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		<id>https://wiki.vega-strike.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Deus+siddis</id>
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		<updated>2026-05-13T16:46:23Z</updated>
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	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Template:Artstyleguide&amp;diff=19725</id>
		<title>Template:Artstyleguide</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Template:Artstyleguide&amp;diff=19725"/>
				<updated>2014-03-12T04:56:37Z</updated>
		
		<summary type="html">&lt;p&gt;Deus siddis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
'''Important note''': ''please do not blindly link to In Game models that are not listed. Many models currently in game are questionable in their canonical nature. Additionally, if linking to a model, please link to the model development page. If there isn't an entry in the model development page for an existing referenced model, please feel free to add it. Thank you.''&lt;br /&gt;
----&lt;br /&gt;
=Universe Background=&lt;br /&gt;
see also: {{{BKRNDSEEALSO}}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&lt;br /&gt;
'''Gravity''': {{{GRAVITY}}}&lt;br /&gt;
&lt;br /&gt;
'''Atmosphere''': {{{ATMOSPHERE}}}&lt;br /&gt;
&lt;br /&gt;
'''Primary liquid bodies''': {{{LIQUIDS}}}&lt;br /&gt;
&lt;br /&gt;
'''Average temperature of homeworld''' (pre-industrialization): {{{AVGTEMP}}}&lt;br /&gt;
&lt;br /&gt;
'''Sun''': {{{SUNTYPE}}}&lt;br /&gt;
&lt;br /&gt;
'''Primary challenges''' (pre-industrialization): {{{CHALLENGES}}}&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
&lt;br /&gt;
'''Dimensions''': {{{DIMENSIONS}}}&lt;br /&gt;
&lt;br /&gt;
'''Mass''': {{{MASS}}}&lt;br /&gt;
&lt;br /&gt;
'''Skeletal system''': {{{SKELETON}}}&lt;br /&gt;
&lt;br /&gt;
'''Major divisions''': {{{MAJOR DIVISIONS}}}&lt;br /&gt;
&lt;br /&gt;
'''Senses''': {{{SENSORY}}}&lt;br /&gt;
&lt;br /&gt;
'''Locomotion''': {{{LOCOMOTION}}}&lt;br /&gt;
&lt;br /&gt;
'''Manipulators''': {{{MANIPULATORS}}}&lt;br /&gt;
&lt;br /&gt;
'''Textural appearance''': {{{TEXTURAL APPEARANCE}}}&lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
&lt;br /&gt;
{{{MENTAL}}}&lt;br /&gt;
&lt;br /&gt;
=Style Overview=&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
'''Primary distinguishing color ranges''': {{{PRIMARYCOLORS}}} &lt;br /&gt;
&lt;br /&gt;
'''Common accent colors''': {{{ACCENTCOLORS}}}&lt;br /&gt;
&lt;br /&gt;
'''Primary lighting color''': {{{SHIPLIGHTCOLOR}}}&lt;br /&gt;
&lt;br /&gt;
'''Frequently visible''': {{{COMMONVISIBLEFEATURES}}}&lt;br /&gt;
&lt;br /&gt;
'''Rarely visible''': {{{RARELYVISIBLEFEATURES}}}&lt;br /&gt;
&lt;br /&gt;
'''Seen inside, but not out''': {{{UNSEENINTERNALS}}}&lt;br /&gt;
&lt;br /&gt;
'''Moving parts(non-turret)''': {{{MOVINGPARTS}}}&lt;br /&gt;
&lt;br /&gt;
'''Capital vs. light craft''': {{{CAPVSLIGHT}}}&lt;br /&gt;
&lt;br /&gt;
==Cultural Aesthetics==&lt;br /&gt;
&lt;br /&gt;
{{{CULTURALAESTHETICS}}}&lt;br /&gt;
&lt;br /&gt;
==Technological==&lt;br /&gt;
&lt;br /&gt;
'''Tech:'''&lt;br /&gt;
{{{RELATIVETECH}}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons:'''&lt;br /&gt;
{{{WEAPONS}}}&lt;br /&gt;
&lt;br /&gt;
'''Tactics:'''&lt;br /&gt;
{{{TACTICS}}}&lt;br /&gt;
&lt;br /&gt;
'''Installations:'''&lt;br /&gt;
{{{INSTALLATIONS}}}&lt;br /&gt;
&lt;br /&gt;
==Additional information==&lt;br /&gt;
{{{ADDITIONALINFO}}}&lt;br /&gt;
&lt;br /&gt;
=Key Features=&lt;br /&gt;
{{{KEYFEATURES}}}&lt;br /&gt;
=Canonical Examples=&lt;br /&gt;
{{{CANONICALEXAMPLESOVERVIEW}}}&lt;br /&gt;
==In Game==&lt;br /&gt;
{{{INGAME}}}&lt;br /&gt;
==3D Art==&lt;br /&gt;
{{{3DART}}}&lt;br /&gt;
==2D Art==&lt;br /&gt;
{{{2DART}}}&lt;br /&gt;
==Textual Descriptions==&lt;br /&gt;
{{{TEXTDESCRIPTIONS}}}&lt;br /&gt;
=Outliers (Canonical, but not representative)=&lt;br /&gt;
{{{OUTLIERS}}}&lt;br /&gt;
&lt;br /&gt;
=Complete Craft Listing=&lt;br /&gt;
{{{CRAFTLISTING}}}&lt;br /&gt;
=See Also=&lt;br /&gt;
{{{SEEALSO}}}&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Artstyle guides]]&lt;br /&gt;
[[Category:Graphics]]&lt;br /&gt;
[[Category:Fixme]]&lt;/div&gt;</summary>
		<author><name>Deus siddis</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Template:Artstyleguide&amp;diff=19724</id>
		<title>Template:Artstyleguide</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Template:Artstyleguide&amp;diff=19724"/>
				<updated>2014-03-12T04:54:31Z</updated>
		
		<summary type="html">&lt;p&gt;Deus siddis: /* Technological */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
'''Important note''': ''please do not blindly link to In Game models that are not listed. Many models currently in game are questionable in their canonical nature. Additionally, if linking to a model, please link to the model development page. If there isn't an entry in the model development page for an existing referenced model, please feel free to add it. Thank you.''&lt;br /&gt;
----&lt;br /&gt;
=Universe Background=&lt;br /&gt;
see also: {{{BKRNDSEEALSO}}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&lt;br /&gt;
'''Gravity''': {{{GRAVITY}}}&lt;br /&gt;
&lt;br /&gt;
'''Atmosphere''': {{{ATMOSPHERE}}}&lt;br /&gt;
&lt;br /&gt;
'''Primary liquid bodies''': {{{LIQUIDS}}}&lt;br /&gt;
&lt;br /&gt;
'''Average temperature of homeworld''' (pre-industrialization): {{{AVGTEMP}}}&lt;br /&gt;
&lt;br /&gt;
'''Sun''': {{{SUNTYPE}}}&lt;br /&gt;
&lt;br /&gt;
'''Primary challenges''' (pre-industrialization): {{{CHALLENGES}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
&lt;br /&gt;
'''Dimensions''': {{{DIMENSIONS}}}&lt;br /&gt;
&lt;br /&gt;
'''Mass''': {{{MASS}}}&lt;br /&gt;
&lt;br /&gt;
'''Skeletal system''': {{{SKELETON}}}&lt;br /&gt;
&lt;br /&gt;
'''Major divisions''': {{{MAJOR DIVISIONS}}}&lt;br /&gt;
&lt;br /&gt;
'''Senses''': {{{SENSORY}}}&lt;br /&gt;
&lt;br /&gt;
'''Locomotion''': {{{LOCOMOTION}}}&lt;br /&gt;
&lt;br /&gt;
'''Manipulators''': {{{MANIPULATORS}}}&lt;br /&gt;
&lt;br /&gt;
'''Textural appearance''': {{{TEXTURAL APPEARANCE}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
&lt;br /&gt;
{{{MENTAL}}}&lt;br /&gt;
&lt;br /&gt;
=Style Overview=&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
'''Primary distinguishing color ranges''': {{{PRIMARYCOLORS}}} &lt;br /&gt;
&lt;br /&gt;
'''Common accent colors''': {{{ACCENTCOLORS}}}&lt;br /&gt;
&lt;br /&gt;
'''Primary lighting color''': {{{SHIPLIGHTCOLOR}}}&lt;br /&gt;
&lt;br /&gt;
'''Frequently visible''': {{{COMMONVISIBLEFEATURES}}}&lt;br /&gt;
&lt;br /&gt;
'''Rarely visible''': {{{RARELYVISIBLEFEATURES}}}&lt;br /&gt;
&lt;br /&gt;
'''Seen inside, but not out''': {{{UNSEENINTERNALS}}}&lt;br /&gt;
&lt;br /&gt;
'''Moving parts(non-turret)''': {{{MOVINGPARTS}}}&lt;br /&gt;
&lt;br /&gt;
'''Capital vs. light craft''': {{{CAPVSLIGHT}}}&lt;br /&gt;
&lt;br /&gt;
==Cultural Aesthetics==&lt;br /&gt;
&lt;br /&gt;
{{{CULTURALAESTHETICS}}}&lt;br /&gt;
&lt;br /&gt;
==Technological==&lt;br /&gt;
&lt;br /&gt;
'''Tech:'''&lt;br /&gt;
{{{RELATIVETECH}}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons:'''&lt;br /&gt;
{{{WEAPONS}}}&lt;br /&gt;
&lt;br /&gt;
'''Tactics:'''&lt;br /&gt;
{{{TACTICS}}}&lt;br /&gt;
&lt;br /&gt;
'''Installations:'''&lt;br /&gt;
{{{INSTALLATIONS}}}&lt;br /&gt;
&lt;br /&gt;
==Additional information==&lt;br /&gt;
{{{ADDITIONALINFO}}}&lt;br /&gt;
&lt;br /&gt;
=Key Features=&lt;br /&gt;
{{{KEYFEATURES}}}&lt;br /&gt;
=Canonical Examples=&lt;br /&gt;
{{{CANONICALEXAMPLESOVERVIEW}}}&lt;br /&gt;
==In Game==&lt;br /&gt;
{{{INGAME}}}&lt;br /&gt;
==3D Art==&lt;br /&gt;
{{{3DART}}}&lt;br /&gt;
==2D Art==&lt;br /&gt;
{{{2DART}}}&lt;br /&gt;
==Textual Descriptions==&lt;br /&gt;
{{{TEXTDESCRIPTIONS}}}&lt;br /&gt;
=Outliers (Canonical, but not representative)=&lt;br /&gt;
{{{OUTLIERS}}}&lt;br /&gt;
&lt;br /&gt;
=Complete Craft Listing=&lt;br /&gt;
{{{CRAFTLISTING}}}&lt;br /&gt;
=See Also=&lt;br /&gt;
{{{SEEALSO}}}&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Artstyle guides]]&lt;br /&gt;
[[Category:Graphics]]&lt;br /&gt;
[[Category:Fixme]]&lt;/div&gt;</summary>
		<author><name>Deus siddis</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Template:Artstyleguide&amp;diff=19723</id>
		<title>Template:Artstyleguide</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Template:Artstyleguide&amp;diff=19723"/>
				<updated>2014-03-12T04:54:08Z</updated>
		
		<summary type="html">&lt;p&gt;Deus siddis: /* Appearance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
'''Important note''': ''please do not blindly link to In Game models that are not listed. Many models currently in game are questionable in their canonical nature. Additionally, if linking to a model, please link to the model development page. If there isn't an entry in the model development page for an existing referenced model, please feel free to add it. Thank you.''&lt;br /&gt;
----&lt;br /&gt;
=Universe Background=&lt;br /&gt;
see also: {{{BKRNDSEEALSO}}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&lt;br /&gt;
'''Gravity''': {{{GRAVITY}}}&lt;br /&gt;
&lt;br /&gt;
'''Atmosphere''': {{{ATMOSPHERE}}}&lt;br /&gt;
&lt;br /&gt;
'''Primary liquid bodies''': {{{LIQUIDS}}}&lt;br /&gt;
&lt;br /&gt;
'''Average temperature of homeworld''' (pre-industrialization): {{{AVGTEMP}}}&lt;br /&gt;
&lt;br /&gt;
'''Sun''': {{{SUNTYPE}}}&lt;br /&gt;
&lt;br /&gt;
'''Primary challenges''' (pre-industrialization): {{{CHALLENGES}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
&lt;br /&gt;
'''Dimensions''': {{{DIMENSIONS}}}&lt;br /&gt;
&lt;br /&gt;
'''Mass''': {{{MASS}}}&lt;br /&gt;
&lt;br /&gt;
'''Skeletal system''': {{{SKELETON}}}&lt;br /&gt;
&lt;br /&gt;
'''Major divisions''': {{{MAJOR DIVISIONS}}}&lt;br /&gt;
&lt;br /&gt;
'''Senses''': {{{SENSORY}}}&lt;br /&gt;
&lt;br /&gt;
'''Locomotion''': {{{LOCOMOTION}}}&lt;br /&gt;
&lt;br /&gt;
'''Manipulators''': {{{MANIPULATORS}}}&lt;br /&gt;
&lt;br /&gt;
'''Textural appearance''': {{{TEXTURAL APPEARANCE}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
&lt;br /&gt;
{{{MENTAL}}}&lt;br /&gt;
&lt;br /&gt;
=Style Overview=&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
'''Primary distinguishing color ranges''': {{{PRIMARYCOLORS}}} &lt;br /&gt;
&lt;br /&gt;
'''Common accent colors''': {{{ACCENTCOLORS}}}&lt;br /&gt;
&lt;br /&gt;
'''Primary lighting color''': {{{SHIPLIGHTCOLOR}}}&lt;br /&gt;
&lt;br /&gt;
'''Frequently visible''': {{{COMMONVISIBLEFEATURES}}}&lt;br /&gt;
&lt;br /&gt;
'''Rarely visible''': {{{RARELYVISIBLEFEATURES}}}&lt;br /&gt;
&lt;br /&gt;
'''Seen inside, but not out''': {{{UNSEENINTERNALS}}}&lt;br /&gt;
&lt;br /&gt;
'''Moving parts(non-turret)''': {{{MOVINGPARTS}}}&lt;br /&gt;
&lt;br /&gt;
'''Capital vs. light craft''': {{{CAPVSLIGHT}}}&lt;br /&gt;
&lt;br /&gt;
==Cultural Aesthetics==&lt;br /&gt;
&lt;br /&gt;
{{{CULTURALAESTHETICS}}}&lt;br /&gt;
&lt;br /&gt;
==Technological==&lt;br /&gt;
&lt;br /&gt;
:*Which technological fields do they excel at relative to the other factions and how does this translate into game-play?&lt;br /&gt;
:*Which technological fields have they fallen behind in relative to the other factions and how does this translate into game-play?&lt;br /&gt;
:*What are the advantages and disadvantages of their weapons versus those of the other factions and how do their tactics with these differ?&lt;br /&gt;
:*What are the advantages and disadvantages of their interceptors versus those of the other factions and how do their tactics with these differ?&lt;br /&gt;
