http://wiki.vega-strike.org/mediawiki/api.php?action=feedcontributions&user=Nikai&feedformat=atomVsWiki - User contributions [en]2024-03-29T01:54:39ZUser contributionsMediaWiki 1.30.2http://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs:ATI:R600-R700&diff=18002Database:GPUs:ATI:R600-R7002011-02-19T18:04:37Z<p>Nikai: KMS/UMS</p>
<hr />
<div>==Specs at a glance==<br />
* Unified shaders<br />
* Vertex Shaders 4.0<br />
* Pixel Shaders 4.0<br />
[http://www.x.org/docs/AMD/R6xx_R7xx_3D.pdf]<br />
<br />
*normalized and unnormalized coordinates supported<br />
*NPOT textures supported<br />
*Full clamp and mipmap support with NPOT textures<br />
*Limited clamp support with unnormalized coordinates<br />
[http://www.mail-archive.com/mesa-dev@lists.freedesktop.org/msg02171.html]<br />
<br />
==glxinfo==<br />
*HD3200 (R780G) r600 classic (KMS)<br />
<pre><br />
name of display: :0.0<br />
display: :0 screen: 0<br />
direct rendering: Yes<br />
server glx vendor string: SGI<br />
server glx version string: 1.4<br />
server glx extensions:<br />
GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, <br />
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer, <br />
GLX_OML_swap_method, GLX_SGI_make_current_read, GLX_SGI_swap_control, <br />
GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, <br />
GLX_SGIX_visual_select_group, GLX_INTEL_swap_event<br />
client glx vendor string: Mesa Project and SGI<br />
client glx version string: 1.4<br />
client glx extensions:<br />
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context, <br />
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer, <br />
GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control, <br />
GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync, <br />
GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, <br />
GLX_SGIX_visual_select_group, GLX_EXT_texture_from_pixmap, <br />
GLX_INTEL_swap_event<br />
GLX version: 1.4<br />
GLX extensions:<br />
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context, <br />
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer, <br />
GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control, <br />
GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync, <br />
GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, <br />
GLX_SGIX_visual_select_group, GLX_EXT_texture_from_pixmap, <br />
GLX_INTEL_swap_event<br />
OpenGL vendor string: Advanced Micro Devices, Inc.<br />
OpenGL renderer string: Mesa DRI R600 (RS780 9610) 20090101 TCL DRI2<br />
OpenGL version string: 2.1 Mesa 7.9-devel<br />
OpenGL shading language version string: 1.20<br />
OpenGL extensions:<br />
GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_draw_buffers, <br />
GL_ARB_draw_elements_base_vertex, GL_ARB_fragment_program, <br />
GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader, GL_ARB_imaging, <br />
GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, <br />
GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite, <br />
GL_ARB_provoking_vertex, GL_ARB_shader_objects, <br />
GL_ARB_shading_language_100, GL_ARB_shading_language_120, GL_ARB_shadow, <br />
GL_ARB_shadow_ambient, GL_ARB_texture_border_clamp, <br />
GL_ARB_texture_compression, GL_ARB_texture_cube_map, <br />
GL_ARB_texture_env_add, GL_ARB_texture_env_combine, <br />
GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3, <br />
GL_MESAX_texture_float, GL_ARB_texture_mirrored_repeat, <br />
GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle, <br />
GL_ARB_transpose_matrix, GL_ARB_vertex_array_bgra, <br />
GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, <br />
GL_ARB_window_pos, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, <br />
GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, <br />
GL_EXT_blend_logic_op, GL_EXT_blend_minmax, GL_EXT_blend_subtract, <br />
GL_EXT_compiled_vertex_array, GL_EXT_convolution, GL_EXT_copy_texture, <br />
GL_EXT_draw_range_elements, GL_EXT_framebuffer_object, GL_EXT_fog_coord, <br />
GL_EXT_gpu_program_parameters, GL_EXT_histogram, GL_EXT_multi_draw_arrays, <br />
GL_EXT_packed_depth_stencil, GL_EXT_packed_pixels, <br />
GL_EXT_pixel_buffer_object, GL_EXT_point_parameters, <br />
GL_EXT_polygon_offset, GL_EXT_provoking_vertex, GL_EXT_rescale_normal, <br />
GL_EXT_secondary_color, GL_EXT_separate_specular_color, <br />
GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, <br />
GL_EXT_subtexture, GL_EXT_texture, GL_EXT_texture3D, <br />
GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, <br />
GL_EXT_texture_env_add, GL_EXT_texture_env_combine, <br />
GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic, <br />
GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp, <br />
GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_texture_sRGB, <br />
GL_EXT_vertex_array, GL_EXT_vertex_array_bgra, GL_APPLE_packed_pixels, <br />
GL_ATI_blend_equation_separate, GL_ATI_texture_env_combine3, <br />
GL_ATI_texture_mirror_once, GL_ATI_separate_stencil, <br />
GL_IBM_multimode_draw_arrays, GL_IBM_rasterpos_clip, <br />
GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate, <br />
GL_MESA_pack_invert, GL_MESA_ycbcr_texture, GL_MESA_window_pos, <br />
GL_NV_blend_square, GL_NV_depth_clamp, GL_NV_light_max_exponent, <br />
GL_NV_packed_depth_stencil, GL_NV_texgen_reflection, <br />
GL_NV_texture_rectangle, GL_NV_vertex_program, GL_OES_read_format, <br />
GL_SGI_color_matrix, GL_SGI_color_table, GL_SGIS_generate_mipmap, <br />
GL_SGIS_texture_border_clamp, GL_SGIS_texture_edge_clamp, <br />
GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays<br />
</pre><br />
<br />
*HD3200 (R780G) r600 Gallium (KMS)<br />
<pre><br />
name of display: :0.0<br />
display: :0 screen: 0<br />
direct rendering: Yes<br />
server glx vendor string: SGI<br />
server glx version string: 1.4<br />
server glx extensions:<br />
GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, <br />
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer, <br />
GLX_OML_swap_method, GLX_SGI_make_current_read, GLX_SGI_swap_control, <br />
GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, <br />
GLX_SGIX_visual_select_group, GLX_INTEL_swap_event<br />
client glx vendor string: Mesa Project and SGI<br />
client glx version string: 1.4<br />
client glx extensions:<br />
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context, <br />
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer, <br />
GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control, <br />
GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync, <br />
GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, <br />
GLX_SGIX_visual_select_group, GLX_EXT_texture_from_pixmap, <br />
GLX_INTEL_swap_event<br />
GLX version: 1.4<br />
GLX extensions:<br />
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context, <br />
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer, <br />
GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control, <br />
GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync, <br />
GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, <br />
GLX_SGIX_visual_select_group, GLX_EXT_texture_from_pixmap, <br />
GLX_INTEL_swap_event<br />
OpenGL vendor string: X.Org<br />
OpenGL renderer string: Gallium 0.4 on R600 (HD2XXX,HD3XXX)<br />
OpenGL version string: 2.1 Mesa 7.9-devel<br />
OpenGL shading language version string: 1.20<br />
OpenGL extensions:<br />
GL_ARB_copy_buffer, GL_ARB_depth_clamp, GL_ARB_depth_texture, <br />
GL_ARB_draw_buffers, GL_ARB_draw_elements_base_vertex, <br />
GL_ARB_fragment_coord_conventions, GL_ARB_fragment_program, <br />
GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader, <br />
GL_ARB_framebuffer_object, GL_ARB_half_float_vertex, <br />
GL_ARB_map_buffer_range, GL_ARB_multisample, GL_ARB_multitexture, <br />
GL_ARB_occlusion_query, GL_ARB_pixel_buffer_object, <br />
GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_provoking_vertex, <br />
GL_ARB_shader_objects, GL_ARB_shading_language_100, <br />
GL_ARB_shading_language_120, GL_ARB_shadow, GL_ARB_texture_border_clamp, <br />
GL_ARB_texture_compression, GL_ARB_texture_cube_map, <br />
GL_ARB_texture_env_add, GL_ARB_texture_env_combine, <br />
GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3, <br />
GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two, <br />
GL_ARB_texture_rectangle, GL_ARB_texture_swizzle, GL_ARB_transpose_matrix, <br />
GL_ARB_vertex_array_bgra, GL_ARB_vertex_array_object, <br />
GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, <br />
GL_ARB_window_pos, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, <br />
GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, <br />
GL_EXT_blend_logic_op, GL_EXT_blend_minmax, GL_EXT_blend_subtract, <br />
GL_EXT_compiled_vertex_array, GL_EXT_copy_texture, GL_EXT_draw_buffers2, <br />
GL_EXT_draw_range_elements, GL_EXT_framebuffer_blit, <br />
GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_object, <br />
GL_EXT_fog_coord, GL_EXT_gpu_program_parameters, GL_EXT_multi_draw_arrays, <br />
GL_EXT_packed_depth_stencil, GL_EXT_packed_pixels, <br />
GL_EXT_pixel_buffer_object, GL_EXT_point_parameters, <br />
GL_EXT_polygon_offset, GL_EXT_provoking_vertex, GL_EXT_rescale_normal, <br />
GL_EXT_secondary_color, GL_EXT_separate_specular_color, <br />
GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, <br />
GL_EXT_subtexture, GL_EXT_texture, GL_EXT_texture3D, <br />
GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, <br />
GL_EXT_texture_env_add, GL_EXT_texture_env_combine, <br />
GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic, <br />
GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp, <br />
GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_texture_sRGB, <br />
GL_EXT_texture_swizzle, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra, <br />
GL_APPLE_packed_pixels, GL_APPLE_vertex_array_object, <br />
GL_ATI_blend_equation_separate, GL_ATI_texture_env_combine3, <br />
GL_ATI_texture_mirror_once, GL_ATI_separate_stencil, <br />
GL_IBM_multimode_draw_arrays, GL_IBM_rasterpos_clip, <br />
GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate, <br />
GL_MESA_pack_invert, GL_MESA_window_pos, GL_NV_blend_square, <br />
GL_NV_depth_clamp, GL_NV_light_max_exponent, GL_NV_packed_depth_stencil, <br />
GL_NV_texgen_reflection, GL_NV_texture_env_combine4, <br />
GL_NV_texture_rectangle, GL_OES_read_format, GL_SGI_color_matrix, <br />
GL_SGIS_generate_mipmap, GL_SGIS_texture_border_clamp, <br />
GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays, <br />
GL_OES_EGL_image<br />
</pre><br />
<br />
<br />
*HD3450 r600 classic UMS (with this version, MESA 7.10, gl_accelerated_visual must be disabled, and it exhibits white-screen issues)<br />
<pre><br />
name of display: :0.0<br />
IRQ's not enabled, falling back to busy waits: 2 0<br />
display: :0 screen: 0<br />
direct rendering: Yes<br />
server glx vendor string: SGI<br />
server glx version string: 1.2<br />
server glx extensions:<br />
GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap,<br />
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer,<br />
GLX_OML_swap_method, GLX_SGI_make_current_read, GLX_SGIS_multisample,<br />
GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group<br />
client glx vendor string: Mesa Project and SGI<br />
client glx version string: 1.4<br />
client glx extensions:<br />
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,<br />
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer,<br />
GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control,<br />
GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync,<br />
GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,<br />
GLX_SGIX_visual_select_group, GLX_EXT_texture_from_pixmap,<br />
GLX_INTEL_swap_event<br />
GLX version: 1.2<br />
GLX extensions:<br />
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,<br />
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer,<br />
GLX_OML_swap_method, GLX_SGI_make_current_read, GLX_SGIS_multisample,<br />
GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group<br />
OpenGL vendor string: Advanced Micro Devices, Inc.<br />
OpenGL renderer string: Mesa DRI R600 (RV620 95C5) 20090101 TCL<br />
OpenGL version string: 2.1 Mesa 7.10.1-devel<br />
OpenGL shading language version string: 1.20<br />
OpenGL extensions:<br />
GL_ARB_copy_buffer, GL_ARB_depth_clamp, GL_ARB_depth_texture,<br />
GL_ARB_draw_buffers, GL_ARB_draw_elements_base_vertex,<br />
GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,<br />
GL_ARB_fragment_shader, GL_ARB_multisample, GL_ARB_multitexture,<br />
GL_ARB_occlusion_query, GL_ARB_pixel_buffer_object,<br />
GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_provoking_vertex,<br />
GL_ARB_shader_objects, GL_ARB_shading_language_100, GL_ARB_shadow,<br />
GL_ARB_shadow_ambient, GL_ARB_texture_border_clamp,<br />
GL_ARB_texture_compression, GL_ARB_texture_cube_map,<br />
GL_ARB_texture_env_add, GL_ARB_texture_env_combine,<br />
GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3,<br />
GL_MESAX_texture_float, GL_ARB_texture_mirrored_repeat,<br />
GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle,<br />
GL_ARB_transpose_matrix, GL_ARB_vertex_array_bgra,<br />
GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader,<br />
GL_ARB_window_pos, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color,<br />
GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,<br />
GL_EXT_blend_logic_op, GL_EXT_blend_minmax, GL_EXT_blend_subtract,<br />
GL_EXT_compiled_vertex_array, GL_EXT_copy_texture,<br />
GL_EXT_draw_range_elements, GL_EXT_fog_coord,<br />
GL_EXT_gpu_program_parameters, GL_EXT_multi_draw_arrays,<br />
GL_EXT_packed_depth_stencil, GL_EXT_packed_pixels,<br />
GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,<br />
GL_EXT_polygon_offset, GL_EXT_provoking_vertex, GL_EXT_rescale_normal,<br />
GL_EXT_secondary_color, GL_EXT_separate_specular_color,<br />
GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap,<br />
GL_EXT_subtexture, GL_EXT_texture, GL_EXT_texture3D,<br />
GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp,<br />
GL_EXT_texture_env_add, GL_EXT_texture_env_combine,<br />
GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic,<br />
GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp,<br />
GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_texture_sRGB,<br />
GL_EXT_vertex_array, GL_EXT_vertex_array_bgra, GL_APPLE_packed_pixels,<br />
GL_ATI_blend_equation_separate, GL_ATI_texture_env_combine3,<br />
GL_ATI_texture_mirror_once, GL_ATI_separate_stencil,<br />
GL_IBM_multimode_draw_arrays, GL_IBM_rasterpos_clip,<br />
GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate,<br />
GL_MESA_pack_invert, GL_MESA_ycbcr_texture, GL_MESA_window_pos,<br />
GL_NV_blend_square, GL_NV_depth_clamp, GL_NV_light_max_exponent,<br />
GL_NV_packed_depth_stencil, GL_NV_texgen_reflection,<br />
GL_NV_texture_rectangle, GL_NV_vertex_program, GL_OES_read_format,<br />
GL_SGIS_generate_mipmap, GL_SGIS_texture_border_clamp,<br />
GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays,<br />
GL_OES_EGL_image<br />
<br />
8 GLX Visuals<br />
visual x bf lv rg d st colorbuffer sr ax dp st accumbuffer ms cav<br />
id dep cl sp sz l ci b ro r g b a F gb bf th cl r g b a ns b eat<br />
----------------------------------------------------------------------------<br />
0x021 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None<br />
0x022 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None<br />
0x075 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow<br />
0x076 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow<br />
0x077 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None<br />
0x078 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow<br />
0x079 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow<br />
0x06c 32 tc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 Ncon<br />
<br />
8 GLXFBConfigs:<br />
visual x bf lv rg d st colorbuffer sr ax dp st accumbuffer ms cav<br />
id dep cl sp sz l ci b ro r g b a F gb bf th cl r g b a ns b eat<br />
----------------------------------------------------------------------------<br />
0x06d 32 tc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None<br />
0x06e 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow<br />
0x06f 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None<br />
0x070 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow<br />
0x071 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None<br />
0x072 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow<br />
0x073 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None<br />
0x074 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow<br />
</pre></div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs&diff=17993Database:GPUs2011-02-10T11:00:50Z<p>Nikai: /* Intel */ fmt</p>
<hr />
<div>== The database ==<br />
<br />
This database hold information on various GPUs, useful for developing compatible and conforming art and shaders.<br />
<br />
A lot of useful info can be found on the wikipedia ([http://en.wikipedia.org/wiki/Comparison_of_Nvidia_graphics_processing_units nVidia]|[http://en.wikipedia.org/wiki/Comparison_of_AMD_graphics_processing_units ATI]), this database will focus on what's useful for VS, and documents actual hands-on experience.<br />
<br />
=== nVidia ===<br />
<br />
*[[Database:GPUs:nVidia:GF6150SE|GeForce 6150SE (onboard)]]<br />
*[[Database:GPUs:nVidia:GF9800GT|GeForce 9800GT]]<br />
*[[Database:GPUs:nVidia:GF6200|GeForce 6200]]<br />
*[[Database:GPUs.nVidia:GF7025|GeForce 7025 (onboard)]]<br />
*[[Database:GPUs.nVidia:GF7|GeForce 7 family]]<br />
<br />
=== ATI ===<br />
<br />
*[[Database:GPUs:ATI:Rage|Rage]]<br />
*Radeon<br />
**[[Database:GPUs:ATI:R100|R100]]<br />
**[[Database:GPUs:ATI:R200|R200]]<br />
**[[Database:GPUs:ATI:R300-R520|R300-R520]]<br />
**[[Database:GPUs:ATI:R600-R700|R600-R700]]<br />
**[[Database:GPUs:ATI:Evergreen|Evergreen]]<br />
<br />
=== Intel ===<br />
*[[Database:GPUs:Intel:i915-i945|i915-i945]]<br />
**[[Database:GPUs:Intel:GM45|GM45]]<br />
*[[Database:GPUs:Intel:i965|i965]]</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs:Intel:GM45&diff=17992Database:GPUs:Intel:GM452011-02-10T10:53:11Z<p>Nikai: Specs at a glance</p>
<hr />
<div>==Specs at a glance==<br />
* Unified shaders<br />
* Vertex Shaders 4.0<br />
* Pixel Shaders 4.0<br />
[http://en.wikipedia.org/wiki/GMA_X4500#GMA_X4500]<br />
[http://www.intel.com/Assets/PDF/datasheet/320122.pdf]<br />
<br />
==glxinfo==<br />
<pre><br />
name of display: :0.0<br />
display: :0 screen: 0<br />
direct rendering: Yes<br />
server glx vendor string: SGI<br />
server glx version string: 1.4<br />
server glx extensions:<br />
GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, <br />
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer, <br />
GLX_OML_swap_method, GLX_SGI_make_current_read, GLX_SGI_swap_control, <br />
GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, <br />
GLX_SGIX_visual_select_group, GLX_INTEL_swap_event<br />
client glx vendor string: Mesa Project and SGI<br />
client glx version string: 1.4<br />
client glx extensions:<br />
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context, <br />
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer, <br />
GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control, <br />
GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync, <br />
GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, <br />
GLX_SGIX_visual_select_group, GLX_EXT_texture_from_pixmap, <br />
GLX_INTEL_swap_event<br />
GLX version: 1.4<br />
GLX extensions:<br />
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context, <br />
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer, <br />
GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control, <br />
GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync, <br />
GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, <br />
GLX_SGIX_visual_select_group, GLX_EXT_texture_from_pixmap, <br />
GLX_INTEL_swap_event<br />
OpenGL vendor string: Tungsten Graphics, Inc<br />
OpenGL renderer string: Mesa DRI Mobile Intel® GM45 Express Chipset GEM 20100330 DEVELOPMENT <br />
OpenGL version string: 2.1 Mesa 7.9<br />
OpenGL shading language version string: 1.20<br />
OpenGL extensions:<br />
GL_ARB_copy_buffer, GL_ARB_depth_clamp, GL_ARB_depth_texture, <br />
GL_ARB_draw_buffers, GL_ARB_draw_elements_base_vertex, <br />
GL_ARB_fragment_coord_conventions, GL_ARB_fragment_program, <br />
GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader, <br />
GL_ARB_framebuffer_object, GL_ARB_half_float_pixel, <br />
GL_ARB_half_float_vertex, GL_ARB_map_buffer_range, GL_ARB_multisample, <br />
GL_ARB_multitexture, GL_ARB_occlusion_query, GL_ARB_pixel_buffer_object, <br />
GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_provoking_vertex, <br />
GL_ARB_seamless_cube_map, GL_ARB_shader_objects, <br />
GL_ARB_shading_language_100, GL_ARB_shadow, GL_ARB_sync, <br />
GL_ARB_texture_border_clamp, GL_ARB_texture_compression, <br />
GL_ARB_texture_cube_map, GL_ARB_texture_env_add, <br />
GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar, <br />
GL_ARB_texture_env_dot3, GL_ARB_texture_mirrored_repeat, <br />
GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle, <br />
GL_ARB_texture_swizzle, GL_ARB_transpose_matrix, GL_ARB_vertex_array_bgra, <br />
GL_ARB_vertex_array_object, GL_ARB_vertex_buffer_object, <br />
GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ARB_window_pos, <br />
GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, <br />
GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, <br />
GL_EXT_blend_logic_op, GL_EXT_blend_minmax, GL_EXT_blend_subtract, <br />
GL_EXT_cull_vertex, GL_EXT_compiled_vertex_array, GL_EXT_copy_texture, <br />
GL_EXT_draw_buffers2, GL_EXT_draw_range_elements, GL_EXT_framebuffer_blit, <br />
GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_object, <br />
GL_EXT_fog_coord, GL_EXT_gpu_program_parameters, GL_EXT_multi_draw_arrays, <br />
GL_EXT_packed_depth_stencil, GL_EXT_packed_pixels, <br />
GL_EXT_pixel_buffer_object, GL_EXT_point_parameters, <br />
GL_EXT_polygon_offset, GL_EXT_provoking_vertex, GL_EXT_rescale_normal, <br />
GL_EXT_secondary_color, GL_EXT_separate_specular_color, <br />
GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, <br />
GL_EXT_subtexture, GL_EXT_texture, GL_EXT_texture3D, <br />
GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, <br />
GL_EXT_texture_env_add, GL_EXT_texture_env_combine, <br />
GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic, <br />
GL_EXT_texture_lod_bias, GL_EXT_texture_object, GL_EXT_texture_rectangle, <br />
GL_EXT_texture_sRGB, GL_EXT_texture_swizzle, GL_EXT_vertex_array, <br />
GL_EXT_vertex_array_bgra, GL_3DFX_texture_compression_FXT1, <br />
GL_APPLE_client_storage, GL_APPLE_packed_pixels, <br />
GL_APPLE_vertex_array_object, GL_APPLE_object_purgeable, <br />
GL_ATI_blend_equation_separate, GL_ATI_envmap_bumpmap, <br />
GL_ATI_texture_env_combine3, GL_ATI_separate_stencil, <br />
GL_IBM_multimode_draw_arrays, GL_IBM_rasterpos_clip, <br />
GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate, <br />
GL_MESA_pack_invert, GL_MESA_texture_signed_rgba, GL_MESA_ycbcr_texture, <br />
GL_MESA_window_pos, GL_NV_blend_square, GL_NV_depth_clamp, <br />
GL_NV_light_max_exponent, GL_NV_packed_depth_stencil, <br />
GL_NV_texgen_reflection, GL_NV_texture_env_combine4, <br />
GL_NV_texture_rectangle, GL_NV_vertex_program, GL_NV_vertex_program1_1, <br />
GL_OES_read_format, GL_SGIS_generate_mipmap, GL_SGIS_texture_border_clamp, <br />
GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays, <br />
GL_OES_EGL_image<br />
<br />
32 GLX Visuals<br />
visual x bf lv rg d st colorbuffer sr ax dp st accumbuffer ms cav<br />
id dep cl sp sz l ci b ro r g b a F gb bf th cl r g b a ns b eat<br />
----------------------------------------------------------------------------<br />
0x021 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None<br />
0x022 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None<br />
0x08d 24 tc 0 24 0 r . . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None<br />
0x08e 24 tc 0 24 0 r y . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None<br />
0x08f 24 tc 0 24 0 r y . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None<br />
0x090 24 tc 0 24 0 r . . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None<br />
0x091 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None<br />
0x092 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None<br />
0x093 24 tc 0 32 0 r . . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None<br />
0x094 24 tc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None<br />
0x095 24 tc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None<br />
0x096 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None<br />
0x097 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None<br />
0x098 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 8 16 16 16 0 0 0 Slow<br />
0x099 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None<br />
0x09a 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow<br />
0x09b 24 dc 0 24 0 r . . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None<br />
0x09c 24 dc 0 24 0 r y . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None<br />
0x09d 24 dc 0 24 0 r y . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None<br />
0x09e 24 dc 0 24 0 r . . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None<br />
0x09f 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None<br />
0x0a0 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None<br />
0x0a1 24 dc 0 32 0 r . . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None<br />
0x0a2 24 dc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None<br />
0x0a3 24 dc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None<br />
0x0a4 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None<br />
0x0a5 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None<br />
0x0a6 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None<br />
0x0a7 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 8 16 16 16 0 0 0 Slow<br />
0x0a8 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None<br />
0x0a9 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow<br />
0x05c 32 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None<br />
<br />
48 GLXFBConfigs:<br />
visual x bf lv rg d st colorbuffer sr ax dp st accumbuffer ms cav<br />
id dep cl sp sz l ci b ro r g b a F gb bf th cl r g b a ns b eat<br />
----------------------------------------------------------------------------<br />
0x05d 0 tc 0 16 0 r . . 5 6 5 0 . . 0 0 0 0 0 0 0 0 0 None<br />
0x05e 0 tc 0 16 0 r y . 5 6 5 0 . . 0 0 0 0 0 0 0 0 0 None<br />
0x05f 0 tc 0 16 0 r y . 5 6 5 0 . . 0 0 0 0 0 0 0 0 0 None<br />
0x060 0 tc 0 16 0 r . . 5 6 5 0 . . 0 16 0 0 0 0 0 0 0 None<br />
0x061 0 tc 0 16 0 r y . 5 6 5 0 . . 0 16 0 0 0 0 0 0 0 None<br />
0x062 0 tc 0 16 0 r y . 5 6 5 0 . . 0 16 0 0 0 0 0 0 0 None<br />
0x063 24 tc 0 24 0 r . . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None<br />
0x064 24 tc 0 24 0 r y . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None<br />
0x065 24 tc 0 24 0 r y . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None<br />
0x066 24 tc 0 24 0 r . . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None<br />
0x067 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None<br />
0x068 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None<br />
0x069 24 tc 0 32 0 r . . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None<br />
0x06a 24 tc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None<br />
0x06b 24 tc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None<br />
0x06c 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None<br />
0x06d 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None<br />
0x06e 32 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None<br />
0x06f 0 tc 0 16 0 r y . 5 6 5 0 . . 0 16 0 0 0 0 0 0 0 None<br />
0x070 0 tc 0 16 0 r y . 5 6 5 0 . . 0 16 0 16 16 16 0 0 0 Slow<br />
0x071 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None<br />
0x072 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 8 16 16 16 0 0 0 Slow<br />
0x073 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None<br />
0x074 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow<br />
0x075 0 dc 0 16 0 r . . 5 6 5 0 . . 0 0 0 0 0 0 0 0 0 None<br />
0x076 0 dc 0 16 0 r y . 5 6 5 0 . . 0 0 0 0 0 0 0 0 0 None<br />
0x077 0 dc 0 16 0 r y . 5 6 5 0 . . 0 0 0 0 0 0 0 0 0 None<br />
0x078 0 dc 0 16 0 r . . 5 6 5 0 . . 0 16 0 0 0 0 0 0 0 None<br />
0x079 0 dc 0 16 0 r y . 5 6 5 0 . . 0 16 0 0 0 0 0 0 0 None<br />
0x07a 0 dc 0 16 0 r y . 5 6 5 0 . . 0 16 0 0 0 0 0 0 0 None<br />
0x07b 24 dc 0 24 0 r . . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None<br />
0x07c 24 dc 0 24 0 r y . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None<br />
0x07d 24 dc 0 24 0 r y . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None<br />
0x07e 24 dc 0 24 0 r . . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None<br />
0x07f 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None<br />
0x080 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None<br />
0x081 24 dc 0 32 0 r . . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None<br />
0x082 24 dc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None<br />
0x083 24 dc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None<br />
0x084 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None<br />
0x085 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None<br />
0x086 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None<br />
0x087 0 dc 0 16 0 r y . 5 6 5 0 . . 0 16 0 0 0 0 0 0 0 None<br />
0x088 0 dc 0 16 0 r y . 5 6 5 0 . . 0 16 0 16 16 16 0 0 0 Slow<br />
0x089 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None<br />
0x08a 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 8 16 16 16 0 0 0 Slow<br />
