Project::OSiRiON

IDCategoryTask TypeSeveritySummary  descStatusProgress
 26 srcPlanned FeatureLow Mouse aiming Closed
100%
Task Description

Players should be able to aim their guns with the mouse.

43dataRequired MediaMediumModel: Unfinished JumpgateNew
0%
Task Description

Use: The unfinished jumpgates between Finnmark and Kronenbaden.

108dataRequired MediaHighModel: pirate baseNew
10%
Task Description

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

 44 dataRequired MediaMedium Model: Kerman station Closed
100%
Task Description

Use: Kerman station, Khorsand system.

Info: Produces superconductors from niobium, should probably look like some form of factory.

 45 dataRequired MediaMedium Model: Generic Colonial Outpost Closed
100%
Task Description

Use: The stations next to the unfinished jumpgates in finnmark and kronenbaden
Other uses: Generic == profit

 47 dataRequired MediaLow Model: Commodity: Water Closed
100%
Task Description

Water commodity model.

Some kind of water tank.

 49 dataRequired MediaLow Model: Commodity: Superconductors Closed
100%
Task Description

Superconductors commodity model.

 50 dataRequired MediaLow Model: Commodity: Optronic Components Closed
100%
Task Description

Optronic Components commodity model.

 51 dataRequired MediaLow Model: Commodity: Niobium Closed
100%
Task Description

Niobium commodity model.

 52 dataRequired MediaLow Model: Commodity: Liquor Closed
100%
Task Description

Liquor commodity model.

53dataRequired MediaLowModel: Commodity: IronNew
0%
Task Description

Iron commodity model.

48dataRequired MediaLowModel: Commodity: Gate PartsNew
0%
Task Description

Gate Parts commodity model.

 54 dataRequired MediaLow Model: Commodity: Diamonds Closed
100%
Task Description

Diamonds commodity model.

 55 dataRequired MediaLow Model: Commodity: Crystals Closed
100%
Task Description

Crystals commodity model.

25srcPlanned FeatureMediumModel weapon slots and positioning.New
0%
Task Description

Attaching the model/weapon to its associated 'slot' on the ship, and handling the position of said slot.

3renderBug ReportLowMerged patch mesh points produce bad results on IntelNew
0%
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.

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 ...
}

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?

32srcPlanned FeatureHighMaster ServerNew
0%
Task Description

Master server and multiplayer server list.

41renderFeature RequestMediumLOD entity keys + Automatic patch LODNew
0%
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.

12renderFeature RequestLowLight Flare OcclusionNew
0%
Task Description

Having light flares occlude behind objects would allow more detailed flares to be used. The following is a screenshot from Mass Effect, and is the back of the Normandy:
http://www.bioware.com/_commonext/images/me/screenshots/dlc/masseffect_01_1280x760.jpg

If this were tried in Osirion with a regular light entity and a similar flare texture, it would be partially visible from behind surfaces, which is not the desired effect as the light shouldn't be making a flare if it's seen from behind a wall. This is also the reason why most of the flares in Osirion are circular, because a horizontal flare(also known as the 'film-style' flare) is too difficult to get right when it can move in all angles.

In the end, this might actually lower performance a tiny bit because each flare has to be checked if it's behind a surface, but if a flare is completely blocked, it shouldn't render at all which would make up for the loss.

Q3 has several methods of doing this, including a timed fade, real fade, and instant.

Timed fade: when a flare becomes visible, begin rendering the quad and slowly increase its size and alpha from 0 until it reaches the size indicated by the entity. The rate of size increase is based on a simple timer.
Real fade: like timed fade, begin rendering the quad once visible but instead of using a fixed timer, only increase the size and alpha depending on how much of the flare is in view. I believe this is done via the size indicated in the entity, and is based on how much of it at its full size is visible(I'm guessing an invisible quad at max size is used to test this). This method is best because it can be tweaked to allow the flare to overlap the surfaces in front of it by a small amount, making it look very realistic.
Instant: the flare is instantly visible at max size and alpha as soon as the light entity's origin is visible by the camera.

 61 srcRequired MediaLow Jump exit gives mostly random thruster setting Closed
100%
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.

30renderPlanned FeatureLowImproved particle systemsIn progress
70%
Task Description

Improved particle systems: weapon effects, engine effects, explosions, smoke...