:*What are the advantages and disadvantages of their fighters versus those of the other factions and how do their tactics with these differ?&lt;br /&gt;
:*What are the advantages and disadvantages of their assault craft versus those of the other factions and how do their tactics with these differ?&lt;br /&gt;
:*What are the advantages and disadvantages of their bombers versus those of the other factions and how do their tactics with these differ?&lt;br /&gt;
:*What are the advantages and disadvantages of their light capital ships versus those of the other factions and how do their tactics with these differ?&lt;br /&gt;
:*What are the advantages and disadvantages of their medium capital ships versus those of the other factions and how do their tactics with these differ?&lt;br /&gt;
:*What are the advantages and disadvantages of their heavy capital ships versus those of the other factions and how do their tactics with these differ?&lt;br /&gt;
:*What are the advantages and disadvantages of their stations and infrastructure versus those of the other factions and how do their uses for these differ?&lt;br /&gt;
&lt;br /&gt;
'''Tech:'''&lt;br /&gt;
{{{RELATIVETECH}}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons:'''&lt;br /&gt;
{{{WEAPONS}}}&lt;br /&gt;
&lt;br /&gt;
'''Tactics:'''&lt;br /&gt;
{{{TACTICS}}}&lt;br /&gt;
&lt;br /&gt;
'''Installations:'''&lt;br /&gt;
{{{INSTALLATIONS}}}&lt;br /&gt;
==Additional information==&lt;br /&gt;
{{{ADDITIONALINFO}}}&lt;br /&gt;
&lt;br /&gt;
=Key Features=&lt;br /&gt;
{{{KEYFEATURES}}}&lt;br /&gt;
=Canonical Examples=&lt;br /&gt;
{{{CANONICALEXAMPLESOVERVIEW}}}&lt;br /&gt;
==In Game==&lt;br /&gt;
{{{INGAME}}}&lt;br /&gt;
==3D Art==&lt;br /&gt;
{{{3DART}}}&lt;br /&gt;
==2D Art==&lt;br /&gt;
{{{2DART}}}&lt;br /&gt;
==Textual Descriptions==&lt;br /&gt;
{{{TEXTDESCRIPTIONS}}}&lt;br /&gt;
=Outliers (Canonical, but not representative)=&lt;br /&gt;
{{{OUTLIERS}}}&lt;br /&gt;
&lt;br /&gt;
=Complete Craft Listing=&lt;br /&gt;
{{{CRAFTLISTING}}}&lt;br /&gt;
=See Also=&lt;br /&gt;
{{{SEEALSO}}}&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Artstyle guides]]&lt;br /&gt;
[[Category:Graphics]]&lt;br /&gt;
[[Category:Fixme]]&lt;/div&gt;</summary>
		<author><name>Deus siddis</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Template:Artstyleguide&amp;diff=19722</id>
		<title>Template:Artstyleguide</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Template:Artstyleguide&amp;diff=19722"/>
				<updated>2014-03-12T04:52:38Z</updated>
		
		<summary type="html">&lt;p&gt;Deus siddis: /* Universe Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
'''Important note''': ''please do not blindly link to In Game models that are not listed. Many models currently in game are questionable in their canonical nature. Additionally, if linking to a model, please link to the model development page. If there isn't an entry in the model development page for an existing referenced model, please feel free to add it. Thank you.''&lt;br /&gt;
----&lt;br /&gt;
=Universe Background=&lt;br /&gt;
see also: {{{BKRNDSEEALSO}}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&lt;br /&gt;
'''Gravity''': {{{GRAVITY}}}&lt;br /&gt;
&lt;br /&gt;
'''Atmosphere''': {{{ATMOSPHERE}}}&lt;br /&gt;
&lt;br /&gt;
'''Primary liquid bodies''': {{{LIQUIDS}}}&lt;br /&gt;
&lt;br /&gt;
'''Average temperature of homeworld''' (pre-industrialization): {{{AVGTEMP}}}&lt;br /&gt;
&lt;br /&gt;
'''Sun''': {{{SUNTYPE}}}&lt;br /&gt;
&lt;br /&gt;
'''Primary challenges''' (pre-industrialization): {{{CHALLENGES}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
&lt;br /&gt;
'''Dimensions''': {{{DIMENSIONS}}}&lt;br /&gt;
&lt;br /&gt;
'''Mass''': {{{MASS}}}&lt;br /&gt;
&lt;br /&gt;
'''Skeletal system''': {{{SKELETON}}}&lt;br /&gt;
&lt;br /&gt;
'''Major divisions''': {{{MAJOR DIVISIONS}}}&lt;br /&gt;
&lt;br /&gt;
'''Senses''': {{{SENSORY}}}&lt;br /&gt;
&lt;br /&gt;
'''Locomotion''': {{{LOCOMOTION}}}&lt;br /&gt;
&lt;br /&gt;
'''Manipulators''': {{{MANIPULATORS}}}&lt;br /&gt;
&lt;br /&gt;
'''Textural appearance''': {{{TEXTURAL APPEARANCE}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
&lt;br /&gt;
{{{MENTAL}}}&lt;br /&gt;
&lt;br /&gt;
=Style Overview=&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
:*What are all the paint colors of this faction?&lt;br /&gt;
:*What are all the colors of their external hull materials, lights, engine thrust, shields responses, weapons fire or anything else?&lt;br /&gt;
:*Which kinds of geometric shapes and surfaces are often visible in the ships of this faction? (Examples, angular edges, curves, cylinders, spheres, boxes, etc.)&lt;br /&gt;
:*Which kinds of geometric shapes and surfaces are rarely or never visible in the ships of this faction?&lt;br /&gt;
:*What structures or hull sections are visible on the outside of their light craft and what kinds of shapes are these and what sizes are they proportionate to the rest?&lt;br /&gt;
:*What structures or hull sections are visible on the outside of their capital ships and what kinds of shapes are these and what sizes are they proportionate to the rest?&lt;br /&gt;
:*Are there any animated moving parts or organs besides turrets visible on the outside of any of their ships?&lt;br /&gt;
:*What kinds of things would you see on the inside of one of this faction's ships or stations that you wouldn't see on its exterior? (useful for damage textures, damage subunits, etc.)&lt;br /&gt;
&lt;br /&gt;
'''Primary distinguishing color ranges''': {{{PRIMARYCOLORS}}} &lt;br /&gt;
&lt;br /&gt;
'''Common accent colors''': {{{ACCENTCOLORS}}}&lt;br /&gt;
&lt;br /&gt;
'''Primary lighting color''': {{{SHIPLIGHTCOLOR}}}&lt;br /&gt;
&lt;br /&gt;
'''Frequently visible''': {{{COMMONVISIBLEFEATURES}}}&lt;br /&gt;
&lt;br /&gt;
'''Rarely visible''': {{{RARELYVISIBLEFEATURES}}}&lt;br /&gt;
&lt;br /&gt;
'''Seen inside, but not out''': {{{UNSEENINTERNALS}}}&lt;br /&gt;
&lt;br /&gt;
'''Moving parts(non-turret)''': {{{MOVINGPARTS}}}&lt;br /&gt;
&lt;br /&gt;
'''Capital vs. light craft''': {{{CAPVSLIGHT}}}&lt;br /&gt;
&lt;br /&gt;
==Cultural Aesthetics==&lt;br /&gt;
&lt;br /&gt;
{{{CULTURALAESTHETICS}}}&lt;br /&gt;
&lt;br /&gt;
==Technological==&lt;br /&gt;
&lt;br /&gt;
:*Which technological fields do they excel at relative to the other factions and how does this translate into game-play?&lt;br /&gt;
:*Which technological fields have they fallen behind in relative to the other factions and how does this translate into game-play?&lt;br /&gt;
:*What are the advantages and disadvantages of their weapons versus those of the other factions and how do their tactics with these differ?&lt;br /&gt;
:*What are the advantages and disadvantages of their interceptors versus those of the other factions and how do their tactics with these differ?&lt;br /&gt;
:*What are the advantages and disadvantages of their fighters versus those of the other factions and how do their tactics with these differ?&lt;br /&gt;
:*What are the advantages and disadvantages of their assault craft versus those of the other factions and how do their tactics with these differ?&lt;br /&gt;
:*What are the advantages and disadvantages of their bombers versus those of the other factions and how do their tactics with these differ?&lt;br /&gt;
:*What are the advantages and disadvantages of their light capital ships versus those of the other factions and how do their tactics with these differ?&lt;br /&gt;
:*What are the advantages and disadvantages of their medium capital ships versus those of the other factions and how do their tactics with these differ?&lt;br /&gt;
:*What are the advantages and disadvantages of their heavy capital ships versus those of the other factions and how do their tactics with these differ?&lt;br /&gt;
:*What are the advantages and disadvantages of their stations and infrastructure versus those of the other factions and how do their uses for these differ?&lt;br /&gt;
&lt;br /&gt;
'''Tech:'''&lt;br /&gt;
{{{RELATIVETECH}}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons:'''&lt;br /&gt;
{{{WEAPONS}}}&lt;br /&gt;
&lt;br /&gt;
'''Tactics:'''&lt;br /&gt;
{{{TACTICS}}}&lt;br /&gt;
&lt;br /&gt;
'''Installations:'''&lt;br /&gt;
{{{INSTALLATIONS}}}&lt;br /&gt;
==Additional information==&lt;br /&gt;
{{{ADDITIONALINFO}}}&lt;br /&gt;
&lt;br /&gt;
=Key Features=&lt;br /&gt;
{{{KEYFEATURES}}}&lt;br /&gt;
=Canonical Examples=&lt;br /&gt;
{{{CANONICALEXAMPLESOVERVIEW}}}&lt;br /&gt;
==In Game==&lt;br /&gt;
{{{INGAME}}}&lt;br /&gt;
==3D Art==&lt;br /&gt;
{{{3DART}}}&lt;br /&gt;
==2D Art==&lt;br /&gt;
{{{2DART}}}&lt;br /&gt;
==Textual Descriptions==&lt;br /&gt;
{{{TEXTDESCRIPTIONS}}}&lt;br /&gt;
=Outliers (Canonical, but not representative)=&lt;br /&gt;
{{{OUTLIERS}}}&lt;br /&gt;
&lt;br /&gt;
=Complete Craft Listing=&lt;br /&gt;
{{{CRAFTLISTING}}}&lt;br /&gt;
=See Also=&lt;br /&gt;
{{{SEEALSO}}}&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Artstyle guides]]&lt;br /&gt;
[[Category:Graphics]]&lt;br /&gt;
[[Category:Fixme]]&lt;/div&gt;</summary>
		<author><name>Deus siddis</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=19439</id>
		<title>Development:Roadmap:0.6.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=19439"/>
				<updated>2013-07-06T04:23:48Z</updated>
		
		<summary type="html">&lt;p&gt;Deus siddis: /* 0.5.4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vega Strike Upon the Coldest Sea stable version 0.5.0 was released on 2008-04-24.&lt;br /&gt;
&lt;br /&gt;
This is a task list for intermediate 0.5.x releases. The stuff that should get done for each intermediate and until the 0.6.0 release.&lt;br /&gt;
&lt;br /&gt;
=Generic Roadmap=&lt;br /&gt;
This roadmap is in need of further broken down into release specific tasks and assignment of those.&lt;br /&gt;
&lt;br /&gt;
==Factions rework==&lt;br /&gt;
*Hierarchical factions (e.g. *_citizen, affects *) &lt;br /&gt;
*Allowing for non-factions (privateer is already our non-faction, we just need to fix some of the behavior.)&lt;br /&gt;
*Ability for player joining a faction&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
*Faction-level AI (race / faction strategy)&lt;br /&gt;
*Micro AI (ship, fg, collision avoidance, tactical and navigational AI, roles definition)&lt;br /&gt;
*Macro (fg/faction)&lt;br /&gt;
* Flightgroups&lt;br /&gt;
** Classification (fleet, squadron, flotilla? etc. - something to differentiate between {5 plowshares} and {3 archimedes, 2 Tesla, 8 kahan, 20 schroedinger, 10 goddard, 5 watson} )&lt;br /&gt;
** Flightgroups should have subsets of ships that spawn together (combined arms)&lt;br /&gt;
* add another dimension to roles (attack AND defend/predator AND prey roles) instead of forcing both to be the same.&lt;br /&gt;
* AI spec drive use, escorts...&lt;br /&gt;
&lt;br /&gt;
==Content Creation Tools==&lt;br /&gt;
*Prerequisite: straight XML, DTD (Document Type Definition) support&lt;br /&gt;
*System Editor&lt;br /&gt;
*Unit Editor&lt;br /&gt;
*CSV Editor (MPL, faction_ships.py, units.csv)&lt;br /&gt;
*Mission Editor &lt;br /&gt;
*Campaign Editor&lt;br /&gt;
*Config Editor&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
*Persistence (systems, bases, flight groups, …)&lt;br /&gt;
&lt;br /&gt;
==Building/Packaging==&lt;br /&gt;
*Move to cmake&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*Document the general function/flow of the game &lt;br /&gt;