0x08b 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None<br />
0x08c 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow<br />
</pre><br />
<br />
<br />
==GPU Caps Viewer, Windows==<br />
<pre><br />
[ Graphics Adapter / GPU ]<br />
- OpenGL Renderer: Mobile Intel(R) 4 Series Express Chipset Family<br />
- Drivers Renderer: Mobile Intel(R) 4 Series Express Chipset Family<br />
- DB Renderer: Intel GMA 4500MHD<br />
- Device Description: Mobile Intel(R) 4 Series Express Chipset Family<br />
- Adapter String: Mobile Intel(R) GMA 4500M<br />
- Vendor: Intel<br />
- Vendor ID: 0x8086<br />
- Device ID: 0x2A42<br />
- Sub device ID: 0x013B<br />
- Sub vendor ID: 0x1025<br />
- Drivers Version: 8.15.10.2226 (10-15-2010) - ig4icd64.dll<br />
- GPU Codename: GMA 4500MDH<br />
- GPU Unified Shader Processors: 10<br />
- GPU Vertex Shader Processors: 0<br />
- GPU Pixel Shader Processors: 0<br />
- Video Memory Size: 798 MB<br />
- Video Memory Type: unknown<br />
- BIOS String: Intel Video BIOS<br />
- Current Display Mode: 1280x800 @ 60 Hz - 32 bpp<br />
<br />
[ OpenGL GPU Capabilities ]<br />
- OpenGL Version: 2.1.0 - Build 8.15.10.2226<br />
- GLSL (OpenGL Shading Language) Version: 1.20 - Intel Build 8.15.10.2226<br />
- ARB Texture Units: 8<br />
- Vertex Shader Texture Units: 16<br />
- Pixel Shader Texture Units: 16<br />
- Geometry Shader Texture Units: 0<br />
- Max Texture Size: 4096x4096<br />
- Max Anisotropic Filtering Value: X2.0<br />
- Max Point Sprite Size: 255.0<br />
- Max Dynamic Lights: 16<br />
- Max Viewport Size: 4096x4096<br />
- Max Vertex Uniform Components: 512<br />
- Max Fragment Uniform Components: 1024<br />
- Max Geometry Uniform Components: 0<br />
- Max Varying Float: 41<br />
- Max Vertex Bindable Uniforms: 0<br />
- Max Fragment Bindable Uniforms: 0<br />
- Max Geometry Bindable Uniforms: 0<br />
- Frame Buffer Objects (FBO) Support:[yes]<br />
- Multiple Render Targets / Max draw buffers: 8<br />
- Pixel Buffer Objects (PBO) Support:[yes]<br />
- S3TC Texture Compression Support:[yes]<br />
- ATI 3Dc Texture Compression Support:[no]<br />
- Texture Rectangle Support:[yes]<br />
- Floating Point Textures Support:[no]<br />
- OpenGL Extensions: 92 extensions (GL=82 and WGL=10)<br />
GL_EXT_blend_minmax<br />
GL_EXT_blend_subtract<br />
GL_EXT_blend_color<br />
GL_EXT_abgr<br />
GL_EXT_texture3D<br />
GL_EXT_clip_volume_hint<br />
GL_EXT_compiled_vertex_array<br />
GL_SGIS_texture_edge_clamp<br />
GL_SGIS_generate_mipmap<br />
GL_EXT_draw_range_elements<br />
GL_SGIS_texture_lod<br />
GL_EXT_rescale_normal<br />
GL_EXT_packed_pixels<br />
GL_EXT_texture_edge_clamp<br />
GL_EXT_separate_specular_color<br />
GL_ARB_multitexture<br />
GL_EXT_texture_env_combine<br />
GL_EXT_bgra<br />
GL_EXT_blend_func_separate<br />
GL_EXT_secondary_color<br />
GL_EXT_fog_coord<br />
GL_EXT_texture_env_add<br />
GL_ARB_texture_cube_map<br />
GL_ARB_transpose_matrix<br />
GL_ARB_texture_env_add<br />
GL_IBM_texture_mirrored_repeat<br />
GL_EXT_multi_draw_arrays<br />
GL_NV_blend_square<br />
GL_ARB_texture_compression<br />
GL_3DFX_texture_compression_FXT1<br />
GL_EXT_texture_filter_anisotropic<br />
GL_ARB_texture_border_clamp<br />
GL_ARB_point_parameters<br />
GL_ARB_texture_env_combine<br />
GL_ARB_texture_env_dot3<br />
GL_ARB_texture_env_crossbar<br />
GL_EXT_texture_compression_s3tc<br />
GL_ARB_shadow<br />
GL_ARB_window_pos<br />
GL_EXT_shadow_funcs<br />
GL_EXT_stencil_wrap<br />
GL_ARB_vertex_program<br />
GL_EXT_texture_rectangle<br />
GL_ARB_fragment_program<br />
GL_EXT_stencil_two_side<br />
GL_ATI_separate_stencil<br />
GL_ARB_vertex_buffer_object<br />
GL_EXT_texture_lod_bias<br />
GL_ARB_occlusion_query<br />
GL_ARB_fragment_shader<br />
GL_ARB_shader_objects<br />
GL_ARB_shading_language_100<br />
GL_ARB_texture_non_power_of_two<br />
GL_ARB_vertex_shader<br />
GL_NV_texgen_reflection<br />
GL_ARB_point_sprite<br />
GL_EXT_blend_equation_separate<br />
GL_ARB_depth_texture<br />
GL_ARB_texture_rectangle<br />
GL_ARB_draw_buffers<br />
GL_ARB_color_buffer_float<br />
GL_ARB_half_float_pixel<br />
GL_ARB_texture_float<br />
GL_ARB_pixel_buffer_object<br />
GL_EXT_framebuffer_object<br />
GL_ARB_draw_instanced<br />
GL_ARB_half_float_vertex<br />
GL_EXT_draw_buffers2<br />
GL_WIN_swap_hint<br />
GL_EXT_texture_sRGB<br />
GL_EXT_packed_float<br />
GL_EXT_texture_shared_exponent<br />
GL_ARB_texture_rg<br />
GL_ARB_texture_compression_rgtc<br />
GL_NV_conditional_render<br />
GL_EXT_texture_swizzle<br />
GL_ARB_framebuffer_sRGB<br />
GL_EXT_packed_depth_stencil<br />
GL_ARB_depth_buffer_float<br />
GL_EXT_transform_feedback<br />
GL_EXT_framebuffer_blit<br />
GL_ARB_vertex_array_object<br />
WGL_EXT_depth_float<br />
WGL_ARB_buffer_region<br />
WGL_ARB_extensions_string<br />
WGL_ARB_make_current_read<br />
WGL_ARB_pixel_format<br />
WGL_ARB_pbuffer<br />
WGL_EXT_extensions_string<br />
WGL_EXT_swap_control<br />
WGL_ARB_pixel_format_float<br />
WGL_ARB_framebuffer_sRGB</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN&diff=17988HowTo:Checkout SVN2011-01-26T21:18:49Z<p>Nikai: Undo revision 17987 by Derni (Talk)</p>
<hr />
<div>{{Languages|En|HowTo:Checkout SVN}}<br />
{{NAV_Manual |<br />
| previous=[[HowTo:Edit News|Edit News]]<br />
| up=[[HowTos]]<br />
| next=[[HowTo:Checkout SVN (Ubuntu Linux)|Checkout SVN (Ubuntu Linux)]]<br />
}}<br />
----<br />
<br />
NOTE:Recently the SVN location of the data directory has changed. Use svn -switch to fix this.<br />
<br />
<br />
If you're interested in an experimental version of Vega Strike, then SVN is what you'll be looking at.<br />
<br />
<br />
'''Executive summary'''<br />
<br />
Subversion, or SVN, is a mechanism by which developers can keep track of changes to their code and distribute these changes to the public in real time. This allows people to take advantage of software as it is being developed, between official releases.<br />
<br />
[[HowTo:Checkout_SVN#Windows_Clients|Windows users]] can use an [[HowTo:Checkout_SVN#Tortoise_SVN|SVN client]] to check out the "win32" module, which contains game data and windows binaries.<br />
<br />
[[HowTo:Checkout_SVN#Linux_Clients|Linux]] and [[HowTo:Checkout_SVN#Mac_OS_X_Clients|Mac OS X]] users must use an SVN client to check out the vegastrike module as well, which contains source code for them to compile. (Note that compiling Vega Strike on Mac OS X is considered very difficult.)<br />
<br />
=What is SVN?=<br />
SVN stands for '''S'''ub'''v'''ersio'''n''', a system similar to CVS. It allows developers to simultaneously work on a centralised project - in this case, that's Vega Strike.<br />
<br />
Downloading ("checking out") and compiling the SVN-version often gives you access to features not included in the latest stable release of the program. SVN-based versions can be unstable and may not even work at all, but may hold advantages compared to stable versions.<br />
<br />
==Structure==<br />
Unlike a CVS repository, the top level of an SVN repository contains more than just the trunk. Vega Strike's SVN repository follows the standard layout, so the SVN root looks like this:<br />
* '''branches''' - Independent copies of some or all of the trunk code. A developer making major changes, such as the ogre branch or major code cleanup will usually make a branch so they can keep track of their progress without breaking the trunk code for everyone else. These changes eventually are merged back into the trunk.<br />
* '''tags''' - Revisions which have been marked. For instance, a tag might be made for a stable release so that svn users can update to it via the ''svn sw'' command. The VS developers like to use tags to mark milestones in the code, such as before or after a major change, so you'll see a lot of tags.<br />
* '''trunk''' - The main trunk code, as would be seen in the root of a CVS repository. This contains a number of modules filled with code and data.<br />
<br />
==Modules==<br />
Vega Strike's SVN repository holds several subdirectories, which can either be checked out separately or altogether. The most notable ones are included below.<br />
<br />
* '''data''' - data files of the game. This consists mainly of models, textures and backgrounds. Required to play the game.<br />
* '''hqtextures''' - Optional High Quality Texture pack <br />
* '''win32''' - Windows Binaries as well as includes an "external" to the data directory.<br />
* '''mac''' - Macintosh Package, as well as an "external" to the data directory.<br />
* '''masters''' - The original master files that created the game data (original meshes and uncompressed textures).<br />
* '''history''' - Old descriptions of factions and species.<br />
* '''modtools''' - Tools to aid creation and modification of game files (campaigns and units)<br />
* '''translations''' - Translations of Vega Strike data files into other languages.<br />
* '''vega-proj''' - Deprecated Visual C++ 6 projects. (See [[HowTo:VCPP_Compiling#Visual_C.2B.2B_6.0_.28deprecated.29 here]])<br />
* '''vega-vc7''' - Visual Studio 7 projects. (See [[HowTo:VCPP_Compiling#Visual_Studio_7.x here]]<br />
* '''vega-vc8''' - Visual Studio Express 2005 projects. (See [[HowTo:VCPP_Compiling#Visual_C.2B.2B_8.0_.282005_Express.29 here]])<br />
* '''vegastrike''' - the game base code.<br />
<br />
--------------<br />
Ogre Branch<br />
<br />
* '''data6.x''' - Data for the old OGRE branch - included in the old OGRE branch.<br />
* '''ogre_branch''' - the old OGRE branch.<br />
<br />
You may download the old OGRE branch including the data6.x dir using this URL: http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/branches/ogre_branch/<br />
<br />
<br />
The [[Development:Ogre|new OGRE branch - vegaogre]] resides on a new repository.<br />
Plz visit it here: https://sourceforge.net/projects/vegaogre/<br />
<br />
-------------------------------------------<br />
<br />
The Subversion tree can be browsed via a web interface: http://vegastrike.svn.sourceforge.net/viewvc/vegastrike/<br />
<br />
<br />
'''&#8594;''' ''See also: [[Development:CVS Tree]]''<br />
<br />
=Linux Clients=<br />
== Ubuntu ==<br />
''Ubuntu users (Debian as well?) go [[HowTo:Checkout SVN (Ubuntu Linux)|here]] for a copy-paste, step by step, newb friendly tutorial.''<br />
<br />
==Command-line svn==<br />
<br />
===Website===<br />
http://subversion.tigris.org/<br />
<br />
===Description===<br />
The linux-command `svn' is the most basic Subversion client.<br />
<br />
===Using svn for downloading vs-devel===<br />
Checking out (downloading) the Vega Strike svn-modules is easy. The general syntax is<br />
<pre><br />
svn co [repo]/trunk/[module] [target-directory]<br />
</pre><br />
The following syntax...<br />
<pre><br />
svn co --ignore-externals https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk vegastrike<br />
</pre><br />
...will download the entire tree (all modules) into directory `vegastrike'. But '''don't do this'''! Such a command would download data for both the normal and ogre branches, plus Visual Studio projects for ALL supported versions and goodness knows what else.<br />
<br />
You should really only download individual modules, and a similar syntax can be used. For example, to download the data module...<br />
<pre><br />
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/data data<br />
</pre><br />
...will suffice. (Leaving off the target directory will make svn try check out into the ''working directory''.)<br />
In order to get all the files required to compile the game, checkout the following modules:<br />
* data<br />
* vegastrike<br />
<br />
==Tutorial to download, setup and run the development version==<br />
In order to run the development version of Vega Strike, the executables expect to find the data to be in certain places relative to them. This short tutorial deals with these specifics on Linux operating systems. (more experienced MacOSX users can this, or they can read [[HowTo:Checkout_SVNMac]]<br />
<br />
So, let's start.<br />
* Create a directory where you would like your copy of the Vega Strike development version to live in. For tutorial purposes, we will create a directory called ''VegaStrike'' in our user's home-directory.<br />
<pre>User@UserMachine:~$ mkdir VegaStrike</pre><br />
* Change into this newly created directory. In our case:<br />
<pre>User@UserMachine:~$ cd VegaStrike</pre><br />
Note for newbs: The directory ''is case sensitive''. If you type: cd vegastrike or Vegastrike, it won't find the directory.<br />
<br />
===Initial downloading (check-out)===<br />
Now we can start downloading the packages from the SVN repository. If you download them directly into your Vega Strike directory they will be just in the right place.<br />
<br />
To save on download bandwidth, (optionally) you can download a snapshot of the SVN tree, and then just update that to the current revision. One big compressed file will download much faster than having SVN get each file individually. Snapshots available here: http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6749. Also here (not sure if this second one includes the .svn directories needed to update it with svn): <br />
http://sourceforge.net/project/showfiles.php?group_id=181552&package_id=211092&release_id=463105.<br />
If you run into any problems, it will work fine to follow the instruction below, using svn to do the whole checkout.<br />
<br />
* Download (check-out) the source code package ''vegastrike'', and the content package ''data'' package. Copy and paste, ''in order''.<br />
<pre>User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike<br />
then<br />
User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/data</pre><br />
This leaves you with two new directories inside your Vega Strike directory called as the packages are.<br />
<br />
''Note:'' If you are having problems with SVN due to connecting via a proxy, try to solve them using the method described here: http://subversion.tigris.org/faq.html#proxy<br />
<br />
''Notice:''<br />
As of 0.5.1 you will be able to choose not to download the boost revisions included in the vegastrike module. The Boost revisions are external definitions, so including the --ignore-externals argument when checking out vegastrike will result in none of the boost revisions from downloading. This greatly reduces your download time. If you dont have a system installed boost setup with boost-python, you can pull the specific version of boost you want (1.28 or 1.35) by updating that directory specifically. eg:<br />
No Boost:<br />
svn co --ignore-externals https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike vegastrike<br />
<br />
* You want 1.35:<br />
<pre>svn update vegastrike/boost/1_35</pre><br />
<br />
Now, you have to supply ./configure with a specific boost rev when you are choosing anything other than 1.28. Also, choosing a boost rev that you haven't downloaded yet would be problematic. If none are to be downloaded, use --with-boost=system, when using system boost, you have to make sure the python version ./configure uses matches the one boost-python was linked with. Some distros will supply multiple boost revs, python revs, but only one rev combo for boost-python.<br />
<br />
===Building===<br />
{{FIXME}} This should merged with the [[HowTo:Compile_from_SVN]] page. (Partially done)<br />
<br />
The [[HowTo:Compile_from_SVN]] page has a list of some options that you can pass to ./configure, so just follow the steps in the compile from SVN page.<br />
<br />
===Setup===<br />
This step is not necessary — the binaries will figure out where they are with respect to the data directory.<br />
<br />
To run Vega Strike, the built executables need all the configuration and data files to be in the right place relative to them. Currently, the executables (''vegastrike'' and ''vssetup'') reside in the source code directory. But they can be run out of the ''data'' directory. Therefore, we will create a link.<br />
* Change in to the ''data'' directory. (We are still in the source code directory ''vegastrike''.)<br />
<pre>~/VegaStrike/vegastrike> cd ../data</pre><br />
* Create symbolic links to the executables in the source code directory.<br />
<pre>~/VegaStrike/data> ln -s ../vegastrike/vegastrike<br />
~/VegaStrike/data> ln -s ../vegastrike/vssetup</pre><br />
* After that, you must run "'''./vssetup'''" inside the '''data''' folder, or any folder which has the correct '''setup.config''' and '''vegastrike.config'''.<br />
If we had made copies or moved the files instead of symbolic linking, we would have to do the procedure of copying or moving every time we build the executables from source.<br />
<br />
<br />
As of 0.5.1 there is a module in svn called ''hqtextures''. hqtextures, is an optional high quality texture pack that will override the textures in data that exist in hqtextures. These are jpegs that wont be compressed in-game. Prior to 0.5.1, you have to edit the config file by hand to uncomment the line that enables the hqtextures module. At 0.5.1, it should be a setting in vssetup. Enabling it while not having it downloaded wont hurt anything. <br />
<br />
You have to check it out of svn and put it next to data. So if data is in /usr/local/games/vegastrike You would:<br />
<pre>svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/hqtextures /usr/local/games/vegastrike/hqtextures</pre><br />
To be sure that hq textures is being used, check for the message about finding HQ Texture Pack at the start of the console output when running vegastrike.<br />
<br />
===Running and configuring===<br />
* To run Vega Strike you have to start it from the ''data'' directory.<br />
<pre>~/VegaStrike/data> ./vegastrike</pre><br />
* Optionally you can create a short cut to this application onto your desktop or in your start menu. Simply point it to the ''vegastrike'' executable.<br />
* If you need to adjust screen resolutions, input devices and key-mappings, do so by editing the configuration file ''vegastrike.config''. The default configuration file resides in the ''data'' directory. You can change that or you can make your own user specific version by first copying it into your ''.vegastrike'' (hidden directory) directory in your user's home directory.<br />
<br />
===Staying updated with the development version===<br />
As development progresses the repository changes. In order to update your working copy you need to do the following.<br />
* Change into the package's directory you want to update. In our example all the packages were stored in a directory called ''VegaStrike''. Let's assume we want to update the ''data'' package.<br />
<pre>~> cd VegaStrike<br />
~/VegaStrike> cd data</pre><br />
* Update from the SVN repository.<br />
<pre>~/VegaStrike/data> svn update</pre><br />
* Do this for every package you want to update. Exchange ''data'' with ''vegastrike''.<br />
* If something changed in the ''data'' package, you don't need to recompile.<br />
* If something changed in the source code package ''vegastrike'', you only need to repeat the building part of this tutorial and in case you did not create symbolic links the copying or moving procedure for the executables in the setup part of this tutorial. You should not need to type "make clean", however if you experience errors like "unresolved external symbol" it may remedy that error.<br />
<br />
=Windows Clients=<br />
<br />
Note: For windows, only the '''win32''' module is necessary to ''play'' the game. Checking out "win32" will download the "bin" and "data" directories. You will find the executable program inside the "bin" folder.<br />
<br />
As of 2010-11-20, the win32 module is working on the HEAD. However, there are times that the win32 module is out of date and incompatible with the data directory in svn. Revision 12933 is a known revision where things work if you find HEAD broken for some reason. Please update this wiki entry if HEAD breaks and you have a later revision number that has no problems preventing gameplay.<br />
<br />
If you are interested in compiling the code, you will need the '''vegastrike''' module, as well as the appropriate vega-project module for your Visual C++ version. See [[HowTo:VCPP_Compiling]] for compiling info.<br />
<br />
Some people have problems with the latest executable relating to Visual C++ 8. If you want an older version of the executable compiled with VC7, you can browse the repository here:<br />
http://vegastrike.svn.sourceforge.net/viewvc/vegastrike/trunk/win32/bin/vegastrike.exe?view=log<br />
<br />
==Tortoise SVN==<br />
<br />
===Website===<br />
http://tortoisesvn.tigris.org/<br />
<br />
===Description===<br />
Tortoise SVN lets you work with files under SVN version control directly from Windows Explorer (just like TortoiseCVS). It's freely available under the GPL. <br />
<br />
With TortoiseSVN you can directly check out modules, update, commit and see differences by right clicking on files and folders within Explorer. You can see the state of a file with overlays on top of the normal icons within Explorer. It even works from within the file open dialog. <br />
<br />
===Usage===<br />
* Download and Install Tortoise SVN from http://tortoisesvn.tigris.org<br />
* Create a new folder in Windows Explorer where you will download your modules (called Sandbox, SVN or similar working location name);<br />
* Within that folder, create another folder (for example, VS or win32);<br />
* Right click on the folder created and select SVN Checkout. This brings up the checkout configuration screen;<br />
* Input the URL of the repository into the dialog box:<br />
<pre><br />
https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/win32<br />
</pre><br />
[You may also use the built-in repository browser to select the module you wish to check out.]<br />
* Click OK to begin checkout of the module.<br />
[Note: The download is 800+ MB and will take some time.]<br />
* After downloading, run the Setup program in the "bin" folder to set your screen size, etc. More importantly, this will tell Vegastrike where to find the "data" directory. You only have to do this once.<br />
* Then you can run VEGASTRIKE.EXE in the "bin" directory to play.<br />
<br />
===Specifying a Revision===<br />
Because SVN is the active development repository, sometimes the latest copy will have problems and won't work. At the time of this writing this section (2010-09-18) the units.csv file has a problem and the game won't load. This has been resolved in a later version, but we may run into the problem again so these instructions might be helpful if HEAD breaks again. Luckily SVN has a revision system that allows you to choose a point in time from before the problem was introduced. See the above section "Windows Clients" for the latest known revision that works with win32.<br />
<br />
{{FIXME}}: We need a way for people to determine the best revision number to use when the HEAD is broken. Perhaps a section at the top of this document? In the mean time, check out the help section of the forums.<br />
<br />
If you need to specify a revision when using TortoiseSVN , you need to do so for each module, including dependent modules. So assuming you used the directory name "VS" on the above usage directions, you would:<br />
<br />
* Right mouse click on your "VS" directory, and choose "TourtoiseSVN->Update to revision..."<br />
* Type in the revision number, and hit OK. This will update everything under VS/bin, but VS/data will not be updated because it is a separate, dependent module.<br />
* Right mouse click on your "data" directory, under the top level ("VS" in this example) directory. Again choose "TourtoiseSVN->Update to revision..."<br />
* Again type in the revision number, and hit OK. This will update everything under VS/data directory.<br />
<br />
=Mac OS X Clients=<br />
<br />
NOTE: Leopard (10.5) comes with a SVN client.<br />
<br />
==Command Line Client==<br />
<br />
===Website===<br />
http://metissian.com/projects/macosx/subversion/<br />
<br />
(or http://pdb.finkproject.org/pdb/search.php?summary=svn for Fink packages.)<br />
<br />
Footnote:<br />
metissian.com does not maintain current binaries. A better source would be (ordered from most current to most convenient):<br />
<br />
(a) http://subversion.tigris.org/ for current source code.<br />
<br />
(b) use Fink or MacPorts to get (usually) current source code.<br />
<br />
(c) http://www.codingmonkeys.de/mbo/ for a (usually) current install package.<br />
<br />
(d) XCode3 includes svn as part of the default installation (But not XCode2).<br />
<br />
==SCPlugin==<br />
<br />
===Website===<br />
http://scplugin.tigris.org/<br />
<br />
===Description===<br />
"The goal of the SCPlugin project is to integrate Subversion into the Mac OS X Finder. The inspiration for this project came from the TortoiseSVN project."<br />
<br />
====Usage====<br />
Must have command line client installed.<br />
<br />
{{Fixme}}-WRITEME<br />
<br />
*[http://www.joshbuhler.com/2005/07/05/setting-up-the-subversion-client-on-mac-os-x/ A good tutorial on setting up SVN for OSX]<br />
<br />
==Other==<br />
*[http://www.lachoseinteractive.net/en/community/subversion/svnx/features/ svnX]<br />
<br />
==Building==<br />
<br />
Note, if you are not interested in compiling your own version, see [[HowTo:Checkout_SVNMac]] to get the whole package.<br />
<br />
'''&#8594;''' ''See [[HowTo:Compile on OSX]]''<br />
<br />
----<br />
{{NAV_Manual |<br />
| previous=[[HowTo:Edit News|Edit News]]<br />
| up=[[HowTos]]<br />
| next=[[HowTo:Checkout CVS|Checkout CVS]]<br />
}}<br />
<br />
[[Category:HowTos|Checkout SVN]]</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_GIT&diff=17963HowTo:Checkout GIT2010-12-27T12:34:35Z<p>Nikai: sp</p>
<hr />
<div>This page describes how to use GIT with the Vega Strike SVN repository.<br />
<br />
[http://git-scm.com/ GIT] is a distributed sourcecode revision control system, which allows you to commit changes to a local repository and from there commit the changes to the remove Vega Strike SVN repository.<br />
This is useful if you want to experiment with the codebase, or if you do not have commit privileges to the Vega Strike SVN repository.<br />
<br />
If you are unfamiliar with GIT, the you should start by reading the [https://git.wiki.kernel.org/index.php/GitSvnCrashCourse GIT SVN Crash Course].<br />
<br />
== Installation ==<br />
First you need to install the GIT and GIT-SVN packages. How you do this, depends on your system.<br />
<br />
See the [http://book.git-scm.com/2_installing_git.html chapter 2] in the GIT Book.<br />
<br />
== Set up ==<br />
After installing the two packages above, you have to set up a local git repository for the Vega Strike codebase.<br />
<br />
Normally git-svn will copy the full svn repository, that is all revisions of all files.<br />
This takes takes a long time, and as you seldom need the full history, you can instead copy from a given revision onwards.<br />
<br />
This command will only copy the most recent revision. If you want the full history, remove the "-rHEAD" option:<br />
<pre><br />
git svn clone -rHEAD https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike/<br />
</pre><br />
<br />
Next you need to handle svn:externals. You can find them with "git svn show-externals". There may be a better way using git submodules, but this works.<br />
<pre><br />
git svn clone -rHEAD http://svn.boost.org/svn/boost/tags/release/Boost_1_35_0/boost/ boost/1_35/boost<br />
git svn clone -rHEAD http://svn.boost.org/svn/boost/tags/release/Boost_1_35_0/libs/python/src/ boost/1_35/src<br />
git svn clone -rHEAD http://svn.boost.org/svn/boost/tags/release/Boost_1_45_0/boost/ boost/1_45/boost<br />
git svn clone -rHEAD http://svn.boost.org/svn/boost/tags/release/Boost_1_45_0/libs/python/src/ boost/1_45/src<br />
</pre><br />
<br />
We recommend that you add the following lines to your .gitignore file, which should be created in the same directory as the .git directory is located.<br />
<pre><br />
boost/1_35<br />
boost/1_45<br />
boost_patched_gcc44<br />
</pre><br />
You may also want to add auto-generated files to .gitignore.<br />
<br />
Now you are almost ready to work on the codebase. You just need to create a branch to work on. This will make it easier to keep your local GIT repository synchronized with the remote SVN repository.<br />
<br />
git branch ''insert-your-branch-name''<br />
git checkout ''insert-your-branch-name''<br />
<br />
Replace ''insert-your-branch-name'' with the name that you want to call your branch.<br />
<br />
From here on, you can follow the normal build instructions.<br />
<br />
== Synchronize with SVN ==<br />
If others commit changes to the remote SVN repository, you can update your local GIT repository as follows.<br />
<br />
Make sure that you have committed all your changes to the local GIT repository before you start synchronizing.<br />
<br />
First you need to update the trunk of your local GIT repository with the changes from the remote SVN repository.<br />
<br />
git checkout master<br />
git svn rebase<br />
<br />
Next you can synchronize your branch with the trunk.<br />
<br />
git checkout ''insert-your-branch-name''<br />
git pull . master<br />
<br />
== Submit your changes ==<br />
The "git commit" operation only commits your changes to your local GIT repository. When you want to submit your changes to the remote SVN repository, then you have two options.<br />
If you have commit privileges to the Vega Strike SVN repository, then you can use the "git svn dcommit" command. Otherwise you have to submit a patch to the Vega Strike forums.<br />
<br />
You can either use<br />
<br />
git diff --no-prefix master..''insert-your-branch-name'' > mypatch.diff<br />
<br />
Better yet, you can use the following bash script, which will make sure that the output looks like an SVN patch.<br />
<pre><br />
#!/bin/sh<br />
#<br />
# git-svn-diff<br />
# Generate an SVN-compatible diff against the tip of the tracking branch<br />
TRACKING_BRANCH=`git config --get svn-remote.svn.fetch | sed -e 's/.*:refs\/remotes\///'`<br />
REV=`git svn find-rev $(git rev-list --date-order --max-count=1 $TRACKING_BRANCH)`<br />
