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112 | core | Planned Feature | Low | Pause game | New | |
Task Description
Pause the game server module when opening the menu in single player.
Add an option for a server admin to pause the game in multi player. |
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111 | game | Required Media | Critical | Plasma cannon sound | Closed | |
Task Description
Plasma cannons need a fire sound.
Some kind of heavy whoosh. Think fireball launcher. |
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110 | client | Bug Report | Critical | Better camera handling and control | Assigned | |
Task Description
The camera handling is rather confusing. It would be best to retire the third-person "Turret" view and
have a cockpit view and an external, third-person view.
Freelook should still work on both modes, but the camera angle should not be reset when leaving freelook.
TODO
- remove Turret view
- use shift+mousewheel to zoom in/out
- remember freelook angle
- remove 360-degree rotation limitation
- remove control lock (spacebar)
- do not pass ship control events when in a menu
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109 | client | Planned Feature | High | Button Tooltips | Closed | |
Task Description
The ui::IconButton class needs to support tooltips. It might be a good idea to implement this at the Widget level, and display it for any widget whenever a tooltip text is set. |
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108 | data | Required Media | High | Model: pirate base | New | |
Task Description
Pirate base models, to serve as NPC headquarters. Several generic models are required. |
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107 | editor | Bug Report | Critical | Moving selection fails unless active entity is clicked | Assigned | |
Task Description
If you box-select a number of entities, and you want to move them, you have to drag the active selected entity. CLicking any other selected (highlighted) entity will deselect the other members in the selection. Dragging any member of the selection should work. |
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106 | client | Planned Feature | Low | HUD camera mode button | Closed | |
Task Description
The HUD lacks an iconbutton to change and indicate the current camera mode. TODO - Add an iconbutton to the hud, change the icon depending on the current camera mode - Add three camera icons to icons.svg: track (aka third person) cockpit (aka first person) free (aka turret view) |
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105 | src | Planned Feature | Low | Admin commands | New | |
Task Description
Implement administrative commands. Players should be able to receive and 'admin level' enabling them to execute special administrative commands. Those commands should still be available to the console. The admin level is unrelated to the in-game player level. TODO - Implement a core::Player admin level property - Implement admin command functions (core::Func) - Implement admin.ini to define admin levels and the commands they have access to - Add admin commands to handle player admin levels - Turn existing core administrative commands (kick, mute, ...) into admin commands - Change existing cheats (give, goto, ..) into admin commands, have them take a player name as argument (e.g. give ingar credits 1000) - Combine the 'jump' and 'goto' cheats into a 'teleport' command, make it work while docked, support teleporting players accross zones - Add 'nudge' admin command. |
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104 | client | Planned Feature | High | Improved inventory menu. | Assigned | |
Task Description
The current inventory menu is too confusing. TODO - tabs for cargo/weapon/equipment - show weapon slots - show mounted weapons inside their slots, mounting/unmounting a weapon moves it back and forth between slot and inventory |
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103 | src | Feature Request | Low | Gunmen | Unconfirmed | |
Task Description
Allow a player to control (some) weapons on another player's ship, making him a gunman The details of this idea still need to be worked out. |
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102 | src | Bug Report | Very Low | Variable-length arrays preventing compilation with Clan ... | Closed | |
Task Description
When compiling with clang, it will run until stopping with an error on mapfile.cc: In file included from mapfile.cc:1: mapfile.cc:293:36: error: variable length array of non-POD element type 'math::Vector3f' math::Vector3f patchvertices[rows][columns]; ^ mapfile.cc:294:37: error: variable length array of non-POD element type 'math::Vector2f' math::Vector2f patchtexcoords[rows][columns]; ^ 2 errors generated. make[3]: *** [mapfile.lo] Error 1 make[3]: *** Waiting for unfinished jobs.... Clang isn't super-important, so I'm marking this as very low severity. In the future, someone might want to compile Osirion for FreeBSD, or another OS that uses Clang as the default compiler, so it might help to fix this problem. |
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101 | data | Required Media | Low | Dagon Texture Set | New | |
Task Description
House Dagon needs a set of textures. |
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100 | src | Planned Feature | High | Support for Item::Mountable flag and improved mount but ... | Closed | |
Task Description
Implement complete support for the core::Item::Mountable flag. The inventory screen should only show a mount button where approriate, similar to the unmount button. DONE - Make the mount/unmount functions verify the mountable flag (no need as it checks weapon subtype) - Set the Item::Mountable flags on cannon and turret items - Update the inventory screen |