*Engine internals, API (development documentation)&lt;br /&gt;
*Python bindings&lt;br /&gt;
*Should we use the builtin python documentation standards for documenting this stuff--maybe in the stubs folder?&lt;br /&gt;
*Faction documentation&lt;br /&gt;
&lt;br /&gt;
==Engine rework==&lt;br /&gt;
*Audio subsystem overhaul&lt;br /&gt;
*Support for texture versions and normal map tangents&lt;br /&gt;
*Shader updates&lt;br /&gt;
&lt;br /&gt;
=Release Roadmap=&lt;br /&gt;
&lt;br /&gt;
There are up to three sections in each roadmap release chapter:&lt;br /&gt;
* '''VS Engine''' relates to: modifications to c++, shaders, and python code (not including missions), repository structure changes, packaging system, support tools, ogre version&lt;br /&gt;
* '''VS Data - Upon The Coldest Sea''' relates to: modifications to art, data, and mission scripts for Upon The Coldest Sea (sometimes also called Vega Strike The Game as opposed to Vega Strike The Engine&lt;br /&gt;
* '''Documentation &amp;amp; Mod Tools &amp;amp; Other''' relates to: documentation, wiki, project web page, masters repository, project management&lt;br /&gt;
&lt;br /&gt;
Each task item should also have a prefixed tag in the form of ['''STATUS'''{=OPEN, ONGOING, DONE}, development-coordinator{=''username''}]&lt;br /&gt;
&lt;br /&gt;
== 0.5.1 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Separate bin and data tree structure. Note:    those who have data4.x already, set your client to not pull external repos or cancel when it tries to download data4.x. Then move your current data4.x alongside /bin, renaming it to data. Updates should work seamlessly and recurse into /data and /bin afterwards. Newcomers can just pull win32.&lt;br /&gt;
* '''[FINISHED]''' (''ace123'') Rename data4.x to data and patch corresponding source code where necessary.&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Make a high quality graphics texture pack (''hqtextures'').&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Preparation of a cross-platform packaging system (cmake)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Updates to the shader (commit chuck's unit shader)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Correct rings generation to be always in the same plane&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Support for target shield gauges definition&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Add support for &amp;quot;TexturePackingVersion&amp;quot; variable in xmesh&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Add support for techniques and far z-buffering correction&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Tangent support for normal maps&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') sound refactoring phase I - basic functionality&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') movie support&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') CubeMap engine support&lt;br /&gt;
* Minor bug fixes.&lt;br /&gt;
** '''[FINISHED]''' (''ace123'') fixed player relationship with each faction in savegame&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') planetary rings are always coplanar&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') system ownership (faction) and sector info shown in RVDU and on map&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') python modules can be organized in additional subfolders (ai, mission, quests)&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Extensions renaming and standardization (.image, .texture, .sprite).&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Added some textures to hqtextures.  &lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') 8 faces for armor HUD images&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Higher pay for combat missions.&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Tutorial mission&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') splash screen grouping in pre-load and load ani directories&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') additional art (planet backgrounds for lava, forest, rock, and frigid_mud, new space backgrounds, hud images)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') partial extensions renaming (cockpits, sprites, backgrounds)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Visually enhanced target shield gauges&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') New and updated cargo and upgrade image contributions&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Standardized factions coloring scheme&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Units subdirectories for vessels and installations&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Various new ship models (Kahan, Knight, Tridacna, ....) [http://vegastrike.sourceforge.net/devblog/?p=36 see blog]&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Various new installation models (Rlaan, Uln, Shaper, ...) [http://vegastrike.sourceforge.net/devblog/?p=36 see blog]&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Porting of old quests to new engine; done for: blockade, dispute, shipyard bomb, slaver, surplus&lt;br /&gt;
&lt;br /&gt;
'''Documentation &amp;amp; Mod Tools &amp;amp; Other'''&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Unit Converter OBJ-&amp;gt;BFXM - a mesher frontend.&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Re-organization of vessels model requirements on [[Development:3D_Models]].&lt;br /&gt;
&lt;br /&gt;
== 0.5.2 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
*  '''[OPEN]''' (''safemode'') Implement opcode's Ray Collider for ray-mesh collisions. (alongside bsp collider tunable via configure switch ala how opcode was done). Wont be turned on by default until 0.5.3&lt;br /&gt;
* '''[ONGOING]''' (''klauss'') More shader fixes, texture updates/additions.&lt;br /&gt;
* '''[OPEN]''' (''safemode'') 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&lt;br /&gt;
* '''[OPEN]''' (''klauss'') sound refactoring Phase II would add mixer channels (a feature to get seamless blending with music, comm chatter and sfx)&lt;br /&gt;
* '''[OPEN]''' (''klauss'') put gfxlib into a class, or at the _very_least_ a namespace&lt;br /&gt;
* '''[ONGOING]''' (''chuck_starchaser'') CineMut shader family - v0.5&lt;br /&gt;
* '''[OPEN]''' ''(unassigned)'' Split CSV Support ([https://sourceforge.net/p/vegastrike/feature-requests/46/ feature #46])&lt;br /&gt;
* Minor bug fixes and improvements&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') Show, save, and load correct stardate&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') Corrected missing mission description for fixer missions&lt;br /&gt;
** '''[OPEN]''' (''ace123'') show ship sell price in user interface&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[FINISHED]''' ''(pyramid)'' Added quit image with default key mapping&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' New quests, missions, and campaigns&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Revision of planet types&lt;br /&gt;
* '''[OPEN]''' (''chuck_starchaser'') Units re-texturing for CineMut texture packing version 0.5&lt;br /&gt;
* '''[ONGOING]''' (''pyramid'') Porting of old quests to new engine&lt;br /&gt;
&lt;br /&gt;
'''Documentation &amp;amp; Mod Tools &amp;amp; Other'''&lt;br /&gt;
* '''[OPEN]''' (''???'') The Player's Guide tutorial glitches: Example: It says to buy the jump drive from Jenek...; The Alt-0 key&lt;br /&gt;
&lt;br /&gt;
== 0.5.3 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' Ray collider turned on, BSP stuff removed.&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' XGUI support for scripts&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' More shader fixes (should be pretty good by now), texture updates/additions&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' Continue to work on proper XML parsing in engine&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' update xml files in VS to be proper mode&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' setup tool&lt;br /&gt;
* '''[OPEN]''' (''chuck_starchaser'') CineMut shader family - v1.0&lt;br /&gt;
* '''[OPEN]''' ''(unassigned)'' Auto-escorts ([http://sourceforge.net/p/vegastrike/feature-requests/43/ feature #43])&lt;br /&gt;
* '''[OPEN]''' ''(unassigned)'' Units fully upgrade-based ([https://sourceforge.net/p/vegastrike/feature-requests/44/ feature #44])&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Create custom systems with Homeworlds for races and factions&lt;br /&gt;
* '''[OPEN]''' (''chuck_starchaser'') Units re-texturing for CineMut texture packing version 1.0&lt;br /&gt;
&lt;br /&gt;
== 0.5.4 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[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. &lt;br /&gt;
* make proper xml mode default, remove code to parse obsolete xml-ish code. &lt;br /&gt;
* Get codebase stabilized in prep for refactoring graphics code.&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' new wormhole effects&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' improved ship AI&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' cleaning up unused mesh legacy formats (mesh_bin.cpp, ...)&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' refactor particle systems&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' leverage particle systems for weapon, damage and explosion special effect&lt;br /&gt;
* '''[OPEN]''' ''(unassigned)'' revised turret control ([https://sourceforge.net/p/vegastrike/feature-requests/45/ feature #45])&lt;br /&gt;
* '''[OPEN]''' ''(unassigned)'' improved stealth and detection ([https://sourceforge.net/p/vegastrike/feature-requests/50/ feature #50])&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[OPEN]''' ''(unassigned)'' [http://sourceforge.net/p/vegastrike/feature-requests/43/ Auto-escorts]: integrated interface in hangar/base&lt;br /&gt;
&lt;br /&gt;
== 0.5.5 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Refactor graphics code.&lt;br /&gt;
* ['''OPEN'''] (''ace123'') Make jump points be drawn on HUD only.&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.6 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
* Texture additions/ etc&lt;br /&gt;
* Document refactored graphics and sound code.&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.7 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Thread graphics code and sound code with boost threads.&lt;br /&gt;
* Bug Fixing. &lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.9 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* sound refactoring Phase III would add environmental effects&lt;br /&gt;
* Bug Fixing.&lt;br /&gt;
* Documentation&lt;br /&gt;
* Credits&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.6.0 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Minor bug fixes from previous revision&lt;br /&gt;
* Packaging&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* documentation&lt;br /&gt;
&lt;br /&gt;
[[Category:Roadmaps]]&lt;/div&gt;</summary>
		<author><name>Deus siddis</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=19258</id>
		<title>Development:Roadmap:0.6.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=19258"/>
				<updated>2013-04-23T05:18:00Z</updated>
		