git diff --no-prefix $(git rev-list --date-order --max-count=1 $TRACKING_BRANCH) $* |<br />
sed -e "s/^+++ .*/& (working copy)/" -e "s/^--- .*/& (revision $REV)/" \<br />
-e "s/^diff --git [^[:space:]]*/Index:/" \<br />
-e "s/^index.*/===================================================================/"<br />
</pre><br />
For a more complete script see [https://gist.github.com/710219 git-svn-diff.sh].</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=FAQ:Feature_Requests&diff=17948FAQ:Feature Requests2010-10-16T12:35:13Z<p>Nikai: Undo revision 17947 by Candice21 (Talk)</p>
<hr />
<div>{{NAV_Manual |<br />
| previous=[[FAQ:Modding]]<br />
| up=[[FAQ]]<br />
| next=<br />
}}<br />
----<br />
==Requests & Suggestions==<br />
<br />
===About this page===<br />
<br />
Fairly regularly, we get a new player who gets the game, downloads it, and sees, "Oh wow, a board to make feature requests, I'll give them all my cool ideas and I'll get to see it in a future version!" However, many cool ideas have already been brought to the attention of the various developers and collaborators of the project, including most of the ideas we see people write down when they show up on the forums and list all their ideas. Indeed, some ideas have been discussed back and forth for months, as people reexamine the code, and borrow (steal) ideas from different inspiration sources. This has significantly to do with the facts of development: It takes a long time to see new versions of non-CVS releases, and even with the rapid development cycle of open source, not everything that is planned has made it into the game yet. - ''V4X3N''<br />
<br />
This page tries to synthesize the feature requests and ideas that have been mentioned in the forum (well, most of them anyway). I have split the page in several subsections representing the different aspects of the game to make it easier to read and find your area of interest. Ultimately this is intended as an inspirational repository for the developers. - ''AeonOfTime''<br />
<br />
This article is an attempt to compile all feature requests for ''Vega Strike'', and give some indication as to their development status. This is ''not'' a "to-do" list. Rather, it is intended to serve as a place to track feature requests, as well as serve as a source of ideas for the developers.<br />
<br />
===Status of proposals===<br />
<br />
To be able to find out what status an idea or proposal is in, I have added a status marker ([]) to each. These are the meanings of the markers I used:<br />
<br />
* [X] This request has been implemented<br />
* [Y] This request is being implemented in some form<br />
* [P] This request has been or is being partially implemented<br />
* [W] This request is under construction<br />
* [R] This request has been rejected<br />
* [] This request is pending<br />
<br />
===Updating this page===<br />
<br />
Feel free to edit this page to add your ideas if they are not listed here; just make sure you follow the general structure of the page so it stays readable. Also try to list discussion threads in chronological order, starting from oldest to newest.<br />
<br />
__TOC__<br />
<br />
==World mechanics==<br />
<br />
===Seamless world...===<br />
<br />
====Seamless planetary/atmospheric flight []====<br />
The obligatory suggestion - be able to fly from space seamlessly to a planet's surface and land.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=2161 planetary flight brainstorming, take 2]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4597 The official "Seamless Planetary Flight" thread]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6193 Atmospheric and planetary raid missions?]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=9645 A silly question about the theoretical planetside mode]<br />
<br />
====Seamless inter-system flight []====<br />
There should be no pause between leaving one system and entering another when flying directly.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=13667 direct interplanetary journey]<br />
<br />
====Walkable planets and bases []====<br />
3D bases and planets that can be traveled in first person, which may include the following:<br />
*In-base fps-style missions (assassinations, package deliveries, etc.)<br />
*Planetside RPG-like missions<br />
*Highly detailed, procedurally generated planets/cities<br />
<br />
This is one of the most commonly requested features. The new [[Development:Ogre|OGRE port]] will make this possible, but a lot of additional work will need to be done in order to implement it.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=4597 The official "Seamless Planetary Flight" thread]<br />
<br />
==== Walkable ship interiors []====<br />
<br />
In a perfect implementation this might be like this: <br />
<br />
You are able to detach from your pilots seat by a hotkey. You suddenly find yourself in a FPS like environment standing next to your pilot seat. Now you can walk around and explore the ship.<br />
<br />
Every ship has its own interior. A small fighter probably has no more than an engineering panel behind the pilots seat, and a small living area with a bunk, small galley and most likely a plumbing unit. An airlock which might be functional if you have landed on a planet? (see "walkable planets and bases")<br />
<br />
If the vessel becomes bigger and bigger, there is obviously more and more to explore. Living room for a small crew, sick bay, hallways to different sections like engineering, hangar bays, gun turrets, cryo chambers, prison, elevators to other levels and huge cargo compartments. For bigger ships the pilots seat might be placed at a bridge containing big screens displaying data about the ship and the environment. They could seriously help to make strategic decisions.<br />
<br />
It's important that the interior fits to the exterior appearance of the ship, it has to be believable. This would greatly add to the perception of the size and type of your ship.<br />
<br />
You can go to damaged sections and repair them. You could visit captured pilots in the prison and talk to them, they might have important information. You could fight intruders. You could go to your hangar bay and select one of your small vessels for a quick interception while your ship remains where it is. [[User:Pirx|Pirx]] 18:42, 6 September 2009 (UTC)<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=15012 Feature Request "Walkable ship interior"]<br />
<br />
====Incorporating walkable (or flyable) planets with the "Explorer" playrole []====<br />
Once planets are walkable, you could pretty easily add the explorer function (which is a GREAT idea) by allowing one to purchase different types of scanners (differing in power/range and what they can scan for (radiation/age/foreign tech) for the ship, then scanning as you go around. Maps could be used to guide one to a specific planet, or location, or type of tech there. Maybe scanned areas could be mapped in the Library. ''xopher425''<br />
<br />
====Crowded/visible docking stations []====<br />
We've got all of these ships flying around in a bustling, living galaxy. When you go to dock at a small base, you can see it has 3-4 docking points. Put these two together, and you see that there should be a parking problem, at times. So why not have the base send the player back a message like, 'sorry, we're full. please enter holding pattern zeta while we clear things up. - ''CoffeeBot''<br />
<br />
I think, bases would claim the monopoly of force inside their weapon range. So any unauthorized fight in this area would be stopped through the base quickly. The base would first transmit a message like 'This territory is controlled by <basename>, please stop fighting and disable your weapons while staying.' If the ships continue their fight, the base would give a warning like: 'STOP fighting NOW or we will shoot you down' If the opponents still continue their fight, the base would shoot them down, launch its fighters or place a bounty on the ships. - ''caotic''<br />
<br />
I would like to see parking lots or piers and jetties. -''[[User:Shark|Shark]]''<br />
<br />
I think it'd be nice if you could see capital ships that are docked to the base. - ''cshank4''<br />
<br />
===Additional playroles...===<br />
(a.k.a. vocations and mission types)<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10340 False ID's, bribes and other illegal stuff]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10499 Ideas for further minor missions]<br />
<br />
====Treasure Hunter/Explorer/Archeologist []====<br />
I think it would be easy to add a third "role" in Vegastrike, besides 'trader' and 'hunter': 'Explorer'. If you specialize your ship and equipment for exploration, you'd probably be interested in "treasure maps" with full awareness of their NOT being treasure maps, but because of their potential for good finds in terms of habitable planets and resource-rich asteroids. - ''chuck_starchaser''<br />
:This would require that at least some of the systems are left unexplored. Currently, I think all systems in VS have some level of faction presence. -''[[User:Shark|Shark]]''<br />
<br />
Be able to buy treasure maps from guys in bars (pirates! anyone?), which would mark special spots on your starcharts where a shipwreck could be or a special kind of anomaly or whatever. - ''AeonOfTime''<br />
<br />
At pirate bases one should be able to buy treasure maps, but that they'd be ancient documents written on PAPER! and using alphanumeric star designations from way back in the third millennium. So you have to figure out what's what. But the thing is, any such piece of paper from back in the 3rd millennium is automatically assumed to mean "treasure", but more often than not, the papers are about anything but "treasures", but rather about curious planets or moons, or, occasionally, about potential spots for inducing the formation of jump-points, or about the presence of archeological finds, or resources. - ''chuck_starchaser''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11068&st=0&sk=t&sd=a&start=45 Super-features of future releases]<br />
<br />
====Reporter []====<br />
There should be GNN missions, to, say, take pictures of a battle or a fleet or some millionaire, or famous privateer in action, whatever. Started as a joke about Paparazzi. Also, if you happen to see some unusual fight, say confeds and insys fighting each other due to some friendly fire escalation, you could snap pictures of it and then bargain with a GNN representative over how much they are worth...<br />
<br />
I don't know whether he's planning to do something about it or not, or whether he's forgotten about it. The possibilities are multiplicative there: You could get a reputation faster, or avoid a reputation; you could have a fight with a fleet of a faction and avoid the impact of it on your standing with that faction as long as you a) destroy all the ships, b) kill all the ejected pilots, and c) make sure there was no gnn snapping pictures around. If you know someone is a double agent, and you have pictures to prove it, you can blackmail him.<br />
<br />
If you get too much of a reputation, you might get paparazzi following you around; but not too many factions hate them, so if you kill them it may get you in trouble. You'd wind up trying to predict and affect the presence or absence of news media depending on the mission you're doing; and in the overall, trying to avoid excessive notoriety. One strategy would be to become, oneself, a reliable gnn contributor, so as to make it a redundant option for them to send reporters to wherever you're going... - ''chuck_starchaser''<br />
<br />
====Tour guide or passenger liner []====<br />
Ferry tourists between scenic locations. Tours begin and end at the same location. <br />
* Passengers and passenger space could be a special kind of cargo (it requires extra life support). <br />
* Negotiate escorts to risky systems. Advertise traveling to try and get more passengers, and buy commercial time. Schedule flights in other systems ahead of you, or cancel them.<br />
<br />
====Station manager []====<br />
Operate a station efficiently to increase trade throughput/production, and fend off pirates. Run an efficient shipyard, competitively buy/sell/repair/build ships using raw materials or supplies. Screen refugees for spies (requires buying citizen databases from merchant ships). Refuse docking clearance for jerks and scum. Prevent or foster trading of contraband and slaves while keeping the authorities happy. Upgrade number of dock points, defenses, power, cloaking of contraband, mining drills, etc. Set/Collect tariffs, fees and taxes, route or cover up news (or propaganda). Set up escorts for people. Sell employees and citizens enough food and supplies to be entertained and healthy but don't drive them out by charging too much. Request supplies from merchants via news bulletins. Choose which supplies to accept/reject, and rates for selling them (compete with other stations in and out system). Scout for new jump points and set up jump fees. Take bounties, try to catch pirates docking here but avoid pissing off their factions since you are a stationary target. Attempt to contract patrols to explore or protect the system (thus encouraging merchants to come), while keeping your overlords appeased about how much you're spending and how you're spending it. Secretly subcontract privateers and pirates (become a covert pirate base while maintaining a cover as a mining or medical base). Safely perform evacuations before any overwhelming forces arrive. Put down any uprisings from citizens. Add modules onto the base to increase capacity for all the business you're drawing in, but organize the construction for optimal defense. Specialize in a specific type of resource production using raw materials. -''[[User:bugeyedllama|bugeyedllama]]''<br />
<br />
====Bounty hunter []====<br />
Eliminate named individuals for a bounty.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11486 Bounty Hunting]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=13308 Bounty mission/pirate ideas]<br />
<br />
====Attended or unattended mining []====<br />
One should be able to mine asteroids/ore for additional income. Possibly, set up an unattended mining operations on asteroids requiring special mining droids that drill through the asteroid and deposit unprocessed ore into a repository that you can dock to and unload with your ship. Something like a modern-day oil rig. -''[[User:Shark|Shark]]''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=2155 Digging on Asteroids]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6160 Mining?]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=14690 Mining]<br />
<br />
====Rescue missions []====<br />
Players should be able to initiate (and participate in) rescue missions as an alternative to/in conjunction with ejecting. I.e. if a player ejects, they can post a note on the BBS requesting extraction.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=14912 Player-Generated Rescue Missions]<br />
<br />
====RPG characteristics [R]====<br />
Stat and skill-based experience system, ala the game ''[http://www.taleworlds.com/ Mount&Blade]''. -''[[User:Shark|Shark]]''<br />
<br />
Examples:<br />
* ''strength stat'': can withstand more Gs or personal damage before succumbing.<br />
* ''intelligence stat'': increases the rate at which one can improve skills.<br />
* ''weapon-accuracy skill'': increases the size of the hit-box surrounding a target.<br />
* ''hacking skill'': increases one's ability to break into docked ships or sabotage subsystems.<br />
* ''gambling skill'': reaps additional credits in bars.<br />
* ''diplomacy skill'': increases influence with NPCs/factions.<br />
* ''leadership skill'': increases influence with wingmen.<br />
* ''merchant stat'': increases the price you can sell items for and decreases the price you can buy things for -''Jesse_The_Midget''<br />
<br />
Another example is ''Earth & Beyond'', where XP and levels are tabulated separately for Exploration, Combat and Trading. Individual skills are then based on ranks in one of these three areas. -''[[User:Shark|Shark]]''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6123 Make vegastrike more rpg]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7189 RPG Characteristics]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=12841 Elite, veteran and green versions of NPC pilots]<br />
<br />
====In-flight events []====<br />
<br />
Examples:<br />
* Having distress calls. - ''chuck_starchaser''<br />
* Ability to communicate with other ships to ask for help or to offer them pay for escorting you or being your wing for a mission. - ''chuck_starchaser''<br />
* NPC's that approach you in space to ask for help or to offer you money for a quick job. - ''chuck_starchaser''<br />
* Things that break sometimes and you have to fix in flight. - ''chuck_starchaser''<br />
* Mysterious ships one encounters once in a blue moon. - ''chuck_starchaser''<br />
* Getting info about events in your vicinity that can have an effect on trade, like a drought on planet X in system X. - ''AeonOfTime''<br />
* Mini-missions like a mercenary challenging you to a little race or dogfight simulation for money... Or even merchants asking you to trade directly in space. - ''AeonOfTime''<br />
* Space anomalies cropping up across space, and which you could choose to investigate if you have the right scientific equipment on board. These could then either give you technology or scientific material to trade and even contain precious artefacts that you can use to enhance your ship. - ''AeonOfTime''<br />
* Shipwrecks! Be able to track down and find ancient ships that can be salvaged entirely or only parts of. You could track them through still functioning beacons on the ship or energy signatures (star trek anyone?). - ''AeonOfTime''<br />
* Shipwrecks on planet surfaces that are infested with dangerous alien monsters. Before you can get all the valuable items in the shipwreck you have to fight them with weapons like you do in a 3d shooter. This might be an interesting feature with the new ogre engine which should allow such walking inside ships and space stations - ''Cordess''<br />
* A means of hailing a planet/station/anything you can dock with so that you can ask them to send a list of what they've got in stock, and what their current market prices are for all goods (even those which they don't have in stock, for the purposes of selling). I believe Elite Frontier had this mechanism, and it streamlined trading greatly. - ''Stevie D. Discussion in [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7621 this thread].<br />
**Appropriate time delays should apply. If the station is 8 light seconds away, it should take 16 or more seconds for the reply to come (unless you've purchased an FTL communications array). -''[[User:bugeyedllama|bugeyedllama]]''<br />
**This ability could be a purchasable ship upgrade (eg, a software upgrade or some kind of merchant-service-membership). -''[[User:bugeyedllama|bugeyedllama]]''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7621 Coupla suggestions]<br />
<br />
===Dynamic universe...===<br />
All events are AI-driven. Pre-scripted sequences, with canned dialogue, are possible--but should be triggered by the AI. Imagine a behind-the-scenes RTS, with multiple independent factions, where the player assumes the role of a single unit. ''-[[User:Shark|Shark]]''<br />
<br />
====Dynamic campaign []====<br />
Plot events and/or NPC interactions should be triggered by the Dynamic Universe and real AI/faction interests (and ''not'' be pre-written). -''[[User:Shark|Shark]]''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=13355 A few things I would love to see incorporated into VS]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=14697 Few things i'd like to see, and do if i had the time]<br />
<br />
====Economy petri-net []====<br />
All items are consumed (except for consumer products) and/or produced (except for natural resources) during the production of other items. -''[[User:Shark|Shark]], but suggested previously in the forums''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=13355 A few things I would love to see incorporated into VS]<br />
<br />
====Procedural mission generation [] ====<br />
Missions are assembled dynamically out of component parts using a ''mission grammar''. -''Shark''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=13212 Looking for suggestion for newbie]<br />
<br />
====Same, default universe for all players by default []====<br />
The default configuration should be that the same starting universe exist by default for all players. (With the ability/option to override this of course.)<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=15050 Feature Request:Default Galaxy]<br />
<br />
====Improve faction behaviors and add faction tasks/incentives []====<br />
Aside from the storyline, I've found the races and factions to all be pointless because of how easy it is to make enemies and switch sides. Eventually, you feel like youre own group instead of a part of the story. -''hacked''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11612 Faction level AI : functions, api etc.]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=12194 faction alliegance, bounty]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11724 Self-defense shouldn't piss off factions.]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=14896 Faction Spacecraft Lend/Lease]<br />
<br />
====Difficulty scaling based on kills, not only on cash []====<br />
The difficulty of enemies should be based on skill, not cash.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=13245 Kill-relative difficulty]<br />
<br />
===Other economy discussions...===<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10828 Defining a new economic system for future versions]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10605 Collective Economic Niggles]<br />
<br />
====Black market [P]====<br />
Add a few rare planets, bases or maybe a roving capship to do black market mods to your ships (i.e. mounting a heavy capship weapon or torpedo on a llama).<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=7444 "BlackMarket Hot Rod Shop"]<br />
<br />
====Time and its benefits []====<br />
Time would be a great feature to add. You could then add a Bank (First Interstellar Bank - Where the Stars bank!), so that players could borrow money or open a savings account, or even buy stocks. This would add a whole new strategy to the game. ''xopher425''<br />
<br />
==== Self-replenishing resources [] ====<br />
If you buy out gems from a mining base, there should be some more by the time you come back<br />
<br />
====Banks and credit []====<br />
Add banks and other institutions that issue loans to players.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=9091 BANKING, SHIPYARD ORDERING SYSTEM]<br />
<br />
====Resource consumption and production []====<br />
Make bases use up resources to produce their goods. Supply and demand could be tied into this, as a mining station about to run out of breathable oxygen or mining tools, would pay more to obtain it than a station with a massive amount in reserve. ''Aacron''<br />
<br />
====Real shipyards []====<br />
Make shipyards with production. Remove 'Milspec' from non-shipyard bases. Used ships at normal bases. Perhaps tie in resources to ship production as well. A race or faction would pay more to obtain resources if the race/faction ship count is low, and they need to produce more. ''Aacron''<br />
<br />
====Property market & owning space stations []====<br />
Add an option to buy or sell and maintain ownership of Space Stations or mining bases and the like. Perhaps owning planets would take it a step too far. ''oddeyed''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=37&t=14826 Property Market]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=13355 A few things I would love to see incorporated into VS]<br />
<br />
====Multiple bases per planet []====<br />
Each planet has multiple locations where you can dock/trade.<br />
<br />
''Discussion thread:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=13209 one planet, many bases]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=14697 Few things i'd like to see, and do if i had the time]<br />
<br />
====Price comparison []====<br />
The game should have some way to compare prices. Either by listing an average price, or keeping a record of past prices at previous locations.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=15042 Price information]<br />
<br />
====Blockades []====<br />
Blockades on stations or planets that have long term consequences for the station or planet and neighboring areas.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=14697 Few things i'd like to see, and do if i had the time]<br />
<br />
==Object appearance & properties==<br />
<br />
===Cargo...===<br />
====Parcelling cargo based upon scale []====<br />
Bulk goods should go in larger containers.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10822 Standardised cargo sizes]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6807 Cargo from destroyed ships]<br />
<br />
====Handle different types of cargo separately []====<br />
Separate cargo, upgrades and ammunition into different types of cargo. -''Turbo Beholder''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11448 Upgrades, cargo and expendable resources]<br />
<br />
====3D models of merchandise instead of sprites []====<br />
Rotatable 3D models for all cargo/ships/upgrades instead of 2D sprites. -[[User:Shark|Shark]]<br />
<br />
===Equipment...===<br />
====Auto-transfer equipment between ships []====<br />
Quickly transfer all installed equipment between ships docked at the same station.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11652 Transfer upgrades from one ship to another at same base]<br />
<br />
====Better balancing []====<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11808 Mule warp capacitor ( VS 0.5.0 )]<br />
<br />
====Multiple locations for single mount []====<br />
Missiles etc. could fire from several locations yet count as a single mount so refilling would be easier. See forum for details.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=73092#73092 multiple locations for single mount -for missiles]<br />
<br />
====Purchase used as well as new items []====<br />
Add the option for players to purchase used items that are slightly damaged or inferior.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10564 New ships and used ships]<br />
<br />
===="Unique" items []====<br />
Make it possible for there to be "unique" items/ships/installations that appear only once in the game.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11191 VS Game: Custom Systems]<br />
<br />
====Ship/equipment prices based on item stats []====<br />
The price of ships and equipment should be calculated from its statistics&mdash;not fixed at a set price by the author. -''[[User:Shark|Shark]]''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=2302 Ship Stats]<br />
<br />
====Swap/sell more types of ship components []====<br />
Too many ship components are hard-coded and cannot be swapped out.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10162 More ship customisability]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=14908 Main Engine as Upgrade]<br />
<br />
====Armor type/thickness []====<br />
Armor should have two separate parameters that affect its effectiveness: thickness and type.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10861 Armor type and thickness]<br />
<br />
====Mesh-based submodules []====<br />
Submodules should be installed in physical locations, subject to location-based damage, and (typically) interchangeable with other subunit types of the same physical dimensions.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=14949 Unified slot system]<br />
<br />
====Missile turrets [P]====<br />
Add turrets that can fire missiles.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11986 a really good idea!...plz check this...]<br />
<br />
====Tractor beam turrets []====<br />
Tractor beams should be installable on turrets.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=14931 Tractor Turrets?]<br />
<br />
====SPEC interdiction devices []====<br />
SPEC interdiction devices, either in the form of installed equipment, missiles or mines. -''[[User:Shark|Shark]]''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6952 A SOLUTION TO SPEC-PROBLEMS]<br />
<br />
====Contraband scan devices []====<br />
Only ships with the required hardware should be able to initiate contraband scans.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7108 contraband checking/handling could be more detailed]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10776 Limit contraband scanning ability]<br />
<br />
===Ships...===<br />
====Ship decoration []====<br />
Customize the appearance of ships with custom textures/decals/etc..<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11420 Faction Colors]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11500 Hull ID, Decals, Paint, and Customization]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=15066 mouseoff, christening, and crew]<br />
<br />
====Animated ship models []====<br />
Make it possible for ship/station models to have animated parts (i.e., parts that open/close/rotate/etc.).<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11755 Moving parts and other unreasonable requests :)]<br />
<br />
====Better ship & equipment classification system []====<br />
A more sane way to classify ships and equipment should be devised.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=13605 Ship Type Organization]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=14777 Ship logic.]<br />
<br />
===Misc...===<br />
====Improve quality of special effects []====<br />
