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/ --- doc/TASKS | 99 --------------------------------------------------------------- 1 file changed, 99 deletions(-) delete mode 100644 doc/TASKS (limited to 'doc/TASKS') diff --git a/doc/TASKS b/doc/TASKS deleted file mode 100644 index ebc9e2f..0000000 --- a/doc/TASKS +++ /dev/null @@ -1,99 +0,0 @@ - - ------------------------------------------------------------------ - - 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