An improved framework for particle systems unifying all of the above.

DONE
- Particle system code needs to support multiple ejectors per system,
at the moment a particle system is created for each ejector
- Add fine-grained control parameters (alpha start mid end) (radius start mid end) ..
See tremulous particles
- Streak style particles (aka 'trail sprites')
- replace [ejector] with [sprites] [flares] [trail] etc
- ejector thrust trigger
- ejector impulse trigger
- ejector explosion trigger

TODO
- Flame style particles -> needs thinking, how to do it exactly

34clientPlanned FeatureHighImproved options menuAssigned
60%
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

59clientPlanned FeatureLowImproved map menuIn progress
50%
Task Description

Improved map menu, implement a 'galactic overview'. Provide galactic coordinates for each zone.
DONE
- add Info record type for zone info
- add Zone location
- add galactic overview to map
- add Zone::info() to network message
- add Zone::flags()
- add Zone::flags() to network message
- add Zone::location() to network message
- add Zone::color() and use it on the galactic map
- add Zone::color() to network message

TODO
- mechanism to request zone map content in multiplayer games
- do not delete client-side ShowOnMap entities in multiplayer games
- show jumpgate links on the galactic map (this requires engine infrastructure)
- mechanism to show only visited places
- map zoom

 62 srcPlanned FeatureMedium Improved main menu framework Closed
100%
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.

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

 58 dataRequired MediaHigh Icon: Eject Cargo Closed
100%
Task Description

An Eject Cargo icon

A Trashcan or recycle bin, or ...
in SVG.

 57 dataRequired MediaHigh Icon: Close Window Closed
100%
Task Description

A close window icon.

A cross or something approriate,
in SVG.

 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)

 95 clientPlanned FeatureLow Health indicators Closed
100%
Task Description

Health indicators

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

 6 renderFeature RequestLow Hardware Workaround Scripts Closed
100%
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.

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.

35renderPlanned FeatureLowGLSL Shader program supportNew
0%
Task Description

Extend the current Material system to support GLSL shader programs. Normal map, specular map and glow map support.

19gameFeature RequestLowFuel SystemNew
0%
Task Description

Fuel System.

69srcPlanned FeatureLowFramework for player missionsNew
0%
Task Description

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

46clientFeature RequestLowFlac SupportNew
0%
Task Description

http://thoronir.net/osirion/flac_patch.patch

Adds flac support to osirion.

 39 clientBug ReportLow Fails to read WAV files that contain header. Closed
100%
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.

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.

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

56clientBug ReportMediumExtremely slow to load.Assigned
10%
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.

 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.

 42 clientBug ReportMedium ESC key doesn't close buy and trade windows Closed
100%
Task Description

While docked, pressing ESC doesn't close the current window and doesn't open the main menu
from the launch bay window.

18gamePlanned FeatureMediumEquipment TradingAssigned
0%
Task Description

The purchase and selling of ship equipment such as weapons.

28srcPlanned FeatureHighEquipmentAssigned
10%
Task Description

Weapons, shields, armour...

TODO

- Shields & armor
- Mining equipment ?
- Misc equipment

DONE

- Weapons

9renderBug ReportLowEntity axis transformation is not applied to Cubemap te...New
0%
Task Description

Symptom: When rotating the ship, cubemap reflections are not rotated in effect, and stay in the default rotation axis.

 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.

20gameFeature RequestLowEconomyNew
0%
Task Description

Pseudo-dynamic economy support.

Ideas:
- Stations and planets are supplied by NPC convoys
- Prices fluctuate according to availability

 38 renderFeature RequestLow Distance LOD for Patch Meshes Closed
0%
Task Description

Patch Meshes currently render at a fixed subdivisioning at all distances, making the extra polys sometimes useless when the player is far enough away. Distance LOD would drastically reduce the amount of polygons generated by patch meshes in the distance. This would probably result in some accuracy issues when two patch meshes are next to each other, but probably wouldn't be seen due to their distance. This is an acceptable tradeoff for increased performance(and it would have a configurable minimum subdivision level).

As I understand it though, patch meshes are presubdivided as the model is loaded, which would make this difficult to implement. As with a few of my other feature requests, there is example code in ioquake3 that does this.

101dataRequired MediaLowDagon Texture SetNew
0%
Task Description

House Dagon needs a set of textures.

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