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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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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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23 | src | Planned Feature | High | Weapons | Closed | |
Task Description
The basic ability for players to shoot each other. |
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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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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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102 | src | Bug Report | Very Low | Variable-length arrays preventing compilation with Clan ... | Closed | |
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. |
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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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64 | data | Required Media | Low | Tsu-Khan Texture Set | New | |
Task Description
Tsu-Khan needs a set of textures. |
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70 | src | Required Media | Low | Trading mission support | New | |
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 |
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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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60 | src | Feature Request | Low | Thrust Point Entities | New | |
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. |
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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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13 | client | Feature Request | Low | Support for non us-qwerty keyboard layouts. | New | |
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. |
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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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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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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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94 | game | Planned Feature | Low | Space mine tracking capabilities | New | |
Task Description
Implement seeker mines and tracking mines. |
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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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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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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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74 | render | Bug Report | Low | Scene drawing is not skipped when testmodel screen is o... | New | |
Task Description
If the testmodel window is opened, the current scene is still drawn. Fixing this would provide quite an optimization. |
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16 | core | Bug Report | Low | say doesn't work on dedicated servers. | New | |
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 |
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1 | src | Bug Report | Very Low | Sample Task | Closed | |
Task Description
This isn't a real task. You should close it and start opening some real tasks. |
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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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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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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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63 | src | Feature Request | Low | Port to Raspberry Pi | New | |
Task Description
port osi to raspberry pi |
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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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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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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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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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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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112 | core | Planned Feature | Low | Pause game | New | |
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. |
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76 | render | Bug Report | Low | Patch meshes with texcoords generated from Radiant's 'c... | New | |
Task Description
For an example of this, take a look at the Talon's main guns. |
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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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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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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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22 | src | Planned Feature | Medium | Network Authentication | Closed | |
Task Description
Authenticating the client with server to load player save. |
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66 | src | Planned Feature | Low | Nebula support | New | |
Task Description
Support for decent-looking nebulas. |
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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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97 | client | Bug Report | Low | Move default fonts from ui::UI to ui::PAlette | Assigned | |
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. |