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99 | game | Planned Feature | Medium | Turret support | Closed | |
Task Description
Support for ship turrets. DONE - Add support for slot types (Turret/Cannon) - Implement weapons fire cone - Alter mounting functions to support slot types |
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98 | render | Planned Feature | High | Material texture stages | In progress | |
Task Description
To ease the transition to a multitexturing rendering environment, I propose that we fully adopt Quake 3 shader scripting. Currently, we support a simpler version with a single texture stage in mind. DONE - Support for material with multiple layers TODO - OpenGL multitexture support - Improve syntax Exmaple of current implementation: shader/path/name { qer_editorimage path/to/texture { map path/to/texture entity } { map path/to/glow_texture fullbright blendfunc blend } } --------------------------------- Quake 3: shader/path/name { qer_editorimage path/to/texture other_keywords { map path/to/texture } { map path/to/texture2 blendfunc ... } |
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97 | client | Bug Report | Low | Move default fonts from ui::UI to ui::PAlette | Assigned | |
Task Description
The corrent ui code has default fonts and font size in ui::root(). They have to bo moved to the ui::Palette class and handled like colors and related settings. The initial default fonts should be set in the ui::Pallette class. It might be better to merge ui-style related settings into a single ui::Stylesheet class and read settings from a .css file. |
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96 | src | Bug Report | Medium | Problems while docked at another player's ship | New | |
Task Description
The following issues appear if you're docked at another player's ship TODO - If the host docks a planet or a large base and you launch, you'll spawn inside the planet. - Space dust isn't rendered if the host moves - Correct undefinied behaviour if the host gets destroyed, docks should be destroyed as well - Note: In theory, recursivedocking should work (player A docked at B docked at C), issues should be resolved accordingly |
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95 | client | Planned Feature | Low | Health indicators | Closed | |
Task Description
Health indicators DONE - Show ship health in HUD - Show target health in HUD |
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94 | game | Planned Feature | Low | Space mine tracking capabilities | New | |
Task Description
Implement seeker mines and tracking mines. |
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93 | render | Feature Request | Low | Allow currently loaded skybox to be bound as a texture. | New | |
Task Description
We need this in order to clean up the material drawing(specifically the environment mapping section). This could also possibly enable us to use the skybox cubemap for nice reflection effects. |
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92 | src | Feature Request | Medium | Clean up of material, light, flare and particle color ... | New | |
Task Description
Clean up and homogenize material, light, flare, engine and particle color types and flags. Those fx can be triggered by engine states (trigger_impulse, trigger_engine, trigger_destroyed, ..) The color can be set as color_entity, color_entity_second, color_entity_third, color_engine, ... TODO - review/refactor: lights, flares, materials, and particles should have the some options for triggers and colortypes. The parameter names in .map file classes and .material files should be the same |
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91 | render | Feature Request | Medium | Extend spawnflags for Lights/Flares/Particles to includ ... | Closed | |
Task Description
Lights, Flares, and Particle system entities are allowed to use entity color for coloring their graphics, but entitysecond and entitythird are not available. DONE - Particlesystems can be set to entity second from inside the script - entity_second spawnflag for lights - entity_second spawnflag for flares - entity_second spawnflag for particle systems - entity_third can be enabled by setting both entity and entity_second. |
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90 | game | Planned Feature | Low | Space Mines | Closed | |
Task Description
The ability to drop space mines, which detonate on impact or proximity. This should be done before weapons as it requires a subset of core features required for guns. dumb mines, proximity mines, smart/tracking mines. DONE - Weapon traders - Spacemine types - Mine dropping - Ship damage |
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89 | src | Required Media | Low | spam | Closed | |
Task Description
spam |
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88 | src | Required Media | Low | Spam | Closed | |
Task Description
Spam |
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87 | src | Required Media | Low | Spam | Closed | |
Task Description
Spam |
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86 | src | Required Media | Low | Spam | Closed | |
Task Description
Spam |
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85 | src | Required Media | Low | Spam | Closed | |
Task Description
Spam |
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84 | src | Required Media | Low | Spam | Closed | |
Task Description
Spam |
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83 | src | Required Media | Low | Spam | Closed | |
Task Description
Spam |
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82 | src | Required Media | Low | Spam | Closed | |
Task Description
Spam |
