From 81f386646cf7c9a6ff0aada28d8c9e750df73ed4 Mon Sep 17 00:00:00 2001 From: Stijn Buys Date: Tue, 16 Nov 2010 12:25:53 +0000 Subject: moved related documents into developer/ --- developer/TASKS | 99 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 99 insertions(+) create mode 100644 developer/TASKS (limited to 'developer/TASKS') diff --git a/developer/TASKS b/developer/TASKS new file mode 100644 index 0000000..ebc9e2f --- /dev/null +++ b/developer/TASKS @@ -0,0 +1,99 @@ + + ------------------------------------------------------------------ + + Project::OSiRiON - TASKS + + ------------------------------------------------------------------ + + This file contains a list of reasonable easy tasks than can + be done by anyone who is interested in contributing to + the project. No programming skills are required to + do any of these. + +Create skyboxes + + The program Spacescape is a freely available tool to + create skyboxes with stars and nebulas. + + http://alexcpeterson.com/spacescape + + Note that this tool only works on windows, attempts to run + it in linux with wine have been unsuccessful. + + I wrote a small shell script to rename its output to osirion + conventions: + + http://ingar.satgnu.net/osirion/files/util/rename-sky.sh + +Ship definitions + + A lot of ship definitions in base/ini/ships.ini are incomplete: + 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 + + Most of the documentation needs updating: + doc/attribution.html List of attributions + doc/guide.html Player guide + doc/manual.html Engine user manual + doc/world.html Editing the world + + Hints from this document can probably be added to the main documentation. -- cgit v1.2.3