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/GAMEPLAY | 210 -------------------------- doc/PROTOCOL | 20 --- doc/ROADMAP | 191 ------------------------ doc/STORYLINE | 461 ---------------------------------------------------------- doc/TASKS | 99 ------------- doc/TODO | 111 -------------- 6 files changed, 1092 deletions(-) delete mode 100644 doc/GAMEPLAY delete mode 100644 doc/PROTOCOL delete mode 100644 doc/ROADMAP delete mode 100644 doc/STORYLINE delete mode 100644 doc/TASKS delete mode 100644 doc/TODO (limited to 'doc') diff --git a/doc/GAMEPLAY b/doc/GAMEPLAY deleted file mode 100644 index f1f3cfd..0000000 --- a/doc/GAMEPLAY +++ /dev/null @@ -1,210 +0,0 @@ - - ------------------------------------------------------------------ - - The Osirion Project - GAMEPLAY - - ------------------------------------------------------------------ - - This document describes what the gameplay of Project::OSiRiON should - eventually become. This document is a work in progress and is subject - to change. Many features haven't been implemented yet. - -Overview - - Project::OSiRiON is a multiplayer space game with persistent player - statistics. By trading goods, obtained through lawful purchase or - otherwise, a player can earn the necessary credits to buy bigger - guns and faster ships, and explore the univers in search for better - trade deals. - - A single player mode with a compelling story is a secondary objective - but the storyline serves as background for the multiplayer universe. - - The player can not change the game world itself: he can not purchase - planets or starbases, nor destroy existing ones. - -Guidelines - - Project::OSiRiON is a 'serious' game. Names of objects, people and - places should be considered generic for the universe and should not - be rightout silly or offensive. Names should feel 'natural' in their - context. - - Models for ships, space stations and other objects should be designed - with the same philosphy in mind. It is acceptable to make references - to exisiting objects (real or fiction), as long as they are subtle - or inconspicuous. - - Names of planets, systems and areas are usually references to exisiting - places on earth. Astronomical objects or mythological personae are - also great sources of good names. - -Universe - - A basic description of the universe, how it is organised and who lives there. - - The universe is a collection of stand-alone star systems. Each star system - is a small world on its own. The only direct interaction between systems - is a player traveling between them. The background story should provide - (most of the) star systems and their relations. - - The Project::OSiRiON universe is an open universe. This means players are - free to travel around and visit the places they want, but this does not - mean the player will be welcomed anywhere he goes. - - Destructable objects are probably part of a mission, will respawn later or - have some other special meaning. - - Non-player characters (NPCs) populate the universe to act as trading - partners or target practice. - -The Player - - Who is the player in the universe. - - Friends - - Enemies - - Background - - How the player interacts with the universe. - - The player enters the universe as a typical out-of-luck person - who decided to start a new life. With a small ship he tries to become - the Richest Man in the Known Universe. The player earns money by shipping - cargo that can be bought at discount prices at one place and sold - at a premium on a second location. *mining *fighting *wrecks/looting. - - The goal is to become filthy rich and show it. Besides, with a particle - cannon and a target lock, nobody cares where your money comes from. - - True roleplaying is outside the scope of the game itself. The universe - (might/will) provide factions, friendly and hostile NPCS an strategic area's - but the game engine itself will not force true roleplaying. For example, - players will not be limited to certain ships and weapons depending on - their allegiances. - - Players can be hostile or friendly towards each other regardless - of their allegiances. - - Flying missions, mercenary, military or mercantile in nature. - -Ships - - The player starts the game with single small spacecraft and starts the - game docked at a planet or space station. When he has earned sufficient - money he can spend it on ship upgrades like weapons, armor, shields - and various other components. - - *gameplay idea - various 'useless' fancy upgrades that increase player status - -Traveling - - How the traveling happens in the universe, how the player will travel. - - Every ship is equipped with thrusters. The maximum thruster speed depends - on the ship type, small merchant vessels will have lower maximim trhuster - speed then a scout ship. - - Ships can also be equiped with a sublight kinetic impulse drive. This drive will - enable the ship to accelerate to a high speed without crossing the threshold - at which relativistic effects would affect structural cohesion. Kinetic impulse - drive speed is the same for most types of ships. Due to the enormous power - requirements a ship will not be a able to fire weapons while the impulse