ok) slider mouse dragging
+
sound:
entity/event positional sounds
jump drive sound events
client-side control of impulse initiate / impulse loop sound sequence
- suppress error message spam if the sound subsystem failed to initialize (ok)
+ (ok) suppress error message spam if the sound subsystem failed to initialize
game:
add Ship::ship_dock, making docking indepdendent of player->view()
- when the goto command is used to target another player, you should appear next to him instead in front of him.
+ have the goto command check the target's Docked state
ship health/shield/armor
add fleet support
- set planet safe distance to 5 km (ok)
- fix 'give ship' and 'buy ship' destroying inventory (ok)
+ (ok) set planet safe distance to 5 km
+ (ok) fix 'give ship' and 'buy ship' destroying inventory
+ (ok) remove warning color from 'dock out of range' messages
+ (ok) when the goto command is used to target another player, appear above him, instead of in front of him.
-data:
+documentation:
update starsystem roadmap
+ add starsystem roadmap to the user documentation
+ add a yaw/pitch/roll image to the modelling documentation
+ add a spacescape link
+ add a link to CIA.vc
+
+data:
rename skies (lindblade1, lindblade2, ...)
automake:
- resolve build dependency issues
+ perform a library link test after each header test
+ replace OpenGL header test with SDL_opengl.h
+ link test with GL_HOST_LIBS (and other host libs)
+ make install and installation of data/
+
+ (ok) resolve build dependency issues
diff --git a/doc/models.html b/doc/models.html
index 68351bf..5b51ba2 100644
--- a/doc/models.html
+++ b/doc/models.html
@@ -333,9 +333,9 @@ textures/ship/plating_entity
Use the <i>engine</i> option (spawnflag 4) to create a flare that
lights up depending on engine power.
</p><p>
- The direction of the flare can be set with the <i>direction</i>,
- <i>pitch</i> and <i>roll</i> keys. <i>angle</i> is an alias for
- <i>direction</i>.
+ The direction of the flare can be set with the <i>pitch</i>,
+ <i>yaw</i> and <i>roll</i> keys. The <i>angle</i> key is an alias for <i>yaw</i>.
+ The <i>angles</i> key allows you to to set pitch, yaw and roll angles in a single key value.
</p><p>
Flares will only be rendered if the entity is within detail range.
</p>
@@ -359,9 +359,9 @@ textures/ship/plating_entity
Use the <i>engine</i> option (spawnflag 4) will assign the models engine colour
as particle system colour.
</p><p>
- The direction of the particle system can be set with the <i>direction</i>,
- <i>pitch</i> and <i>roll</i> keys. <i>angle</i> is an alias for
- <i>direction</i>.
+ The axis of the particle system can be set with the <i>pitch</i>,
+ <i>yaw</i> and <i>roll</i> keys. The <i>angle</i> key is an alias for <i>yaw</i>.
+ The <i>angles</i> key allows you to to set pitch, yaw and roll angles in a single key value.
</p><p>
Particles will only be rendered if the entity is within detail range.
</p>
@@ -385,7 +385,9 @@ textures/ship/plating_entity
<p>
<i>func_rotate</i> will create a rotating set of brushes. The center of the rotation
is automaticly calculated as the geometrical center of the group.
- The rotation axis can be set with the <i>direction</i>, <i>pitch</i> and <i>roll</i> keys. <i>angle</i> is an alias for <i>direction</i>.
+ The rotation axis can be set with the <i>pitch</i>, <i>yaw</i> and <i>roll</i> keys.
+ The <i>angle</i> key is an alias for <i>yaw</i>.
+ The <i>angles</i> key allows you to to set pitch, yaw and roll angles in a single key value.
</p>
</div>