		<summary type="html">&lt;p&gt;Deus siddis: /* 0.5.2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vega Strike Upon the Coldest Sea stable version 0.5.0 was released on 2008-04-24.&lt;br /&gt;
&lt;br /&gt;
This is a task list for intermediate 0.5.x releases. The stuff that should get done for each intermediate and until the 0.6.0 release.&lt;br /&gt;
&lt;br /&gt;
=Generic Roadmap=&lt;br /&gt;
This roadmap is in need of further broken down into release specific tasks and assignment of those.&lt;br /&gt;
&lt;br /&gt;
==Factions rework==&lt;br /&gt;
*Hierarchical factions (e.g. *_citizen, affects *) &lt;br /&gt;
*Allowing for non-factions (privateer is already our non-faction, we just need to fix some of the behavior.)&lt;br /&gt;
*Ability for player joining a faction&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
*Faction-level AI (race / faction strategy)&lt;br /&gt;
*Micro AI (ship, fg, collision avoidance, tactical and navigational AI, roles definition)&lt;br /&gt;
*Macro (fg/faction)&lt;br /&gt;
* Flightgroups&lt;br /&gt;
** Classification (fleet, squadron, flotilla? etc. - something to differentiate between {5 plowshares} and {3 archimedes, 2 Tesla, 8 kahan, 20 schroedinger, 10 goddard, 5 watson} )&lt;br /&gt;
** Flightgroups should have subsets of ships that spawn together (combined arms)&lt;br /&gt;
* add another dimension to roles (attack AND defend/predator AND prey roles) instead of forcing both to be the same.&lt;br /&gt;
* AI spec drive use, escorts...&lt;br /&gt;
&lt;br /&gt;
==Content Creation Tools==&lt;br /&gt;
*Prerequisite: straight XML, DTD (Document Type Definition) support&lt;br /&gt;
*System Editor&lt;br /&gt;
*Unit Editor&lt;br /&gt;
*CSV Editor (MPL, faction_ships.py, units.csv)&lt;br /&gt;
*Mission Editor &lt;br /&gt;
*Campaign Editor&lt;br /&gt;
*Config Editor&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
*Persistence (systems, bases, flight groups, …)&lt;br /&gt;
&lt;br /&gt;
==Building/Packaging==&lt;br /&gt;
*Move to cmake&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*Document the general function/flow of the game &lt;br /&gt;
*Engine internals, API (development documentation)&lt;br /&gt;
*Python bindings&lt;br /&gt;
*Should we use the builtin python documentation standards for documenting this stuff--maybe in the stubs folder?&lt;br /&gt;
*Faction documentation&lt;br /&gt;
&lt;br /&gt;
==Engine rework==&lt;br /&gt;
*Audio subsystem overhaul&lt;br /&gt;
*Support for texture versions and normal map tangents&lt;br /&gt;
*Shader updates&lt;br /&gt;
&lt;br /&gt;
=Release Roadmap=&lt;br /&gt;
&lt;br /&gt;
There are up to three sections in each roadmap release chapter:&lt;br /&gt;
* '''VS Engine''' relates to: modifications to c++, shaders, and python code (not including missions), repository structure changes, packaging system, support tools, ogre version&lt;br /&gt;
* '''VS Data - Upon The Coldest Sea''' relates to: modifications to art, data, and mission scripts for Upon The Coldest Sea (sometimes also called Vega Strike The Game as opposed to Vega Strike The Engine&lt;br /&gt;
* '''Documentation &amp;amp; Mod Tools &amp;amp; Other''' relates to: documentation, wiki, project web page, masters repository, project management&lt;br /&gt;
&lt;br /&gt;
Each task item should also have a prefixed tag in the form of ['''STATUS'''{=OPEN, ONGOING, DONE}, development-coordinator{=''username''}]&lt;br /&gt;
&lt;br /&gt;
== 0.5.1 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Separate bin and data tree structure. Note:    those who have data4.x already, set your client to not pull external repos or cancel when it tries to download data4.x. Then move your current data4.x alongside /bin, renaming it to data. Updates should work seamlessly and recurse into /data and /bin afterwards. Newcomers can just pull win32.&lt;br /&gt;
* '''[FINISHED]''' (''ace123'') Rename data4.x to data and patch corresponding source code where necessary.&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Make a high quality graphics texture pack (''hqtextures'').&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Preparation of a cross-platform packaging system (cmake)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Updates to the shader (commit chuck's unit shader)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Correct rings generation to be always in the same plane&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Support for target shield gauges definition&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Add support for &amp;quot;TexturePackingVersion&amp;quot; variable in xmesh&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Add support for techniques and far z-buffering correction&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Tangent support for normal maps&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') sound refactoring phase I - basic functionality&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') movie support&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') CubeMap engine support&lt;br /&gt;
* Minor bug fixes.&lt;br /&gt;
** '''[FINISHED]''' (''ace123'') fixed player relationship with each faction in savegame&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') planetary rings are always coplanar&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') system ownership (faction) and sector info shown in RVDU and on map&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') python modules can be organized in additional subfolders (ai, mission, quests)&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Extensions renaming and standardization (.image, .texture, .sprite).&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Added some textures to hqtextures.  &lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') 8 faces for armor HUD images&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Higher pay for combat missions.&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Tutorial mission&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') splash screen grouping in pre-load and load ani directories&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') additional art (planet backgrounds for lava, forest, rock, and frigid_mud, new space backgrounds, hud images)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') partial extensions renaming (cockpits, sprites, backgrounds)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Visually enhanced target shield gauges&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') New and updated cargo and upgrade image contributions&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Standardized factions coloring scheme&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Units subdirectories for vessels and installations&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Various new ship models (Kahan, Knight, Tridacna, ....) [http://vegastrike.sourceforge.net/devblog/?p=36 see blog]&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Various new installation models (Rlaan, Uln, Shaper, ...) [http://vegastrike.sourceforge.net/devblog/?p=36 see blog]&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Porting of old quests to new engine; done for: blockade, dispute, shipyard bomb, slaver, surplus&lt;br /&gt;
&lt;br /&gt;
'''Documentation &amp;amp; Mod Tools &amp;amp; Other'''&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Unit Converter OBJ-&amp;gt;BFXM - a mesher frontend.&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Re-organization of vessels model requirements on [[Development:3D_Models]].&lt;br /&gt;
&lt;br /&gt;
== 0.5.2 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
*  '''[OPEN]''' (''safemode'') Implement opcode's Ray Collider for ray-mesh collisions. (alongside bsp collider tunable via configure switch ala how opcode was done). Wont be turned on by default until 0.5.3&lt;br /&gt;
* '''[ONGOING]''' (''klauss'') More shader fixes, texture updates/additions.&lt;br /&gt;
* '''[OPEN]''' (''safemode'') 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&lt;br /&gt;
* '''[OPEN]''' (''klauss'') sound refactoring Phase II would add mixer channels (a feature to get seamless blending with music, comm chatter and sfx)&lt;br /&gt;
* '''[OPEN]''' (''klauss'') put gfxlib into a class, or at the _very_least_ a namespace&lt;br /&gt;
* '''[ONGOING]''' (''chuck_starchaser'') CineMut shader family - v0.5&lt;br /&gt;
* '''[OPEN]''' ''(unassigned)'' Split CSV Support ([https://sourceforge.net/p/vegastrike/feature-requests/46/ feature #46])&lt;br /&gt;
* Minor bug fixes and improvements&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') Show, save, and load correct stardate&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') Corrected missing mission description for fixer missions&lt;br /&gt;
** '''[OPEN]''' (''ace123'') show ship sell price in user interface&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[FINISHED]''' ''(pyramid)'' Added quit image with default key mapping&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' New quests, missions, and campaigns&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Revision of planet types&lt;br /&gt;
* '''[OPEN]''' (''chuck_starchaser'') Units re-texturing for CineMut texture packing version 0.5&lt;br /&gt;
* '''[ONGOING]''' (''pyramid'') Porting of old quests to new engine&lt;br /&gt;
&lt;br /&gt;
'''Documentation &amp;amp; Mod Tools &amp;amp; Other'''&lt;br /&gt;
* '''[OPEN]''' (''???'') The Player's Guide tutorial glitches: Example: It says to buy the jump drive from Jenek...; The Alt-0 key&lt;br /&gt;
&lt;br /&gt;
== 0.5.3 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' Ray collider turned on, BSP stuff removed.&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' XGUI support for scripts&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' More shader fixes (should be pretty good by now), texture updates/additions&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' Continue to work on proper XML parsing in engine&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' update xml files in VS to be proper mode&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' setup tool&lt;br /&gt;
* '''[OPEN]''' (''chuck_starchaser'') CineMut shader family - v1.0&lt;br /&gt;
* '''[OPEN]''' ''(unassigned)'' Auto-escorts ([http://sourceforge.net/p/vegastrike/feature-requests/43/ feature #43])&lt;br /&gt;
* '''[OPEN]''' ''(unassigned)'' Units fully upgrade-based ([https://sourceforge.net/p/vegastrike/feature-requests/44/ feature #44])&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Create custom systems with Homeworlds for races and factions&lt;br /&gt;
* '''[OPEN]''' (''chuck_starchaser'') Units re-texturing for CineMut texture packing version 1.0&lt;br /&gt;
&lt;br /&gt;
== 0.5.4 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[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. &lt;br /&gt;
* make proper xml mode default, remove code to parse obsolete xml-ish code. &lt;br /&gt;
* Get codebase stabilized in prep for refactoring graphics code.&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' new wormhole effects&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' improved ship AI&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' cleaning up unused mesh legacy formats (mesh_bin.cpp, ...)&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' refactor particle systems&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' leverage particle systems for weapon, damage and explosion special effect&lt;br /&gt;