The special effects are dated and of low quality.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11370 The Guns]<br />
Spelling fix ''Aacron''<br />
<br />
====Nebula appearance []====<br />
Change the appearance of nebulae.<br />
<br />
''Discussion thread:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=936&postdays=0&postorder=asc&highlight=nebula&start=75 Hyperspace in a different way.] (starting on page 6)<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10853 what can we do about nebulas]<br />
<br />
<br />
<br />
====Missile smoke []====<br />
Missiles and torpedoes should have some kind of smoke trails, allowing to see them arriving/hitting your target.<br />
<br />
====Fix planet lighting []====<br />
Currently, exploding ships cause the planets to light up. This is unrealistic.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=38&t=10794 Planet lighting]<br />
<br />
==Flight/combat mechanics==<br />
<br />
===Docking & ejection...===<br />
====Auto-docking feature [P]====<br />
An autopilot specially designed for docking ships.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10392 Docking at space stations with capital ships.]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10483 Docking distance needs to be just a little further out.]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=12047 Docks (and Scoop)]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=13198 Auto Docking Maneuver Request]<br />
<br />
====Better wingman docking/launching mechanics []====<br />
Wingmen should be able to be ordered to dock into the cargo hold instead of having to be tractored in.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11403 Redesign of Launching and Recovering]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=14858 Wingman Command Instead Of Tractor Beams]<br />
<br />
====Enemies that eject when scared/damaged []====<br />
Enemies should eject/bail when damaged or scared. you should then be able to tow/salvage the empty ship and keep or sell it.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=13355 A few things I would love to see incorporated into VS]<br />
<br />
====Option to eject using ship in shiphold []====<br />
If you have another ship in your hold, you should be able to eject and automatically pilot this ship instead.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=13349 abandon ship!]<br />
<br />
===Piloting..===<br />
<br />
====Ability to control a fleet of ships directly []====<br />
A commander mode (most likely third-person) to facilitate the control of multiple units, simultaneously. I would recommend this in a separate branch of VegaStrike (an RTS, perhaps), as this would give players an unfair advantage over others. For example ''Homeworld'' and ''Star Wolves''. -''[[User:Shark|Shark]]''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=9711 Better wingman control]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11572 Tactical game]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=12060 Controling a fleet of ships?]<br />
<br />
====Make capital ships easier to pilot []====<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10299 Making Capital Ships fun to fly]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10392 Docking at space stations with capital ships.]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=13304 Inertial dampeners????]<br />
<br />
====More intelligent NPC tactics []====<br />
NPC pilots should know when to run or hide, or when they're not having any effect.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7120 NPC personality]<br />
<br />
====Requiring (player or AI) crews for larger ships []====<br />
Large ships, like capital ships, have posts that need to be manned. For example ''Star trek Online''.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6595 Require crews for larger ships]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10215 Cap ship idea]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11401 Crew]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10299 Making Capital Ships fun to fly]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=14999 Capital Ships]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=15066 mouseoff, christening, and crew]<br />
<br />
===="Intelligent" autopilot and/or NAV buoys []====<br />
Autopilot should be able to navigate the quickest/most economical route between two bodies, taking into account gravitational effects upon SPEC in the intermediary regions. NAV buoys could be placed strategically around systems along paths where the gravitational fields are weakest (and thus where SPEC speeds are fastest), and leading to important destinations. An intelligent autopilot would then be able to trace a route from one destination to another using these buoys. A similar thing was implemented in ''Earth & Beyond''. -''[[User:Shark|Shark]]''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7428 autopilot]<br />
<br />
===Space & physics...===<br />
<br />
====Gravity []====<br />
Gravitational fields surrounding spatial bodies. They should determine the maximum SPEC speeds, as well as influence trajectories. These should not pose a real danger to the player (normally, given VS's large acceleration rates), but should merely serve to add tactical flavor (interception, etc., as well as some real dangers during tense fights!). -''[[User:Shark|Shark]]''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=5492 Gravity]<br />
<br />
====Modification to SPEC dynamics []====<br />
One problem with the current SPEC drive system is that if you are anywhere near a ship, you lose your SPEC ability, as if you had approached a planet. This, in most cases, removes any possibility of bugging out of combat with a ship, and if you're flying something like a Plowshare, you don't stand a chance against a Pacifier and 2 Hyenas anyway, but you can't get away and may as well press the self destruct button. Basically I'm just asking if you could make it so you can still SPEC in the presence of ships. If you want to maintain some form of SPEC interference caused by ships, you could make it so your SPEC speed slows down to about 200 or so, but it doesn't deactivate. 200 is still a reasonable speed to escape from a firefight.<br />
<br />
:COMMENT: SPEC system actually seems not to be affected by presence of ships(v0.5 beta), and I think it actually should, because now its not possible to dock on a larger ship if its specing. (Request docking clearance to make a friendly ship stop so you can get close and dock). And I would expect you should not be able to run away with SPEC, in contrary your options should be ( when meeting a superior opponent ):fight, give up, call for help.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=14697 Few things i'd like to see, and do if i had the time]<br />
<br />
====Regions of space with status effects []====<br />
Regions of space that affect sensors, disable shields, or cause radiation damage. -''[[User:Shark|Shark]]''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=14697 Few things i'd like to see, and do if i had the time]<br />
<br />
===Weapons, targeting & ship systems...===<br />
<br />
====Limitations on weapon auto-tracking []====<br />
Weapons should be limited in the distance they are able to track moving objects.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10919 Suggestion: per-weapon autotracking limits]<br />
<br />
====Auto- or burst-fire for rockets []====<br />
One should be able to hold the "fire" button and launch rockets repeatedly.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10781 Suggestion: make rocket pods act like guns]<br />
<br />
====Active weapon selection []====<br />
You should be able to toggle whether certain weapons are active/inactive.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=14870 Weapon Fire Control/Weapon Switching]<br />
<br />
====Heat/shield/power/stealth/etc. management [P]====<br />
The game really needs to implement some system of heat and temperature. I believe this had already been discussed in the effectors thread, but I don't think it needs to be that complex. [...] When the temperature of your armor approaches their heat-shielding rating, your armor will start to take damage. Until your ship blows up. There would be an indicator on your hud for external temperature, armor temperature, and hull temperature. - ''pifactorial''<br />
<br />
Similar to Heat Management, except you manage your shield distribution, power-plant output, and sensors profile. -''[[User:Shark|Shark]]''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11009 power system manipulation]<br />
<br />
===Installations...===<br />
<br />
====Minefields []====<br />
A drone weapon with projectiles that automatically deploy themselves into grids (spherical or rectangular?). -''[[User:Shark|Shark]]''<br />
<br />
====Defense systems for mining bases []====<br />
Give mining bases turrets! My god, I've seen Aera patrols wipe those things out because the things have no defense. - ''cshank4''<br />
:Rather than giving the mining bases turrets, I think that independently controlled turrets should surround the mining bases. -''[[User:Shark|Shark]]''<br />
<br />
===Other...===<br />
<br />
====Changes to how damage is calculated []====<br />
There should be different types of damage depending on the class of weapon, and damage should be calculated differently.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10836 A new schema for weapon damage]<br />
<br />
====Restrictions on transferring ships []====<br />
Transporting player-owned ships from base to base should take time and cost money.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10814 Additional restriction on ship switching]<br />
<br />
====Towing []====<br />
You can request a tow when your ship is too damaged to move.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=14697 Few things i'd like to see, and do if i had the time]<br />
<br />
==In-flight UI==<br />
<br />
===Keyboard/mouse/joystick controls...===<br />
<br />
====Nearest hostile key [X]====<br />
It would be great to have a nearest hostile key in addition to the next hostile key - this would always switch to the nearest hostile target to avoid flipping through them with H until you find out the one just 1000 metres to your left. - ''AeonOfTime''<br />
:Done in SVN: r and R. also check out other nearest* keys: k, K, ctrl-k. - ''peter''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11845 targeting hostiles]<br />
<br />
====Target last ship to hail you []====<br />
Like nearest hostile, except it targets the ships which have established communications with the player in order of least time elapsed to greatest. - ''glarbl_blarbl''<br />
<br />
====Scope/area targeting []====<br />
The "P" (point targeting) could be based on the area immediately around the mouse cursor (assuming one is shown) as well as the crosshair. -''[[User:bugeyedllama|bugeyedllama]]''<br />
<br />
====In-game keyboard hotkey chart & mapping []====<br />
Add a menu to display and/or modify the keyboard commands.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=9061 Revise Control setup]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10212 Key Binding]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=13206 Feature request: Layout Help for Noobs like me.]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=13333 show key bindings]<br />
<br />
====Targeting improvements []====<br />
When a target type is selected, other targets of the same type could have a blue/gray dotted "X" crosshair rather than a box (or a blurry dot on the edge of the HUD for offscreen unselected objects). For example, anytime you select a hostile unit, you can still see where other hostiles are. Perhaps a small number beside each unselected target could indicate the target ordering (it tells you how many times should you press "H" for that target). -[[User:bugeyedllama|bugeyedllama]] 4:09, 16 March 2008 (PST) Also, provide for an alternate (easier to learn) targeting method, key1 for selecting target types and key2 for selecting individual targets. The old way of targeting should of course be left in place, or at least quickly available via some option.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=14895 Scanner Targeting/Search Mode]<br />
<br />
====Trajectory heading autopilot []====<br />
Functions to automatically orient the player's ship in the direction of travel, or opposite it, would truly make flying cargo and capships (e.g. Ox, Clyde) reasonable. Since these ships only have any significant thrust (in comparison to their mass, that is) in the forward and maybe reverse direction you need to be able to point them back along your vector in order to stop. Given that the SPEC autopilot is already capable of figuring all this out and then some, the code must be in there somewhere :) Even with a trajectory indicator (above - and also sorely needed for flying capships) this function is needed so that you can initiate a stop and then jump into a turret and do some firing while your gigantic, ponderous vessel comes about. - ''drinkypoo''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10047 Current Vector Slash Antivector Matching Autopilot option]<br />
<br />
====Improvements to mouse controls []====<br />
The mouse flight controls need improvement.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11340 Controlling the ship]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11848 better mouse control mode?]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11149 Crosshair (feature?)]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=15066 mouseoff, christening, and crew]<br />
<br />
====Add support for the wiimote []====<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10525 wiimote for vegastrike!]<br />
<br />
====Add support for TrackIR []====<br />
Add support for TrackIR to track head movements.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=14761 anyone ever think of these ideas?]<br />
<br />
===HUD improvements...===<br />
<br />
====Turrets status display []====<br />
In the HUD, have additional indicators near the current weapons summary that display information about any turrets installed on your ship: whether the turret AI is active, and what their current state is (damaged 50%, destroyed etc...) - ''AeonOfTime''<br />
<br />
====Make HUD radar blip proportional to mass []====<br />
It would be cool if you could tell from your radar screen which contacts are planet-sized. - ''glarbl_blarbl''<br />
<br />
:I think differently-classed objects should receive different icons in the UI. -''[[User:Shark|Shark]]''<br />
<br />
====Trajectory/direction/motion indicators []====<br />
Some kind of hud lines or something that would tell me which direction I'm travelling would be good. It could be something as simple as a box or a cross or something that shows the direction my ship is travelling in. I don't expect gravity plays much of a role in bending trajectories (or that the planets move around the star, for that matter) but adding a little "reality physics" like using gravity as a slingshot, etc. might be kind of fun too. - ''unknown''<br />
<br />
Something like this would be really helpful so you could know if you're actually heading towards the destination when you engage SPEC. There are a couple ways this could be implemented. Perhaps a circle (just large enough to contain the cross hairs) could appear designating the current direction. <br />
Also it might be nice if the trajectory showed up as a special symbol on radar. This way you would have a better idea of your direction in relation to other ships.<br />
- ''shadow_slicer''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=12160 I need visual trajectory systems and more mouse functions]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=14727 sense of motion effects]<br />
<br />
====Better tracking/warning for enemy missiles & torpedoes []====<br />
BTW the torpedo launchers on the cap ships are quite annoying as you often just blow up out of thin air. Maybe you could introduce some better warning system that at least gives us the opportunity to effectively dodge those things. - ''Zel''<br />
<br />
====Visual effects when SPEC is enabled []====<br />
SPEC should affect the display in various ways.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11588 light shift]<br />
<br />
====Aural queues for in-flight events []====<br />
Things like missile locks, detection of new enemies, etc., should trigger audio files to be played.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11638 Aural hint for Lock]<br />
<br />
====Date/time display []====<br />
Show the current date and time. Makes time dilation mode (F9) and other effects more visible to the player and gives a better sense of time for when news updates are checked. -[[User:bugeyedllama|bugeyedllama]]<br />
* A flight log might be helpful too: show the date and time of the last 5-10 battles/docks insystem, and the dates you entered your last 3-5 systems. -[[User:bugeyedllama|bugeyedllama]]<br />
<br />
====Point-and-click HUD interface []====<br />
To help with the learning curve, a point and click interface for most functions would help with discoverability of features and to remind users of any keybindings they've forgotten. Right now learning the controls is very difficult and not fun.<br />
* To avoid clutter, and since the mouse is already used, the interface is only active when a meta key (ctrl or shift) is held down; at all other times there is just a message like "Hold Shift for menus"; shortcuts could be shown beside relevant menu items wherever possible.<br />
* Click on HUD to select nearest target (nearest visually) to cursor.<br />
* Click on the subscreens to cycle through them (manifests/guns; target/communications); click on a help button or a menu for access to everything else. Subscreens should have a title bar when menus are active with either a dropdown or instructions on how to click to change the view.<br />
* List or dropdown for different view modes (and their shortcuts, F1-F8).<br />
* To fly to a target, click on it and select "set course for target".<br />
-[[User:bugeyedllama|bugeyedllama]] 4:09, 16 March 2008 (PST)<br />
:Not sure if I agree with the "select target nearest cursor" idea. And I think point-and-click target selection should be reserved for the "Sensors cam" idea I suggested, below. Accessing/switching sub-screens is a must though. -''[[User:Shark|Shark]]''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=8924 Cockpit Controls]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=14761 anyone ever think of these ideas?]<br />
<br />
====Use SVG for HUD graphics [R]====<br />
Use SVG to display all in-game UI elements. -''[[User:Shark|Shark]]''<br />
<br />
====Improve representation of spatial scale and motion []====<br />
Improve how the size and motion of objects are conveyed to the player. Currently, big ships don't really seem "big" because fighters are so fast.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=9164 Tiny bases!]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11349 HUD simulates "Space debris"]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11992 How to imply size a disscustion on scale]<br />
<br />
====HUD redesigns []====<br />
Proposals for modifying the appearance of the in-game HUD.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=4&t=2366 My HUD Redesign]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=91835#91835 Ideas for the HUD]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11189 VS Game: HUD Layout with comm animation]<br />
<br />
====Cargo space indicator []====<br />
Add an indicator that reports the empty cargo space remaining.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=9715 Mission computer/HUD: Inflight glance into ship's cargo room]<br />
<br />
===Additional in-flight interfaces...===<br />
<br />
====Intersystem inflight economic database []====<br />
How about having the ability to browse commodity prices, news and missions in nearby systems while flying? That way you could really plan ahead. Even place your orders in advance. - ''chuck_starchaser''<br />
<br />
A mission computer that displays the missions and trade goods prices of your target from your spaceship. Even have it where you can accept bounty and patrol missions remotely. Cargo you would obviously need to dock for. (Or you could have larger bases send the cargo out to you on a ship that would transfer in midspace. Tractor beam for example.) -''Roth''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11568 communication]<br />
<br />
====In-flight web browser []====<br />
I play now a fiew month eve online And fiew idea's think a can use in the mmo version of vegastrike.<br />
And one of my idea's is a in flight web browser. -''www2''<br />
<br />
:I would have to vote 'No', unless the internet in question is fictional, as well--in which case I would vote 'Yes'. -''[[User:Shark|Shark]]''<br />
<br />
Could be to do with the library mentioned earlier. A user could 'buy' a book from one station and read it on the way to other places. Would make the game more interesting, and the player would be more immersed in the world. -''Aronzak''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4459 Web browser]<br />
<br />
====In-flight IRC chat []====<br />
<br />
''Discussion threads:''<br />
[http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=15010 IRC Chat Client In Game]<br />
<br />
====Personal logbook/diary []====<br />
A personal databook for storing notes or quest data.<br />
<br />
It would be nice to have some place in the GUI menu to write down some (personal) notes that are saved with the game when saving the game. This is a very handy feature in a RPG game, because you will no more need real paper to write down some small things like what you want to do next, what you have planned or what you did in the past etc.. - '' Cordess '' <br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6823 Personal logbook]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6390 personal PDA]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=5727 I want have a diary function to write down some notes]<br />
<br />
====Unify the in-flight and base UIs []====<br />
Use the same UI for in-flight and base operations. -''Turbo Beholder''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11459 Unified data screens (in-flight and on base)]<br />
<br />
===Cameras...===<br />
<br />
====Ability to use the camera controls while paused [X]====<br />
This makes it easier for screenshot-takers to find the perfect angles for action shots -''[[User:Halleck|Halleck]]''<br />
<br />
''(Edited to include all camera controls. -[[User:Shark|Shark]])''<br />
<br />
====Translate or "free" cam []====<br />
Camera which can be moved independently of the ship, even while paused. This would be useful for capturing screenshots and gameplay footage, as well as "system browsing". -''[[User:Halleck|Halleck]]'' and ''[[User:ace123|ace123]]''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4501 Feature Request: Free Cam]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=2404 A Call for Screenshots]<br />
<br />
===="Chase" cam []====<br />
A third-person, behind-the-ship view (kind of like in the video games ''StarFox'', or better yet ''WarHawk''), complete with custom HUD and control scheme, would be nice. -''[[User:Shark|Shark]]''<br />
<br />
===="Sniper" cam []====<br />
A zoom lense for weapons that can take advantage of this, as well as decreased control sensitivity when in use. See ''IWar2'' and (I think) ''Tachyon'' for an example. -''[[User:Shark|Shark]]''<br />
<br />
===="Sensors" view []====<br />
A third-person view that is automatically zoomed out to the limits of the ship's secondary sensors. Ships smaller than stations are represented using dots instead of meshes. Orbital paths/gravitational fields should also be represented. Setting autopilot waypoints or nav targets should also be possible. See ''Homeworld'' for an example. -''[[User:Shark|Shark]]''<br />
<br />
==Starmap []==<br />
<br />
===Show dockable targets and factions in starmap []===<br />
It would be useful for the map screen to show you what dockable planets and stations are present and what faction is in control in the system you have selected. - ''unknown''<br />
<br />
===In-base starmap []===<br />
It would be great to have a starmap you could consult while at a station. That way, you could make intelligent choices about hauling cargo. Having this accessible from a Station Library would be the way to go.<br />
The other solution would be to add such functionality to the mission computer. E.g. except the Accept button for a chosen mission there could be a Map button that would, when pressed, show the route to the target star system of the mission.<br />
Or the map could be accessible from the info screen. E.g. except the Pilot and Ship buttons there could be a Map button. Red circle with an arrow and 'YOU ARE HERE' text would be informative thing too. -''unknown''<br />
<br />
===Larger/better starmap window []===<br />
Make the window/map as large as possible to increase its usefulness as a summary of in-system objects. The starmap should not have such a thick frame, for example. Currently it's trying to show more than the HUD in less space than the HUD. While the player needs to be reminded the game isn't paused, this could be accomplished by providing a slight transparency to the starmap (such as 5% or 7% transparent, mostly opaque). The transparency effect would be more fun for players. -''[[User:bugeyedllama|bugeyedllama]]''<br />
<br />
Other improvements need to be made to make exploring using the starmap less painful.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=14923 Large scale navigation]<br />
<br />
===Separate nav/info buttons []===<br />
They're not related, so they should be separate buttons. -''[[User:bugeyedllama|bugeyedllama]]''<br />
<br />
===Modal buttons should show current mode []===<br />
Move multifunction buttons that affect the view (Nav, Info, Map) away from buttons that affect how the view is represented (2D, 3D, Ortho); use color, position, size/shape, or distance to separate these button groups. Anytime a button cycles between multiple modes (eg with 2d/3d/ortho), some visual cue should *show* the users which mode is the current one (bold/color/lighting). <br />
*This menu has its virtues. It's not entirely keyboard based, for example.<br />
*One possible approach: <br />
***use tabs for the different views, and buttons that light up for view-options. (Tabs should be stylized for the theme--green glowing outlines for example, or side tabs styled like gmail.com inbox/archive/trash/spam/... tabs). <br />
***Only show view options when they're applicable. <br />
***Make every view option a separate button (2d is its own button). They should be separate controls because a modal button doesn't communicate which mode is selected. A single button shouldn't do 3 things instead of 1 - it's not normal or expected, so it will confuse people. <br />
***Don't use tabs for 2d/3d/ortho, since changing the view in one affects the view in the others, and tabs usually indicate independence from each other. While I don't suggest making them a radio list (this isn't a form to fill out), this is essentially what they are. <br />
***For efficiency, consider making it so users can glance at another view option without clicking on it: hovering over "2d" should make it 2d temporarily; Clicking 2d should make it stick. This has the disadvantage that users may get confused: they might not think the buttons can be clicked, and will never actually switch to another view to manipulate the map. For this reason, the buttons should clearly show their state, and their relationship should be obvious. Perhaps something like a line should connect the three items, and the selected item should be depressed with glowing letters, while the others are raised. Hovering doesn't raise a button, but it makes its text glow. Even if this takes work, it will make the game a lot easier to understand and thus fun to play. Even users who catch on quickly should feel like it's very smooth and obvious--smooth so focus stays on the game instead of the menu, and obvious so it's easier to remember where things are later. Flashy so things are more memorable and satisfying to click (and thus discover). -''[[User:bugeyedllama|bugeyedllama]]''<br />
<br />
===Rename "Up/Down" []===<br />
The labeling for Up/Down doesn't really tell what it does. The up/down button should be relabeled as "View - System/Sector" -- or separated into two buttons -- or toggle between saying "View System" and "View Sector" when the user clicks it. -''[[User:bugeyedllama|bugeyedllama]]''<br />
<br />
===Changes to planet/base icons []=== <br />
It's hard to click on specific items. Planets and bases don't need huge icons around them as with VS 0.4.3. It makes it hard to read anything, and harder to select things that are close. Just have the item whose center is closest to the cursor be selected. -''[[User:bugeyedllama|bugeyedllama]]''<br />
<br />
Geometric shapes should not be reused excessively. Try to reserve each shape for a particular class of object in order to prevent overlap and confusion. -''[[User:Shark|Shark]]''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=2194&p=18146#p18146 In-Game Map]<br />
<br />
===Crowded areas []===<br />
It's impossible to click on really closely spaced items. When an area is crowded, selecting it should cause the map to temporarily zoom in to select the actual target, then zoom out again. (Alternately, instead of zoom use a subwindow or popup menu of items to select near the cursor). -''[[User:bugeyedllama|bugeyedllama]]''<br />
<br />
===Preview target (on hover) []===<br />
Hovering over any item should show its image as with the HUD view in bottom right. This will help users to recognize what they're looking for. Also, consider showing distance to target and other details on hover (faction, friendliness rating number, estimated value, time in-system, favorite color, ...) -[[User:bugeyedllama|bugeyedllama]]<br />
