IDCategoryTask TypeSeveritySummaryStatusProgress  desc
66srcPlanned FeatureLowNebula supportNew
Task Description

Support for decent-looking nebulas.

68srcPlanned FeatureLowAsteroid field supportNew
Task Description

Support for asteroid fields.

69srcPlanned FeatureLowFramework for player missionsNew
Task Description

A generic engine framework to support player missions.
core support, client menu support, network command support.

70srcRequired MediaLowTrading mission supportNew
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

92srcFeature RequestMediumClean 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, ...

- 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

96srcBug ReportMediumProblems while docked at another player's shipNew
Task Description

The following issues appear if you're docked at another player's ship


- 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

103srcFeature RequestLowGunmenUnconfirmed
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.

105srcPlanned FeatureLowAdmin commandsNew
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.

- 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.

Showing tasks 51 - 58 of 58 Page 2 of 2 - 1 - 2

Available keyboard shortcuts


Task Details

Task Editing