* '''[OPEN]''' ''(unassigned)'' revised turret control ([https://sourceforge.net/p/vegastrike/feature-requests/45/ feature #45])&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[OPEN]''' ''(unassigned)'' [http://sourceforge.net/p/vegastrike/feature-requests/43/ Auto-escorts]: integrated interface in hangar/base&lt;br /&gt;
&lt;br /&gt;
== 0.5.5 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Refactor graphics code.&lt;br /&gt;
* ['''OPEN'''] (''ace123'') Make jump points be drawn on HUD only.&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.6 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
* Texture additions/ etc&lt;br /&gt;
* Document refactored graphics and sound code.&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.7 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Thread graphics code and sound code with boost threads.&lt;br /&gt;
* Bug Fixing. &lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.9 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* sound refactoring Phase III would add environmental effects&lt;br /&gt;
* Bug Fixing.&lt;br /&gt;
* Documentation&lt;br /&gt;
* Credits&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.6.0 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Minor bug fixes from previous revision&lt;br /&gt;
* Packaging&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* documentation&lt;br /&gt;
&lt;br /&gt;
[[Category:Roadmaps]]&lt;/div&gt;</summary>
		<author><name>Deus siddis</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=19243</id>
		<title>Development:Roadmap:0.6.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=19243"/>
				<updated>2013-04-16T19:11:15Z</updated>
		
		<summary type="html">&lt;p&gt;Deus siddis: /* 0.5.4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vega Strike Upon the Coldest Sea stable version 0.5.0 was released on 2008-04-24.&lt;br /&gt;
&lt;br /&gt;
This is a task list for intermediate 0.5.x releases. The stuff that should get done for each intermediate and until the 0.6.0 release.&lt;br /&gt;
&lt;br /&gt;
=Generic Roadmap=&lt;br /&gt;
This roadmap is in need of further broken down into release specific tasks and assignment of those.&lt;br /&gt;
&lt;br /&gt;
==Factions rework==&lt;br /&gt;
*Hierarchical factions (e.g. *_citizen, affects *) &lt;br /&gt;
*Allowing for non-factions (privateer is already our non-faction, we just need to fix some of the behavior.)&lt;br /&gt;
*Ability for player joining a faction&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
*Faction-level AI (race / faction strategy)&lt;br /&gt;
*Micro AI (ship, fg, collision avoidance, tactical and navigational AI, roles definition)&lt;br /&gt;
*Macro (fg/faction)&lt;br /&gt;
* Flightgroups&lt;br /&gt;
** Classification (fleet, squadron, flotilla? etc. - something to differentiate between {5 plowshares} and {3 archimedes, 2 Tesla, 8 kahan, 20 schroedinger, 10 goddard, 5 watson} )&lt;br /&gt;
** Flightgroups should have subsets of ships that spawn together (combined arms)&lt;br /&gt;
* add another dimension to roles (attack AND defend/predator AND prey roles) instead of forcing both to be the same.&lt;br /&gt;
* AI spec drive use, escorts...&lt;br /&gt;
&lt;br /&gt;
==Content Creation Tools==&lt;br /&gt;
*Prerequisite: straight XML, DTD (Document Type Definition) support&lt;br /&gt;
*System Editor&lt;br /&gt;
*Unit Editor&lt;br /&gt;
*CSV Editor (MPL, faction_ships.py, units.csv)&lt;br /&gt;
*Mission Editor &lt;br /&gt;
*Campaign Editor&lt;br /&gt;
*Config Editor&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
*Persistence (systems, bases, flight groups, …)&lt;br /&gt;
&lt;br /&gt;
==Building/Packaging==&lt;br /&gt;
*Move to cmake&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*Document the general function/flow of the game &lt;br /&gt;
*Engine internals, API (development documentation)&lt;br /&gt;
*Python bindings&lt;br /&gt;
*Should we use the builtin python documentation standards for documenting this stuff--maybe in the stubs folder?&lt;br /&gt;
*Faction documentation&lt;br /&gt;
&lt;br /&gt;
==Engine rework==&lt;br /&gt;
*Audio subsystem overhaul&lt;br /&gt;
*Support for texture versions and normal map tangents&lt;br /&gt;
*Shader updates&lt;br /&gt;
&lt;br /&gt;
=Release Roadmap=&lt;br /&gt;
&lt;br /&gt;
There are up to three sections in each roadmap release chapter:&lt;br /&gt;
* '''VS Engine''' relates to: modifications to c++, shaders, and python code (not including missions), repository structure changes, packaging system, support tools, ogre version&lt;br /&gt;
* '''VS Data - Upon The Coldest Sea''' relates to: modifications to art, data, and mission scripts for Upon The Coldest Sea (sometimes also called Vega Strike The Game as opposed to Vega Strike The Engine&lt;br /&gt;
* '''Documentation &amp;amp; Mod Tools &amp;amp; Other''' relates to: documentation, wiki, project web page, masters repository, project management&lt;br /&gt;
&lt;br /&gt;
Each task item should also have a prefixed tag in the form of ['''STATUS'''{=OPEN, ONGOING, DONE}, development-coordinator{=''username''}]&lt;br /&gt;
&lt;br /&gt;
== 0.5.1 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Separate bin and data tree structure. Note:    those who have data4.x already, set your client to not pull external repos or cancel when it tries to download data4.x. Then move your current data4.x alongside /bin, renaming it to data. Updates should work seamlessly and recurse into /data and /bin afterwards. Newcomers can just pull win32.&lt;br /&gt;
* '''[FINISHED]''' (''ace123'') Rename data4.x to data and patch corresponding source code where necessary.&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Make a high quality graphics texture pack (''hqtextures'').&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Preparation of a cross-platform packaging system (cmake)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Updates to the shader (commit chuck's unit shader)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Correct rings generation to be always in the same plane&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Support for target shield gauges definition&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Add support for &amp;quot;TexturePackingVersion&amp;quot; variable in xmesh&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Add support for techniques and far z-buffering correction&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Tangent support for normal maps&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') sound refactoring phase I - basic functionality&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') movie support&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') CubeMap engine support&lt;br /&gt;
* Minor bug fixes.&lt;br /&gt;
** '''[FINISHED]''' (''ace123'') fixed player relationship with each faction in savegame&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') planetary rings are always coplanar&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') system ownership (faction) and sector info shown in RVDU and on map&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') python modules can be organized in additional subfolders (ai, mission, quests)&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Extensions renaming and standardization (.image, .texture, .sprite).&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Added some textures to hqtextures.  &lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') 8 faces for armor HUD images&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Higher pay for combat missions.&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Tutorial mission&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') splash screen grouping in pre-load and load ani directories&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') additional art (planet backgrounds for lava, forest, rock, and frigid_mud, new space backgrounds, hud images)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') partial extensions renaming (cockpits, sprites, backgrounds)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Visually enhanced target shield gauges&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') New and updated cargo and upgrade image contributions&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Standardized factions coloring scheme&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Units subdirectories for vessels and installations&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Various new ship models (Kahan, Knight, Tridacna, ....) [http://vegastrike.sourceforge.net/devblog/?p=36 see blog]&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Various new installation models (Rlaan, Uln, Shaper, ...) [http://vegastrike.sourceforge.net/devblog/?p=36 see blog]&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Porting of old quests to new engine; done for: blockade, dispute, shipyard bomb, slaver, surplus&lt;br /&gt;
&lt;br /&gt;
'''Documentation &amp;amp; Mod Tools &amp;amp; Other'''&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Unit Converter OBJ-&amp;gt;BFXM - a mesher frontend.&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Re-organization of vessels model requirements on [[Development:3D_Models]].&lt;br /&gt;
&lt;br /&gt;
== 0.5.2 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
*  '''[OPEN]''' (''safemode'') Implement opcode's Ray Collider for ray-mesh collisions. (alongside bsp collider tunable via configure switch ala how opcode was done). Wont be turned on by default until 0.5.3&lt;br /&gt;
* '''[ONGOING]''' (''klauss'') More shader fixes, texture updates/additions.&lt;br /&gt;
* '''[OPEN]''' (''safemode'') 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&lt;br /&gt;
* '''[OPEN]''' (''klauss'') sound refactoring Phase II would add mixer channels (a feature to get seamless blending with music, comm chatter and sfx)&lt;br /&gt;
* '''[OPEN]''' (''klauss'') put gfxlib into a class, or at the _very_least_ a namespace&lt;br /&gt;
* '''[ONGOING]''' (''chuck_starchaser'') CineMut shader family - v0.5&lt;br /&gt;
* Minor bug fixes and improvements&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') Show, save, and load correct stardate&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') Corrected missing mission description for fixer missions&lt;br /&gt;
** '''[OPEN]''' (''ace123'') show ship sell price in user interface&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[FINISHED]''' ''(pyramid)'' Added quit image with default key mapping&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' New quests, missions, and campaigns&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Revision of planet types&lt;br /&gt;
* '''[OPEN]''' (''chuck_starchaser'') Units re-texturing for CineMut texture packing version 0.5&lt;br /&gt;
* '''[ONGOING]''' (''pyramid'') Porting of old quests to new engine&lt;br /&gt;
&lt;br /&gt;
'''Documentation &amp;amp; Mod Tools &amp;amp; Other'''&lt;br /&gt;
* '''[OPEN]''' (''???'') The Player's Guide tutorial glitches: Example: It says to buy the jump drive from Jenek...; The Alt-0 key&lt;br /&gt;
&lt;br /&gt;
