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79 | client | Planned Feature | Critical | Add listview scrollbars | Closed | |
Task Description
The listview doesn't show a scrollbar if there are more items in it than can be displayed. |
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111 | game | Required Media | Critical | Plasma cannon sound | Closed | |
Task Description
Plasma cannons need a fire sound.
Some kind of heavy whoosh. Think fireball launcher. |
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23 | src | Planned Feature | High | Weapons | Closed | |
Task Description
The basic ability for players to shoot each other. |
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57 | data | Required Media | High | Icon: Close Window | Closed | |
Task Description
A close window icon. A cross or something approriate, in SVG. |
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58 | data | Required Media | High | Icon: Eject Cargo | Closed | |
Task Description
An Eject Cargo icon A Trashcan or recycle bin, or ... in SVG. |
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80 | client | Bug Report | High | Slider loses focus while the mouse button is pressed | Closed | |
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. |
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100 | src | Planned Feature | High | Support for Item::Mountable flag and improved mount but ... | Closed | |
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 |
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109 | client | Planned Feature | High | Button Tooltips | Closed | |
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. |
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2 | client | Bug Report | Medium | Skyboxes rendering junk on random sides on Intel | Closed | |
Task Description
For some reason, a random side(or two) of the skybox renders complete nonsense. This only seems to happen on Intel cards. I have attached a shot taken from my netbook which has an Intel 945G chipset. |
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7 | src | Bug Report | Medium | Rotated misc_models render in wrong positions. | Closed | |
Task Description
A misc_model that has been rotated in certain ways does not render correctly in-game(at least when it uses a .map as the model). The expected behavior should be how it appears in Radiant. In my testing: A simple Z-axis rotate renders fine. Any other complex rotations, like Y-axis rotations cause it to rotate(as expected), but the origin is in the wrong place. So, theoretically, any rotation that does not move the misc_model's referenced model's origin should work fine. Any other will break. The latest committed version of the pirate juggernaut has misc_models with this problem, so that can be used as a test case. |
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10 | core | Bug Report | Medium | Sub-model clip brushes are not inherited by parent mode ... | Closed | |
Task Description
If you use a collision model on a sub-model(called with misc_model or some other way), it does not include the clip brushes used in the sub-model if collision models are activated in ships.ini(or equivalent). |
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14 | game | Bug Report | Medium | Preserving thruster setting | Closed | |
Task Description
If a ship drops out of impulse, the previous thruster setting should be restored instead of beeing set to 0. This depends on the game not using entity_thrust when entity_state != Entity::Normal. Changes to this variable are send back to the client and override any previous thruster setting. |
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21 | src | Planned Feature | Medium | Player Saving | Closed | |
Task Description
Saving the players status on the server. Add savegame infrastructure for singeplayer games. |
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22 | src | Planned Feature | Medium | Network Authentication | Closed | |
Task Description
Authenticating the client with server to load player save. |
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27 | src | Planned Feature | Medium | Weapon and explosion sounds | Closed | |
Task Description
Explosions, weapons fire, auditory pew pew. DONE - Weapon sounds - Target hit sound - Target kill sound - Explosion particles - Explosion sounds for EntityControlable - Explosion sound for EntityDynamic - Getting hit sounds |
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29 | game | Planned Feature | Medium | Weapons Trading | Closed | |
Task Description
The transfer, purchase, and selling of weapons. DONE - Read weapon definitions from ini file - Weapon dealers - Ejecting weapons |
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42 | client | Bug Report | Medium | ESC key doesn't close buy and trade windows | Closed | |
Task Description
While docked, pressing ESC doesn't close the current window and doesn't open the main menu from the launch bay window. |
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44 | data | Required Media | Medium | Model: Kerman station | Closed | |
Task Description
Use: Kerman station, Khorsand system. Info: Produces superconductors from niobium, should probably look like some form of factory. |
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45 | data | Required Media | Medium | Model: Generic Colonial Outpost | Closed | |
Task Description
Use: The stations next to the unfinished jumpgates in finnmark and kronenbaden Other uses: Generic == profit |
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62 | src | Planned Feature | Medium | Improved main menu framework | Closed | |
Task Description
The main menu classes have to be move from ui/ to client/. Provide a client::MainMenu class for menu managment, provide support for save/load game menu where approriate. Remove ui::Menu and ui::Container classes and support methods in ui::Window. |
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73 | src | Bug Report | Medium | testmodel primary/secondary colors set incorrectly | Closed | |
Task Description
When using testmodel, the secondary color seems to be copied from the primary color rather than cl_colorSecond. |
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91 | render | Feature Request | Medium | Extend spawnflags for Lights/Flares/Particles to includ ... | Closed | |
