Difference between revisions of "Development:Roadmap:0.6.0"

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(Roadmap: Reformatted, to make task status more prominent)
m (Roadmap)
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=== 0.5.1 ===
 
=== 0.5.1 ===
 
'''VS Engine'''
 
'''VS Engine'''
* '''[ONGOING]''' (''klauss'') Add a "TexturePackingVersion" variable to xmesh  
+
* '''[ONGOING]''' (''klauss'') Add a "TexturePackingVersion" variable to xmesh
 +
* '''[ONGOING]''' (''klauss'') sound refactoring phase I - basic functionality
 +
* '''[ONGOING]''' (''klauss'') movie support
 
* Updates to the shader and it's textures in units.
 
* Updates to the shader and it's textures in units.
 
* Preparation of cross-platform packaging system  
 
* Preparation of cross-platform packaging system  
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=== 0.5.2 ===
 
=== 0.5.2 ===
 +
'''VS Engine'''
 
* Ray Collider. (alongside bsp collider tunable via configure switch ala how opcode was done). Wont be turned on by default until 0.5.3
 
* Ray Collider. (alongside bsp collider tunable via configure switch ala how opcode was done). Wont be turned on by default until 0.5.3
 
* More shader fixes, texture updates/additions.
 
* More shader fixes, texture updates/additions.
 
* Make tools and readers operate on a Proper XML format , this could be switchable via special comment at top of xml input. This is for backwards compat with non proper xml files in mods. To be made default in 0.5.5
 
* Make tools and readers operate on a Proper XML format , this could be switchable via special comment at top of xml input. This is for backwards compat with non proper xml files in mods. To be made default in 0.5.5
 +
* sound refactoring Phase II would add mixer channels (a feature to get seamless blending with music, comm chatter and sfx)
  
 
=== 0.5.3 ===
 
=== 0.5.3 ===
 +
'''VS Engine'''
 
* Ray collider turned on, BSP stuff removed.
 
* Ray collider turned on, BSP stuff removed.
 
* More shader fixes (should be pretty good by now), texture updates/additions
 
* More shader fixes (should be pretty good by now), texture updates/additions
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=== 0.5.4 ===
 
=== 0.5.4 ===
 +
'''VS Engine'''
 
* '''[ONGOING SPECIFICATION]''' (''klauss, darkmage'') content creation tools: end user tools for helping with content creation. These should be a part of vegastrike code-base, to keep things in sync and reduce maintenance.  
 
* '''[ONGOING SPECIFICATION]''' (''klauss, darkmage'') content creation tools: end user tools for helping with content creation. These should be a part of vegastrike code-base, to keep things in sync and reduce maintenance.  
 
* make proper xml mode default, remove code to parse obsolete xml-ish code.  
 
* make proper xml mode default, remove code to parse obsolete xml-ish code.  
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=== 0.5.5 ===
 
=== 0.5.5 ===
 +
'''VS Engine'''
 
* Refactor graphics code.
 
* Refactor graphics code.
* '''[ONGOING, DELAYED]''' (''klauss'') Refactor sound code.
 
  
 
=== 0.5.6 ===
 
=== 0.5.6 ===
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=== 0.5.9 ===
 
=== 0.5.9 ===
* Bug Fixing.  
+
* sound refactoring Phase III would add environmental effects
 +
* Bug Fixing.
 
* Documenation
 
* Documenation
 
* Credits
 
* Credits

Revision as of 22:52, 28 April 2008

Roadmap

Vega Strike Upon the Coldest Sea stable version 0.5.0 was released on 2008-04-24.

This is a task list for intermediate 0.5.x releases. The stuff that should get done before the until 0.6.0 release.

