Project::OSiRiON

IDCategoryTask TypeSeveritySummaryStatusProgress
 111 gameRequired MediaCritical Plasma cannon sound Closed
100%
Task Description Plasma cannons need a fire sound. Some kind of heavy whoosh. Think fireball launcher.
108dataRequired MediaHighModel: pirate baseNew
10%
Task Description

Pirate base models, to serve as NPC headquarters.
Several generic models are required.

105srcPlanned FeatureLowAdmin commandsNew
0%
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.

98renderPlanned FeatureHighMaterial texture stagesIn progress
50%
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 ...
}

94gamePlanned FeatureLowSpace mine tracking capabilitiesNew
0%
Task Description

Implement seeker mines and tracking mines.

71gameRequired MediaHighFaction and Reputation supportIn progress
90%
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

67gamePlanned FeatureHighNPC supportIn progress
20%
Task Description

Support for computer-controlled allies and opponents.

- Better AI control
- Dynamic patrols

65renderPlanned FeatureLowMaterial blend modes.In progress
50%
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?

56clientBug ReportMediumExtremely slow to load.Assigned
10%
Task Description

Windows is extremely slow to load compared to other platforms.

$time ./src/osirion +connect +quit

Linux: 3.3 seconds
Windows: 23.7 seconds

This may be related to the binaries being produced via mingw:

http://osdir.com/ml/gnu.mingw.msys/2006-03/msg00024.html

The best solution is to probably use a Visual C++ toolchain for windows binaries.

 50 dataRequired MediaLow Model: Commodity: Optronic Components Closed
100%
Task Description

Optronic Components commodity model.

 49 dataRequired MediaLow Model: Commodity: Superconductors Closed
100%
Task Description

Superconductors commodity model.

32srcPlanned FeatureHighMaster ServerNew
0%
Task Description

Master server and multiplayer server list.

31dataRequired MediaMediumPlayable, Consistent UniverseIn progress
10%
Task Description

Requires elaborate trade routes, balanced ships and ship hardware, adequate difficulty curve

TODO

- implement all starsystems on the starsystem roadmap

24dataPlanned FeatureMediumWeapon ModelsNew
10%
Task Description

Models for cannons and turrets to be used in the trade menu.
The colors used on the model should reflect the projectile color.

Laser: red (civilian)
Blaster: yellow (military)
Ion: light blue (lindblade)
Neutron: green
Metrion: pink

TODO
- Proximity mine
- Smart mine

- Laser turret
- Improved laser turret

- Blaster cannon
- Improved blaster cannon
- Blaster turret

- Ion cannon
- Ion turret

- Neutron cannon
- Improved neutron cannon
- Neutron turret
- Improved neutron turret

- Metrion accelerator

- Singularity projector (fires missiles)

DONE
- Dumb mine
- Laser cannon
- Improved laser cannon
- Advanced laser cannon

17srcPlanned FeatureMediumTractor beam effectNew
0%
Task Description

Implement beam particles for tractoring cargo.

The tracktor beam is currently completely server-side,
this will require additional engine infrastructure or a hack.

Instead of 'beams' a general 'effect' could be created.
It is possible to create an entity holding a model with
a particle system (like projectiles) representing the 'beam-in'
effect (think star trek transporters).

On the other hand, implementing beam style would open the door
for beam weapons.

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