* While a target is hovered over, shift_1 through shift_9 should set it as a remembered target. This fact should be advertised when the cursor is over the item. If already assigned, the current number it is assigned to should be displayed; Displaying key assignments immediately will show the user the assignment was successful, and keep them from forgetting if a target has already been assigned a number. It will also remind a user if it was important. -''[[User:bugeyedllama|bugeyedllama]]''<br />
** Pressing a number 1-9 should jump the cursor to a remembered target. -''[[User:bugeyedllama|bugeyedllama]]''<br />
** While Shift is pressed but before a number is pressed, all the target assignments should be shown in a layover text. Consider doing this for the HUD display too (although Ctrl and Shift do a lot more on the HUD, so it might not make sense there). -''[[User:bugeyedllama|bugeyedllama]]''<br />
<br />
==="You are here" indicator []===<br />
Instead of another inconsequential dot showing "llama.begin" or something, highlight the current location (base computer) or ship (in-flight) using color, font, fontsize, thickness, icon, and/or pulsing color. A crosshair won't work well in 3d, but it's worth considering. -''[[User:bugeyedllama|bugeyedllama]]''<br />
:I like how ''Homeworld'''s sensors mode put the ship at the center of the (spherical) coordinate system. Though this might not be appropriate for a starmap. -''[[User:Shark|Shark]]''<br />
<br />
===Color saturation indicates distance from camera []===<br />
While color should still show what an item is, the color's saturation could be less saturated and smaller if the item is supposed to be further inside the map. While rotating the 3d view, as items move closer to the camera, their colors should get more vibrant, the icons slightly larger. To provide reference on saturation, the polar grid in 3d mode could be more vibrant in the front, and less so in back. -''[[User:bugeyedllama|bugeyedllama]]''<br />
:I disagree. I think colors should be reserved for different ''types'' of objects. (i.e. ships, astronomical objects, HUD information, etc.) -''[[User:Shark|Shark]]''<br />
<br />
===Nav system/software upgrades []===<br />
Sensor and Software upgrades could let the user toggle viewing of:<br />
* SPEC gravity field interference (in grayscale or cloud/alpha gradients), <br />
* commonly used flight paths & pirated zones (past battle locations per down-map system, or up-map color coding of dangerous sectors/stars)<br />
* visited: stations & systems -''[[User:bugeyedllama|bugeyedllama]]''<br />
Navigation software upgrades could let the user:<br />
* plot direct courses for autopilot<br />
* plot least-time courses for autopilot<br />
* plot multi-stage courses (over several jumps), with auto-targeting of each consecutive jump point upon entering the system. -''[[User:bugeyedllama|bugeyedllama]]''<br />
<br />
===News & mission view []===<br />
This layer would only be available on stations/planets.<br />
* Show news based on regions/stars. A number beside each star could show how many relevant news items are from there. Hovering and clicking on a star would show news for that star.<br />
* Show star and route to star based on news.<br />
* Also, search for and accept missions from the starmap.<br />
* Transparency of the background could allow for skinning the news/mission/pilot views of the map screen, so that it seems different depending on where it's accessed. Eg, in a news kiosk, it might have the GNN logo in the background and a reflection of the hangar or mall. In the pilot seat, it could be semitransparent like a glass tactical screen, with a slight/blurred pilot helmet reflection and the HUD actively moving behind it. Mission views could look like a Microsoft Surface(R) bar table. -''[[User:bugeyedllama|bugeyedllama]]''<br />
<br />
===Tooltips on mouse hover []===<br />
* Sector View: on hover, Highlight jump routes connecting this star. Keep highlighting jump routes if clicked?<br />
* System View: on hover, Show object preview, with distance-to/name/faction/friendliness and other data, when mouse hovers over a ship or planet. For jump points, list known(visited) places at the destination (planets, stations, etc). -''[[User:bugeyedllama|bugeyedllama]]''<br />
<br />
===Other suggested improvements...===<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=9816 system map/hud radar]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11169 A Beeter Nav computer]<br />
<br />
==Base/Other UI==<br />
<br />
===Station library []===<br />
A Station library / encyclopedia would provide a useful repository for background documents written by jackS and others, as well as providing a logical place to access the Map-screen. History articles and Race/Faction descriptions could be available from the library. - ''unknown''<br />
<br />
:How about a Library Station? T'would be more scholarly. -''[[User:Shark|Shark]]''<br />
<br />
:Maybe Research Stations and University Planets should have the best libraries? And other places have varying collections: military stuff at military stations (except that the player is a civilian so the military is the last place you'll find out anything about the military...). - ''peter''<br />
<br />
::No, the military could have a lot of information on the history of some aircraft, and heaps of propaganda. Different factions could invent their own versions of the history of certain events. That way, you could have a heap of different articles available at different places. It would add a lot more depth to the world. You could also use it as a form of credits for some of the developers. Many games there days are going for a 'hidden credits within the game' approach. -''Aronzak''<br />
<br />
===Trade subscriptions []===<br />
Subscriptions to publications that give news of trade opportunities or happenings in industry. Should be limited in scope to a particular industry or faction, but should cover a larger astronomical area than "General News", be more thorough in its coverage, as well as/or be more explicit in how it can benefit the player. -''[[User:Shark|Shark]] and others''<br />
<br />
===Describe why upgrade X cannot be installed []===<br />
In the ship upgrades screen, display a short note describing why you cannot install upgrade x (already installed/higher version installed/ship not capable etc.) - ''AeonOfTime''<br />
<br />
===Specialized repair console []===<br />
In the ship upgrades screen, have one section specialized in repairs that lists all damaged components and makes it easy to select which ones to repair without having to click on all upgrade sections to check if there are damaged components hiding somewhere. - ''AeonOfTime''<br />
<br />
===Expand/collapse all buttons []===<br />
In the computer screens with expandable lists, have buttons 'expand all' and 'collapse all' to be able to expand or collapse the tree of all available items without clicking on the individual sections. <br />
<br />
===Multiple-choice conversations [X]===<br />
multiple choice dialogs (at the bottom at the screen, or as a pop-up, I don't know) that'd give writers a lot of flexibility. Besides empowering writers with the ability to do actual dialogs, it gives player the ability to negotiate, to investigate, to strike special deals, to add fine points to a mission--everything you can think of. And of course, multiple choice still can do the 'yes' and 'no'. - ''CubOfJudahsLion''<br />
<br />
===Cargo/ship/upgrade/weapon compare screen []===<br />
As the title already states a screen where it is possible to compare the various items. Maybe having the separations '''cargos, ships, upgrades, weapons''' as they all have their special attributes and more important infos. - ''unknown''<br />
<br />
===Sort mission list by destination []===<br />
In the mission screen, add a button that sorts the missions by destination. Or at least sort the missions by destination rather than alphabetically within their categories. that way users can accept multiple missions which go to the same target system. -''Thawn''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=93927 sort missions by destination.]<br />
<br />
===Economic index []===<br />
It would be nice if there was some kind of economic index, so you could tell what the buying and selling prices are for a given commodity. That way, when you are on a base that seems to have a lot of seafood, you can tell whether or not you're being ripped off. Maybe it should also just show the prices of the last time / 3 last times, otherwise it would be just too predictable. Being a newbie in space usually also means you have to find out about goods. - ''unknown''<br />
<br />
:Maybe require some sort of a subscription-based service to provide the necessary database (see the Trade Subscriptions request). -''[[User:Shark|Shark]]''<br />
<br />
===Ship hardpoint display []===<br />
Some sort of a display showing a model of your ship, as well as all hardpoints/device slots and the equipment installed on them. Applies to the in-flight UI, as well. -''[[User:Shark|Shark]]''<br />
<br />
===Gambling mini-game []===<br />
Gambling for credits in bars. -''[[User:Shark|Shark]]''<br />
<br />
===Separate repair and refuel options []===<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=2&t=10542 Fuel use causes damage?]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11013 Repair in Upgrade Computer]<br />
<br />
===Base UI redesigns...===<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=2063 Pictures for Cargo Items & ships]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10916 Add drop shadow or bg to menu text]<br />
<br />
===Faction event history []===<br />
You should be able to see a history of faction events as a factor of time, including when a faction started or ceased to hate/love you.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=13322 Factions log]<br />
<br />
===Improved bar graphics []===<br />
Make the bars look better.<br />
<br />
''Discussion thread:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11371 Better Bar Character Graphics]<br />
<br />
===Other base UI issues...===<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=9350 basecomputer UI]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=9598 Problem with the UI]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=13316 Questions ideas etc. about ships/ship interface.]<br />
<br />
==Miscellaneous==<br />
<br />
===Game trailer []===<br />
Create a short trailer for the game.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=13192 How about a Vega Strike trailer?]<br />
<br />
===Voice acting [w]===<br />
Record some human voices.<br />
<br />
''Initial Discussion thread:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10762 Vega Strike Voice Acting]<br />
<br />
Voice work has begun and you can hear it in SVN. <br />
<br />
Ongoing work is discussed here: http://vegastrike.sourceforge.net/forums/viewforum.php?f=29<br />
<br />
Guidelines and a list of voice acting projects is here: http://vegastrike.sourceforge.net/mediawiki/index.php?title=Development:Audio#Voice_Acting<br />
<br />
===In-game tutorial []===<br />
Provide players with some hands-on instruction.<br />
<br />
''Discussion thread:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11314 In-game tutorial]<br />
<br />
===Racetrack []===<br />
Create a racetrack where ships can compete for money.<br />
:Some corridor type levels would be nice too. -''[[User:Shark|Shark]]''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10867 Raceship spacetrack + concept art > good for multiplayer]<br />
<br />
===More subdued colors []===<br />
The colors and textures in ''VS'' are too bright and saturated, IMO. See ''Starshatter'' for good use of better, more subdued colors. -''[[User:Shark|Shark]]''<br />
<br />
==Network and multiplay==<br />
===Network play [Y]===<br />
The second most commonly requested feature is network play. Most people seem to want a massively multiplayer online game (MMO), and one day in the distant future this may become a reality. However, rudimentary network support is being actively developed. A "quake in space" deathmatch gametype should be available in the near future, possibly the next release.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=37&t=9305 Online multiplayer is now working.]<br />
<br />
===Clan-owned stations/property []===<br />
Clan-owned headquarters and other properties that can be attacked and conquered.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=15035 Clan HQ & Stations]<br />
<br />
===Make VS an MMORPG [W]===<br />
Turn VS into an MMORPG.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10743 VS an MMORPG?]<br />
<br />
===Network lag meter and admin controls []===<br />
*''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10991 [network]Network lag meter and server admin controls]<br />
<br />
===Smaller, cozier universe []===<br />
And of course, theres got to be a limited numbers of systems(25-40) on the game universe so you will not end up with 99% unexplored areas with everyone getting lost in the long run. -''[[user:Paslowo|Paslowo]]''<br />
<br />
===Rare astronomical phenomena []===<br />
<br />
Rapid binary stars, neutron stars, black holes, etc. But rare.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=14697 Few things i'd like to see, and do if i had the time]<br />
<br />
===Escape pods and insurance []===<br />
Modifications to how players deaths are implemented.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=9166 Online gameplay ideas]<br />
<br />
==Under the hood==<br />
<br />
===Unlock display and minimize game []===<br />
Define a key (such as Alt_Tab) that will release the mouse cursor, pause the game, and minimize the window/switch back to the x-server in linux or the regular display in Windows. --[User:Bugeyedllama|Bugeyedllama]<br />
* Alternative: Confine the mouse to the vegastrike window, and let the window switch away from fullscreen. "X" could pause the game and release the mouse.<br />
<br />
===Serial port communications for custom controls and displays []===<br />
Send ship information such as shield strength, the status of upgraded components, allied and enemy ship lock, etc., across a serial connection to a microcontroller such as the [http://www.arduino.cc/ Arduino] to be displayed via LCD screen(s) and LEDs. In addition, make Vega Strike able to receive information back from the microcontroller across the same serial connection so that toggle and rotary switches, keypads, potentiometers, pressure sensors, buttons, etc., could be used to control certain ship functions, such as weapon selection, pilot ejection, communications, etc. -''scienceguy8''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=102641#102641 HUD Instruments - move to other screens/machines?]<br />
<br />
===Switch to Lua instead of Python [R]===<br />
Translate all Python code to the Lua scripting language. -''[[User:Shark|Shark]]''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6739 Scripting Languages]<br />
<br />
===In-game configuration console []===<br />
An configuration interface accessible from within the game (and thus platform independent as well).<br />
<br />
What one should be able to configure:<br />
* Key bindings (by pressing them, not writing something code-like)<br />
* Joystick and mouse configuration<br />
* Basic graphic settings<br />
* ....<br />
* "Data Reload" button, so you could modify things in the units.csv and hit 'reload' to see changes without having to reopen the game. -''Jesse_the_Midget''<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3826 Question: UI for binding config?]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=13201 Ingame setup]<br />
<br />
===Mission editor []===<br />
Create a dedicated tool to make it easier for people to script missions.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11738 Feature Request: Mission editor.]<br />
<br />
===Use sqlite for managing data []===<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11269 Any thoughts of using sqlite?]<br />
<br />
==="Lite" version of VS []===<br />
Create a "light" version of the game that takes up less disk space and can be distributed more easily.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11276 lighter version of vegastrike]<br />
<br />
===Support 64-bit Windows []===<br />
Add support for 64-bit versions of Windows.<br />
<br />
''Discussion topics:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=12189 64 bit windows versions]<br />
<br />
===VS as benchmark program []===<br />
VS can be used to benchmark video card performance.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=11796 The Vegastrike Benchmark TM]<br />
<br />
===Multimonitor support []===<br />
Native support for multiple monitors, including monitors with specialized purposes.<br />
<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=14836 Dual monitor]<br />
<br />
===More options/variability in system generator []===<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=14733 request to have more control on system generator]<br />
<br />
==Lists of requests/suggestions==<br />
''Discussion threads:''<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=2198 random discussion]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=9934 RFC on some Good ideas(maybe)]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10714 A few Ideas]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10902 Lots of feature wishes...]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=10929 Big bin of feedback]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=14697 Few things i'd like to see, and do if i had the time]<br />
<br />
==See also==<br />
* [[Development:Roadmap]] - ''Discussion:'' [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&t=8844]<br />
* [http://vegastrike.sourceforge.net/phpwiki/index.php/VsFaqFeatureRequests VsFaqFeatureRequests] in the [http://vegastrike.sourceforge.net/phpwiki/ old wiki]<br />
* [http://c2.com/cgi/wiki?CreepingFeaturitis] - Please be aware when adding feature requests<br />
<br />
<br />
----<br />
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}}<br />
<br />
[[Category:FAQ]]<br />
[[Category:Development]]</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Colors&diff=17917Manual:Config:Advanced:Colors2010-09-29T17:52:13Z<p>Nikai: languages, navbar</p>
<hr />
<div>{{Languages|En|Manual:Config:Advanced:Colors}}<br />
{{NAV_Manual |<br />
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]<br />
| up=[[Manual:Config:Advanced|Config:Advanced]]<br />
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}}<br />
----<br />
= Configuration variables =<br />
{{Fixme}} ''Syntax of the color section variables and where to put them.''</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&diff=17916Manual:Config:Advanced:Variables2010-09-29T17:50:26Z<p>Nikai: navbar: adopt colors</p>
<hr />
<div>{{Languages|En|Manual:Config:Advanced:Variables}}<br />
{{NAV_Manual |<br />
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]<br />
| up=[[Manual:Config:Advanced|Config:Advanced]]<br />
| next=[[Manual:Config:Advanced|Config:Advanced]]<br />
}}<br />
----<br />
= Configuration variables =<br />
{{Fixme}} ''Syntax of the variables and where to put them.''<br />
<br />
=="<code>data</code>" section==<br />
* <code>'''hqtextures'''</code> [string] - enables the ''hqtextures'' directory<br />
<br />
=="<code>Physics</code>" section==<br />
* <code>'''collision_inertial_time'''</code> [float] - {{Fixme}}<br />
** <code>1.25</code> <small>(default)</small><br />
* <code>'''game_speed'''</code> [float]- Changed by setup program, depends on difficulty setting.<br />
** <code>1</code> <small>(default)</small><br />
* <code>'''game_speed_lying'''</code> [boolean] - {{Fixme}}<br />
** <code>true</code><br />
** <code>false</code> <small>(default)</small><br />
* <code>'''reduce_beam_ammo'''</code> [boolean] - If set, beam weapons with ammo will expend it (currently only Jackhammer).<br />
** <code>true</code><br />
** <code>false</code> <small>(default)</small><br />
* <code>'''gun_speed_adjusted_game_speed'''</code> [boolean] - Turns on a correction of <code>speed</code> and <code>range</code> [[HowTo:Make_Weapons|attributes]] for all weapons toward the medium values (for <code>'''gun_speed'''</code>=1 <code>speed</code> <1000 is raised, otherwise lowered; <code>range</code> dropped to 1/8 of the value in <code>weapon_list.xml</code>).<br />
** <code>true</code> <small>(in default vegastrike.config)</small><br />
** <code>false</code> <small>(default)</small><br />
* <code>'''gun_speed'''</code> [float] - The adjustment factor for weapons' <code>speed</code> and <code>range</code> [[HowTo:Make_Weapons|attributes]]. Both values are multiplied by this if <code>'''gun_speed_adjusted_game_speed'''</code>=<code>false</code>, otherwise adjustments are more complex.<br />
** <code>1</code> <small>(default)</small><br />
* <code>'''special_and_normal_gun_combo'''</code> [boolean] - If set, the weapon group of all guns including "Special" ones can be toggled when cycling through guns.<br />
** <code>true</code> <small>(default)</small><br />
** <code>false</code><br />
<br />
=="<code>graphics</code>" section==<br />
* <code>'''head_lag'''</code> [integer] - Head lag (in frames). When you turn, the cockpit is displayed as if you were overcoming the inertia of the turn. This value determines how much this 'overcoming' is in frames. Practically it affects how much the cockpit is shifted on-screen.<br />
** <code>10</code> <small>(default)</small><br />
* <code>'''pan_on_auto'''</code> [boolean] - Sets if there should be an camera switch + flyby on autopilot activation. {{Fixme}} ''No longer used?''<br />
** <code>true</code> <small>(default)</small><br />
** <code>false</code><br />
* <code>'''shake_speed'''</code> [float] - {{Fixme}}<br />
** <code>50</code> <small>(default)</small><br />
* <code>'''shake_reduction'''</code> [float] - Cockpit shake reduction amount.<br />
** <code>8</code> <small>(default)</small><br />
* <code>'''shove_camera_down'''</code> [float] - {{Fixme}}<br />
** <code>.3</code> <small>(default)</small><br />
* <code>'''shield_texture'''</code> [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.<br />
** <code>shield.bmp</code> <small>(default)</small><br />
* <code>'''reflectivity'''</code> [float] - {{Fixme}} ''What does the next line mean?''<br />
** <code>.2</code> <small>(default)</small>: (0.0-1.0) default reflection level (1.0 = very shiny). <br />
* <code>'''star_shine'''</code> [string/file] - List of .ani files for a sun's flare effect separated by single spaces.<br />
** <code>shine.ani</code> <small>(default)</small><br />
* <code>'''num_messages'''</code> [float] - Sets the maximum number of communication messages shown at the same time.<br />
** <code>2</code> <small>(default)</small><br />
* <code>'''last_message_time'''</code> [float] - Sets the minimum time (in seconds) that a message is shown before scrolled up.<br />
** <code>5</code> <small>(default)</small><br />
* <code>'''camera_pan_speed'''</code> [float, default:0.0001] - sets the speed of camera panning and yawing <br />
* <code>'''draw_arrow_to_target'''</code> [boolean, default:true] - generally toggles the display of target arrow for all cameras<br />
* <code>'''draw_arrow_on_chasecam'''</code> [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')<br />
* <code>'''draw_arrow_on_pancam'''</code> [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')<br />
* <code>'''draw_arrow_on_pantgt'''</code> [boolean, default:false] - disables/enables target arrow display on target camera (default key '8') <br />
* <code>'''draw_unit_on_chasecam'''</code> [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')<br />
* <code>'''weapon_gamma'''</code> [float] - affects all weapon effects' [[HowTo:Make_Weapons|appearance]], if >0.<br />
** <code>1.35</code> <small>(default)</small><br />
* <code>'''StretchBolts'''</code> [float] - If > 0, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, its own Length being compensated for.<br />
** <code>0</code> <small>(default)</small><br />
* <code>'''draw_weapons'''</code> [boolean] - Whether to draw mounts.<br />
** <code>true</code><br />
** <code>false</code> <small>(default)</small><br />
<br />
<br />
=="<code>hud</code>" section==<br />
* <code>'''radarType'''</code><br />
** <code>WC</code> <small>(default)</small> - Display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar.<br />
** <code>Elite</code> - Display only one radar. Units are displayed with a dot and a vertical line. Units are projected on a horizontal plane (from your ship view). The dot is the position of the unit on that plane, and the height of the line is the height of the unit above/below that plane. Does not seem to work (on 3rd March 2004).<br />
* <code>'''min_target_box_size'''</code><br />
** <code>.01</code> <small>(default)</small> - Minimum target box size.<br />
* <code>'''DrawTargettingBoxes'''</code><br />
** <code>true</code> <small>(default)</small> - Enable box display. Allow <code>drawAllTargetBoxes</code>, <code>drawLineToTarget</code>, <code>drawLineToTargetsTarget</code>, <code>drawAlwaysITTS</code> .<br />
** <code>false</code> - Does not display any target box or docking box.<br />
* <code>'''drawAllTargetBoxes'''</code><br />
** <code>true</code> - Display every units in boxes (not planets, jumps).<br />
** <code>false</code> <small>(default)</small> - Does not display units in boxes except the selected one.<br />
* <code>'''drawLineToTarget'''</code><br />
** <code>true</code> - Draw a line between your ship and the selected target. Allow drawLineToTargetsTarget. Does not seem to work (on 4rd March 2004).<br />
** <code>false</code> - Disable the line.<br />
* <code>'''drawLineToTargetsTarget'''</code><br />
** <code>true</code> - Disable the line.<br />
** <code>false</code> - Draw a line between your target and the target of your target. Does not seem to work (on 4th March 2004).<br />
* <code>'''drawLineToITTS'''</code><br />
** <code>true</code> - Draw [[Terminology:ITTS|ITTS]] line.<br />
** <code>false</code> <small>(default)</small> - {{Fixme}}<br />
* <code>'''drawAlwaysITTS'''</code><br />
** <code>true</code> - Force [[Terminology:ITTS|ITTS]] drawing.<br />
** <code>false</code> <small>(default)</small> - {{Fixme}}<br />
* <code>'''DrawTheirRelationColor'''</code> - Determines the box color of the selected target.<br />
** <code>true</code> <small>(default)</small> - The box color corresponds to the target relation towards you.<br />
** <code>false</code> - The box color corresponds to your relation towards the target.<br />
* <code>'''drawNavSymbol'''</code> - Does not seem to work (on 7th March 2004). {{Fixme}}<br />
** <code>true</code> - {{Fixme}}<br />
** <code>false</code> <small>(default)</small> - {{Fixme}}<br />
<br />
=="<code>joystick</code>" section==<br />
* <code>'''mouse_cursor'''</code> - This parameter is set to <code>true</code> when [Mouse glide] control is selected in setup.<br />
** <code>true</code> - In-flight control using [Mouse glide]. When enabled, <code>warp_mouse</code> must be set to <code>false</code>.<br />
** <code>false</code> <small>(default)</small> - Set when no mouse support is required or when <code>warp_mouse</code> is set to <code>true</code>.<br />
* <code>'''mouse_cursor_chasecam'''</code> [default:true] (false, true) - disables/enables cursor display on chase camera (default key '5')<br />
* <code>'''mouse_cursor_pancam'''</code> [default:false] (false, true) - disables/enables cursor display on pan camera (default key '6')<br />
* <code>'''mouse_cursor_pantgt'''</code> [default:false] (false, true) - disables/enables cursor display on target camera (default key '8')<br />
<br />
* <code>'''mouse_crosshair'''</code> - Mouse cursor appearance when [Mouse glide] is selected (when <code>mouse_cursor</code> is <code>true</code>).<br />
* '''<code>crosshairs.spr</code>''' <small>(default)</small> - If <code>mouse_cursor</code> is <code>true</code>, this file contains the image to be used as cursor. This file must be located in the <code>./sprites</code> directory. See the .spr file format [[HowTo:Edit HUDs]].<br />
* <code>'''warp_mouse'''</code> This parameter is set to true when [Mouse warp] control is selected in setup.<br />
** <code>true</code> - In-flight control using [Mouse warp]. When enabled, mouse_cursor must be set to false.<br />
** <code>false</code> - Set when no mouse support is required or when mouse_cursor is set to true.<br />
** Note: if no in-flight mouse control is needed, both mouse_cursor and warp_mouse must be set to false.<br />
* <code>'''reverse_mouse_spr'''</code> Used when [Mouse glide] control is selected in setup (see mouse_cursor).<br />
** <code>true</code> <small>(default)</small> - Invert vertical mouse axis.<br />
** <code>false</code> - Does not invert vertical mouse axis.<br />
* <code>'''draw_rendered_crosshairs'''</code><br />
** <code>true</code> <small>(default)</small> - Draw basic crosshairs using lines whatever the cockpit type is.<br />
** <code>false</code> - Use a sprite to draw the hud crosshairs. See cockpit file format [[HowTo:Edit HUDs]]. Each cockpit type might have its own crosshairs.<br />
* <code>'''draw_vdus_from_chase_cam'''</code><br />
** <code>true</code> - Display the hud when chase view is active.<br />
** <code>false</code> <small>(default)</small> - does not display the hud when chase view is active.<br />
* <code>'''draw_vdus_from_panning_cam'''</code><br />
** <code>true</code> - Display the hud when panning view is active.<br />
** <code>false</code> <small>(default)</small> - Does not display the hud when panning view is active.<br />
* <code>'''draw_vdus_from_target_cam'''</code><br />
** <code>true</code> - Display the hud when target view is active.<br />
** <code>false</code> <small>(default)</small> - does not display the hud when target view is active.<br />
<br />