drive - is enabled. - - Neither of these engines will allow the player the leave the star system. - Interstellar travel is only possible using a hyperdrive. A hyperdrive is an - expensive piece of equipment with a massive power requirement. Only very - large ships will be capable of carrying a hyperspace jump drive. - - Interstellar travel for the common men is possible through the use - of commercial or government owned hyperspace gates. These gates create - on-demand hyperspace connections between star systems and provide a safe - and easy way to travel. - - Hyperspace travel is almost instantanious, hyperspace jump would be a more - accurate term to describe it. - - Current hyperspace technology works by making use of weak points in hyperspace, - known as hyperspace intersection faults. It takes only takes a reasonable amount - of energy to fold local space into such an intersection fault, to create a conduit - between both sides of the hyperspace intersection. All a ship has to do is enter - the event horizon of the hyperspace conduit (or 'jump hole', as it is commonly called) - to travel almost instantaniously to to other side, usualy several lightyears away. - - Jump gates are built in the vicinity of stable intersection faults and thus have a fixed - destination. - - Ships equiped with a hyperdrive work on the same principle. They seek out a sensitive - spot in the hyperspace field and fold local space to punch a hole through the other side. - This has several major consequences: a pilot has to determine has destination by finding - a good departure point in local space. Also, only a small number of connections between - systems will be possible. - - Hyperspace intersection faults are large (planetary orbit scale) and while they are attracted - to gravity wells like a star, they do not like to share their space. - - Note that is theoreticly possible to fold normal space deep enough into hyperspace to - create jumps holes on intergalactic scales. It would probably take a generator the size of a - large moon to achieve it. - -Capital Ships - - As the player earns money, he will eventually be able to buy very large capital ships. - Apart from beeing large and powerful, capship can be docked by other players and - used like any other dockable planet or station. - - A ship docked at the capship is able to use it as a carrier, and launch - when the carrier has reached its destination, or circumstances require it. - - A capship can be setup as a trading vessel, allowing smaller ships to dock - and buy and sell items at prices set by the owner. The capship would become - a moveable trading outpost. - -Planet and Stations - - Star systems are inhabited with planets and stations. - ... - Dockable planets or stations are bases - ... - Some bases provide storage facilities where players - can put items like weapons or spare parts in storage. - -Objects in space - -Weapons - - What kind of weapons are there. how do they work. - - Lasgun technology - - Pulse rifle technology - -Fighting - - How does fighting work? Aim weapon at enemy. Pull trigger. - - Fleeing from battle. - -Economy - - Money makes the Universe tick. - - Buying - - Selling - - Trading - -Cargo - - Transporting / Beaming - - Mining - - (Spare) parts - - Fuel - - Economy - -Missions - - I'd do anything for money, except working. - - - Search and Destroy - - Transport / Delivery - - Courier missions - -Fleets & Wingmen (scondary goal) - - About owning multiple ships and adding strategy elements. diff --git a/doc/PROTOCOL b/doc/PROTOCOL deleted file mode 100644 index 92a345b..0000000 --- a/doc/PROTOCOL +++ /dev/null @@ -1,20 +0,0 @@ - -The Osirion Project - Network Protocol Overview - -Connection sequence - - - -Client State Server State - - Connecting - -"connect [protoversion]" --------> Pending - - <------- "msg info [sv_hostname" - - <------- ... world data ... - - <------- "connect" - -"pif[.. player info ...]" -------> Connected diff --git a/doc/ROADMAP b/doc/ROADMAP deleted file mode 100644 index 9cafc43..0000000 --- a/doc/ROADMAP +++ /dev/null @@ -1,191 +0,0 @@ - - ------------------------------------------------------------------ - - The Osirion Project - ROADMAP - - ------------------------------------------------------------------ - - General: - - This document describes the gameplay objectives for each - milestone of the project. Currently, milestone 0.1 has been - reached and the game universe is ready to be refined and - expanded. - - Features of the engine itself, like support for new file - formats, rendering options and game server commands - are implemented along the way and, unless required, - happen independent of the gamplay roadmap. - - This roadmap is not to be used as a roadplanner but as a - gentle guide to reach a playable game. - - ------------------------------------------------------------------ - - version 0.1.0 - The Universe (done) - - Description: - - The game world is divided into zones, the zones can be populated - with entities. Players can use their impulse drive or jump to - different zones. - - Multiple players can connect to the dedicated server. They can - fly around and see each other. They can use chat to