== 0.5.3 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' Ray collider turned on, BSP stuff removed.&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' XGUI support for scripts&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' More shader fixes (should be pretty good by now), texture updates/additions&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' Continue to work on proper XML parsing in engine&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' update xml files in VS to be proper mode&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' setup tool&lt;br /&gt;
* '''[OPEN]''' (''chuck_starchaser'') CineMut shader family - v1.0&lt;br /&gt;
* '''[OPEN]''' ''(unassigned)'' Auto-escorts ([http://sourceforge.net/p/vegastrike/feature-requests/43/ feature #43])&lt;br /&gt;
* '''[OPEN]''' ''(unassigned)'' Units fully upgrade-based ([https://sourceforge.net/p/vegastrike/feature-requests/44/ feature #44])&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Create custom systems with Homeworlds for races and factions&lt;br /&gt;
* '''[OPEN]''' (''chuck_starchaser'') Units re-texturing for CineMut texture packing version 1.0&lt;br /&gt;
&lt;br /&gt;
== 0.5.4 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[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. &lt;br /&gt;
* make proper xml mode default, remove code to parse obsolete xml-ish code. &lt;br /&gt;
* Get codebase stabilized in prep for refactoring graphics code.&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' new wormhole effects&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' improved ship AI&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' cleaning up unused mesh legacy formats (mesh_bin.cpp, ...)&lt;br /&gt;
* '''[OPEN]''' ''(unassigned)'' revised turret control ([https://sourceforge.net/p/vegastrike/feature-requests/45/ feature #45])&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[OPEN]''' ''(unassigned)'' [http://sourceforge.net/p/vegastrike/feature-requests/43/ Auto-escorts]: integrated interface in hangar/base&lt;br /&gt;
&lt;br /&gt;
== 0.5.5 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Refactor graphics code.&lt;br /&gt;
* ['''OPEN'''] (''ace123'') Make jump points be drawn on HUD only.&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.6 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
* Texture additions/ etc&lt;br /&gt;
* Document refactored graphics and sound code.&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.7 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Thread graphics code and sound code with boost threads.&lt;br /&gt;
* Bug Fixing. &lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.9 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* sound refactoring Phase III would add environmental effects&lt;br /&gt;
* Bug Fixing.&lt;br /&gt;
* Documentation&lt;br /&gt;
* Credits&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.6.0 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Minor bug fixes from previous revision&lt;br /&gt;
* Packaging&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* documentation&lt;br /&gt;
&lt;br /&gt;
[[Category:Roadmaps]]&lt;/div&gt;</summary>
		<author><name>Deus siddis</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=19242</id>
		<title>Development:Roadmap:0.6.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=19242"/>
				<updated>2013-04-14T03:31:52Z</updated>
		
		<summary type="html">&lt;p&gt;Deus siddis: /* 0.5.3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vega Strike Upon the Coldest Sea stable version 0.5.0 was released on 2008-04-24.&lt;br /&gt;
&lt;br /&gt;
This is a task list for intermediate 0.5.x releases. The stuff that should get done for each intermediate and until the 0.6.0 release.&lt;br /&gt;
&lt;br /&gt;
=Generic Roadmap=&lt;br /&gt;
This roadmap is in need of further broken down into release specific tasks and assignment of those.&lt;br /&gt;
&lt;br /&gt;
==Factions rework==&lt;br /&gt;
*Hierarchical factions (e.g. *_citizen, affects *) &lt;br /&gt;
*Allowing for non-factions (privateer is already our non-faction, we just need to fix some of the behavior.)&lt;br /&gt;
*Ability for player joining a faction&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
*Faction-level AI (race / faction strategy)&lt;br /&gt;
*Micro AI (ship, fg, collision avoidance, tactical and navigational AI, roles definition)&lt;br /&gt;
*Macro (fg/faction)&lt;br /&gt;
* Flightgroups&lt;br /&gt;
** Classification (fleet, squadron, flotilla? etc. - something to differentiate between {5 plowshares} and {3 archimedes, 2 Tesla, 8 kahan, 20 schroedinger, 10 goddard, 5 watson} )&lt;br /&gt;
** Flightgroups should have subsets of ships that spawn together (combined arms)&lt;br /&gt;
* add another dimension to roles (attack AND defend/predator AND prey roles) instead of forcing both to be the same.&lt;br /&gt;
* AI spec drive use, escorts...&lt;br /&gt;
&lt;br /&gt;
==Content Creation Tools==&lt;br /&gt;
*Prerequisite: straight XML, DTD (Document Type Definition) support&lt;br /&gt;
*System Editor&lt;br /&gt;
*Unit Editor&lt;br /&gt;
*CSV Editor (MPL, faction_ships.py, units.csv)&lt;br /&gt;
*Mission Editor &lt;br /&gt;
*Campaign Editor&lt;br /&gt;
*Config Editor&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
*Persistence (systems, bases, flight groups, …)&lt;br /&gt;
&lt;br /&gt;
==Building/Packaging==&lt;br /&gt;
*Move to cmake&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*Document the general function/flow of the game &lt;br /&gt;
*Engine internals, API (development documentation)&lt;br /&gt;
*Python bindings&lt;br /&gt;
*Should we use the builtin python documentation standards for documenting this stuff--maybe in the stubs folder?&lt;br /&gt;
*Faction documentation&lt;br /&gt;
&lt;br /&gt;
==Engine rework==&lt;br /&gt;
*Audio subsystem overhaul&lt;br /&gt;
*Support for texture versions and normal map tangents&lt;br /&gt;
*Shader updates&lt;br /&gt;
&lt;br /&gt;
=Release Roadmap=&lt;br /&gt;
&lt;br /&gt;
There are up to three sections in each roadmap release chapter:&lt;br /&gt;
* '''VS Engine''' relates to: modifications to c++, shaders, and python code (not including missions), repository structure changes, packaging system, support tools, ogre version&lt;br /&gt;
* '''VS Data - Upon The Coldest Sea''' relates to: modifications to art, data, and mission scripts for Upon The Coldest Sea (sometimes also called Vega Strike The Game as opposed to Vega Strike The Engine&lt;br /&gt;
* '''Documentation &amp;amp; Mod Tools &amp;amp; Other''' relates to: documentation, wiki, project web page, masters repository, project management&lt;br /&gt;
&lt;br /&gt;
Each task item should also have a prefixed tag in the form of ['''STATUS'''{=OPEN, ONGOING, DONE}, development-coordinator{=''username''}]&lt;br /&gt;
&lt;br /&gt;
== 0.5.1 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Separate bin and data tree structure. Note:    those who have data4.x already, set your client to not pull external repos or cancel when it tries to download data4.x. Then move your current data4.x alongside /bin, renaming it to data. Updates should work seamlessly and recurse into /data and /bin afterwards. Newcomers can just pull win32.&lt;br /&gt;
* '''[FINISHED]''' (''ace123'') Rename data4.x to data and patch corresponding source code where necessary.&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Make a high quality graphics texture pack (''hqtextures'').&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Preparation of a cross-platform packaging system (cmake)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Updates to the shader (commit chuck's unit shader)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Correct rings generation to be always in the same plane&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Support for target shield gauges definition&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Add support for &amp;quot;TexturePackingVersion&amp;quot; variable in xmesh&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Add support for techniques and far z-buffering correction&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Tangent support for normal maps&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') sound refactoring phase I - basic functionality&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') movie support&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') CubeMap engine support&lt;br /&gt;
* Minor bug fixes.&lt;br /&gt;
** '''[FINISHED]''' (''ace123'') fixed player relationship with each faction in savegame&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') planetary rings are always coplanar&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') system ownership (faction) and sector info shown in RVDU and on map&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') python modules can be organized in additional subfolders (ai, mission, quests)&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Extensions renaming and standardization (.image, .texture, .sprite).&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Added some textures to hqtextures.  &lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') 8 faces for armor HUD images&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Higher pay for combat missions.&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Tutorial mission&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') splash screen grouping in pre-load and load ani directories&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') additional art (planet backgrounds for lava, forest, rock, and frigid_mud, new space backgrounds, hud images)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') partial extensions renaming (cockpits, sprites, backgrounds)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Visually enhanced target shield gauges&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') New and updated cargo and upgrade image contributions&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Standardized factions coloring scheme&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Units subdirectories for vessels and installations&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Various new ship models (Kahan, Knight, Tridacna, ....) [http://vegastrike.sourceforge.net/devblog/?p=36 see blog]&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Various new installation models (Rlaan, Uln, Shaper, ...) [http://vegastrike.sourceforge.net/devblog/?p=36 see blog]&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Porting of old quests to new engine; done for: blockade, dispute, shipyard bomb, slaver, surplus&lt;br /&gt;
&lt;br /&gt;
'''Documentation &amp;amp; Mod Tools &amp;amp; Other'''&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Unit Converter OBJ-&amp;gt;BFXM - a mesher frontend.&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Re-organization of vessels model requirements on [[Development:3D_Models]].&lt;br /&gt;
&lt;br /&gt;
== 0.5.2 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
*  '''[OPEN]''' (''safemode'') Implement opcode's Ray Collider for ray-mesh collisions. (alongside bsp collider tunable via configure switch ala how opcode was done). Wont be turned on by default until 0.5.3&lt;br /&gt;
* '''[ONGOING]''' (''klauss'') More shader fixes, texture updates/additions.&lt;br /&gt;
* '''[OPEN]''' (''safemode'') 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&lt;br /&gt;
