1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
|
------------------------------------------------------------------
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)
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:
(ok) .obj support
.md3 support
(ok) .ase submaterials (ok)
(ok) support 'angles' key on the 'misc_model' map class
core:
add EntityControlable::control_flags() to group on/off controls (Impulse, AutoPilot?)
- afterburner is a -1/0/1 control and can't be added
- replace the impulse command with a control flag
- think about AutoLevel
find an elegant solution for /say and /shout on the dedicated server console, verify private chat
fix game.ini load/save sequence
fx events: jump events, tracktor beams, weapons fire
pause game loop when there are no players
support for entities like nebulas and asteroid fields
(ok) optimize KeepAlive sweep performance
(ok) remove EntityControlable::movement(), render dust based on control->speed()
network:
protocol description (incomplete)
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
detect and disconnect clients behaving badly
let server track Entity::State changes
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
reliable network messages (e.g. entity create/die)
(ok) zone chat
client:
beam and eject cargo (commands implemented, needs UI and general FX)
add map window target model
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, 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
(ok) testmodel functionality
render:
fix skybox envmapping -> cube map
star light strenght
general globe texture stretching, coordinates seem to be off
multitexture materials
(ok) have r_loadmodels load particle scripts and flare textures
(ok) disable texturing and lighting while drawing normals
(ok) correct Camera::axis when using ModelView (-> flare axis in testmodel)
(ok) globe texture distortion at the poles
ui:
unify event handlers, expand Event class and make derived event classes
(ok) listview scrolling
(ok) 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
(ok) correct modelview lighting
sound:
entity/event positional sounds
jump drive sound events
client-side control of impulse initiate / impulse loop sound sequence
(ok) suppress error message spam if the sound subsystem failed to initialize
game:
add Ship::ship_dock, making docking independent of player->view() -> relates to player-to-player trading
have the goto command check the target's Docked state -> ties into ship dock awereness
move Ship::dock() functionality into core::EntityControlable
ship health/shield/armor
add fleet support
(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.
singleplayer:
think about a single player format and potential required core features
documentation:
update starsystem roadmap
add starsystem roadmap to the user documentation
add a yaw/pitch/roll image to the modelling documentation
(ok) add a spacescape link
(ok) add a link to CIA.vc
data:
rename skies (lindblade1, lindblade2, ...)
automake:
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
|