communicate, - they can use private chat or global chat. - - Players can dock at a space station or planets. Docking - a jumpgate enables hyperspace travel. - - Requires: - - client console - entities - ship instances - network subsystem - entities - camera handling - keyboard bindings - zones - basic travelling: impulse drive, jump engine - basic docking - - ------------------------------------------------------------------ - - version 0.2.0 - Items and Trading - - Description: - - Ships and stations have inventories, players can buy and sell - cargo at a space station. Each item can have a text description - and a model. - - Requires: - - player credits (ok) - item info + lazy server-client exchange (ok) - trading (ok) - inventories (ok) - - Related: - - map entity descriptions (ok) - eject cargo/tractor beam (ok) -> fx - - player-to-player trading - equipment trading - model weapon slots and positioning - - Optional: - - dockable player ships (ok) - - fuel system - economy - per-item adjustabe depletion rate (won't do) - - Implementation: - - inventory + ship statistics window (ok) - handle inventory transfer on ship aquisition (ok) - 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 - item 'tradeable' flag - 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 - - ------------------------------------------------------------------ - - version 0.3.0 - Equipment - - Description: - - Players can buy and sell ship upgrades like armor and scanners, - this will require additional game mechanics. - Players can buy and sell weapons. - - Requires: - - cannons and turrets - cannon and turret models - - ------------------------------------------------------------------ - - version 0.4.0 - Physics - - Requires: - - collision physics (box model collision implemented) - collision meshes - targetting - explosions, weapons fire and related sounds - - particle systems - - ------------------------------------------------------------------ - - version 0.5.0 - public alpha - - version 0.5.1 - bugfix release - - Description: - - All the general large features of the engine are implemented. - Create a somewhat polished release with a playable universe - to create a platform for bug-fixes and improvements. - - The main goal if the alpha is to create interest for the project - and to attract an initial playerbase. At this point, a dedicated - 'Official' server is necessary. - - Requires: - - playable, consistent universe - general polishing - master server - player guid - player saving - - ------------------------------------------------------------------ - - version 0.6.0 - NPC - - Requires: - - factions - allegiance - - ------------------------------------------------------------------ - - version 0.7.0 - Missions - - - ------------------------------------------------------------------ - - version 0.9.0 - public beta - - Description: - - Requires: - stable network protocol - background story - zip archive support - http downloads - - ------------------------------------------------------------------ - - version 1.0.0 - public release - - Requires: - - - ------------------------------------------------------------------ - - version 2.0.0 - rewrite of the engine diff --git a/doc/STORYLINE b/doc/STORYLINE deleted file mode 100644 index bd33282..0000000 --- a/doc/STORYLINE +++ /dev/null @@ -1,461 +0,0 @@ - - ------------------------------------------------------------------ - - The Osirion Project - STORYLINE - - ------------------------------------------------------------------ - - This file contains ideas for the universe background, the factions and - the storyline. - - SPOILER ALERT! - - - ------------------------------------------------------------------ - FACTIONS and PLACES - - - HOUSE LINDBLADE (protected by the Lindblade military) - - - Lindblade system - planet Lindblade - - - Burton system - planet Burton - Trent outpost - - - Dover system - - HOUSE PRAETORIA (protected by the Praetorian Guard) - - - Praetoria system - planet Praetoria - - PROTECTORATE (protected by the Ordinators) - - The seat of the Council and the capital of the central planets. - Location of the Allied Intelligence Network headquarters. - - - Protectorate - planet Corona - - INDEPENDENT COLONIES (protected by the Colonial Militia) - - An alliance of systems independent from the central planets. - - - Ghant system - planet Ghant - Alexandria outpost - Battleship custodian - - planet Seymour - Regula station - - - Brogha system - planet Brogha - Cantor observatory - - - Antwerp system - starbase Helianthos (guards the border) - 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. - - - Kor Glaven system - planet Andros - planet Corthio - battlefield remains - - - Anarian system - Anarian nebula - Galileo research station - battlefield remains - - - Karelian system - no Planets - Karelian nebula - border station - - TSU-KHAN EMPIRE - - - Kiana system - Kiana Prime - - Note on names: - - Before the war, the systems controlled by the Great Houses were - referred to as the 'Colonies'. The term 'borderworlds' was used - to refer to independent systems. - - Since the war, the term 'Borderworlds' is used to indicate - systems destroyed during the