There are up to three sections in each roadmap release chapter:

  • VS Engine relates to: modifications to c++, shaders, and python code (not including missions), repository structure changes, packaging system, support tools
  • VS Data relates to: modifications to art, data, and mission scripts
  • Other relates to: documentation, wiki, project web page, masters repository, project management

Each item should also have a tag attached at the end in the form of [development-coordinator{=username}, STATUS{=OPEN, ONGOING, DONE}]

0.5.1

VS Engine

  • [ONGOING] (klauss) Add a "TexturePackingVersion" variable to xmesh
  • [ONGOING] (klauss) sound refactoring phase I - basic functionality
  • [ONGOING] (klauss) movie support
  • Updates to the shader and it's textures in units.
  • Preparation of cross-platform packaging system
  • Separate bin and data tree structure
  • Minor bug fixes.

VS Data

  • Make a high quality graphics texture pack (hq-textures). This shouldn't require a change to code, except in vssetup, and the only change to data4.x would possibly be a config file change, though it's not necessary.
  • [ONGOING] (pyramid) Tutorial mission
  • [ONGOING] (pyramid) Porting of old quests to new engine

0.5.2

VS Engine

  • Ray Collider. (alongside bsp collider tunable via configure switch ala how opcode was done). Wont be turned on by default until 0.5.3
  • More shader fixes, texture updates/additions.
  • Make tools and readers operate on a Proper XML format , this could be switchable via special comment at top of xml input. This is for backwards compat with non proper xml files in mods. To be made default in 0.5.5
  • sound refactoring Phase II would add mixer channels (a feature to get seamless blending with music, comm chatter and sfx)

0.5.3

VS Engine

  • Ray collider turned on, BSP stuff removed.
  • More shader fixes (should be pretty good by now), texture updates/additions
  • Continue to work on proper XML parsing in engine
  • update xml files in VS to be proper mode
  • setup tool

0.5.4

VS Engine

  • [ONGOING SPECIFICATION] (klauss, darkmage) content creation tools: end user tools for helping with content creation. These should be a part of vegastrike code-base, to keep things in sync and reduce maintenance.
  • make proper xml mode default, remove code to parse obsolete xml-ish code.
  • Get codebase stabilized in prep for refactoring graphics code.

0.5.5

VS Engine

  • Refactor graphics code.

0.5.6

  • Bug fixes.
  • Texture additions/ etc
  • Document refactored graphics and sound code.

0.5.7

  • Thread graphics code and sound code with boost threads.
  • Bug Fixing.

0.5.9

  • sound refactoring Phase III would add environmental effects
  • Bug Fixing.
  • Documenation
  • Credits

0.6.0

  • Minor bug fixes from previous revision
  • Packaging

Unsorted Task List

Bugfixing

list of bugs included for this release:

Multiplayer

  • Multi-player support beta [ace123]
  • Server list support, ala Quake

Engine

  • Get mac building under a unified central build file (if it doesn't use ./configure)
  • Implement opcode's Ray Collider for ray-mesh collisions. [safemode, ONGOING]
  • Rewrite vssetup so that it parses sane XML, leading the way to a more understandable config file setup.
  • Fix multi-ship ownership loopholes.
  • Faction level AI (or at least the imitation of one)
  • Cubemap environment to replace sphere meshes [safemode, NOT STARTED]
  • Make ships (ai too) dock sanely. (auto way points?) Super big ships cant dock inside small docking bays.

Python

  • Make jumpoint wireframes HUD only. Allow for selective disabling/enabling of jump points via python.
  • New campaigns. Some to put you into different factions to start out with (and thus different systems/ships).

Artwork

  • Normal maps (for shaders) support for all units in game
  • Cockpit graphics for all units.
  • 8 faces for shields and cargo hud [pyramid, PENDING]
  • Revision of planet types [pyramid, PENDING]
  • File extensions review and standardization [pyramid, PENDING]
  • Supplement missing cargo graphics and improvement of low-quality cargo graphics
  • Improvement of space backgrounds
  • Improvement of some low-quality star images
  • Improve shield graphics for Target VDU [pyramid, PENDING]

Future Development Items