Project::OSiRiON

IDCategoryTask TypeSeveritySummary  descStatusProgress
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.

 29 gamePlanned FeatureMedium Weapons Trading Closed
100%
Task Description

The transfer, purchase, and selling of weapons.

DONE
- Read weapon definitions from ini file
- Weapon dealers
- Ejecting weapons

 23 srcPlanned FeatureHigh Weapons Closed
100%
Task Description

The basic ability for players to shoot each other.

24dataPlanned FeatureMediumWeapon ModelsNew
10%
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

 27 srcPlanned FeatureMedium Weapon and explosion sounds Closed
100%
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

 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.

 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

64dataRequired MediaLowTsu-Khan Texture SetNew
0%
Task Description

Tsu-Khan needs a set of textures.

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

17srcPlanned FeatureMediumTractor beam effectNew
0%
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.

60srcFeature RequestLowThrust Point EntitiesNew
0%
Task Description

For finer control of the ship, thrust points should be defined. Instead of the ship being pushed from its origin point, thrust entities would define where the force against the ship is coming from. This would allow for more realistic control.

If more than one entity is used, the thrust power is split between them, or defined by percentage specifically with entity keys.

 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.

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.

 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

 10 coreBug ReportMedium Sub-model clip brushes are not inherited by parent mode ...Closed
100%
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).

 81 srcRequired MediaLow Spam Closed
100%
Task Description

Spam

 82 srcRequired MediaLow Spam Closed
100%
Task Description

Spam

 83 srcRequired MediaLow Spam Closed
100%
Task Description

Spam

 84 srcRequired MediaLow Spam Closed
100%
Task Description

Spam

 85 srcRequired MediaLow Spam Closed
100%
Task Description

Spam

 86 srcRequired MediaLow Spam Closed
100%
Task Description

Spam

 87 srcRequired MediaLow Spam Closed
100%
Task Description

Spam

 88 srcRequired MediaLow Spam Closed
100%
Task Description

Spam

 89 srcRequired MediaLow spam Closed
100%
Task Description

spam

 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

94gamePlanned FeatureLowSpace mine tracking capabilitiesNew
0%
Task Description

Implement seeker mines and tracking mines.

33srcPlanned FeatureMediumSoundtrack supportNew
0%
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.

 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.

 2 clientBug ReportMedium Skyboxes rendering junk on random sides on Intel Closed
100%
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.

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.

16coreBug ReportLowsay doesn't work on dedicated servers.New
0%
Task Description

Since the 'say' chat command is now used to chat in the current zone,
it become useless on dedicated servers because the console does
not have a current system.

There are several ways to solve this:
- Have say behave like shout
- Add an extra parameter to say to indicate the zone to chat in
- Provide a way for the console to set the current zone

 1 srcBug ReportVery Low Sample Task Closed
100%
Task Description

This isn't a real task. You should close it and start opening some real tasks.

 7 srcBug ReportMedium Rotated misc_models render in wrong positions. Closed
100%
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.

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

 14 gameBug ReportMedium Preserving thruster setting Closed
100%
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.

63srcFeature RequestLowPort to Raspberry PiNew
0%
Task Description

port osi to raspberry pi

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

36corePlanned FeatureHighPlayer signalsNew
0%
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.

 21 srcPlanned FeatureMedium Player Saving Closed
100%
Task Description

Saving the players status on the server. Add savegame infrastructure for singeplayer games.

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

 111 gameRequired MediaCritical Plasma cannon sound Closed
100%
Task Description Plasma cannons need a fire sound. Some kind of heavy whoosh. Think fireball launcher.
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.
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.

 40 clientFeature RequestLow Ogg Vorbis support Closed
100%
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.

 11 coreFeature RequestLow OBJ support Closed
100%
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

67gamePlanned FeatureHighNPC supportIn progress
20%
Task Description

Support for computer-controlled allies and opponents.

- Better AI control
- Dynamic patrols

 22 srcPlanned FeatureMedium Network Authentication Closed
100%
Task Description

Authenticating the client with server to load player save.

66srcPlanned FeatureLowNebula supportNew
0%
Task Description

Support for decent-looking nebulas.

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.

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.

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