war, while the term 'colonies' - is generally used as abreviation for the 'Independent Colonies'. - The Protectorate and the systems controlled by The Great Houses - are usually referred to as 'the central planets'. - - ------------------------------------------------------------------ - TIMELINE - - Exodus -5300 years - The Year of War -300 years - The Karelian Incident -50 years - - - ------------------------------------------------------------------ - HISTORY OF THE YEAR OF WAR - from the House Lindblade historical records - - -Reaching for the Stars - - History of mankind is a tale mostly written in blood and fire. Although - there are few written accounts of the events before the Exodus, it wouldn't - be hard to imagine why the Homeworld would have been abandoned in the first - place: wars for power, territory and resources would be commonplace - for almost five millenia to come. - -The Year of War - - For the Tsu-Khan, this war was no different. Around 300 years ago, - The Empire had depleted most of its natural resources and had launched - an ambitious project to find a suitable new homeworld. - - At the time, most of the human population was ignorant about the presence - of alien lifeforms in their galaxy. The scant pieces of evidence that did - exist were kept secret by the political leaders. The Colonies were controlled - by several Major Houses, each with their own agenda's and changing alliances. - None of the House Lords had the motivation to order a thorough investigation - into a mad man's testimony of outer world creatures. - - The war came without warning. In the Kor Glaven system, on the edge of known space - and outside the jurisidiction of the great houses, two new colonies - had been founded. The settlers were finishing the construction of their - hyperspace jump gate, to connect the system to allied borderworld systems. - Unfortunatly, the Tsu-Khan Empire had located a suitable planet just - a few parsec away. - - The Andros colony was the first to fall. It didn't take the Tsu-Khan - battle group very long to destroy the defenceless setlement. - By the time they arrived at the Corthio colony, the colony had scrambled - any battleship it could find to fend the invasion. The Colonial fleet was - no match for the superior Tsu-Khan ships. In a few hours, the battle was over, - and the Corthio colony had been reduced to ashes. - - The story repeated itself across the Borderworlds. These independent worlds were - usually inhabited by pacifist who had escaped the turmoil of the central planets - or had a mutual understanding with one or more of the great houses. The Tsu-khan - did not care, and the majority of the Bordesworlds was utterly obliterated. What - remained was a few primitive settlements scattered across the smoldering remains - of the Borderworld planets. - - The relations between the Borderworlds and the Major Houses were strained with - conflicts of interest. The central planets usually didn't care unless some economical - or strategical advantage was involved. Slowly the Houses got drawn into the the war, - and after almost a year of hostilities most of the House Lords found their armies - involved in a full-scale war. A war, they realised, they couldn't win. - - With the Borderworlds out of the way, and the Tsu-Khan fleet at the border of every - Major House, there wasn't much they could do to oppose the Empire. In this darkest - of hours a secret meeting took place that turned the fate of history. On a small, - neutral planet, near the centre of the Colonies, a number of small ships met in secret, - each ship carrying one of the remaining House Lords. - -The Alliance - - This small planet used to be the stage for the House Council, by then a long forgotten - tradition, where the Lords of the Major Houses used to work out their differences - with dialog, or discuss current events. In the years before the Great War, this - tradition had been neglected and oposing views were usually solved with a friendly - border skirmish followed by royal monetary compensation. - - These times were over. This war wasn't about money, power or territory. - It was about survival and it was clear by now that none of the Major Houses possessed - sufficient strength to fight the Empire on its own. A new alliance was formed and it - was decided that it should not only include the Major Houses, but also any independent - system that was still capable of fighting. The Lord of House Lindblade, who's - territory had been on the front line since the beginning of the war, and considered - as moderate amongst the House Lords, proposed to assemble a fleet in the Lindblade - system to prevent the Empire from gaining a foothold in the Central Systems. - - Within days, the largest fleet in human history had united under one banner. Out of fear, - out of hope, but most of all, out of desperation. A news reporter from the era described - it as ".. an overwhelming sight of the End of Times, but unlike the descriptions of - Armegeddon in the Ancient Scripture, a sight with a sense of honour and dignity ..." - and ended his report with the question if they really had any chance against such - a formidable enemy. Battleship