Project::OSiRiON

ID  descCategoryTask TypeSeveritySummaryStatusProgress
15gamePlanned FeatureMediumPlayer-to-player tradingAssigned
0%
Task Description

Add player-to-player trading.
Implementation:

* Docking player ships should require owner permission
* Player shops
* Player must be able to decide what items to sell, at what prices.
*'tradeable' flag
*shop allows multiple buyers, player-to-player only one.
*Player factory ships, base factories, per-item adjustable conversion rate and ratio.
e.g. 2 units of niobum to 1 superconductor per 30 seconds

13clientFeature RequestLowSupport for non us-qwerty keyboard layouts.New
0%
Task Description

Right now the client keyboard input code is hardwired
to a US-QWERTY layout. It should use the native keyboard
layout of the user.

At the same time, the code should be tested for UTF8.

12renderFeature RequestLowLight Flare OcclusionNew
0%
Task Description

Having light flares occlude behind objects would allow more detailed flares to be used. The following is a screenshot from Mass Effect, and is the back of the Normandy:
http://www.bioware.com/_commonext/images/me/screenshots/dlc/masseffect_01_1280x760.jpg

If this were tried in Osirion with a regular light entity and a similar flare texture, it would be partially visible from behind surfaces, which is not the desired effect as the light shouldn't be making a flare if it's seen from behind a wall. This is also the reason why most of the flares in Osirion are circular, because a horizontal flare(also known as the 'film-style' flare) is too difficult to get right when it can move in all angles.

In the end, this might actually lower performance a tiny bit because each flare has to be checked if it's behind a surface, but if a flare is completely blocked, it shouldn't render at all which would make up for the loss.

Q3 has several methods of doing this, including a timed fade, real fade, and instant.

Timed fade: when a flare becomes visible, begin rendering the quad and slowly increase its size and alpha from 0 until it reaches the size indicated by the entity. The rate of size increase is based on a simple timer.
Real fade: like timed fade, begin rendering the quad once visible but instead of using a fixed timer, only increase the size and alpha depending on how much of the flare is in view. I believe this is done via the size indicated in the entity, and is based on how much of it at its full size is visible(I'm guessing an invisible quad at max size is used to test this). This method is best because it can be tweaked to allow the flare to overlap the surfaces in front of it by a small amount, making it look very realistic.
Instant: the flare is instantly visible at max size and alpha as soon as the light entity's origin is visible by the camera.

9renderBug ReportLowEntity axis transformation is not applied to Cubemap te...New
0%
Task Description

Symptom: When rotating the ship, cubemap reflections are not rotated in effect, and stay in the default rotation axis.

5coreBug ReportLow'give ship x' while moving makes player unable to contr...Assigned
0%
Task Description

At random, if you use 'give ship' while your ship is moving, you can be trapped in a state where you cannot turn or move in any direction. You are still given the new ship, however, and if you use 'give ship' a few more times, you can recover from the problem.

Leaving this as low-priority since 'give ship' is technically a cheat. Setting this as category 'src' because the cause is unknown.

4renderPlanned FeatureLowZ-Fail Stencil ShadowsNew
0%
Task Description

If a real-time shadowing method is to be used, sharp stencil shadows would be more in-line with the game's visual style. It apparently can be done with very little code.

3renderBug ReportLowMerged patch mesh points produce bad results on IntelNew
0%
Task Description

If multiple patch mesh points are in the same place(like on many windows), certain polygons are lit incorrectly on Intel hardware.

Shot taken from netbook with Intel 945G chipset.

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