=="<code>cockpitaudio</code>" section==<br />
This section contains names of wave files that happen on these events.<br />
<br />
= Example =<br />
{{Fixme}} ''Insert a very short example code showing a variable definition (and subsections).''<br />
<br />
= See also =<br />
For a complete list of ''vegastrike.config'' variables visit [[CONFVAR]]<br />
<br />
----<br />
{{NAV_Manual |<br />
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]<br />
| up=[[Manual:Config:Advanced|Config:Advanced]]<br />
| next=[[Manual:Config:Advanced|Config:Advanced]]<br />
}}<br />
[[Category:Manual|Config:Advanced:Variables]]</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Bindings&diff=17915Manual:Config:Advanced:Bindings2010-09-29T17:49:57Z<p>Nikai: navbar: adopt colors</p>
<hr />
<div>{{Languages|En|Manual:Config:Advanced:Bindings}}<br />
{{NAV_Manual |<br />
| previous=[[Manual:Config:Advanced|Config:Advanced]]<br />
| up=[[Manual:Config:Advanced|Config:Advanced]]<br />
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}}<br />
----<br />
= Key and button bindings =<br />
The bindings are set between the <code><bindings></code> and the <code></bindings></code> tags in the <code>vegastrike.config</code> file.<br />
<br />
Please see the specific subsections on the different devices:<br />
* [[Manual:Config:Advanced:Bindings:Keyboard|Keyboard bindings]]<br />
* [[Manual:Config:Advanced:Bindings:Mouse|Mouse bindings]]<br />
* [[Manual:Config:Advanced:Bindings:Joystick|Joystick bindings]]<br />
<br />
= Example =<br />
{{Fixme}} ''Insert a very short example showing all three binding types.''<br />
<br />
= See also =<br />
* [[Manual:Keyboard layout]]<br />
<br />
----<br />
{{NAV_Manual |<br />
| previous=[[Manual:Config:Advanced|Config:Advanced]]<br />
| up=[[Manual:Config:Advanced|Config:Advanced]]<br />
| next=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]<br />
}}<br />
[[Category:Manual|Config:Advanced:Bindings]]</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&diff=17914Manual:Config:Advanced:Variables2010-09-29T17:45:34Z<p>Nikai: navbar: adopt colors</p>
<hr />
<div>{{Languages|En|Manual:Config:Advanced:Variables}}<br />
{{NAV_Manual |<br />
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]<br />
| up=[[Manual:Config:Advanced|Config:Advanced]]<br />
| next=[[Manual:Config:Advanced|Config:Advanced]]<br />
}}<br />
----<br />
= Configuration variables =<br />
{{Fixme}} ''Syntax of the variables and where to put them.''<br />
<br />
=="<code>data</code>" section==<br />
* <code>'''hqtextures'''</code> [string] - enables the ''hqtextures'' directory<br />
<br />
=="<code>Physics</code>" section==<br />
* <code>'''collision_inertial_time'''</code> [float] - {{Fixme}}<br />
** <code>1.25</code> <small>(default)</small><br />
* <code>'''game_speed'''</code> [float]- Changed by setup program, depends on difficulty setting.<br />
** <code>1</code> <small>(default)</small><br />
* <code>'''game_speed_lying'''</code> [boolean] - {{Fixme}}<br />
** <code>true</code><br />
** <code>false</code> <small>(default)</small><br />
* <code>'''reduce_beam_ammo'''</code> [boolean] - If set, beam weapons with ammo will expend it (currently only Jackhammer).<br />
** <code>true</code><br />
** <code>false</code> <small>(default)</small><br />
* <code>'''gun_speed_adjusted_game_speed'''</code> [boolean] - Turns on a correction of <code>speed</code> and <code>range</code> [[HowTo:Make_Weapons|attributes]] for all weapons toward the medium values (for <code>'''gun_speed'''</code>=1 <code>speed</code> <1000 is raised, otherwise lowered; <code>range</code> dropped to 1/8 of the value in <code>weapon_list.xml</code>).<br />
** <code>true</code> <small>(in default vegastrike.config)</small><br />
** <code>false</code> <small>(default)</small><br />
* <code>'''gun_speed'''</code> [float] - The adjustment factor for weapons' <code>speed</code> and <code>range</code> [[HowTo:Make_Weapons|attributes]]. Both values are multiplied by this if <code>'''gun_speed_adjusted_game_speed'''</code>=<code>false</code>, otherwise adjustments are more complex.<br />
** <code>1</code> <small>(default)</small><br />
* <code>'''special_and_normal_gun_combo'''</code> [boolean] - If set, the weapon group of all guns including "Special" ones can be toggled when cycling through guns.<br />
** <code>true</code> <small>(default)</small><br />
** <code>false</code><br />
<br />
=="<code>graphics</code>" section==<br />
* <code>'''head_lag'''</code> [integer] - Head lag (in frames). When you turn, the cockpit is displayed as if you were overcoming the inertia of the turn. This value determines how much this 'overcoming' is in frames. Practically it affects how much the cockpit is shifted on-screen.<br />
** <code>10</code> <small>(default)</small><br />
* <code>'''pan_on_auto'''</code> [boolean] - Sets if there should be an camera switch + flyby on autopilot activation. {{Fixme}} ''No longer used?''<br />
** <code>true</code> <small>(default)</small><br />
** <code>false</code><br />
* <code>'''shake_speed'''</code> [float] - {{Fixme}}<br />
** <code>50</code> <small>(default)</small><br />
* <code>'''shake_reduction'''</code> [float] - Cockpit shake reduction amount.<br />
** <code>8</code> <small>(default)</small><br />
* <code>'''shove_camera_down'''</code> [float] - {{Fixme}}<br />
** <code>.3</code> <small>(default)</small><br />
* <code>'''shield_texture'''</code> [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.<br />
** <code>shield.bmp</code> <small>(default)</small><br />
* <code>'''reflectivity'''</code> [float] - {{Fixme}} ''What does the next line mean?''<br />
** <code>.2</code> <small>(default)</small>: (0.0-1.0) default reflection level (1.0 = very shiny). <br />
* <code>'''star_shine'''</code> [string/file] - List of .ani files for a sun's flare effect separated by single spaces.<br />
** <code>shine.ani</code> <small>(default)</small><br />
* <code>'''num_messages'''</code> [float] - Sets the maximum number of communication messages shown at the same time.<br />
** <code>2</code> <small>(default)</small><br />
* <code>'''last_message_time'''</code> [float] - Sets the minimum time (in seconds) that a message is shown before scrolled up.<br />
** <code>5</code> <small>(default)</small><br />
* <code>'''camera_pan_speed'''</code> [float, default:0.0001] - sets the speed of camera panning and yawing <br />
* <code>'''draw_arrow_to_target'''</code> [boolean, default:true] - generally toggles the display of target arrow for all cameras<br />
* <code>'''draw_arrow_on_chasecam'''</code> [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')<br />
* <code>'''draw_arrow_on_pancam'''</code> [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')<br />
* <code>'''draw_arrow_on_pantgt'''</code> [boolean, default:false] - disables/enables target arrow display on target camera (default key '8') <br />
* <code>'''draw_unit_on_chasecam'''</code> [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')<br />
* <code>'''weapon_gamma'''</code> [float] - affects all weapon effects' [[HowTo:Make_Weapons|appearance]], if >0.<br />
** <code>1.35</code> <small>(default)</small><br />
* <code>'''StretchBolts'''</code> [float] - If > 0, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, its own Length being compensated for.<br />
** <code>0</code> <small>(default)</small><br />
* <code>'''draw_weapons'''</code> [boolean] - Whether to draw mounts.<br />
** <code>true</code><br />
** <code>false</code> <small>(default)</small><br />
<br />
<br />
=="<code>hud</code>" section==<br />
* <code>'''radarType'''</code><br />
** <code>WC</code> <small>(default)</small> - Display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar.<br />
** <code>Elite</code> - Display only one radar. Units are displayed with a dot and a vertical line. Units are projected on a horizontal plane (from your ship view). The dot is the position of the unit on that plane, and the height of the line is the height of the unit above/below that plane. Does not seem to work (on 3rd March 2004).<br />
* <code>'''min_target_box_size'''</code><br />
** <code>.01</code> <small>(default)</small> - Minimum target box size.<br />
* <code>'''DrawTargettingBoxes'''</code><br />
** <code>true</code> <small>(default)</small> - Enable box display. Allow <code>drawAllTargetBoxes</code>, <code>drawLineToTarget</code>, <code>drawLineToTargetsTarget</code>, <code>drawAlwaysITTS</code> .<br />
** <code>false</code> - Does not display any target box or docking box.<br />
* <code>'''drawAllTargetBoxes'''</code><br />
** <code>true</code> - Display every units in boxes (not planets, jumps).<br />
** <code>false</code> <small>(default)</small> - Does not display units in boxes except the selected one.<br />
* <code>'''drawLineToTarget'''</code><br />
** <code>true</code> - Draw a line between your ship and the selected target. Allow drawLineToTargetsTarget. Does not seem to work (on 4rd March 2004).<br />
** <code>false</code> - Disable the line.<br />
* <code>'''drawLineToTargetsTarget'''</code><br />
** <code>true</code> - Disable the line.<br />
** <code>false</code> - Draw a line between your target and the target of your target. Does not seem to work (on 4th March 2004).<br />
* <code>'''drawLineToITTS'''</code><br />
** <code>true</code> - Draw [[Terminology:ITTS|ITTS]] line.<br />
** <code>false</code> <small>(default)</small> - {{Fixme}}<br />
* <code>'''drawAlwaysITTS'''</code><br />
** <code>true</code> - Force [[Terminology:ITTS|ITTS]] drawing.<br />
** <code>false</code> <small>(default)</small> - {{Fixme}}<br />
* <code>'''DrawTheirRelationColor'''</code> - Determines the box color of the selected target.<br />
** <code>true</code> <small>(default)</small> - The box color corresponds to the target relation towards you.<br />
** <code>false</code> - The box color corresponds to your relation towards the target.<br />
* <code>'''drawNavSymbol'''</code> - Does not seem to work (on 7th March 2004). {{Fixme}}<br />
** <code>true</code> - {{Fixme}}<br />
** <code>false</code> <small>(default)</small> - {{Fixme}}<br />
<br />
=="<code>joystick</code>" section==<br />
* <code>'''mouse_cursor'''</code> - This parameter is set to <code>true</code> when [Mouse glide] control is selected in setup.<br />
** <code>true</code> - In-flight control using [Mouse glide]. When enabled, <code>warp_mouse</code> must be set to <code>false</code>.<br />
** <code>false</code> <small>(default)</small> - Set when no mouse support is required or when <code>warp_mouse</code> is set to <code>true</code>.<br />
* <code>'''mouse_cursor_chasecam'''</code> [default:true] (false, true) - disables/enables cursor display on chase camera (default key '5')<br />
* <code>'''mouse_cursor_pancam'''</code> [default:false] (false, true) - disables/enables cursor display on pan camera (default key '6')<br />
* <code>'''mouse_cursor_pantgt'''</code> [default:false] (false, true) - disables/enables cursor display on target camera (default key '8')<br />
<br />
* <code>'''mouse_crosshair'''</code> - Mouse cursor appearance when [Mouse glide] is selected (when <code>mouse_cursor</code> is <code>true</code>).<br />
* '''<code>crosshairs.spr</code>''' <small>(default)</small> - If <code>mouse_cursor</code> is <code>true</code>, this file contains the image to be used as cursor. This file must be located in the <code>./sprites</code> directory. See the .spr file format [[HowTo:Edit HUDs]].<br />
* <code>'''warp_mouse'''</code> This parameter is set to true when [Mouse warp] control is selected in setup.<br />
** <code>true</code> - In-flight control using [Mouse warp]. When enabled, mouse_cursor must be set to false.<br />
** <code>false</code> - Set when no mouse support is required or when mouse_cursor is set to true.<br />
** Note: if no in-flight mouse control is needed, both mouse_cursor and warp_mouse must be set to false.<br />
* <code>'''reverse_mouse_spr'''</code> Used when [Mouse glide] control is selected in setup (see mouse_cursor).<br />
** <code>true</code> <small>(default)</small> - Invert vertical mouse axis.<br />
** <code>false</code> - Does not invert vertical mouse axis.<br />
* <code>'''draw_rendered_crosshairs'''</code><br />
** <code>true</code> <small>(default)</small> - Draw basic crosshairs using lines whatever the cockpit type is.<br />
** <code>false</code> - Use a sprite to draw the hud crosshairs. See cockpit file format [[HowTo:Edit HUDs]]. Each cockpit type might have its own crosshairs.<br />
* <code>'''draw_vdus_from_chase_cam'''</code><br />
** <code>true</code> - Display the hud when chase view is active.<br />
** <code>false</code> <small>(default)</small> - does not display the hud when chase view is active.<br />
* <code>'''draw_vdus_from_panning_cam'''</code><br />
** <code>true</code> - Display the hud when panning view is active.<br />
** <code>false</code> <small>(default)</small> - Does not display the hud when panning view is active.<br />
* <code>'''draw_vdus_from_target_cam'''</code><br />
** <code>true</code> - Display the hud when target view is active.<br />
** <code>false</code> <small>(default)</small> - does not display the hud when target view is active.<br />
<br />
=="<code>cockpitaudio</code>" section==<br />
This section contains names of wave files that happen on these events.<br />
<br />
= Example =<br />
{{Fixme}} ''Insert a very short example code showing a variable definition (and subsections).''<br />
<br />
= See also =<br />
For a complete list of ''vegastrike.config'' variables visit [[CONFVAR]]<br />
<br />
----<br />
{{NAV_Manual |<br />
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]<br />
| up=[[Manual:Config:Advanced|Config:Advanced]]<br />
| next=[[Manual:Config:Advanced|Config:Advanced]]<br />
}}<br />
[[Category:Manual|Config:Advanced:Variables]]</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Add_Upgrades&diff=17900HowTo:Add Upgrades2010-09-19T11:36:38Z<p>Nikai: stub for navbar continuity</p>
<hr />
<div>{{NAV_Manual |<br />
| previous=[[HowTo:Make Weapons|Make Weapons]]<br />
| up=[[HowTos]]<br />
| next=[[HowTo:Add Cargo|Add Cargo]]<br />
}}<br />
----<br />
==Adding upgrades==<br />
{{fixme}}</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Add_Cargo&diff=17899HowTo:Add Cargo2010-09-19T11:20:44Z<p>Nikai: navbar</p>
<hr />
<div>{{NAV_Manual |<br />
| previous=[[HowTo:Add Upgrades|Add Upgrades]]<br />
| up=[[HowTos]]<br />
| next=[[HowTo:Edit Systems|Edit Systems]]<br />
}}<br />
----<br />
Note: In Vega Strike, there is an ongoing effort to make the economy much more sophisticated. This file discusses adding cargo using Privateer 1.2 as the example, but Vega Strike 0.4.3 should be similar. [{{Fixme}} Add VS data.]<br />
<br />
----<br />
<br />
The cargo system is driven primarily by two files: '''master_parts_list.csv''', located in the game root directory, and '''units.csv''', located in the \units directory. There are other files provided for convenience: cargo.csv shows the buy/sell prices at different base types, but doesn’t actually affect the game.<br />
<br />
All the cargo types used in the game are defined in master_parts_list.csv. Each type of cargo has its own row, which includes a filename, category name, base price, mass, volume, and description. The mass and volume entries don’t appear to do anything—if they’re changed, nothing changes in the Commodity Exchange, and there’s no obvious difference in ship handling characteristics. Category name maps to the “'''Cat'''” entry in units.csv. The '''price''' is the base price for that cargo type; units.csv contains modifiers for the price, depending on base type. <br />
<br />
The '''description''' includes the location and name of the graphics file to be for displaying this cargo in the ''Commodity Exchange'', e.g. cargo\tungsten.png. These are located off the \textures directory (so this example points to \textures\cargo\tungsten.png). Note that the graphics files may be .png or .jpg format, and should be 128 x 128 pixels. If the graphic is not 128 x 128 pixels, there will be a noticeable loss of performance while that cargo item is selected in Commodity Exchange.<br />
<br />
In Privateer, whether or not cargo is available for sale at bases/planets is determined by the units.csv file, column DB, “'''cargo_import'''”. Recall the second row in units.csv provides a basic definition for the format of the various entries. In Vega Strike 0.4.3, the same data is in column DA. Column DB, “cargo” is different, and describes various attributes of the cargo itself. [{{Fixme}} Add description of differences for VS.]<br />
<br />
<br />
For the cargo_import column in units.csv, the entries are: '''{Cat; price%; pricestddev%; quant%; quantstddev%}'''<br />
<br />
<br />
“'''Cat'''” is the category (type) of cargo: grain, generic foods, plastics, contraband/brilliance, etc. (Note the keyword ''Contraband'' in front of the specific cargo type—more on these later.) The category name links to the associated data in master_parts_list.csv. The “file” name in master_parts_list.csv is the name displayed in the ''Commodity Exchange''. Note that the Commodity Exchange won’t indicate whether the item is considered contraband. Master_parts_list.csv also includes a description for the item which appears in the Commodity Exchange. (If you’re adding a new type of cargo, note that Microsoft Excel won’t like the symbols in the description field. You can use Notepad to edit that field, if you don’t have a .csv editor.)<br />
<br />
<br />
“'''Price%'''” is a multiplier. The base price for an item, defined in master_parts_list.csv, is multiplied by Price% to arrive at the buy/sell price for that item on a given base/planet. Typical range is 0.8 to 1.8. Note that the master_parts_list.csv also defines the mass and volume of the cargo item, as seen in the Commodity Exchange. (In Privateer 1.2, cargo is simply 0.01 metric ton and 1.0 m3 per unit.) If the multiplier is 0, the base/planet does not buy this item (e.g. New Constantinople does not buy construction equipment or slaves).<br />
<br />
<br />
“'''Pricestddev%'''” is a modifier for the price at a base/planet, so the price varies a little. It doesn’t appear to actually be standard deviation. The equation to determine the overall price is approximated by: Absolute value(Price% - (Price% * Pricestddev%)) The minimal amount of price variation in Privateer 1.2 is due to the very small values of Pricestddev%. When nonzero, typical values of Pricestddev% are 0.02 to 0.05 in Privateer 1.2, leading to variations of just a few tenths of a credit. [{{Fixme}} Add Vega Strike info for comparison.]<br />
<br />
<br />
“'''Quant%'''” is the average number of units available for sale, as modified by Quantstddev%. If zero, the item is not sold at this base/planet. If the total of Quant% and Quantstddev% is not an integer, it is rounded to the nearest integer for display in Commodity Exchange.<br />
<br />
<br />
“'''Quantstddev%'''” specifies the range, plus or minus around Quant%, of units available. Often nonzero even when quant% is zero, although then it has no effect. It does not appear to actually be standard deviation; it appears that a random number within the range is selected to vary from Quant%. (25 samples did not suggest a normal distribution around Quant%.) If the total of Quant% and Quantstddev% is not an integer, the total is rounded to the nearest integer for display in Commodity Exchange.<br />
<br />
[FIXME] The Quantstddev% column also appears to be used to define how much cargo will be carried on cargo missions and something about asteroid fragments—perhaps what they’re worth? Or, how many units of ore come out?<br />
<br />
<br />
== Contraband ==<br />
<br />
<br />
In order to make cargo into Contraband, you must do two things. First, add the “''Contraband''” keyword in front of the cargo name in master_parts_list.csv. Then, add that cargo type to list of contraband items found in the lines “''Contraband_xxx''” in units.csv, column DB, cargo_import. There are types of contraband specified for Confed, Militia, and Retros. Note that if you misspell Contraband, that cargo won’t be available for purchase at the usual places.[{{Fixme}} There are several fields in the contraband description, including a 1 at the end. Determine what these are for--e.g. do any determine the probability of the contraband being detected?]<br />
<br />
<br />
In addition to the “Contraband” keyword, “''Starships''” indicates what types of vessels are available for purchase at this location, e.g. {starships/Merchant/Light;1;;12;6}, and the keyword “''upgrades''” indicates what ship upgrades will be available at the Ship Dealer, e.g. {upgrades/Reactors/Medium;1;.1;3;1}.<br />
<br />
<br />
[{{Fixme}} Identify differences for Vega Strike.]<br />
<br />
== Cargo outside the ship ==<br />
<br />
<br />
That just leaves the image to be used for cargo floating in space. All cargo is loaded in small containers, so all cargo types floating outside a ship are displayed the same. The graphics to be used are specified by the row entry “'''generic_cargo_upgrades'''” in units.csv.<br />
[{{Fixme}} What is the units.csv entry “cargo” used for?]<br />
<br />
In units,csv, the Directory column specifies the location of the files called out in other columns. For generic_cargo_upgrades, this location is ./objects/cargo, which is found under the /units folder. Hud_image specifies the file name of the sprite used to display cargo boxes on your ship’s MFD (i.e. cargo-hud.spr). Mesh specifies the file name of the 3D .bfxm mesh to be used. Here, then, the container mesh is located in \units\objects\cargo, generic_cargo.bfxm. The entry in the Name column does not appear to be used; when an object is targeted on the MFD, the entry in the “Key” column is displayed.<br />
<br />
Internally, the 3D mesh file specifies the graphics files to be used to overlay the mesh. For example, generic_cargo.bfxm specifies textures cargopod.jpg and cargopodPPL.jpg. So, if a different file is used for “cargopod.jpg,” the cargo boxes have a different appearance. But, they are all the same.<br />
<br />
As a side note, the /objects folder also contains subfolders for asteroid, ejected pilot, and derelict ship objects. Each folder contains the 3D .bfxm mesh, the graphics which overlay the mesh, and sprites for the cockpit HUD image for each type of object.<br />
<br />
<br />
== Walkthrough ==<br />
<br />
<br />
So, to add a new type of cargo, you need a couple ideas, and one file. You need a name for your new cargo, the base price, a description, and the picture to be displayed in Commodity Exchange. These go in master_parts_list.csv. The graphics file goes in /textures/cargo.<br />
<br />
You also need to decide where your cargo will be available and where buyers will take it off your hands. At bases which supply your cargo, use the Price% multiplier to set the price low. At bases which demand your cargo, use the Price multiplier to set the price higher. At both, set the price variability using Pricestddev%. Be careful not to create a price differential that’s unbalancing. At bases which supply your cargo, use the Quant% and Quantstddev% to determine how much of your commodity is normally available, and the range this quantity can vary. These entries go in units.csv, in the cargo_import column for each base. Note that if you don’t put an entry for your cargo at a base, then that base will buy your cargo at the base price set in master_parts_list.csv. If you don't want a base to by a cargo item, you must give that item a zero price multiplier in the cargo_import column for that base type.<br />
----<br />
{{NAV_Manual |<br />
| previous=[[HowTo:Add Upgrades|Add Upgrades]]<br />
| up=[[HowTos]]<br />
| next=[[HowTo:Edit Systems|Edit Systems]]<br />
}}</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:MOD&diff=17898HowTo:MOD2010-09-19T11:15:06Z<p>Nikai: navbar continuity</p>
<hr />
<div>{{NAV_Manual |<br />
| previous=[[HowTo:Create Cockpit in Wings3d|Create Cockpit in Wings3d]]<br />
| up=[[HowTos]]<br />
| next=[[HowTo:Make Weapons|Make Weapons]]<br />
}}<br />
----<br />
''For a list of available mods, see [[MODs]]. For more general information on creating content for use with the Vega Strike engine, see [[HowTos]].''<br />
----<br />
=MOD support=<br />
VegaStrike has automatic support for MODs.<br />
You still have to specify<br />
<tt><br />
./vegastrike -Mmodname.<br />
</tt> (note that there is no space between -M and modname.<br />
<br />
Mod support currently only works in Linux, however the source code has a Windows fix as of October 7 if someone compiles a EXE.<br />
<br />
Workaround for Windows 0.5 Beta: Make an *empty directory* modname in the "mods" directory, and put still your modded content in ".vegastrike/mods" (which exists in the vegastrike data directory for Windows).<br />
<br />
For windows, the easiest way to start it is to make a shortcut to the vegastrike.exe and add the "-Mmodname" into the Command Line in the shortcut properties.<br />
<br />
The MOD must have a directory structure just like <tt>data4.x</tt> containing only files that were modified or added compared to VS data files, with a few exceptions:<br />
* You want to put your own copy of vegastrike.config in the mod directory.<br />
* To add your own units, you must modify the "UnitCSV" config option to contain "modunits.csv units.csv" or the other way around, depending on the loading priority.<br />
** You must therefore call your "units.csv" instead "modunits.csv" (but still in the "units" folder).<br />
* you just have to put the MOD directory structure in your LINUX: (~ = home) <tt>~/.vegastrike/mods/modname</tt> or in <tt>datadir/mods/modname</tt>.<br />
<br />
No files must exist in the mod directory, but it is usually a good idea to have a vegastrike.config (and corresponding setup.config and Version.txt).<br />
<br />
If you add Files existing Files of VS to the Modstructure, Vegastrike loads your modded files instead of the original Vegastrike Files.<br />
<br />
VS <strike>will</strike>used to use all the found MOD files in a standard game (no -M option) but will start using the standard config file and weapon_list file.<br />
When specifying <tt>-Mmodname</tt> on the command line, VS will start and load the MOD config file and <tt>weapon_list.xml</tt> file automatically. '''Doing things this way makes it hard to both enable and disable mods (think about the files it saves in the home directory which will keep getting loaded and possibly interfere with the real game or other mods), so I have disabled this to avoid confusion with two different mod systems.''' [[User:ace123|Patrick]] 18:19, 7 October 2007 (PDT)<br />
<br />
NOTE: sectors should be in a sectors subdir ([[VegaTrek|Mods:Vega Trek]] has sectors in <tt>Sector01</tt>, but the right place is in <tt>sectors/Sector01</tt>).<br />
<br />
<br />
==Sources==<br />
[http://vegastrike.sourceforge.net/forums/viewtopic.php?p=11838#11838 Link]<br />
<br />
[http://vegastrike.sourceforge.net/forums/viewtopic.php?p=88877#88877 Questions on mod filesystem layout]<br />
<br />
=placing Starting Location=<br />
<br />
The startlocation is saved as three floating points, and credits as another in a default savegame called "New_Game" in the <tt>datadir</tt> Folder (I recommend not in "save" [[User:ace123|Patrick]] 18:19, 7 October 2007 (PDT)).<br />
Easist way to change the Starting location is to save a game and copy it into the name "New_Game"<br />
== Sources ==<br />
[http://vegastrike.sourceforge.net/forums/viewtopic.php?p=88864#88864 starting location of the game]<br />
= Next Steps =<br />
[[HowTo:Edit Systems|Universe Generation]]<br />
<br />
[[Development:Missions|Edit Missions]]<br />
<br />
[[Development:Campaigns|Development Campaigns]]<br />
<br />
----<br />
{{NAV_Manual |<br />
| previous=[[HowTo:Create Cockpit in Wings3d|Create Cockpit in Wings3d]]<br />
| up=[[HowTos]]<br />
| next=[[HowTo:Make Weapons|Make Weapons]]<br />
}}<br />
<br />
[[Category:HowTos|MOD]]</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Create_Cockpit_in_Wings3d&diff=17897HowTo:Create Cockpit in Wings3d2010-09-19T11:13:51Z<p>Nikai: navbar continuity</p>
<hr />
<div>{{NAV_Manual |<br />
| previous=[[HowTo:Edit HUDs|Edit HUDs]]<br />
| up=[[HowTos]]<br />
| next=[[HowTo:MOD|MOD support]]<br />
}}<br />
----<br />
{{fixme}} CONTENT REQUIRED<br />
<br />
= Requirements =<br />
<br />
* Export file format: Wavefront obj<br />
* Vega Strike mesh file format: bfxm<br />
* Triangles sorted from back to front<br />
* Scale: ???<br />
* Orientation: ???<br />
* Positioning: ????<br />
<br />
=Procedure=<br />
<br />
Take a look at the cockpits folder. In there you see a lot of folders named blah.cpt, then within those you see a file with the same name, which you can edit to change gauges...you can even specify a background image (check out the privateer remake mod on the front page for examples of how 2d cockpits could look).<br />
<br />
xmesh is the old model format for vegastrike I think it is deprecated but still supported. What you really want to use is the .bfxm format.<br />
<br />
Quoted hellcatv: "just get it into an obj file with the triangles sorted and we can take it from there; but you have to make sure the triangles are sorted from back to front it's a pain...but that's way it is.<br />
<br />
I believe 3dsMax lets you sort triangles"<br />
<br />
"the polygons must be sorted such that when viewed from the pilot's perspective, the polygons farthest away from his eyeball (in graphics people have 1 eyeball unless you have sterioscopic stuff going on) must be drawn before the polygons closer to his eyeball.<br />
<br />
The reason is as follows: one of the major slow-down factors when drawing is reading from the video memory to see if something's behind something already drawn in teh video memory would require an extra checkc on that video memory. since cockpits fill a lot of space, this would cause great slowdown for laptops when the cockpit is drawn<br />
<br />
