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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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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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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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59 | client | Planned Feature | Low | Improved map menu | In progress | |
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 |
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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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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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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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55 | data | Required Media | Low | Model: Commodity: Crystals | Closed | |
Task Description
Crystals commodity model. |
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54 | data | Required Media | Low | Model: Commodity: Diamonds | Closed | |
Task Description
Diamonds commodity model. |
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53 | data | Required Media | Low | Model: Commodity: Iron | New | |
Task Description
Iron commodity model. |
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52 | data | Required Media | Low | Model: Commodity: Liquor | Closed | |
Task Description
Liquor commodity model. |
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51 | data | Required Media | Low | Model: Commodity: Niobium | Closed | |
Task Description
Niobium 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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49 | data | Required Media | Low | Model: Commodity: Superconductors | Closed | |
Task Description
Superconductors commodity model. |
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48 | data | Required Media | Low | Model: Commodity: Gate Parts | New | |
Task Description
Gate Parts commodity model. |
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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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46 | client | Feature Request | Low | Flac Support | New | |
Task Description
http://thoronir.net/osirion/flac_patch.patch Adds flac support to osirion. |
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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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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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43 | data | Required Media | Medium | Model: Unfinished Jumpgate | New | |
Task Description
Use: The unfinished jumpgates between Finnmark and Kronenbaden. |
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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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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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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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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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38 | render | Feature Request | Low | Distance LOD for Patch Meshes | Closed | |
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. |
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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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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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35 | render | Planned Feature | Low | GLSL Shader program support | New | |
Task Description
Extend the current Material system to support GLSL shader programs. Normal map, specular map and glow map support. |
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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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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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32 | src | Planned Feature | High | Master Server | New | |
Task Description
Master server and multiplayer server list. |
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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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30 | render | Planned Feature | Low | Improved particle systems | In progress | |
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 |
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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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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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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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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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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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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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23 | src | Planned Feature | High | Weapons | Closed | |
Task Description
The basic ability for players to shoot each other. |
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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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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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20 | game | Feature Request | Low | Economy | New | |
Task Description
Pseudo-dynamic economy support. Ideas: - Stations and planets are supplied by NPC convoys - Prices fluctuate according to availability |
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19 | game | Feature Request | Low | Fuel System | New | |
Task Description
Fuel System. |
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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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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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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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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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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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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. |