after battleship graciously drifted in formation, - and everyone on board, from crewman to captain, knew this had to be the final stand. - - When the Empire's vast intelligence informed the Tsu-Khan Emperor of this unexpected - turn of events, humanity's fate seemed sealed. The orders where quick and decisive: - regroup the fleet and prepare to engage the humans. Once dispatched it would - take care of the alliance fleet and end human opposition once and for all. The war - would be over soon and the Alliance's systems would under the Empire's control. - - It is said that even the smallest person can change the course of the future, and in - this case, it was a lonely scientists in the Anara system. His work involved - the meaning of life, the universe and related subjects, and ignoring the dangers - of the war was his way of dealing with the situation. His latest experiment required - him to pilot a tiny and almost unpowered vessel into the Anarian nebula, where - he could conduct measurements of the small variations in the local hyperspace field. - - He was performing another scan of the sector when suddenly his instruments went off - the scale. To his amazement he suddenly found himself on the edge on area where the - alien fleet had decided to regroup and refuel before they sneaked into Alliance Territory. - The small vessel, barely powered and only slightly larger than an emergency life - support pod, used the high levels of radiation in the nebula to elude the Tsu-Khan - sensors and send a warning message the Alliance Fleet. - - With the help of the detailed scientific information about the nebula, the Alliance - managed to jump right on top of the unsuspecting Tsu-Khan fleet. Within minutes, - the Imperial Flagship, primary target of the assault, had taken massive damage and was - burning in the flames of explosive decompression. It was at the heart of the fleet - when it exploded, and most of the heavy fighters and cruisers were hit by the shockwave - and the massive rain of high-speed metallic debris behind it. Some managed to retreat - to Tsu-Khan space, most fell victim to the united firepower of the Alliance fleet. - - News of the victory spread through the Colonies like fire, and the battle became legendary - before the Alliance fleet had even returned home. - - - ------------------------------------------------------------------ - PROJECT::OSIRION - Allied Intelligence Network classified documents - - -Project Osirion - - During the war, many great houses conducted experiments in search for - advanced technologies to aid in defeating the enemy. One of these - experiments was called 'Project Osirion', an experiment involving - a new type of hyperjumpdrive, which could work independent of hyperspace - jumps holes and cross enormous distances in the blink of an eye. - - The requirments on ship design for this experimental drive unit were - outrageous to say the least. But facing imminent defeat, no effort - 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. - - 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 - - -The Tsu-Khan Empire - - - ------------------------------------------------------------------ - PROJECT::OSIRION - Protectorate Top-Secret documents - -What really happed to the Osirion - -What really happed after the death of the Tsu-Khan Emperor - -Tsu-Khan Empress and the War Generals - -The Empress' niece - - ------------------------------------------------------------------ - PROJECT::OSIRION - STORY - -I. Business - - Alexandria outpost, jewel of the south, or queen of the wasteland, - as some higher placed officials like to call it off-the-record. - They were probably right too. The wasteland probably referred to - planet Ghant, a lifeless chunk of rock holding the outpost in - a stationary orbit. Unless you had some pressing matters to handle, - this was a part of space you would rather avoid. The only kind of - people you could find here were people doing business and people - who needed to dissapear from public appearance. Or both. - - The local custom was to mind your own business, and that was exactly - what I was looking for: minding my own business. My life on the central - planets had become far more complicated than I had planned for and it - was time for a change: I managed to get a loan from the local - planetary bank and spend it on the aquisition of a small transport - vessel. - - The first day of my new life as a spaceship captain. Not the glorious - life I had gotten used to, but at least a decent one with its small pleasures - once in a while. The small room I rented above the local bar almost felt like - home. After I left the central planets, I ended up on Alexandria outpost where - the local bartender was kind enough to offer me a job in his modest establishment. - He probably did it more out of sympathy then anything else, but as it turned - out, I'm great at doing the dishes and I always enjoyed our conversations. - That is, until last week, when I met Mister Brent. - - I never really got to know him very well but he must have remembered me from high - school. I was sitting at the bar when he suddenly tapped my shoulder. My memories - of him were vague. As he sat down, I ordered him a drink. We had some chit-chat, - shared a few memories of distant times, but it didn't take hime very long to come - to the point. - - Brent was the business type. "The rising star of the Regula mining operations, - overseeing all shipments of niobium ore in the Ghant system", to quote his words. - His phrases like "A smart man could make a fortune" sounded rather hollow to me, - but he did have a point. 