From 9d6e19a69e8b4c6eae5b48360415735eabe6764e Mon Sep 17 00:00:00 2001 From: Stijn Buys Date: Thu, 18 Nov 2010 20:27:56 +0000 Subject: Updated documentation. --- ChangeLog | 9 ++++++-- developer/TASKS | 8 +++---- developer/TODO | 71 ++++++++++++++++++++++++++++++++++++++------------------- doc/models.html | 16 +++++++------ 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 engine option (spawnflag 4) to create a flare that lights up depending on engine power.

- The direction of the flare can be set with the direction, - pitch and roll keys. angle is an alias for - direction. + The direction of the flare can be set with the pitch, + yaw and roll keys. The angle key is an alias for yaw. + The angles key allows you to to set pitch, yaw and roll angles in a single key value.

Flares will only be rendered if the entity is within detail range.

@@ -359,9 +359,9 @@ textures/ship/plating_entity Use the engine option (spawnflag 4) will assign the models engine colour as particle system colour.

- The direction of the particle system can be set with the direction, - pitch and roll keys. angle is an alias for - direction. + The axis of the particle system can be set with the pitch, + yaw and roll keys. The angle key is an alias for yaw. + The angles key allows you to to set pitch, yaw and roll angles in a single key value.

Particles will only be rendered if the entity is within detail range.

@@ -385,7 +385,9 @@ textures/ship/plating_entity

func_rotate 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 direction, pitch and roll keys. angle is an alias for direction. + The rotation axis can be set with the pitch, yaw and roll keys. + The angle key is an alias for yaw. + The angles key allows you to to set pitch, yaw and roll angles in a single key value.

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