* '''[OPEN]''' (''klauss'') sound refactoring Phase II would add mixer channels (a feature to get seamless blending with music, comm chatter and sfx)&lt;br /&gt;
* '''[OPEN]''' (''klauss'') put gfxlib into a class, or at the _very_least_ a namespace&lt;br /&gt;
* '''[ONGOING]''' (''chuck_starchaser'') CineMut shader family - v0.5&lt;br /&gt;
* Minor bug fixes and improvements&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') Show, save, and load correct stardate&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') Corrected missing mission description for fixer missions&lt;br /&gt;
** '''[OPEN]''' (''ace123'') show ship sell price in user interface&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[FINISHED]''' ''(pyramid)'' Added quit image with default key mapping&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' New quests, missions, and campaigns&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Revision of planet types&lt;br /&gt;
* '''[OPEN]''' (''chuck_starchaser'') Units re-texturing for CineMut texture packing version 0.5&lt;br /&gt;
* '''[ONGOING]''' (''pyramid'') Porting of old quests to new engine&lt;br /&gt;
&lt;br /&gt;
'''Documentation &amp;amp; Mod Tools &amp;amp; Other'''&lt;br /&gt;
* '''[OPEN]''' (''???'') The Player's Guide tutorial glitches: Example: It says to buy the jump drive from Jenek...; The Alt-0 key&lt;br /&gt;
&lt;br /&gt;
== 0.5.3 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' Ray collider turned on, BSP stuff removed.&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' XGUI support for scripts&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' More shader fixes (should be pretty good by now), texture updates/additions&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' Continue to work on proper XML parsing in engine&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' update xml files in VS to be proper mode&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' setup tool&lt;br /&gt;
* '''[OPEN]''' (''chuck_starchaser'') CineMut shader family - v1.0&lt;br /&gt;
* '''[OPEN]''' ''(unassigned)'' Auto-escorts ([http://sourceforge.net/p/vegastrike/feature-requests/43/ feature #43])&lt;br /&gt;
* '''[OPEN]''' ''(unassigned)'' Units fully upgrade-based ([https://sourceforge.net/p/vegastrike/feature-requests/44/ feature #44])&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Create custom systems with Homeworlds for races and factions&lt;br /&gt;
* '''[OPEN]''' (''chuck_starchaser'') Units re-texturing for CineMut texture packing version 1.0&lt;br /&gt;
&lt;br /&gt;
== 0.5.4 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[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. &lt;br /&gt;
* make proper xml mode default, remove code to parse obsolete xml-ish code. &lt;br /&gt;
* Get codebase stabilized in prep for refactoring graphics code.&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' new wormhole effects&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' improved ship AI&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' cleaning up unused mesh legacy formats (mesh_bin.cpp, ...)&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[OPEN]''' ''(unassigned)'' [http://sourceforge.net/p/vegastrike/feature-requests/43/ Auto-escorts]: integrated interface in hangar/base&lt;br /&gt;
&lt;br /&gt;
== 0.5.5 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Refactor graphics code.&lt;br /&gt;
* ['''OPEN'''] (''ace123'') Make jump points be drawn on HUD only.&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.6 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
* Texture additions/ etc&lt;br /&gt;
* Document refactored graphics and sound code.&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.7 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Thread graphics code and sound code with boost threads.&lt;br /&gt;
* Bug Fixing. &lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.9 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* sound refactoring Phase III would add environmental effects&lt;br /&gt;
* Bug Fixing.&lt;br /&gt;
* Documentation&lt;br /&gt;
* Credits&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.6.0 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Minor bug fixes from previous revision&lt;br /&gt;
* Packaging&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* documentation&lt;br /&gt;
&lt;br /&gt;
[[Category:Roadmaps]]&lt;/div&gt;</summary>
		<author><name>Deus siddis</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=19241</id>
		<title>Development:Roadmap:0.6.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=19241"/>
				<updated>2013-04-13T19:43:09Z</updated>
		
		<summary type="html">&lt;p&gt;Deus siddis: Removed abandoned / never happened 0.5.1.x releases.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vega Strike Upon the Coldest Sea stable version 0.5.0 was released on 2008-04-24.&lt;br /&gt;
&lt;br /&gt;
This is a task list for intermediate 0.5.x releases. The stuff that should get done for each intermediate and until the 0.6.0 release.&lt;br /&gt;
&lt;br /&gt;
=Generic Roadmap=&lt;br /&gt;
This roadmap is in need of further broken down into release specific tasks and assignment of those.&lt;br /&gt;
&lt;br /&gt;
==Factions rework==&lt;br /&gt;
*Hierarchical factions (e.g. *_citizen, affects *) &lt;br /&gt;
*Allowing for non-factions (privateer is already our non-faction, we just need to fix some of the behavior.)&lt;br /&gt;
*Ability for player joining a faction&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
*Faction-level AI (race / faction strategy)&lt;br /&gt;
*Micro AI (ship, fg, collision avoidance, tactical and navigational AI, roles definition)&lt;br /&gt;
*Macro (fg/faction)&lt;br /&gt;
* Flightgroups&lt;br /&gt;
** Classification (fleet, squadron, flotilla? etc. - something to differentiate between {5 plowshares} and {3 archimedes, 2 Tesla, 8 kahan, 20 schroedinger, 10 goddard, 5 watson} )&lt;br /&gt;
** Flightgroups should have subsets of ships that spawn together (combined arms)&lt;br /&gt;
* add another dimension to roles (attack AND defend/predator AND prey roles) instead of forcing both to be the same.&lt;br /&gt;
* AI spec drive use, escorts...&lt;br /&gt;
&lt;br /&gt;
==Content Creation Tools==&lt;br /&gt;
*Prerequisite: straight XML, DTD (Document Type Definition) support&lt;br /&gt;
*System Editor&lt;br /&gt;
*Unit Editor&lt;br /&gt;
*CSV Editor (MPL, faction_ships.py, units.csv)&lt;br /&gt;
*Mission Editor &lt;br /&gt;
*Campaign Editor&lt;br /&gt;
*Config Editor&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
*Persistence (systems, bases, flight groups, …)&lt;br /&gt;
&lt;br /&gt;
==Building/Packaging==&lt;br /&gt;
*Move to cmake&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*Document the general function/flow of the game &lt;br /&gt;
*Engine internals, API (development documentation)&lt;br /&gt;
*Python bindings&lt;br /&gt;
*Should we use the builtin python documentation standards for documenting this stuff--maybe in the stubs folder?&lt;br /&gt;
*Faction documentation&lt;br /&gt;
&lt;br /&gt;
==Engine rework==&lt;br /&gt;
*Audio subsystem overhaul&lt;br /&gt;
*Support for texture versions and normal map tangents&lt;br /&gt;
*Shader updates&lt;br /&gt;
&lt;br /&gt;
=Release Roadmap=&lt;br /&gt;
&lt;br /&gt;
There are up to three sections in each roadmap release chapter:&lt;br /&gt;
* '''VS Engine''' relates to: modifications to c++, shaders, and python code (not including missions), repository structure changes, packaging system, support tools, ogre version&lt;br /&gt;
* '''VS Data - Upon The Coldest Sea''' relates to: modifications to art, data, and mission scripts for Upon The Coldest Sea (sometimes also called Vega Strike The Game as opposed to Vega Strike The Engine&lt;br /&gt;
* '''Documentation &amp;amp; Mod Tools &amp;amp; Other''' relates to: documentation, wiki, project web page, masters repository, project management&lt;br /&gt;
&lt;br /&gt;
Each task item should also have a prefixed tag in the form of ['''STATUS'''{=OPEN, ONGOING, DONE}, development-coordinator{=''username''}]&lt;br /&gt;
&lt;br /&gt;
== 0.5.1 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Separate bin and data tree structure. Note:    those who have data4.x already, set your client to not pull external repos or cancel when it tries to download data4.x. Then move your current data4.x alongside /bin, renaming it to data. Updates should work seamlessly and recurse into /data and /bin afterwards. Newcomers can just pull win32.&lt;br /&gt;
* '''[FINISHED]''' (''ace123'') Rename data4.x to data and patch corresponding source code where necessary.&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Make a high quality graphics texture pack (''hqtextures'').&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Preparation of a cross-platform packaging system (cmake)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Updates to the shader (commit chuck's unit shader)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Correct rings generation to be always in the same plane&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Support for target shield gauges definition&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Add support for &amp;quot;TexturePackingVersion&amp;quot; variable in xmesh&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Add support for techniques and far z-buffering correction&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Tangent support for normal maps&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') sound refactoring phase I - basic functionality&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') movie support&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') CubeMap engine support&lt;br /&gt;
* Minor bug fixes.&lt;br /&gt;
** '''[FINISHED]''' (''ace123'') fixed player relationship with each faction in savegame&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') planetary rings are always coplanar&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') system ownership (faction) and sector info shown in RVDU and on map&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') python modules can be organized in additional subfolders (ai, mission, quests)&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Extensions renaming and standardization (.image, .texture, .sprite).&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Added some textures to hqtextures.  &lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') 8 faces for armor HUD images&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Higher pay for combat missions.&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Tutorial mission&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') splash screen grouping in pre-load and load ani directories&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') additional art (planet backgrounds for lava, forest, rock, and frigid_mud, new space backgrounds, hud images)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') partial extensions renaming (cockpits, sprites, backgrounds)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Visually enhanced target shield gauges&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') New and updated cargo and upgrade image contributions&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Standardized factions coloring scheme&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Units subdirectories for vessels and installations&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Various new ship models (Kahan, Knight, Tridacna, ....) [http://vegastrike.sourceforge.net/devblog/?p=36 see blog]&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Various new installation models (Rlaan, Uln, Shaper, ...) [http://vegastrike.sourceforge.net/devblog/?p=36 see blog]&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Porting of old quests to new engine; done for: blockade, dispute, shipyard bomb, slaver, surplus&lt;br /&gt;
&lt;br /&gt;