500 runs to Regula to pay the loan for the ship. - Another 1500 more to get myself a ship big enough to hold a small cabin with all the - luxuries a simple life would need. - - Repetetive? Boring? Perfect! Add an autopilot and this life could be more relaxing - then a luxury vacation on an exotic planet. With this simple business but rock-solid plan - laid out in front of me I managed to convince the manager of the local planetary - bank to provide me with the necessary funds for my operation, which I quickly - exchanged for Micron Corporation's latest Vector model. It's a small ship: - the cockpit, a living compartment with a sleeping corner and a cargo hold - just big enough to hold a few metric tons of whatever the owner had in mind. - All it misses is a pair of blasters to shoot the mosquitos from the windshield. - - That would have added another 50 runs to the price. - - The first two runs went smooth. Nothing unexpected. Pick up supplies at Alexandria, - fly all the way to the Regula mining operation station, exchange the supplies - for a shipment of karpax ore and head back. I had just hit the impulse drive with - the third load in my cargo hold when I noticed something out of place. - - A blip. And a big one too. No civilian vessel had an EM radar signature that powerful. - I peered through the windows and as planet Ghant grew bigger on me I could clearly - distinguish a second bright spot next to the familiar one Alexandria had become to me. - I quickly requested the computer for an identification and it didn't take it very long - to come up with an answer. Battleship Custodian. Colonial Militia registration number - CM-2542. It must have jumped in when I was docked at Regula. - - Curious. While the Ghant system was officialy under the jurisdiction of the - colonies, nobody had any real business here. Niobium was without doubt a valuable - commodity, but since there was no real shortage of the oremy guess was that the - military's interests would lie elsewhere. For now, I decided to ignore the matter. - I wasn't about to meddle into military affairs and let unfortunate circumstances ruin - my life again. - - Nevertheless it was hard to ignore the massive battleship looming over the outpost, - but I docked and went straight to the bar. The bartender looked at me as I walked in - and pointed me to my regular place at the bar. "I'll be right back", he said, - and disappeared into the kitchen compartment. As on most quiet evenings, the - regular customers were kind enough to leave my seat unocupied and it didn't - take the familar surroundings long to ease my exited mind into a more relaxes state. - "Here you are, one cup of steaming hot chocolate milk. I'm not sure how or where - you got it, but I am sure it is the real deal. No one would get it into his mind - to synthesize anything without having an actual market for it." - - As usual, my bartender was right, and that was exactly why I liked this stuff, even if it - costed a small fortune. "But then again", he continued and turned has eyes towards the large - space window at the other end of the bar, "life can be full of surprises." - -II. Surprises - - It was hard for him to hide his unsettledness. "I just had a talk with the station supervisor - and the commander of that battleship floating out there". "The Custodian", I replied. "I had - the ship computer run an ID on it". "You'd better take care of that fancy new ship of yours", - he said. "They were here to inform me that the Colonial Militia has decided to assign a detachment - to the Ghant system, effective immediately. All fleet operations in the system will be under the - command of the battleship Custodian. They also dropped some kind of communication sattelite - in the center of the system. God knows what these guys are up to." - - The military is always involved in business the common man would rather not know about, but I had - to admit, it just didn't sound right. A battleship in the Ghant system was curious, but a - more permanent presence didn't make any sense at all. I picked up the small metal spoon lying - next to my cup and stirred my hot milk. "I wouldn't worry too much. They've probably discovered - some interesting radiation in the neighbourhood and now they want to turn it into a weapon. You - know these kind of people, if it goes kabooom, they immediately like it." "Besides", I continued, - "the system has been quiet for months. I haven't seen a pirate in ages". - - The tone in my voice couldn't hide my longing for more dangerous and exiting times, - but those days were over. I had chosen a new path, and I was not about to ruin my plans - because of a few curious events. I emptied my cup and wished the bartender good night. - - I couldn't