From dda07be1e679458aad9a82a7a2af5af13e733b32 Mon Sep 17 00:00:00 2001 From: Stijn Buys Date: Tue, 26 Oct 2010 21:19:14 +0000 Subject: storyline and documentation updates --- doc/ROADMAP | 18 ++++++++--------- doc/STORYLINE | 64 +++++++++++++++++++++++++++++++++++------------------------ doc/TASKS | 52 ++++++++++++++++++++++++++++++++++++++++++++++-- doc/TODO | 22 +++++++++++++------- 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 -- cgit v1.2.3