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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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107 | editor | Bug Report | Critical | Moving selection fails unless active entity is clicked | Assigned | |
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. |
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110 | client | Bug Report | Critical | Better camera handling and control | Assigned | |
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
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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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28 | src | Planned Feature | High | Equipment | Assigned | |
Task Description
Weapons, shields, armour... TODO - Shields & armor - Mining equipment ? - Misc equipment DONE - Weapons |
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32 | src | Planned Feature | High | Master Server | New | |
Task Description
Master server and multiplayer server list. |
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34 | client | Planned Feature | High | Improved options menu | Assigned | |
Task Description
Add an improved options menu with video, audio, controls and game settings. TODO - video settings - menu to configure game settings - merge settings menus into a single, tabbed window DONE - menu to configure controls - menu to configure player settings (name, colors, ..) - menu to configure graphics settings - menu to configure audio settings |
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36 | core | Planned Feature | High | Player signals | New | |
Task Description
Implement a system where players can send arbitrary signals to each other (arbitrary, from the point of view of the network protocol). This would be used to send trade and docking requests, and to replace the silly 'hail' command with a 'request for private chat'. In the future this could also be used for other signals, like players declaring their hostile intent. It might also be possible to use the signals mechanism to exchange targetting info. |
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37 | render | Bug Report | High | Colors are randomly broken on open-source 'radeon' and ... | Closed | |
Task Description
Using an ATI Radeon HD 5770. Mesa 7.10. The colors for all environment-mapped surfaces(which means nearly all model surfaces) are randomly chosen when the renderer begins. The colors that are used are out of all the colors used by the models, rather than some random color. Also, it appears to be only entire materials that are switching to the wrong color, rather than per-surface. How to reproduce: Open up colors.shader, and comment(//) the 'environment' part of grey25, and run the game. You will see grey25 as the color it's supposed to be, only with its envmap fixed. My thoughts: It's either a bug in the driver or some logic error in the fragment drawing code that's only manifesting on the radeon driver. This may also affect other drivers that use Mesa, but as yet radeon is the only one that I have seen that has this issue. EDIT: This bug also occurs on the nouveau driver for nvidia. Perhaps Gallium3D is at fault? |
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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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67 | game | Planned Feature | High | NPC support | In progress | |
Task Description
Support for computer-controlled allies and opponents. - Better AI control - Dynamic patrols |
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71 | game | Required Media | High | Faction and Reputation support | In progress | |
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 |
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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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98 | render | Planned Feature | High | Material texture stages | In progress | |
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 ... } |
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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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104 | client | Planned Feature | High | Improved inventory menu. | Assigned | |
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 |
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108 | data | Required Media | High | Model: pirate base | New | |
Task Description
Pirate base models, to serve as NPC headquarters. Several generic models are required. |
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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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15 | game | Planned Feature | Medium | Player-to-player trading | Assigned | |
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 |
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17 | src | Planned Feature | Medium | Tractor beam effect | New | |
Task Description
Implement beam particles for tractoring cargo. The tracktor beam is currently completely server-side, this will require additional engine infrastructure or a hack. Instead of 'beams' a general 'effect' could be created. It is possible to create an entity holding a model with a particle system (like projectiles) representing the 'beam-in' effect (think star trek transporters). On the other hand, implementing beam style would open the door for beam weapons. |
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18 | game | Planned Feature | Medium | Equipment Trading | Assigned | |
Task Description
The purchase and selling of ship equipment such as weapons. |
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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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24 | data | Planned Feature | Medium | Weapon Models | New | |
Task Description
Models for cannons and turrets to be used in the trade menu. The colors used on the model should reflect the projectile color. Laser: red (civilian) Blaster: yellow (military) Ion: light blue (lindblade) Neutron: green Metrion: pink TODO - Proximity mine - Smart mine - Laser turret - Improved laser turret - Blaster cannon - Improved blaster cannon - Blaster turret - Ion cannon - Ion turret - Neutron cannon - Improved neutron cannon - Neutron turret - Improved neutron turret - Metrion accelerator - Singularity projector (fires missiles) DONE - Dumb mine - Laser cannon - Improved laser cannon - Advanced laser cannon |
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25 | src | Planned Feature | Medium | Model weapon slots and positioning. | New | |
Task Description
Attaching the model/weapon to its associated 'slot' on the ship, and handling the position of said slot. |
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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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31 | data | Required Media | Medium | Playable, Consistent Universe | In progress | |
Task Description
Requires elaborate trade routes, balanced ships and ship hardware, adequate difficulty curve TODO - implement all starsystems on the starsystem roadmap |
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33 | src | Planned Feature | Medium | Soundtrack support | New | |
Task Description
Add client support for playing background music.It should be possible to define a number of audio tracks per zone, for the intro, and make provisions for 'battle music'. Investigate support for FLAC, OGG and MP3 audio formats. |
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41 | render | Feature Request | Medium | LOD entity keys + Automatic patch LOD | New | |
Task Description
The engine needs a way to be able to use a LOD system for performance reasons. I propose a method for this: all brush entities(except worldspawn and misc_model) will have a 'lod' key. The existence of this key in the entity(as in, if it's actually set) tells the engine to enable LOD on the entity. The value for the LOD key would be an integer of 0 through 3. A value of 3 tells the engine to only render the brushes at 75% and above of the detail LOD distance. A value of 2 renders at 50-75%. A value of 1 renders at 25-50%. 0 renders at 0-25% distance. If the key is not set, the brushes will render at all distances(unless set to detail). This allows two things: Patch meshes get LOD, and LOD gradually degrades with distance. An alternative would be in patch loading. At model load, bake 4 levels of LOD for the patch meshes into the model, and apply the same rules as above. This may not be desirable because some patch meshes may be required to stay at full LOD for specific reasons. The only downside to this is that it requires more memory to store the LOD models, but it would cut down on polygon count at render time significantly. |
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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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43 | data | Required Media | Medium | Model: Unfinished Jumpgate | New | |
Task Description
Use: The unfinished jumpgates between Finnmark and Kronenbaden. |
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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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56 | client | Bug Report | Medium | Extremely slow to load. | Assigned | |
Task Description
Windows is extremely slow to load compared to other platforms. $time ./src/osirion +connect +quit Linux: 3.3 seconds Windows: 23.7 seconds This may be related to the binaries being produced via mingw: http://osdir.com/ml/gnu.mingw.msys/2006-03/msg00024.html The best solution is to probably use a Visual C++ toolchain for windows binaries. |
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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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92 | src | Feature Request | Medium | Clean 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, ... 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 |
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96 | src | Bug Report | Medium | Problems while docked at another player's ship | New | |
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 |
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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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3 | render | Bug Report | Low | Merged patch mesh points produce bad results on Intel | New | |
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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4 | render | Planned Feature | Low | Z-Fail Stencil Shadows | New | |
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. |
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5 | core | Bug Report | Low | 'give ship x' while moving makes player unable to contr... | Assigned | |
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. |