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. |
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99 | game | Planned Feature | Medium | Turret support | Closed | |
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 |
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6 | render | Feature Request | Low | Hardware Workaround Scripts | Closed | |
Task Description
Despite the renderer being written very well and to the spec, certain hardware has trouble doing functions reported to be supported by the driver. I propose an ini file that the engine reads directly after loading all standard configuration files. This ini file instructs the engine to make specific checks and if they pass, execute a configuration file. The workaround handling being outside the engine allows future changes in the event that new hardware requires a workaround, without requiring recompiling the engine. Attached are proposed example files. |
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8 | client | Bug Report | Low | Alt-Enter fails to drop key modifier | Closed | |
Task Description
Using Alt-Enter to change from windowed mode to fullscreen, fails to drop the 'Alt' key modifier, meaning no other input will be accepted until this key is pressed again. |
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11 | core | Feature Request | Low | OBJ support | Closed | |
Task Description
OBJ support would be great for sub-models. Radiant's brushexport2 can export brushes into this format, in addition to natively supporting it in the editor itself. Wavefront .obj file Wikipedia article: https://secure.wikimedia.org/wikipedia/en/wiki/Wavefront_.obj_file Info page including a long list of sample obj files: http://people.sc.fsu.edu/~jburkardt/data/obj/obj.html |
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26 | src | Planned Feature | Low | Mouse aiming | Closed | |
Task Description
Players should be able to aim their guns with the mouse. |
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39 | client | Bug Report | Low | Fails to read WAV files that contain header. | Closed | |
Task Description
Osirion will fail to read a WAV file that contains header information such as Artist, Album etc. Steps to reproduce: Create file in audacity export to wav and enter title/artist information attempt to load in osirion. |
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40 | client | Feature Request | Low | Ogg Vorbis support | Closed | |
Task Description
I've written a patch that handles the xiph ogg vorbis format. http://thoronir.net/osirion/vorbis_audio.patch Note that this will only read the first logical bitstream in the container (you should not require more than one for sound effects). You will need to link against vorbisfile. |
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47 | data | Required Media | Low | Model: Commodity: Water | Closed | |
Task Description
Water commodity model. Some kind of water tank. |
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49 | data | Required Media | Low | Model: Commodity: Superconductors | Closed | |
Task Description
Superconductors commodity model. |
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50 | data | Required Media | Low | Model: Commodity: Optronic Components | Closed | |
Task Description
Optronic Components commodity model. |
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51 | data | Required Media | Low | Model: Commodity: Niobium | Closed | |
Task Description
Niobium commodity model. |
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52 | data | Required Media | Low | Model: Commodity: Liquor | Closed | |
Task Description
Liquor commodity model. |
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54 | data | Required Media | Low | Model: Commodity: Diamonds | Closed | |
Task Description
Diamonds commodity model. |
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55 | data | Required Media | Low | Model: Commodity: Crystals | Closed | |
Task Description
Crystals commodity model. |
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61 | src | Required Media | Low | Jump exit gives mostly random thruster setting | Closed | |
Task Description
Upon exiting a jump(as in, appearing in the target system) using a jump gate or the jump command, the player starts with a thruster setting above 0. The value is mostly random. |
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78 | core | Bug Report | Low | Entire model fails to load when a submodel is invalid | Closed | |
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. |
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81 | src | Required Media | Low | Spam | Closed | |
Task Description
Spam |
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82 | src | Required Media | Low | Spam | Closed | |
Task Description
Spam |
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83 | src | Required Media | Low | Spam | Closed | |
Task Description
Spam |
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84 | src | Required Media | Low | Spam | Closed | |
Task Description
Spam |
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85 | src | Required Media | Low | Spam | Closed | |
Task Description
Spam |
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86 | src | Required Media | Low | Spam | Closed | |
Task Description
Spam |
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87 | src | Required Media | Low | Spam | Closed | |
Task Description
Spam |
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88 | src | Required Media | Low | Spam | Closed | |
Task Description
Spam |
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89 | src | Required Media | Low | spam | Closed | |
Task Description
spam |
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90 | game | Planned Feature | Low | Space Mines | Closed | |
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 |
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95 | client | Planned Feature | Low | Health indicators | Closed | |
Task Description
Health indicators DONE - Show ship health in HUD - Show target health in HUD |
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106 | client | Planned Feature | Low | HUD camera mode button | Closed | |
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) |