so we don't do the check and hope the cockpit (viewed form 1 angle only) is already sorted for us...if polygons intersect then they must be split into the front and behind...<br />
<br />
other than that, the cockpit is just a plain xmesh... modify the bomber_cockpit stuff so that you can just see your new mesh in action... cockpits can only have a single xmesh"<br />
<br />
= References =<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3712 2D cockpits]<br />
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=4&t=13303 3D cockpits]<br />
<br />
----<br />
{{NAV_Manual |<br />
| previous=[[HowTo:Edit HUDs|Edit HUDs]]<br />
| up=[[HowTos]]<br />
| next=[[HowTo:MOD|MOD support]]<br />
}}<br />
<br />
[[Category:HowTos|Cockpit Creation]]</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Texture&diff=17896HowTo:Texture2010-09-19T11:01:07Z<p>Nikai: navbar continuity</p>
<hr />
<div>{{NAV_Manual |<br />
| previous=[[HowTo:Unwrap in Blender|Unwrap in Blender]]<br />
| up=[[HowTos]]<br />
| next=[[HowTo:Texture in Wings3d|Texture in Wings3d]]<br />
}}<br />
----<br />
==Creating your own textures==<br />
{{fixme}}</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Development:Missions&diff=17895Development:Missions2010-09-19T10:57:03Z<p>Nikai: fmt</p>
<hr />
<div>{{NAV_Manual |<br />
| previous=[[Development:Campaigns|Edit Campaigns]]<br />
| up=[[HowTos]]<br />
| next=[[HowTo:Edit News|Edit News]]<br />
}}<br />
----<br />
==EDITING MISSIONS==<br />
{{attention}}<br />
<br />
===Introduction===<br />
Vega Strike has a powerful missions scripting interface that allows you to nearly modify Vega Strike at whatever level you choose, from the AI scripts (and the physics thereof) to the missions... to the overall plot and goal of the game.<br />
<br />
===[[HowTo:Edit_Missions:XML_integration|Basic XML integration]]===<br />
<br />
===[[HowTo:Edit_Missions:Python:Missions|Python Inheritance In Missions]]===<br />
<br />
===Conclusions===<br />
Well this is the best I can do so far. Please read this documentation over and let me know if you have any suggestions or clarifications. And best yet give it a shot and try it out. And at least look at <br />
'''[http://vegastrike.svn.sourceforge.net/viewvc/vegastrike/trunk/data4.x/modules/cargo_mission.py?view=markup modules/cargo_mission.py]''' (which is called from a number of missions I think) as well as '''[http://vegastrike.svn.sourceforge.net/viewvc/vegastrike/trunk/data4.x/modules/privateer.py?view=markup modules/privateer.py]''' called by '''[http://vegastrike.svn.sourceforge.net/viewvc/vegastrike/trunk/data4.x/mission/explore_universe.mission?view=markup mission/explore_universe.mission]'''. And certainly try to understand '''[http://vegastrike.svn.sourceforge.net/viewvc/vegastrike/trunk/data4.x/modules/quest_drone.py?view=markup modules/quest_drone.py]''' before trying to write a quest (or while trying to write one).<br />
<br />
Please also have a look in [[Development:Quests]] for a detailed explanation on the structure of quests and an explanation on how they work.<br />
<br />
==See also==<br />
* [[HowTo:Add_Conversations]]<br />
* [[HowTo:Edit_News]]<br />
* [[Development:Campaigns]]<br />
<br />
----<br />
{{NAV_Manual |<br />
| previous=[[Development:Campaigns|Edit Campaigns]]<br />
| up=[[HowTos]]<br />
| next=[[HowTo:Edit News|Edit News]]<br />
}}<br />
<br />
[[Category:HowTos|Edit Missions]]<br />
[[Category:Development|Edit Missions]]</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Development:Campaigns&diff=17894Development:Campaigns2010-09-19T10:54:41Z<p>Nikai: navbar, cat</p>
<hr />
<div>{{NAV_Manual |<br />
| previous=[[HowTo:Edit faction relationships|Edit faction relationships]]<br />
| up=[[HowTos]]<br />
| next=[[Development:Missions|Edit Missions]]<br />
}}<br />
----<br />
=Editing Campaigns=<br />
<br />
'''''Note:''' The information contained here is useful only to those willing to learn a minimal amount of python code (the language does not need to be learned, only the formatting restrictions imposed). A GUI editor is in development, but work has stalled due to lack of time on the developer's part. If anyone wishes to assist, please contact [[User:dandandaman|dandandaman]].''<br />
<br />
An example campaign can be found under the following [http://vegastrike.svn.sourceforge.net/viewvc/vegastrike/trunk/data4.x/modules/campaigns.py?view=markup link]<br />
<br />
To write a campaign, you'll require missions. The mission system is what is used by both the mission bbs, and the campaign. As a start, it is good to plan to use only the mission types available, as writing your own can be a pain, and requires a degree of proficiency with python and vegastrike which you may not have for a little while. If you are developing a campaign and do require something specific that isn't available, just ask, and we'll see what can be done.<br />
<br />
Since you are then limited to the missions we have, you'll want a nice reference about what each of the variables for each mission are ... and what they do. We don't actually have one ;-) but we have something that is almost as good: verify_missions.py At the bottom of this file is a list of the mission types, and slightly more descriptive labels for the arguments (their meanings should be relatively easy to glean from that info, but ask if you're unsure :-) ).<br />
<br />
That is unfortunately the easy part. The harder part (easy once you understand it) is then writing the campaign. The campaign for Vega Strike is stored in campaigns.py.<br />
<br />
Before we proceed I think it's best if you look at this stuff and try to understand a little bit yourself. At the top of campaigns.py is a whole bunch of text, the dialog and strings used by all the various campaign 'nodes.'<br />
<br />
A 'node' is a branch of a campaign, it is where fixers get created and the decision to accept or deny a mission occurs, or where the campaign is branched automatically (depending on some conditions that you might want to specify. I.e. you might have a branching storyline depending on whether a flight group still exists or not).<br />
<br />
Typically, each node contains a mission ... Cargo missions are a special case, they have a special type of node wrapper, and are probably the easiest to start with. Anyway, get yourself a text editor with syntax highlighting for python, and have a look at the nodes in the function ''LoadTestCampaign'' (this is a short test campaign that I made to demonstrate a bug).<br />
<br />
There was more documentation somewhere, but it appears to have been vanquished. So, ask the inevitable questions!<br />
<br />
=Campaign Structure=<br />
<br />
==Campaign Integration==<br />
<br />
You will need to create a new campaign python file (e.g. ''campaign_mycamp.py''), which then will be integrated into the ''campaigns.py'' with the following additions:<br />
<code><pre><br />
import campaign_mycampaign<br />
<br />
campaignsloaders = [ ...<br />
lambda:campaign_mycamp.LoadMyCampaign()<br />
]<br />
</pre></code><br />
<br />
The basic structure of your new ''campaign_mycamp.py'' file will then be:<br />
<br />
<code><pre><br />
import universe<br />
import campaign_lib<br />
from campaign_lib import *<br />
<br />
### define node dialogs<br />
...<br />
<br />
### define fixer sprites<br />
...<br />
<br />
def LoadMyCampaign():<br />
<br />
### define nodes<br />
...<br />
<br />
# savegame_variable (can't contain spaces)<br />
vs = Campaign("campaign_mycamp")<br />
# the starting node.<br />
vs.Init(FirstNode)<br />
<br />
### define node missions<br />
...<br />
<br />
# finalize campaign definition<br />
return vs<br />
</pre></code><br />
<br />
==Nodes==<br />
<br />
There are 2 types of nodes:<br />
* ''CampaignClickNode()'' - here you have to accept or reject the proposed mission<br />
* ''CampaignNode()'' - creates an action like adding reward<br />
<br />
The nodes are then connected with the last four arguments in the ''MakeMission'' function:<br />
<code><pre>MakeMission(vs, ... <br />
RejectNode, # If you reject the mission twice. "None" means that he continues asking you forever until you accept<br />
LoseNode, # Node if you lose the mission<br />
WinNode, # Node if you win the mission<br />
ThisNode) # The node for this mission <br />
</pre></code><br />
<br />
The complete mission statement is described in the following section.<br />
<br />
==Campaign Missions==<br />
<br />
The different types of mission nodes that can be created are described here. Further down, you will find the singular structure of the arguments.<br />
<br />
===MakeMission Node===<br />
<code><pre>MakeMission(savegame_variable, fixer_sprite, start_location, end_location, click_script, <br />
mission_script, mission_arguments, completion_script, dialog_dictionary, reject_node, lose_node, <br />
win_node, this_node)</pre></code><br />
<br />
===MakeCargoMission Node===<br />
<code><pre>MakeCargoMission(savegame_variable, fixer_sprite, start_location, end_location, <br />
click_script, mission_script, mission_arguments, completion_script, dialog_dictionary, <br />
reject_node, lose_node, win_node, this_node)</pre></code><br />
<br />
===MakeNoFailureCargoMission Node===<br />
<code><pre>MakeNoFailureCargoMission(savegame_variable, fixer_sprite, start_location, end_location, <br />
click_script, mission_script, mission_arguments, completion_script, dialog_dictionary, <br />
reject_node, lose_node, win_node, this_node)</pre></code><br />
<br />
===Init Node===<br />
<code><pre>NodeName.Init(savegame_variable, start_location, dialog_dictionary, fixer_sprite, <br />
subnode_script, completion_script, next_node)</pre></code><br />
<br />
===Mission Arguments===<br />
<br />
* '''savegame_variable''' - usually ''vs''<br />
* '''fixer_sprite''' - sprite file for the fixer in the form (sprite_path, display_name, full_screen_sprite), e.g. ''("campaign/captain.sprite","Talk_To_The_Captain","campaign/heads/captain.sprite")''<br />
* '''start_location''' - a command for location checking containing a tuple with (sector/system, base), e.g. ''[InSystemCondition("Crucible/Cephid_17","Serenity")]''<br />
* '''end_location''' - same format as start_location<br />
* '''click_script''' - script to be run as you click on the fixer. A common use is to ''AddCredits()'' for the previous mission.<br />
* '''mission_script''' - script to be run to start the mission (usually ''None'' if you don't have a script, but ambush is also common.)<br />
* '''mission_arguments''' - depend on the mission. E.g. for cargo mission you will give the loaded cargo as arguments: ''("Recycled_Plastics",50,False)''<br />
* '''completion_script''' - script to be set on completion (-1=Failure, 0=Not Accepted, 1=Succeed, 2=In progress), often just ''vs.name+"_mission"''<br />
* '''dialog_dictionary''' - the lines that the fixer says: a dictionary with {dialog_type, dialog_lines_list}, see structure description further down<br />
* '''reject_node''' - name of the node if you reject the mission twice. "None" means that fixer continues asking you forever until you accept<br />
* '''lose_node''' - next node if you are unsuccessful in the mission<br />
* '''win_node''' - next node if you successfully complete the mission<br />
* '''this_node''' - name of the node for this mission, e.g. ''FirstNode''<br />
<br />
==Dialogs==<br />
<br />
The structure for the ''dialog_dictionary'' is as follows:<br />
<br />
<code><pre><br />
dialog_dictionary = { <br />
"intro": [conversation],<br />
"reject1": [conversation],<br />
"reconsider":[conversation],<br />
"reject2": [conversation],<br />
"accept": [conversation],<br />
"accept2": [conversation],<br />
"reminder": [conversation],<br />
"failure": [conversation],<br />
}<br />
<br />
with:<br />
conversation = (speaker1, line1, ...), (speaker2, line1, ...), ..., soundfile<br />
</pre></code><br />
<br />
For Init Nodes you will supply only one ''[conversation]''.<br />
<br />
=Campaigns=<br />
<br />
==The first major campaign written (Jenek)==<br />
<br />
See also the [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3246 forum thread] (comments & feedback) when this mission was first put into SVN.<br />
{{Fixme}} Improve/expand it?<br />
<br />
=See Also=<br />
* [[Development:Missions|Editing Missions]]<br />
* [[HowTo:Add_Conversations|Adding Conversations]]<br />
<br />
----<br />
{{NAV_Manual |<br />
| previous=[[HowTo:Edit faction relationships|Edit faction relationships]]<br />
| up=[[HowTos]]<br />
| next=[[Development:Missions|Edit Missions]]<br />
}}<br />
<br />
[[Category:HowTos|Edit Campaigns]]<br />
[[Category:Development|Edit Campaigns]]</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_faction_relationships&diff=17893HowTo:Edit faction relationships2010-09-19T10:49:41Z<p>Nikai: navbar continuity</p>
<hr />
<div>{{NAV_Manual |<br />
| previous=[[HowTo:Add Conversations|Add Conversations]]<br />
| up=[[HowTos]]<br />
| next=[[Development:Campaigns|Edit Campaigns]]<br />
}}<br />
----<br />
=EDIT FACTION RELATIONSHIPS=<br />
==Sample file==<br />
This sample file has been grabbed from the 0.4.x CVS <code>factions.xml</code> file (2005 03 31) and reduced to only a few factions (tha main ones are: privateer, confed, aera).<br />
<pre><br />
<Factions><br />
<Faction name="neutral" logoRGB="logos/confedPri.png" logoSec="logos/confedSec.png"/><br />
<Faction name="privateer" logoRGB="logos/privateerPri.png" secLogoRGB="logos/privateerSec.png" contraband="contraband" sparkred=".4" sparkgreen=".4" sparkblue="1"><br />
<stats name="privateer" relation="0"/><br />
<stats name="confed" relation=".2"/><br />
<stats name="aera" relation="-.5"/><br />
<Explosion name="explosion_orange.ani"/><br />
<!-- <CommAnimation> <br />
<MoodAnimation name="explosion_orange.ani" sex="0"/> <br />
</CommAnimation> --><br />
</Faction><br />
<Faction name="confed" logoRGB="logos/confedPri.png" secLogoRGB="logos/confedSec.png" contraband="contraband" sparkred="0" sparkgreen="0" sparkblue="1"><br />
<stats name="privateer" relation=".2"/><br />
<stats name="confed" relation="1"/><br />
<stats name="aera" relation="-1"/><br />
<Explosion name="explosion_orange.ani"/><br />
<!-- <CommAnimation> <br />
<MoodAnimation name="explosion_orange.ani" sex="0"/> <br />
</CommAnimation> --><br />
</Faction><br />
<Faction name="aera" logoRGB="logos/aeraPri.png" secLogoRGB="logos/aeraSec.png" contraband="contraband" sparkred="0" sparkgreen="1" sparkblue="0"><br />
<stats name="privateer" relation="-.5"/><br />
<stats name="confed" relation="-1"/><br />
<stats name="aera" relation="1"/><br />
<Explosion name="explosion_aera.ani"/><br />
<!-- <CommAnimation> <br />
<MoodAnimation name="explosion_aera.ani" sex="0"/> <br />
</CommAnimation> --><br />
</Faction><br />
<Faction name="upgrades" logoRGB="logos/confedPri.png" logoSec="logos/confedSec.png"/><br />
<Faction name="planets" logoRGB="logos/confedPri.png" logoSec="logos/confedSec.png"/><br />
</Factions><br />
</pre><br />
<br />
==XML schema description==<br />
''The syntax is mostly straight-forward, so this description is not yet completed. Just see for yourself:''<br />
* <code><'''Factions'''> ... </Factions></code> - {{Fixme}}<br />
** <code><'''Faction'''> ... </Faction></code> ('''repeatable''') - {{Fixme}}<br />
*** <code>name</code> - {{Fixme}}<br />
*** <code>logoRGB</code> - {{Fixme}}<br />
*** <code>secLogoRGB</code> - {{Fixme}}<br />
*** <code><'''stats''' /></code> ('''repeatable''') ('''optional''') - {{Fixme}}<br />
**** <code>name</code> - Name of the faction you want to specify the relationship. See <code>relation</code> below.<br />
**** <code>relation</code> - Relationship of the faction in the <code><Faction></code> tag to the one defined in '''this''' <code>name</code> tag.<br />
*** <code><'''CommAnimation'''> </CommAnimation> </code> ('''optional''') - {{Fixme}}<br />
**** <code><'''MoodAnimation''' /></code> - {{Fixme}}<br />
***** <code>name</code> - {{Fixme}}<br />
***** <code>sex</code> - {{Fixme}}<br />
<br />
=See also=<br />
* [http://vegastrike.svn.sourceforge.net/viewvc/vegastrike/trunk/data/factions.xml?content-type=text%2Fplain Most recent <code>factions.xml</code> file]<br />
<br />
----<br />
{{NAV_Manual |<br />
| previous=[[HowTo:Add Conversations|Add Conversations]]<br />
| up=[[HowTos]]<br />
| next=[[Development:Campaigns|Edit Campaigns]]<br />
}}<br />
<br />
[[Category:HowTos|Edit faction relationships]]<br />
[[Category:Development|Edit faction relationships]]</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Take_Screenshots&diff=17892HowTo:Take Screenshots2010-09-19T10:40:25Z<p>Nikai: sp</p>
<hr />
<div>{{NAV_Manual |<br />
| previous=[[HowTo:Edit Systems|Edit Systems]]<br />
| up=[[HowTos]]<br />
| next=[[HowTo:Add Descriptions|Add Descriptions]]<br />
}}<br />
----<br />
So you want to take some really awesome screenshots? Great. This article is intended to help you on your way to becoming a true screenshot artist.<br />
<br />
==What's so great about screenshots?==<br />
Screenshots may not seem very important, but having a pool of good shots is important to the project for several reasons. First of all, the more good screenshots we have on our website, the more people will be inclined to download the game. Secondly, we want to be well-represented on news sites and so forth. If they re-post a few really good screens, people will be more inclined to visit our website. Lastly, splash screen artists will benefit from having a good collection of shots to work from when trying to incorporate game art.<br />
<br />
==All right, I'm pumped. Let's do this!==<br />
Okay! Vega Strike makes it easy to take simple shots just by pressing {{Key:EN:I}}, for "image". Screen shots are then dumped as PNG's to /.vegastrike/textures/ (Windows users of 0.4.3 will find that a handy shortcut to this directory was created in the start menu during the installation).<br />
<br />
===Camera Control===<br />
Vega strike offers many different camera views. Here, the ones most useful for taking screen shots are discussed.<br />
:{{Key:F1}} = Forward (cockpit) view. Also toggles between 3d cockpit and bare HUD.<br />
:{{Key:F5}} = Your basic chase camera.<br />
:{{Key:F6}} = Panning or "ghost" camera. This is a screenshot taker's most valuable tool. {{Key:EN:Q}} {{Key:EN:Z}} {{Key:EN:S}} and {{Key:EN:F}} rotate the camera around your ship freely, allowing you to pick the perfect angle for your screenshot. If you are running the latest CVS, these camera controls will function while Vega Strike is paused.<br />
:{{Key:F7}} = Relational target camera. This view will always show your target in the background and your ship in the foreground. This camera works well for trying to take screenshots while dogfighting. Use in combination with {{Key:EN:T}} and {{Key:EN:Shift_left}} + {{Key:EN:T}} to cycle targets. This camera can always be adjusted while paused.<br />
:{{Key:F8}} = Target camera. You may use the ghost camera controls to rotate around the target.<br />
:{{Key:F11}} = Zooms all cameras in.<br />
:{{Key:F12}} = Zooms all cameras out.<br />
See [[Manual:Views]] for complete documentation on camera views.<br />
<br />
===Advanced Techniques===<br />
Since the screenshot taker has to worry about both setting up screen shots ''and'' playing the game all at once, it can be helpful to pause in the middle of play in order to set up a shot (see above for which cameras can be controlled while in a paused state). Pausing allows you to concentrate on a furious dogfight, for example, and to freeze the action on the exact frame that something cool is happening, such as a huge explosion or a missile launch. You can pause the game with<br />
* {{Key:EN:Shift_left}} + {{Key:EN:Backslash}}<br />
* or {{Key:EN:Pause}} .<br />
You may find it helpful to modify the key bindings found in vegastrike.config. Since the pause button is essentially your shutter, you need to be able to press it quickly, and one keystroke is faster than two. If {{Key:EN:Pause}} doesn't work, you may find it convenient to bind the pause function to {{Key:EN:Tilde}} (normally bound to shelton slide). {{Fixme}} ''Add more detailed binding instructions, possibly move to different section''<br />
<br />
Note that some sprite-based effects can behave strangely while the game is paused. The initial, expanding flash of an explosion sprite will fill up your screen with white light. To properly capture the flash of an explosion, it's best to have the shot already set up, and try to capture it with a quick finger. The burning effects that follow the initial flash do not expand to fill up the entire screen, although they may twist and rotate at strange angles when you adjust the camera.<br />
<br />
See also [[Manual:Keyboard_layout:US#Game_commands|US Keyboard layout -> Game commands]]<br />
<br />
===Composition===<br />
Obviously, you don't have to be a graphic designer or a photographer to take good screenshots (but it helps). What matters most is that you have patience, a good eye, and a quick finger with the pause button. Still, you may find yourself better prepared when armed with the basic tenets of composition.<br />
*''Emphasis'' -<br />
*''Balance'' -<br />
*''Merger'' -<br />
*''Proportion'' -<br />
<br />
==Assorted Tips==<br />
* '''High resolution''' (greater than or equal to 1024x768). 1600x1200 is best. This means we can pick small sections of the screenshot to use in splash screens or whatever, with a smaller hit in quality.<br />
* '''Graphic options to maximum!''' Use max. antialiasing, max possible VS graphic options. Who cares if you only go at 10 fps? You aren't making a movie.<br />
* Use the {{Key:EN:Home}} key to match speed, get close, and then look out the back or side of your ship for a clear view of your screenshot subject. Just don't bump into them.<br />
* Use Time Decel (Time compression = {{Key:F9}}) to make the action shots easier to get.<br />
** Note that the default binding for F9 is time acceleration, not time deceleration. See this [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=928 forum thread] for more information.<br />
* '''Capture action!''' Ships firing at each other with explosions and shields flickering is way cooler than your Llama.blank cruising in the Cephid_17 system.<br />
* For the most part, stick to the new '''0.4.x (and above of course ;)) artwork'''. If you've seen it in a 0.3.x or previous, then it isn't going to wow people as much as the Howard Day stuff.<br />
* Edit your starting mission (<code>missions/explore_universe</code>) to give you a cool ship to photograph, with wingmen, enemies, or whatever. Change your system to one with a cool background (not the default green).<br />
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=28790&highlight=#28790 Forum dialogue on this]<br />
* Bonus points if you can get a good example of Vegastrike's graphical capabilities. The specular lighting maps that make parts of a ship's texture glint at varying levels in the sunlight, fading atmospheres of planets, shield flickers, anything that says "Oh COOL!"<br />
<br />
=See also=<br />
* If you have questions, feel free to ask them in the [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=2404 screenshots thread] on our [http://vegastrike.sourceforge.net/forums/ forums].<br />
* [[Manual:Keyboard_layout:US#Game_commands|US Keyboard layout -> Game commands]]<br />
* [[Manual:Views]] for complete documentation on camera views.<br />
<br />
----<br />
{{NAV_Manual |<br />
| previous=[[HowTo:Edit Systems|Edit Systems]]<br />
| up=[[HowTos]]<br />
| next=[[HowTo:Add Descriptions|Add Descriptions]]<br />
}}<br />
<br />
[[Category:HowTos|Screenshots]]</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=OOG_Tools&diff=17886OOG Tools2010-09-18T10:43:07Z<p>Nikai: /* Working software */ sp</p>
<hr />
<div>''This article contains information on tools to help players of the game. Developers should refer to [[Development:Scripts & Tools]] for developer utilities.''<br />
<br />
<br />
Vegastrike's in-cockpit navigation support (shift-M) is fairly limited. (fixme: link to docs on how to use it, esp. the "nav comp" button if it's actually useful for anything.) Improved in-game tools are one of the many things on the to-do list...<br />
<br />
Fortunately, several players have written out-of-game programs that read Vegastrike's data files. The forum has a section for [http://vegastrike.sourceforge.net/forums/viewforum.php?f=20 Developer Tools & User Utilities]. Some of the programs are old and now don't work with the current VS file formats (0.4.3 and/or latest SVN) (FIXME: make links). Worse, some authors intended to release source code, but disappeared without having done so, and now their programs don't work and can't be updated to work with current versions of Vegastrike by anyone else. Or re-compiled to work on e.g. amd64 GNU/Linux, or with different library versions.<br />
<br />
This list includes some tools that are more useful for editing vegastrike data than for viewing, but that's ok. I haven't tried to include any art editing tools, because I don't know what I'm doing with artwork, so I couldn't evaluate them. This page could expand to become a complete index of the available tools for Vegastrike. Except that one sort of already exists: [Development:Scripts & Tools]<br />
<br />
== General notes ==<br />
It usually helps to know what information the tools have to work with when you're trying to figure out what they can and can't do. Most tools look at some of these files: <br />
<br />
milky_way.xml: The star systems and jump network, including initial system ownership by factions, but not what planets/bases are in which system; that's generated randomly in each game, except for a few pre-defined systems like Cephid-17, or Sol.<br />
<br />
units.csv: stats of bases, planets, ships, weapons, and upgrades<br />
<br />
master_parts_list.csv: base prices for all ships, weapons, upgrades, and cargo.<br />
<br />
your save game: what system you're currently in and systems you've visited. missions you're on. bases and planets in randomly generated systems.<br />
<br />
<br />
Using these tools while playing vegastrike can be tricky. You can switch away from vegastrike, which might require that you run it windowed, or (on GNU/Linux) you could run another X server and CTRL+ALT+F8 to get to it... Or you need another console (monitor+kbd+mouse), as with a [http://www.google.ca/search?q=multiseat multiseat] setup. Or maybe you have an old computer lying around, or a laptop, that can access your vegastrike directory over the network.<br />
<br />
== Working software ==<br />
{| style="width: 100%; text-align: center; background-color:#000" cellpadding="2" cellspacing="1"<br />
<br />
|-style="background-color:#303030;"<br />
<br />
!rowspan=2| Tool !!rowspan=2| Author !!rowspan=2| Version !!rowspan=2| License !!rowspan=2| Platforms !!colspan=3| Vega Strike !!rowspan=2| Mods !!colspan=3| Map !!rowspan=2| CSV !!rowspan=2 style="width: 10%"| Notes<br />
<br />
|-valign="top" style="background-color:#303030;"<br />
<br />
! 0.4.3 !! 0.5.0 !! SVN !! View !! Path<br />Finding !! Base<br />Info <br />
<br />
|-style="background-color:#303030;"<br />
<!-- VSTrade --><br />
|[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6286 VSTrade]<br /><br />
|[http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&u=1001168 GoldenGnu]<br />
| 0.2.0.0<br />2007/10/27 || GPL || Java || Yes || Yes || Yes** || None || 2D || Yes || No || Viewing<br />(Price Lists<br /> and <br />A to B search)|| 0.2.0.5alpha works with Sun's Java 1.6.0_06, unlike 0.2.0.0<br />
<br />
<!-- Vegamap --><br />
|-style="background-color:#303030;"<br />
|[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4887 vegamap]<br /><br />
|[http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&u=759 weaselfink]<br />
| 0.1.1<br />2005/07/26 || GPL || Java|| Yes || Untested<br /> || Yes*<br /> || Privateer Remake<br />Others Unknown<br /> || 2D || Yes || No || No || Also integrated into vstrade.<br />
<br />
<!-- VSMap3D --><br />
|-style="background-color:#303030;"<br />
|[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6774 VSMap3D]<br /><br />
|[http://www.tempel-der-guten-dinge.de/index.php?lang=us&inhalt=software&detail=VSMap3D templer666]<br />
| 1.2-20060502 || GPL || Linux <br />Win32 || Yes || Untested<br /> || Yes*<br /> || Unknown<br /> || 3D || Yes || No || No || runs slowly on some systems, esp. with system names on {{Fixme}} <br />
<br />
<!-- VSnav --><br />
|-style="background-color:#303030;"<br />
| [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=1876 VSnav]<br /><br />
| iqAuto<br />
| 0.55<br />2004/01 || Free || Linux<br />Win32|| Yes<br /> || Untested<br />|| Yes*<br /> || Unknown<br /> || 2D || Yes || Yes<br />(See notes) || No || Base info limited with anything newer than 0.4.2...<br />
<br />
<!-- vsdataboy --><br />
|-style="background-color:#303030;"<br />
| [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7615 vsdataboy]<br /><br />
| JasonStiletto<br />
| 2006/10/26 || Free || ''Linux''<br />(See notes)<br />Win32 || Probably<br /> || Untested<br /> || Yes*<br /> || Probably<br /> ||colspan="3"| No || Viewing<br />and<br />Editing|| Linux binary doesn't work properly. Might run under Wine {{Fixme}}<br />
<br />
<!-- vs_validator --><br />
|-style="background-color:#303030;"<br />
| [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7631 vs_validator]<br /><br />
| JasonStiletto<br />
| 2006/11/19 || Free<br />+Source || Linux<br />Win32 || Probably<br /> || Untested<br /> || Yes* || Unknown<br /> ||colspan="3"| No || Validating|| &nbsp;<br />
<br />
<!-- csv_editor --><br />
|-style="background-color:#303030;"<br />
| [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7143 csv_editor] <br /><br />
| GAlex<br />
| v2.1?<br />2007/1/13 || GPL || All<br />(See notes) ||colspan="4"| Usable on all CSV files ||colspan="3"| No || Viewing<br />and<br />Editing|| The source will compile on any system with fpc + lazarus. Win32 exe available<br />
|}<br />
<br />
<nowiki>*</nowiki> Tested: 2007/2/15 <br /><nowiki>**</nowiki> Tested 2007/10/27<br />
