Project::OSiRiON

IDCategoryTask TypeSeveritySummaryStatus  ascProgress
97clientBug ReportLowMove default fonts from ui::UI to ui::PAletteAssigned
0%
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.

67gamePlanned FeatureHighNPC supportIn progress
20%
Task Description

Support for computer-controlled allies and opponents.

- Better AI control
- Dynamic patrols

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

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 ...
}

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

30renderPlanned FeatureLowImproved particle systemsIn progress
70%
Task Description

Improved particle systems: weapon effects, engine effects, explosions, smoke...

An improved framework for particle systems unifying all of the above.

DONE
- Particle system code needs to support multiple ejectors per system,
at the moment a particle system is created for each ejector
- Add fine-grained control parameters (alpha start mid end) (radius start mid end) ..
See tremulous particles
- Streak style particles (aka 'trail sprites')
- replace [ejector] with [sprites] [flares] [trail] etc
- ejector thrust trigger
- ejector impulse trigger
- ejector explosion trigger

TODO
- Flame style particles -> needs thinking, how to do it exactly

59clientPlanned FeatureLowImproved map menuIn progress
50%
Task Description

Improved map menu, implement a 'galactic overview'. Provide galactic coordinates for each zone.
DONE
- add Info record type for zone info
- add Zone location
- add galactic overview to map
- add Zone::info() to network message
- add Zone::flags()
- add Zone::flags() to network message
- add Zone::location() to network message
- add Zone::color() and use it on the galactic map
- add Zone::color() to network message

TODO
- mechanism to request zone map content in multiplayer games
- do not delete client-side ShowOnMap entities in multiplayer games
- show jumpgate links on the galactic map (this requires engine infrastructure)
- mechanism to show only visited places
- map zoom

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?

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