Project::OSiRiON

IDCategoryTask TypeSeveritySummaryStatusProgress
112corePlanned FeatureLowPause gameNew
0%
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.
 111 gameRequired MediaCritical Plasma cannon sound Closed
100%
Task Description Plasma cannons need a fire sound. Some kind of heavy whoosh. Think fireball launcher.
110clientBug ReportCriticalBetter camera handling and controlAssigned
0%
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
 109 clientPlanned FeatureHigh Button Tooltips Closed
100%
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.

108dataRequired MediaHighModel: pirate baseNew
10%
Task Description

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

107editorBug ReportCriticalMoving selection fails unless active entity is clickedAssigned
0%
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.

 106 clientPlanned FeatureLow HUD camera mode button Closed
100%
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)

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.

104clientPlanned FeatureHighImproved inventory menu.Assigned
0%
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

103srcFeature RequestLowGunmenUnconfirmed
0%
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.

 102 srcBug ReportVery Low Variable-length arrays preventing compilation with Clan ...Closed
100%
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.

101dataRequired MediaLowDagon Texture SetNew
0%
Task Description

House Dagon needs a set of textures.

 100 srcPlanned FeatureHigh Support for Item::Mountable flag and improved mount but ...Closed
100%
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

 99 gamePlanned FeatureMedium Turret support Closed
100%
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

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 ...
}

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.

96srcBug ReportMediumProblems while docked at another player's shipNew
0%
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

 95 clientPlanned FeatureLow Health indicators Closed
100%
Task Description

Health indicators

DONE
- Show ship health in HUD
- Show target health in HUD

94gamePlanned FeatureLowSpace mine tracking capabilitiesNew
0%
Task Description

Implement seeker mines and tracking mines.

93renderFeature RequestLowAllow currently loaded skybox to be bound as a texture.New
0%
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.

92srcFeature RequestMediumClean up of material, light, flare and particle color ...New
0%
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

 91 renderFeature RequestMedium Extend spawnflags for Lights/Flares/Particles to includ ...Closed
100%
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.

 90 gamePlanned FeatureLow Space Mines Closed
100%
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

 89 srcRequired MediaLow spam Closed
100%
Task Description

spam

 88 srcRequired MediaLow Spam Closed
100%
Task Description

Spam

 87 srcRequired MediaLow Spam Closed
100%
Task Description

Spam

 86 srcRequired MediaLow Spam Closed
100%
Task Description

Spam

 85 srcRequired MediaLow Spam Closed
100%
Task Description

Spam

 84 srcRequired MediaLow Spam Closed
100%
Task Description

Spam

 83 srcRequired MediaLow Spam Closed
100%
Task Description

Spam

 82 srcRequired MediaLow Spam Closed
100%
Task Description

Spam

 81 srcRequired MediaLow Spam Closed
100%
Task Description

Spam

 80 clientBug ReportHigh Slider loses focus while the mouse button is pressed Closed
100%
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.

 79 clientPlanned FeatureCritical Add listview scrollbars Closed
100%
Task Description

The listview doesn't show a scrollbar if there are more items in
it than can be displayed.

 78 coreBug ReportLow Entire model fails to load when a submodel is invalid Closed
100%
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.

77dataRequired MediaLowBetter fontsNew
0%
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

76renderBug ReportLowPatch meshes with texcoords generated from Radiant's 'c...New
0%
Task Description

For an example of this, take a look at the Talon's main guns.

75renderFeature RequestLowFade for strobe lights.New
0%
Task Description

Fade-out of strobe lights should occur by default, with an optional float fade time and boolean fade spawnflag.

74renderBug ReportLowScene drawing is not skipped when testmodel screen is o...New
0%
Task Description

If the testmodel window is opened, the current scene is still drawn.

Fixing this would provide quite an optimization.

 73 srcBug ReportMedium testmodel primary/secondary colors set incorrectly Closed
100%
Task Description

When using testmodel, the secondary color seems to be copied from the primary color rather than cl_colorSecond.

72clientFeature RequestLowAllow mouse to directly control steering like joystick.New
0%
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).

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

70srcRequired MediaLowTrading mission supportNew
0%
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

69srcPlanned FeatureLowFramework for player missionsNew
0%
Task Description

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

68srcPlanned FeatureLowAsteroid field supportNew
0%
Task Description

Support for asteroid fields.

67gamePlanned FeatureHighNPC supportIn progress
20%
Task Description

Support for computer-controlled allies and opponents.

- Better AI control
- Dynamic patrols

66srcPlanned FeatureLowNebula supportNew
0%
Task Description

Support for decent-looking nebulas.

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?

64dataRequired MediaLowTsu-Khan Texture SetNew
0%
Task Description

Tsu-Khan needs a set of textures.

63srcFeature RequestLowPort to Raspberry PiNew
0%
Task Description

port osi to raspberry pi

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