sleep that evening. I didn't know what troubled me more: the prospect - of my new life, the memories of the old one, or the strange events of today. When a man - is troubled, he has to start walking and with the silence of the night as a blanket, - I got out of bed and went out on a stroll. - - 2 am standard colonial time. Nights in space are something to get used to: without - the sun to rise and set, dusk and dawn become rather hollow definitions and - only the clock dictates when it is time to go to sleep. Nevertheless, the atmosphere - of the night still permiated the station: most of the establishments were closed and - the sound of busy peoples voices was replaced by the quiet hum of the electrical - installations. - - I wandered aimless through the empty corridors until I reached one of the large - space windows on the upper level. It was almost like the vast, empty space - behind it was reaching out, trying to stir something in the back of my mind. - I wasn't sure why but I could not shed the feeling that some event was about - to unfold. I turned around to head back to bed when suddenly felt a faint - tremor going through the station. It was hardly noticable and most people - would probably ignore it, but I knew exactly what it was. - - When a ship drops from hyperspace into normal space, it will send a small shockwave - into the surrounding area. This is not a shockwave of something traveling through space, - but rather a disturbance of the fabric of space itself, with a distinct rythmn - an experienced pilot can easily recognize. I could have ignored it too and - go back to sleep, but the intoxicating effect of the mystery dragged me back to the window. - - A ship had arrived, and it had to be close. Hyperspace-tremors do not travel very far - and it would take one hell of a pilot to make a jump this close to a gravitational well. - The slightest miscalulation would have spread out his atoms over the face of planet Ghant. - The bright moving spot between the stars had proven he was either very good, or very lucky. - - The design of the ship was unfamiliar. It looked like some kind of a patrol craft, - armed to the teeth and ready to defend itself if it were necessary. Fortunatly, - it looked like the pilot had a more quiet evening in mind. In a gracious arc, - he approached the station and soaring like a an eagle he started the final approached - to the docking bay. - -III. The suit - - A wise man once said: "Curiosity is mankind's greatest gift. But it is - also mankind's greatest curse." I didn't have to take him for his word: - I've been in situations before were I wasn't supposed to belong, - and me intuition told me that ship was probably something I didn't want to know about. - - By now it was almost 3 am and I was almost certain I was going to regret this nightwandering - episode when my alarm clock would obnoxiously announce the next morning. Almost, because - by now I had learned that no regrets and focus on the task at hand was usually the wiser - course of action. Right now, the task was finding some sleep. - - I turned around, walked to the elevator at the end of the corridor and pressed the button. - After a few seconds the doors opened with a joyfull chime and I stepped inside. "Level 6". - The elevator seemed to consider my request when the doors finaly closed and it started - moving upward. I leaned casually against the back wall, my right hand trying to catch the - yawn escaping my mouth. 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. diff --git a/doc/TODO b/doc/TODO deleted file mode 100644 index 16e08b7..0000000 --- a/doc/TODO +++ /dev/null @@ -1,111 +0,0 @@ - - ------------------------------------------------------------------ - - Project::OSiRiON - TODO - - ------------------------------------------------------------------ - -general: - documentation cleanup - finish player guide - update user manual - server-client event system, hit-once lightweight entities - explosion events - sound events - 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 - write handlers for zip - write handlers for gz - fs_homedir, to define the writeable directory - fs_datadir, readonly package datadir - 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) - -core: - BUG dedicated server does not show chat messages (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) - -network: - protocol description (incomplete) - zone chat - 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 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 - 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 - - 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 - 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 - - fix camera frustum clip (size issue, postponed) - -render: - fix skybox envmapping -> cube map - star light strenght - general globe texture distortion, texture coordinates seem to be off - - skybox (ok) - 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 - slider mouse dragging (ok) - listview scrolling - -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) - -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, ...) - -automake: - resolve build dependency issues -- cgit v1.2.3