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-rw-r--r--doc/TODO28
-rw-r--r--doc/installation.html7
-rw-r--r--doc/manual.html15
-rw-r--r--src/client/chat.cc2
-rw-r--r--src/client/video.cc5
5 files changed, 35 insertions, 22 deletions
diff --git a/doc/TODO b/doc/TODO
index 6535f3b..f2830d4 100644
--- a/doc/TODO
+++ b/doc/TODO
@@ -17,8 +17,7 @@ general:
ship improvements (radars, shield, armor)
inventory:
- eject cargo
- beam cargo
+ beam and eject cargo (commands implemented, needs UI and general FX)
filesystem:
write a filesystem based on streams
@@ -39,7 +38,8 @@ core:
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
+
+ optimize KeepAlive sweep performance (ok)
network:
protocol description (incomplete)
@@ -47,13 +47,12 @@ network:
group chat (requires player groups)
rcon authentication, rcon command, servers must be able to disable rcon
rconpassword: send md5sum instead of plaintext
- player authentication (player id), admin rights
+ player authentication (player guid), admin rights
add server-side distance check before sending entity updates
- fix lag/client interpolation
- cl_prediction or cl_interpolation
detect and disconnect clients behaving badly
let server track Entity::State changes
+ fix lag/client interpolation
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..
@@ -62,9 +61,10 @@ network:
reliable network messages (e.g. entity create/die)
client:
+ have the trade menu show depleted shop items with their sell value
add map window target model
tracking camera absolute speed/position
- hud target/target hoover inconsistency
+ correct hud target/target hoover inconsistencies
reset info text scroll when showing buy/trade menu
enable chat window player list selection
create hud concept artwork
@@ -86,23 +86,25 @@ ui:
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
+ suppress error message spam if the sound subsystem failed to initialize (ok)
- set planet safe distance to 5 km (ok)
- fix 'give ship' and 'buy ship' destroying inventory (ok)
+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.
+ ship health/shield/armor
add fleet support
+ 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, ...)
-project:
+automake:
resolve build dependency issues
diff --git a/doc/installation.html b/doc/installation.html
index 81d72db..24c27a0 100644
--- a/doc/installation.html
+++ b/doc/installation.html
@@ -58,13 +58,15 @@
Download for 32-bit windows<br>
<a href="http://ingar.satgnu.net/osirion/files/osirion-win32-latest.zip">osirion-win32-latest.zip</a> (32-bit)<br>
This package should work on most windows systems.
-</p><p>
+</p>
+<!--<p>
Download for 64-bit windows<br>
<a href="http://ingar.satgnu.net/osirion/files/osirion-win64-latest.zip">osirion-win64-latest.zip</a> (64-bit)<br>
-</p>
+</p>-->
<p>
Dowload the game data package:<br>
<a href="http://ingar.satgnu.net/osirion/files/osirion-data-latest.zip">osirion-data-latest.zip</a><br>
+</p>
<p>
Unzip the executables package into an approriate directory. Unzip the gama data package
into this directory. For example, if you unzipped the data and the executables into
@@ -79,7 +81,6 @@
</div>
<div class="text">
-
<p>
Linux download:<br>
<a href="http://ingar.satgnu.net/osirion/files/osirion-linux-latest.zip">osirion-linux-latest.zip</a> (32- and 64-bit)<br>
diff --git a/doc/manual.html b/doc/manual.html
index df74842..b932f52 100644
--- a/doc/manual.html
+++ b/doc/manual.html
@@ -27,6 +27,9 @@
Some commands are only available on a server, other commands are only available while running
a client. If you are playing a local game, you are actually running your own local server
and server commands will als be available through the client command console as well.
+</p><p>
+ Note: if your dedicated server has been build without curses support, the server console
+ will be disabled.
</p>
</div>
@@ -167,6 +170,7 @@ Flags: G=Game S=Shared
<dd>In this case you're not connected to a remote server but are, in fact,
running your own, private server. You're both the player and the server administrator
and you'll be able to execute any function.</dd>
+
<dt>Playing on a remote server</dt>
<dd>If you're connected to a remote server and you execute a function, the engine will
first check if the function exists locally. The function you want to execute
@@ -175,11 +179,12 @@ Flags: G=Game S=Shared
send the command to the remote server. The remote server will check if the functions
exists and has the game flag set. If this is the case, the function will get executed
on the server.</dd>
+
<dt>Running a dedicated server</dt>
<dd>If you're using the dedicated server's command console, you can only execute
- functions with the Shared flag set, and functions without the Game flag set. It doesn't
- make sense or administrators to execute game functions, since they do not participate
- as players in the game.</dd>
+ functions with the <span class="fixed">Shared</span> flag set, and functions without the
+ <span class="fixed">Game</span> flag set. It doesn't make sense for server operators
+ to execute game functions, since they do not participate as players in the game.</dd>
</p>
</div>
@@ -538,9 +543,9 @@ net average network traffic, bytes per second
<div class="text">
<p>
Both the client and the dedicated server can parse command line
- options. Any console command can be added to the command line with + sign.
+ options. Any console command can be added to the command line with the + sign.
</p><p>
- To start a client and connect to a remote server:
+ To start a client and immediatly connect to a remote server:
</p>
<pre>
osirion +connect remote.server.org
diff --git a/src/client/chat.cc b/src/client/chat.cc
index 013d525..bdce6d8 100644
--- a/src/client/chat.cc
+++ b/src/client/chat.cc
@@ -181,7 +181,7 @@ void Chat::update_player_list()
for (core::GameInterface::Players::const_iterator it = core::game()->players().begin(); it != core::game()->players().end(); it++) {
ui::ListItem *listitem = new ui::ListItem(chat_playerlist, (*it)->name().c_str());
listitem->set_height(listitem->font()->height() * 1.5f);
- listitem->set_sortkey(aux::text_strip_lowercase((*it)->name());
+ listitem->set_sortkey(aux::text_strip_lowercase((*it)->name()));
}
chat_playerlist->sort();
diff --git a/src/client/video.cc b/src/client/video.cc
index cd675f7..330ba6b 100644
--- a/src/client/video.cc
+++ b/src/client/video.cc
@@ -88,6 +88,11 @@ bool init()
// set the window icon
+ /*
+ * FIXME
+ * store the icon as binary data
+ * and use SDL_CreateRGBSurfaceFrom to create the icon
+ */
filesystem::File *iconfile = filesystem::open("bitmaps/icon.bmp");
if (iconfile) {
std::string iconfilename = iconfile->path();