<br />
Tool: [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6286 VSTrade]<br />
author: [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&u=1001168 GoldenGnu]<br />
version: 0.2.0.0 (2007/10/27)<br />
uses: 2D map display with sectors and system names. Route finding by clicking on two systems on the map.<br />
cargo price listings at bases, planets, and merchant ships. Searching for most profitable cargo to<br />
carry between A & B, given cargo volume and cash limitations. Profit analysis tables you can sort.<br />
info from savegame: no<br />
Free software (GPL) written in Java w/ Swing GUI. Java 1.5 required.<br />
compatibility: 0.4.3 and latest SVN (as of 2007/11/17)<br />
mods: vegastrike (Support for mods, is in the works)<br />
notes: The vegamap can be extremely slow...<br />
It should also be noted that some of this text is written by the author (GoldenGnu)<br />
<br />
Tool: [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4887 vegamap]<br />
author: [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&u=759 weaselfink]<br />
version: 0.1.1 (2005/07/26)<br />
uses: 2D map display with sectors and system names. Route finding by clicking on two systems on the map.<br />
info from savegame: no<br />
Free software (GPL) written in Java w/ Swing GUI. Java 1.5 required. <br />
compatibility: 0.4.3 and latest SVN (as of 2k7/2/15)<br />
mods: vegastrike, Privateer Remake, and others? (FIXME: more info)<br />
notes: integrated into vstrade.<br />
<br />
Tool: [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6774 VSMap3D]<br />
author: [http://www.tempel-der-guten-dinge.de/index.php?lang=us&inhalt=software&detail=VSMap3D templer666]<br />
version: 1.2-20060502<br />
uses: 3D map display. find systems by sector/name. path finding by selecting systems by name.<br />
info from savegame: no<br />
Free software (GPL) written in c++ (qt4+openGL). pre-compiled win32 binaries available.<br />
compatibility: 0.4.3 and latest SVN (as of 2k7/2/15)<br />
mods: vegastrike, other? (FIXME: more info)<br />
notes: runs slowly on some systems, esp. with system names on.<br />
<br />
Tool: [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=1876 VSnav]<br />
author: iqAuto<br />
version: 0.55 (2004/01). Unmaintained, so don't expect it to ever fully work with current save files.<br />
uses: monitor save file to get current system. 2D map display. Find system by name, or by sector/name.<br />
Display system faction. Route finding with variations to show trips almost as short.<br />
info from savegame: yes (but limited with anything newer than 0.4.2...)<br />
freeware (no source) written in perl and compiled to a dynamically linked x86 GNU/Linux binary<br />
and an x86 win32 .exe.<br />
compatibility: 0.4.3 and latest SVN (as of 2k7/2/15).<br />
mods: vegastrike, others unknown.<br />
notes: With 0.4.2, it could display info about in-system assets (bases and planets), <br />
and even search for them. With later save files, it can only get your current location,<br />
not what systems you've visited or any in-system assets. I thought it froze on me when<br />
reading current save files, but it seems to work now on a Debian unstable system. (for 0.4.3 and SVN).<br />
<br />
Tool: [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7615 vsdataboy]<br />
author: JasonStiletto<br />
version: ? (2006/10/26)<br />
uses: units.csv and master_parts_list.csv viewer/editor.<br />
info laid out in tabs with vegastrike meaning, not just a spreadsheet of string fields.<br />
freeware (no source released yet) written in some form of Pascal, using gtk-1.2.<br />
An x86 win32 binary and a dynamically linked x86 GNU/Linux binary are available.<br />
compatibility: probably 0.4.3 and latest SVN (as of 2k7/2/15)<br />
mods: vegastrike, probably others.<br />
notes: [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7567 first thread]<br />
The author planned to release source, but that hasn't happened. The GNU/Linux binary<br />
doesn't work properly on an x86 Debian unstable system (segfault). The author suggests using<br />
the Windows exe under Wine.<br />
<br />
Tool: [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7631 vs_validator]<br />
author: JasonStiletto<br />
version: ? (2006/11/18?)<br />
uses: validates units.csv and master_parts_list.csv using vsdataboy engine.<br />
Free software (no license specified) written in Pascal. <br />
x86 windows, x86 GNU/Linux, and source archives are available<br />
compatibility: probably 0.4.3 and latest SVN (as of 2k7/2/15)<br />
<br />
Tool: [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7143 csv_editor)<br />
author: GAlex<br />
version: v2.1? (2007/1/13)<br />
uses: general purpose csv editor<br />
Free software (GPL) written in freepascal with the aid of lazarus ide/rad. gtk2.<br />
x86 win32 binary available, + source that will compile on any system with fpc + lazarus<br />
compatibility: any csv file<br />
notes: [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3390 first thread]<br />
The linux build linked to in the thread (2k6/7/16) doesn't have the latest bug-fix.<br />
<br />
== Non-working software ==<br />
<br />
Listed here to document the fact that it's obsolete, or whatever. Otherwise people editing this page would see old stuff in the forums and have to try to see if it still works.<br />
<br />
Tool: [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4023 Vega Strike Trade News]<br />
notes: looks like author's link was broken right away and nobody ever got a copy of it.<br />
<br />
Tool: [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=5050 vs_cargo]<br />
notes: Coffeebot's new server(?) doesn't have vs_cargo, and AFAICT it was a web app.</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Installation:Aeran_Mining_Base&diff=17870Installation:Aeran Mining Base2010-09-09T09:44:52Z<p>Nikai: image</p>
<hr />
<div>[[Category:Database]] [[Category:Ships]] [[Category:VS Tech]]<br />
{{NAV_Database |<br />
| previous=FIXME<br />
| up=[[Ships]]<br />
| next=FIXME<br />
}}<br />
----<br />
http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/masters/units/factions/aera/MiningBase/aera-mine-hud.png<br />
<br />
== Model and Texture Status ==<br />
<br />
----<br />
<br />
== Description ==<br />
<br />
----<br />
<br />
== Performance Statistics ==</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Installation:Aeran_Factory_Station&diff=17869Installation:Aeran Factory Station2010-09-09T09:43:18Z<p>Nikai: image</p>
<hr />
<div>[[Category:Database]] [[Category:Ships]] [[Category:VS Tech]]<br />
{{NAV_Database |<br />
| previous=FIXME<br />
| up=[[Ships]]<br />
| next=FIXME<br />
}}<br />
----<br />
http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/masters/units/factions/aera/factory/factory-hud.png<br />
<br />
== Model and Texture Status ==<br />
<br />
----<br />
<br />
== Description ==<br />
<br />
----<br />
<br />
== Performance Statistics ==</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Installation:Aeran_Star_Fortress&diff=17868Installation:Aeran Star Fortress2010-09-09T09:41:15Z<p>Nikai: image</p>
<hr />
<div>[[Category:Database]] [[Category:Ships]] [[Category:VS Tech]]<br />
{{NAV_Database |<br />
| previous=FIXME<br />
| up=[[Ships]]<br />
| next=FIXME<br />
}}<br />
----<br />
http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/masters/units/factions/aera/starfortress/aerastarfortress-hud.png<br />
<br />
== Model and Texture Status ==<br />
<br />
----<br />
<br />
== Description ==<br />
<br />
----<br />
<br />
== Performance Statistics ==</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Installation:Uln_Asteroid_Refinery&diff=17867Installation:Uln Asteroid Refinery2010-09-07T14:58:02Z<p>Nikai: image</p>
<hr />
<div>[[Category:Database]] [[Category:VS Tech]] [[Category:Installations|Asteroid Refinery (Uln)]]<br />
{{parent_link|parent=[[Vessels & Installations]]}}<br />
----<br />
http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/masters/units/installations/Uln_Asteroid_Refinery/Uln_Asteroid_Refinery-hud.png<br />
<br />
== Visuals ==<br />
http://i80.photobucket.com/albums/j200/Astepintooblivion/AstRef02.jpg<br />
----<br />
<br />
== Description ==<br />
<br />
----<br />
<br />
== Performance Statistics ==</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Installation:Civilian_Asteroid_Shipyard&diff=17866Installation:Civilian Asteroid Shipyard2010-09-07T14:56:33Z<p>Nikai: image</p>
<hr />
<div>[[Category:Database]] [[Category:Installations|Asteroid Shipyard]] [[Category:VS Tech]]<br />
{{NAV_Database |<br />
| previous=FIXME<br />
| up=[[Ships]]<br />
| next=FIXME<br />
}}<br />
----<br />
http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/masters/units/installations/Civilan_Asteroid_Shipyard/Civilan_Asteroid_Shipyard-hud.png<br />
<br />
== Visuals ==<br />
http://i277.photobucket.com/albums/kk75/mrefflame/stat56n.png<br />
----<br />
<br />
== Description ==<br />
<br />
----<br />
<br />
== Performance Statistics ==</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Installation:Confederation_Factory_Station&diff=17865Installation:Confederation Factory Station2010-09-07T14:54:57Z<p>Nikai: image</p>
<hr />
<div>[[Category:Database]] [[Category:Ships]] [[Category:VS Tech]]<br />
{{NAV_Database |<br />
| previous=[[Installation:Confederation Defense of Area Missile Battery]]<br />
| up=[[Ships]]<br />
| next=[[Installation:Confederation Fighter Barracks (station)]]<br />
}}<br />
----<br />
http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/masters/units/installations/Factory/factory-hud.png<br />
<br />
== Model and Texture Status ==<br />
<br />
----<br />
<br />
== Description ==<br />
<br />
----<br />
<br />
== Performance Statistics ==</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Installation:Confederation_Fighter_Barracks_(station)&diff=17864Installation:Confederation Fighter Barracks (station)2010-09-07T14:53:59Z<p>Nikai: image</p>
<hr />
<div>[[Category:Database]] [[Category:Ships]] [[Category:VS Tech]]<br />
{{NAV_Database |<br />
| previous=FIXME<br />
| up=[[Ships]]<br />
| next=FIXME<br />
}}<br />
----<br />
http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/masters/units/installations/Fighter_Barracks/fighter_barracks-hud.png<br />
<br />
== Model and Texture Status ==<br />
<br />
----<br />
<br />
== Description ==<br />
<br />
----<br />
<br />
== Performance Statistics ==</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Installation:Confederation_Medical_Station&diff=17863Installation:Confederation Medical Station2010-09-07T14:52:08Z<p>Nikai: image</p>
<hr />
<div>[[Category:Database]] [[Category:VS Tech]] [[Category:Installations|Medical Station (Confederation)]]<br />
{{parent_link|parent=[[Vessels & Installations]]}}<br />
----<br />
http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/masters/units/installations/Medical/medical-hud.png<br />
<br />
== Visuals ==<br />
http://vegastrike.sourceforge.net/albums/wiki_manual/Ship-Profiles/profile_016.jpg<br />
<br />
----<br />
<br />
== Description ==<br />
<br />
----<br />
<br />
== Performance Statistics ==</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Installation:Confederation_Mining_Base&diff=17862Installation:Confederation Mining Base2010-09-07T14:50:49Z<p>Nikai: image</p>
<hr />
<div>[[Category:Database]] [[Category:VS Tech]] [[Category:Installations|Mining Base (Confederation)]]<br />
{{parent_link|parent=[[Vessels & Installations]]}}<br />
----<br />
http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/masters/units/installations/MiningBase/MininBase2-hud.png<br />
<br />
== Visuals ==<br />
http://vegastrike.sourceforge.net/albums/wiki_manual/Ship-Profiles/profile_017.jpg<br />
<br />
----<br />
<br />
== Description ==<br />
<br />
----<br />
<br />
== Performance Statistics ==</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Installation:Confederation_Outpost&diff=17861Installation:Confederation Outpost2010-09-07T14:49:20Z<p>Nikai: image</p>
<hr />
<div>[[Category:Database]] [[Category:Ships]] [[Category:VS Tech]] [[Category:Installations|Outpost (Confederation)]]<br />
{{NAV_Database |<br />
| previous=FIXME<br />
| up=[[Ships]]<br />
| next=FIXME<br />
}}<br />
----<br />
http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/masters/units/installations/Outpost/outpost-hud.png<br />
<br />
== Visuals ==<br />
http://vegastrike.sourceforge.net/albums/wiki_manual/Ship-Profiles/profile_019.jpg<br />
----<br />
<br />
== Description ==<br />
<br />
----<br />
<br />
== Performance Statistics ==</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Installation:Confederation_Refinery_Station&diff=17860Installation:Confederation Refinery Station2010-09-07T14:45:38Z<p>Nikai: image</p>
<hr />
<div>[[Category:Database]] [[Category:VS Tech]] [[Category:Installations|Refinery Station (Confederation)]]<br />
{{parent_link|parent=[[Vessels & Installations]]}}<br />
----<br />
http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/masters/units/installations/Refinery/refinery-hud.png<br />
<br />
== Visuals ==<br />
http://vegastrike.sourceforge.net/albums/wiki_manual/Ship-Profiles/profile_013.jpg<br />
<br />
----<br />
<br />
== Description ==<br />
<br />
----<br />
<br />
== Performance Statistics ==</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Installation:Confederation_Relay_Station&diff=17859Installation:Confederation Relay Station2010-09-07T14:43:56Z<p>Nikai: image</p>
<hr />
<div>[[Category:Database]] [[Category:VS Tech]] [[Category:Installations|Relay Station (Confederation)]]<br />
{{parent_link|parent=[[Vessels & Installations]]}}<br />
<br />
http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/masters/units/installations/Relay/relay-hud.png<br />
----<br />
<br />
== Visuals ==<br />
http://vegastrike.sourceforge.net/albums/wiki_manual/Ship-Profiles/profile_026.jpg<br />
----<br />
<br />
== Description ==<br />
<br />
----<br />
<br />
== Performance Statistics ==</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Installation:Confederation_Research_Station&diff=17858Installation:Confederation Research Station2010-09-07T14:42:03Z<p>Nikai: image</p>
<hr />
<div>[[Category:Database]] [[Category:VS Tech]] [[Category:Installations|Research Station (Confederation)]]<br />
{{parent_link|parent=[[Vessels & Installations]]}}<br />
<br />
http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/masters/units/installations/Research/research-hud.png<br />
----<br />
<br />
== Visuals ==<br />
http://vegastrike.sourceforge.net/albums/wiki_manual/Ship-Profiles/profile_027.jpg<br />
----<br />
<br />
== Description ==<br />
<br />
----<br />
<br />
== Performance Statistics ==</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Installation:Rlaan_Fighter_Barracks_(station)&diff=17857Installation:Rlaan Fighter Barracks (station)2010-09-07T14:40:26Z<p>Nikai: image</p>
<hr />
<div>[[Category:Database]] [[Category:Ships]] [[Category:VS Tech]]<br />
{{NAV_Database |<br />
| previous=FIXME<br />
| up=[[Ships]]<br />
| next=FIXME<br />
}}<br />
<br />
http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/masters/units/installations/Rlaan_Fighter_Barracks/Rlaan_Fighter_Barracks-hud.png<br />
----<br />
<br />
== Model and Texture Status ==<br />
<br />
----<br />
<br />
== Description ==<br />
<br />
----<br />
<br />
== Performance Statistics ==</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Installation:Rlaan_Medical_Station&diff=17856Installation:Rlaan Medical Station2010-09-07T14:39:16Z<p>Nikai: image</p>
<hr />
<div>[[Category:Database]] [[Category:Ships]] [[Category:VS Tech]]<br />
{{NAV_Database |<br />
| previous=FIXME<br />
| up=[[Ships]]<br />
| next=FIXME<br />
}}<br />
<br />
http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/masters/units/installations/Rlaan_Medical/Rlaan_Medical-hud.png<br />
----<br />
<br />
== Model and Texture Status ==<br />
<br />
----<br />
<br />
== Description ==<br />
<br />
----<br />
<br />
== Performance Statistics ==</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Installation:Rlaan_Mining_Base&diff=17855Installation:Rlaan Mining Base2010-09-07T14:38:03Z<p>Nikai: image</p>
<hr />
<div>[[Category:Database]] [[Category:Ships]] [[Category:VS Tech]]<br />
{{NAV_Database |<br />
| previous=FIXME<br />
| up=[[Ships]]<br />
| next=FIXME<br />
}}<br />
<br />
http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/masters/units/installations/Rlaan_Mining_Base/rlaan_mining_base-hud.png<br />
----<br />
<br />
== Model and Texture Status ==<br />
<br />
----<br />
<br />
== Description ==<br />
<br />
----<br />
<br />
== Performance Statistics ==</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Installation:Rlaan_Star_Fortress&diff=17854Installation:Rlaan Star Fortress2010-09-07T14:36:50Z<p>Nikai: image</p>
<hr />
<div>[[Category:Database]] [[Category:Installations|Star Fortress (Rlaan)]] [[Category:VS Tech]]<br />
{{NAV_Database |<br />
| previous=FIXME<br />
| up=[[Ships]]<br />
| next=FIXME<br />
}}<br />
<br />
http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/masters/units/installations/Rlaan_Star_Fortress/Rlaan_Star_Fortress-hud.png<br />
----<br />
<br />
== Visuals ==<br />
http://i277.photobucket.com/albums/kk75/mrefflame/Rlaanstarfortress1-1.jpg<br />
<br />
----<br />
<br />
== Description ==<br />
<br />
----<br />
<br />
== Performance Statistics ==</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Installation:Shaper_Bio-Adaptation_Station&diff=17853Installation:Shaper Bio-Adaptation Station2010-09-07T14:35:17Z<p>Nikai: image</p>
<hr />
<div>[[Category:Database]] [[Category:Installations|Bio-Adaptation Station (Shaper)]] [[Category:VS Tech]]<br />
{{NAV_Database |<br />
| previous=FIXME<br />
| up=[[Ships]]<br />
| next=FIXME<br />
}}<br />
<br />
http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/masters/units/installations/Shaper_Bio_Adaptation/Shaper_Bio_Adaptation-hud.png<br />
----<br />
== Visuals ==<br />
http://i277.photobucket.com/albums/kk75/mrefflame/shaperstation4.jpg<br />
----<br />
<br />
== Description ==<br />
<br />
----<br />
<br />
== Performance Statistics ==</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Installation:Confederation_Star_Fortress&diff=17852Installation:Confederation Star Fortress2010-09-07T14:32:36Z<p>Nikai: image</p>
<hr />
<div>[[Category:Database]] [[Category:VS Tech]] [[Category:Installations|Star Fortress (Confederation)]]<br />
{{parent_link|parent=[[Vessels & Installations]]}}<br />
<br />
http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/masters/units/installations/Starfortress/starfortress-hud.png<br />
----<br />
<br />
== Visuals ==<br />
http://vegastrike.sourceforge.net/albums/wiki_manual/Ship-Profiles/profile_033.jpg<br />
----<br />
<br />
== Description: -It have the following class turrets: deep capship-missile turrets, a devastating ball-launcher turrets, exteme-range antiproton beam turrets, 8 normal beam turrets and a couple of long-range PD turrets. Total:132 devastating turrets ready to defeat some Leonidas class vessels==<br />
<br />
----<br />
<br />
== Performance Statistics ==</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Installation:Uln_Refinery_Station&diff=17851Installation:Uln Refinery Station2010-09-07T14:30:16Z<p>Nikai: image</p>
<hr />
<div>[[Category:Database]] [[Category:Installations|Refinery (Uln)]] [[Category:VS Tech]]<br />
{{NAV_Database |<br />
| previous=FIXME<br />
| up=[[Ships]]<br />
| next=FIXME<br />
}}<br />
<br />
http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/masters/units/installations/Uln_Refinery/Uln_Refinery-hud.png<br />
----<br />
<br />
== Visuals ==<br />
<br />
http://i80.photobucket.com/albums/j200/Astepintooblivion/Refinery01.jpg<br />
----<br />
<br />
== Model and Texture Status ==<br />
<br />
Model (Status Unknown) by Oblivion [[http://vegastrike.sourceforge.net/forums/viewtopic.php?f=4&t=7126]]<br />
----<br />
<br />
== Description ==<br />
<br />
----<br />
<br />
== Performance Statistics ==</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Installation:Confederation_Commerce_Center&diff=17850Installation:Confederation Commerce Center2010-09-07T14:24:51Z<p>Nikai: image</p>
<hr />
<div>[[Category:Database]] [[Category:Ships]] [[Category:VS Tech]]<br />
{{NAV_Database |<br />
| previous=[[Confederation Asteroid Fighter-Base]]<br />
| up=[[Ships]]<br />
| next=[[Confederation Defense of Area Missile Battery]]<br />
}}<br />
<br />
http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/masters/units/installations/Commerce_Center/station-hud.png<br />
----<br />
== Visuals ==<br />
<br />
----<br />
<br />
== Description ==<br />
<br />
----<br />
<br />
== Performance Statistics ==</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Installation:Confederation_Asteroid_Fighter-Base&diff=17849Installation:Confederation Asteroid Fighter-Base2010-09-07T14:22:32Z<p>Nikai: image</p>
<hr />
<div>[[Category:Database]] [[Category:Ships]] [[Category:VS Tech]]<br />
{{NAV_Database |<br />
| previous=[[Installation:Confederation Anti-matter Refinery]]<br />
| up=[[Ships]]<br />
| next=[[Installation:Confederation Commerce Center]]<br />
}}<br />
<br />
http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/masters/units/installations/AsteroidFighterBase/astbase-hud.png<br />
----<br />
<br />
== Visuals ==<br />
<br />
----<br />
<br />
== Description ==<br />
<br />
----<br />
<br />
== Performance Statistics ==</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Weapon:Swarm&diff=17848Weapon:Swarm2010-09-07T13:50:44Z<p>Nikai: added texture</p>
<hr />
<div>{{Description:Rocket Pod|<br />
|text=<br />
|image=../weapons/swarm.png<br />
|name=Swarm<br />
|price=<br />
|mass=<br />
|space=<br />
|mount=<br />
|damage=<br />
|phase damage=<br />
|range=<br />
|longrange=<br />
|refire delay=<br />
|roundvol=<br />
}}<br />
<br />
<br />
[[Category:Database]][[Category:VS Tech]][[Category:Weapons|Swarm]][[Category:Weapons:Ammunition|Swarm]]<br />
[[Category:Cargo:Industrial Goods|Swarm]]</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Weapon:Tractor_beam&diff=17847Weapon:Tractor beam2010-09-07T13:48:29Z<p>Nikai: added texture</p>
<hr />
<div>{{parent_link|parent=[[Weapons:Beam|Beam]]}}<br />
{{reqcargoimage}}<br />
{{Description:Attraction-Repulsion Beam|<br />
|text=Gravitic technology can be used in a wide variety of ways: arguably, the most popular is keeping your soup in its bowl. A tractor beam, on the other hand, is good at putting somebody else's soup in your bowl.<br />
|image=../weapons/tractorbeam.png<br />
|name=Tractor Beam<br />
|price=<br />
|mass=<br />
|space=<br />
|mount=<br />
|force=<br />
|longrange=<br />
|phase damage=<br />
|range=4500<br />
|rate=<br />
|stability=600<br />
|refire delay=0.4<br />
}}<br />
<br />
[[Category:Database]][[Category:VS Tech]][[Category:Weapons|Tractor Beam]][[Category:Weapons:Beam|Tractor Beam]]<br />
[[Category:Cargo:Industrial Goods|Tractor Beam]]</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Weapon:Ktek_beam_(point_defense)&diff=17846Weapon:Ktek beam (point defense)2010-09-07T13:47:17Z<p>Nikai: added texture</p>
<hr />
<div>{{parent_link|parent=[[Weapons:Beam|Beam]]}}<br />
{{reqcargoimage}}<br />
{{Description:Beam|<br />
|text=A version of the Rlaan [[Weapon:Ktek beam|Ktek Beam]] repurposed for point defense installations.<br />
|image=../weapons/ktek.png<br />
|name=Ktek Beam (Point Defense)<br />
|price=<br />
|mass=<br />
|space=<br />
|mount=<br />
|damage=<br />
|longrange=<br />
|phase damage=<br />
|range=<br />
|rate=<br />
|stability=<br />
|refire delay=<br />
}}<br />
<br />
[[Category:Database]][[Category:VS Tech]][[Category:Weapons|Ktek Beam (Point Defense)]][[Category:Weapons:Beam|Ktek Beam (Point Defense)]]<br />
[[Category:Cargo:Industrial Goods|Ktek Beam (Point Defense)]]</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Weapon:Ktek_beam_(capital_ship)&diff=17845Weapon:Ktek beam (capital ship)2010-09-07T13:46:55Z<p>Nikai: added texture</p>
<hr />
<div>{{parent_link|parent=[[Weapons:Beam|Beam]]}}<br />
{{reqcargoimage}}<br />
{{Description:Beam|<br />
|text=<br />
|image=../weapons/ktek.png<br />
|name=Ktek Beam (Capital)<br />
|price=<br />
|mass=<br />
|space=<br />
|mount=capship-heavy<br />
|damage=5000<br />
|longrange=<br />
|phase damage=<br />
|range=80000<br />
|rate=<br />
|stability=0.6<br />
|refire delay=0.4<br />
}}<br />
<br />
[[Category:Database]][[Category:VS Tech]][[Category:Weapons|Ktek Beam (Capital)]][[Category:Weapons:Beam|Ktek Beam (Capital)]]<br />
[[Category:Cargo:Industrial Goods|Ktek Beam (Capital)]]</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Weapon:Ktek_beam&diff=17844Weapon:Ktek beam2010-09-07T13:46:13Z<p>Nikai: added texture</p>
<hr />
<div>{{parent_link|parent=[[Weapons:Beam|Beam]]}}<br />
{{reqcargoimage}}<br />
{{Description:Beam|<br />
|text=The Rlaan have studied disruptor based weaponry for far longer than any other extant species, and this is the most common fruit of that research.<br />
|image=../weapons/ktek.png<br />
|name=Ktek Beam<br />
|price=1200000<br />
|mass=0.01<br />
|space=1<br />
|mount=Heavy<br />
|damage=700<br />
|longrange=.75<br />
|phase damage=0<br />
|range=7718.75<br />
|rate=10000<br />
|stability=1<br />
|refire delay=0.5<br />
}}<br />
<br />
[[Category:Database]][[Category:VS Tech]][[Category:Weapons|Ktek Beam]][[Category:Weapons:Beam|Ktek Beam]]<br />
[[Category:Cargo:Industrial Goods|Ktek Beam]]</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Weapon:Disruptor_beam_(long_range)&diff=17843Weapon:Disruptor beam (long range)2010-09-07T13:44:48Z<p>Nikai: added texture</p>
<hr />
<div>{{parent_link|parent=[[Weapons:Beam|Beam]]}}<br />
{{reqcargoimage}}<br />
{{Description:Beam|<br />
|text=A variant of the [[Weapon:Disruptor beam|Disruptor Beam]], this weapon uses the same functional principals, but is engineered for use at long range.<br />
<br />
Projecting something that is, in many respects, an extremely long sliver of a shield poses a number of technical difficulties. Long range disruptor beams increase the effective range of the weapon, but at the cost of dramatic reductions to efficiency, damage output, and beam stability alongside a significantly increased physical size. However, for certain applications, such as point-defense emplacements, these trade-offs have been considered more than worthwhile.<br />
<br />
|image=../weapons/disruptorbeam.png<br />
|name=Disruptor Beam (long range)<br />
|price=1,200,000<br />
|mass=0.01<br />
|space=1<br />
|mount=Light capital ship<br />
|damage=50<br />
|longrange=0.95<br />
|phase damage=N/A <br />
|range=26,000<br />
|rate=10000<br />
|stability=0.15<br />
|refire delay=0.05<br />
}}<br />
<br />
[[Category:Database]][[Category:VS Tech]][[Category:Weapons|Disruptor Beam (long range)]][[Category:Weapons:Beam|Disruptor Beam (long range)]]<br />
[[Category:Cargo:Industrial Goods|Disruptor Beam (long range)]]</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Weapon:Disruptor_beam&diff=17842Weapon:Disruptor beam2010-09-07T13:43:53Z<p>Nikai: added texture</p>
<hr />
<div>{{parent_link|parent=[[Weapons:Beam|Beam]]}}<br />
{{reqcargoimage}}<br />
{{Description:Beam|<br />
|text=The canonical example of shield-based weaponry, the disruptor beam is highly effective at disrupting the twisted maze of forces created by a shield generator, but entirely unequipped to trickle damage past a shield until the shield in question has already nearly faltered.<br />
<br />
Disruptors, just like the shields they share most of their technological lineage with, interact violently with matter, making them poorly suited to use outside of vacuum. Fortunately for those on the receiving end of a disruptor blast, even a shield de-patterned to the point of collapse will mitigate a disruptor's effects on materials beyond the shield. Unfortunately for those on the receiving end of a disruptor, mitigate is not the same as eliminate. Those unfortunate enough to receive disruptor fire with no shield generator at all are usually at least fortunate enough that the shear forces kill them before they can notice.<br />
<br />
This design is exceptionally popular among adherents to the trekkie religion, but its reliability and effectiveness make it nothing to scoff at.<br />
|image=../weapons/disruptorbeam.png<br />
|name=Disruptor Beam<br />
|price=45,000<br />
|mass=0.01<br />
|space=1<br />
|mount=Medium<br />
|damage=250<br />
|longrange=0.85<br />
|phase damage=N/A <br />
|range=3,800<br />
|rate=2500<br />
|stability=0.4 <br />
|refire delay=0.4<br />
}}<br />
<br />
[[Category:Database]][[Category:VS Tech]][[Category:Weapons|Disruptor Beam]][[Category:Weapons:Beam|Disruptor Beam]]<br />
[[Category:Cargo:Industrial Goods|Disruptor Beam]]</div>Nikaihttp://wiki.vega-strike.org/mediawiki/index.php?title=Weapon:Ion_beam&diff=17841Weapon:Ion beam2010-09-07T13:42:25Z<p>Nikai: added texture</p>
<hr />
<div>{{parent_link|parent=[[Weapons:Beam|Beam]]}}<br />
{{reqcargoimage}}<br />
{{Description:Beam|<br />
|text=Adding a bit more heft to the input stream than what is found in weapons termed [[Weapon:Particle beam|particle beams]], this weapon nonetheless operates on the same general principles. The electric charge of ionized plasma makes it particularly easy to compress and fire using simple magnetics. Deceptively simple in design, these weapons' cost comes from the inherent difficulty in making a stream of ionized plasma remain coherent ''after'' firing. In the last ten years, advances in this field have led to noted increases in the accessibility of ion beam weapons, and to a market glut of cheap knockoff brands.<br />
|image=../weapons/ion.png<br />
|name=Ion Beam<br />
|price=16,000<br />
|mass=0.01<br />
|space=1<br />
|mount=Medium<br />
|damage=100<br />
|longrange=0.25<br />
|phase damage=20 <br />
|range=4,500<br />
|rate=2000<br />
|stability=0.6<br />
|refire delay=0.6<br />
}}<br />
<br />
[[Category:Database]][[Category:VS Tech]][[Category:Weapons|Ion Beam]][[Category:Weapons:Beam|Ion Beam]]<br />
[[Category:Cargo:Industrial Goods|Ion Beam]]</div>Nikai