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81 | src | Required Media | Low | Spam | Closed | |
Task Description
Spam |
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80 | client | Bug Report | High | Slider loses focus while the mouse button is pressed | Closed | |
Task Description
If you change the value of a slider by moving the indicater with the mouse, it loses focus if the mouse cursor leaves the widget. As long as the mouse button is pressed down, focus should stick to the widget that had focus when the mouse button was first pressed. This is not a problem within the ui::Slider class. This is an issue that needs to be resolved in the input handling core. |
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79 | client | Planned Feature | Critical | Add listview scrollbars | Closed | |
Task Description
The listview doesn't show a scrollbar if there are more items in it than can be displayed. |
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78 | core | Bug Report | Low | Entire model fails to load when a submodel is invalid | Closed | |
Task Description
An easy way to test this is to erase the entire contents(as in, ascii text) of any submodel. The whole model will fail to load when this submodel is tried by the loader. |
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77 | data | Required Media | Low | Better fonts | New | |
Task Description
Osirion needs some better fonts besides the ugly monospaced font it uses right now. Perhaps the current font should just be used for the console? I recommend this font as it's licensed under the CC and doesn't look half bad: http://openfontlibrary.org/font/jura |
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76 | render | Bug Report | Low | Patch meshes with texcoords generated from Radiant's 'c... | New | |
Task Description
For an example of this, take a look at the Talon's main guns. |
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75 | render | Feature Request | Low | Fade for strobe lights. | New | |
Task Description
Fade-out of strobe lights should occur by default, with an optional float fade time and boolean fade spawnflag. |
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74 | render | Bug Report | Low | Scene drawing is not skipped when testmodel screen is o... | New | |
Task Description
If the testmodel window is opened, the current scene is still drawn. Fixing this would provide quite an optimization. |
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73 | src | Bug Report | Medium | testmodel primary/secondary colors set incorrectly | Closed | |
Task Description
When using testmodel, the secondary color seems to be copied from the primary color rather than cl_colorSecond. |
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72 | client | Feature Request | Low | Allow mouse to directly control steering like joystick. | New | |
Task Description
I propose a key bind(toggle) to allow the ship to be steered via the mouse in the same method as the joystick: directly steering based on relative mouse position(locking the cursor in the center of the screen). |
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71 | game | Required Media | High | Faction and Reputation support | In progress | |
Task Description
Support for factions and player reputation. Reputation influences prices, docking rights and NPC hostility. TODO - trade reputation - player faction membership DONE - factions.ini - faction colors - faction reputation - player reputation - entity faction - game:: player reputation savegame - client:: reputation window window: stats refresh + reputation bars - player reputation network transfer - entity faction network transfer - 'give reputation' function - game:: deny dock on hostile stations - game:: change reputation if player kills an NPC - refresh reputation window if player reputation changes |
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70 | src | Required Media | Low | Trading mission support | New | |
Task Description
Support for trading missions. * Transport cargo from A to B type missions * Emergency transport type missions like in e.g. Railroad Tycoon - the longer the transport takes, the smaller the earnings (perishable?) - Influences reputation |
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69 | src | Planned Feature | Low | Framework for player missions | New | |
Task Description
A generic engine framework to support player missions. core support, client menu support, network command support. |
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68 | src | Planned Feature | Low | Asteroid field support | New | |
Task Description
Support for asteroid fields. |
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67 | game | Planned Feature | High | NPC support | In progress | |
Task Description
Support for computer-controlled allies and opponents. - Better AI control - Dynamic patrols |
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66 | src | Planned Feature | Low | Nebula support | New | |
Task Description
Support for decent-looking nebulas. |
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65 | render | Planned Feature | Low | Material blend modes. | In progress | |
Task Description
Shaders need a way to enable different OpenGL blending modes, like Quake 3's "blendFunc". This will allow special effects like light beams and 3d exhaust effects. DONE - blenfunc none - blendunc add - blendfunc blend TODO - blendfuncGL_SOMETHING GL_SOMETHING - blendfunc filter? |
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64 | data | Required Media | Low | Tsu-Khan Texture Set | New | |
Task Description
Tsu-Khan needs a set of textures. |
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63 | src | Feature Request | Low | Port to Raspberry Pi | New | |
Task Description
port osi to raspberry pi |