'''Documentation &amp;amp; Mod Tools &amp;amp; Other'''&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Unit Converter OBJ-&amp;gt;BFXM - a mesher frontend.&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Re-organization of vessels model requirements on [[Development:3D_Models]].&lt;br /&gt;
&lt;br /&gt;
== 0.5.2 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
*  '''[OPEN]''' (''safemode'') Implement opcode's Ray Collider for ray-mesh collisions. (alongside bsp collider tunable via configure switch ala how opcode was done). Wont be turned on by default until 0.5.3&lt;br /&gt;
* '''[ONGOING]''' (''klauss'') More shader fixes, texture updates/additions.&lt;br /&gt;
* '''[OPEN]''' (''safemode'') 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&lt;br /&gt;
* '''[OPEN]''' (''klauss'') sound refactoring Phase II would add mixer channels (a feature to get seamless blending with music, comm chatter and sfx)&lt;br /&gt;
* '''[OPEN]''' (''klauss'') put gfxlib into a class, or at the _very_least_ a namespace&lt;br /&gt;
* '''[ONGOING]''' (''chuck_starchaser'') CineMut shader family - v0.5&lt;br /&gt;
* Minor bug fixes and improvements&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') Show, save, and load correct stardate&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') Corrected missing mission description for fixer missions&lt;br /&gt;
** '''[OPEN]''' (''ace123'') show ship sell price in user interface&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[FINISHED]''' ''(pyramid)'' Added quit image with default key mapping&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' New quests, missions, and campaigns&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Revision of planet types&lt;br /&gt;
* '''[OPEN]''' (''chuck_starchaser'') Units re-texturing for CineMut texture packing version 0.5&lt;br /&gt;
* '''[ONGOING]''' (''pyramid'') Porting of old quests to new engine&lt;br /&gt;
&lt;br /&gt;
'''Documentation &amp;amp; Mod Tools &amp;amp; Other'''&lt;br /&gt;
* '''[OPEN]''' (''???'') The Player's Guide tutorial glitches: Example: It says to buy the jump drive from Jenek...; The Alt-0 key&lt;br /&gt;
&lt;br /&gt;
== 0.5.3 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' Ray collider turned on, BSP stuff removed.&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' XGUI support for scripts&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' More shader fixes (should be pretty good by now), texture updates/additions&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' Continue to work on proper XML parsing in engine&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' update xml files in VS to be proper mode&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' setup tool&lt;br /&gt;
* '''[OPEN]''' (''chuck_starchaser'') CineMut shader family - v1.0&lt;br /&gt;
* '''[OPEN]''' ''(unassigned)'' Auto-escorts ([http://sourceforge.net/p/vegastrike/feature-requests/43/ feature #43])&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Create custom systems with Homeworlds for races and factions&lt;br /&gt;
* '''[OPEN]''' (''chuck_starchaser'') Units re-texturing for CineMut texture packing version 1.0&lt;br /&gt;
&lt;br /&gt;
== 0.5.4 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[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. &lt;br /&gt;
* make proper xml mode default, remove code to parse obsolete xml-ish code. &lt;br /&gt;
* Get codebase stabilized in prep for refactoring graphics code.&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' new wormhole effects&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' improved ship AI&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' cleaning up unused mesh legacy formats (mesh_bin.cpp, ...)&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[OPEN]''' ''(unassigned)'' [http://sourceforge.net/p/vegastrike/feature-requests/43/ Auto-escorts]: integrated interface in hangar/base&lt;br /&gt;
&lt;br /&gt;
== 0.5.5 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Refactor graphics code.&lt;br /&gt;
* ['''OPEN'''] (''ace123'') Make jump points be drawn on HUD only.&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.6 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
* Texture additions/ etc&lt;br /&gt;
* Document refactored graphics and sound code.&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.7 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Thread graphics code and sound code with boost threads.&lt;br /&gt;
* Bug Fixing. &lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.9 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* sound refactoring Phase III would add environmental effects&lt;br /&gt;
* Bug Fixing.&lt;br /&gt;
* Documentation&lt;br /&gt;
* Credits&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.6.0 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Minor bug fixes from previous revision&lt;br /&gt;
* Packaging&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* documentation&lt;br /&gt;
&lt;br /&gt;
[[Category:Roadmaps]]&lt;/div&gt;</summary>
		<author><name>Deus siddis</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Vegastrike&amp;diff=16319</id>
		<title>Vegastrike</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Vegastrike&amp;diff=16319"/>
				<updated>2008-11-11T21:02:06Z</updated>
		
		<summary type="html">&lt;p&gt;Deus siddis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Vegastrike}}&lt;br /&gt;
{{Wiki_Nav_Index}}&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; class=&amp;quot;mainpagetable&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#2A2A2A;color: rgb(216,216,255); border-style:solid;border-width:1px;padding:5px;width:100%;&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Welcome to the Vega Strike Wiki&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Welcome to the '''Vega Strike''' [[wikipedia:Wiki|Wiki]], a user-edited manual and development guide for users and developers of the [http://www.opensource.org/ open source] '''Vega Strike''' game. Feel free to edit or add any pages you feel are necessary, but please read the [[VsWiki:Manual of Style|Manual of Style]] first, and please only add data to the [[Database]] that originates from an authoritative source.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
|style=&amp;quot;background:#ffdead;&amp;quot; width=&amp;quot;50%&amp;quot;|&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;'''[[Manual|Player's Planet]]'''&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;background:#bfb8fe;&amp;quot; width=&amp;quot;50%&amp;quot;|&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;'''[[Development|Contributor's Station]]'''&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;border-style:solid;border-width:1px;padding:5px;&amp;quot;|&amp;lt;center&amp;gt;'''Everything you wanted to know about Vega Strike''' (playing/story/etc)&amp;lt;/center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;mainpagetable&amp;quot; style=&amp;quot;background:#2A2A2A;&amp;quot;&lt;br /&gt;
|http://vegastrike.sourceforge.net/gallery/main.php?g2_view=core.DownloadItem&amp;amp;g2_itemId=5842&amp;amp;g2_serialNumber=2&amp;amp;ext=.png&lt;br /&gt;
|&lt;br /&gt;
* [[Manual]] - The complete game manual.&lt;br /&gt;
* [[Manual:New users|Information for new users]]&lt;br /&gt;
* [[Story Elements]]&lt;br /&gt;
* [[FAQ]]s - Frequently asked questions&lt;br /&gt;
* [[OOG Tools|Out of Game Tools]] - map viewers, route finders, etc.&lt;br /&gt;
* [[Database]] - Info on the Vega Strike Universe&lt;br /&gt;
* [[MODs|Full list of MODs]] for Vega Strike&lt;br /&gt;
* MODs using this Wiki:&lt;br /&gt;
** [[MOD:WCU|Wing Commander Universe]]&lt;br /&gt;
** [[MOD:Elite Strike|Elite Strike]]&lt;br /&gt;
|}&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;border-style:solid;border-width:1px;padding:5px;&amp;quot;|&amp;lt;center&amp;gt;'''Feel free to help with the development of Vega Strike. The links below are a good starting point to do so.'''&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
'''''Want to contribute but don't know where to start'''''&lt;br /&gt;
* [[HowTo:Contribute|The Vega Strike Contributor's Guide]]&lt;br /&gt;
* [[Development]] &amp;amp; [[HowTos]] - Miscellaneous information for contributors&lt;br /&gt;
'''''For Artists and Modders'''''&lt;br /&gt;
* [[Development#Artistic_Contribution|Artists Guidelines]] - 3d models, space scapes, planet and station backgrounds, ...&lt;br /&gt;
* [[Development#Data_Modding|Modding Guidelines]] - config variables, missions, quests, modding tools, ...&lt;br /&gt;
* [[Artstyle_guides|Art Style Guides]] - VS universe style information for artists&lt;br /&gt;
'''''Engine References'''''&lt;br /&gt;
* [[DOCs]] - Engine documentation&lt;br /&gt;
'''''For Coders'''''&lt;br /&gt;
* [[Development#Code-related_Development|Coding Guidelines]] - dependencies, svn layout, code style, network protocol, ...&lt;br /&gt;
'''''Administrative'''''&lt;br /&gt;
* [[Vegastrike:Project|Project]] - Project information page&lt;br /&gt;
* [[Development:Roadmap|Roadmap]] - Vega Strike development plan&lt;br /&gt;
* [[Development#Status.2Ftask_list_pages|Status &amp;amp; Task List pages]]&lt;br /&gt;
* [[FAQ:Feature_Requests|Feature Requests]]&lt;br /&gt;
'''''Other'''''&lt;br /&gt;
* [[FAQ]]s - Frequently asked questions&lt;br /&gt;
* [[HowTos#Sourcecode HowTos|Sourcecode HowTos]] - Getting and installing the latest unstable version.&lt;br /&gt;
* [http://vegastrike.svn.sourceforge.net/viewvc/vegastrike/ Browse the SVN repository]&lt;br /&gt;
* [http://sourceforge.net/tracker/?group_id=19507&amp;amp;atid=119507 Bug tracker]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; class=&amp;quot;mainpagetable&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#2A2A2A;border-style:solid;border-width:1px;padding:5px;width:100%;&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;'''The Vega Strike Community'''&amp;lt;/font&amp;gt;&lt;br /&gt;
If you want to help out with the wiki, or get help that this wiki cannot provide, check out the links below.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#2d7f2d;&amp;quot; width=&amp;quot;50%&amp;quot;|&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;'''Wiki Trading Post'''&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;background:#3e3e4f;&amp;quot; width=&amp;quot;50%&amp;quot;|&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;'''Help Shipyard'''&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;border-style:solid;border-width:1px;padding:5px;&amp;quot;|&lt;br /&gt;
* [[VsWiki:Manual of Style|Manual of Style]] - Please read it before editing, and please make any testing of the wiki system in the [[SandBox|Sandbox]].&lt;br /&gt;
*[[VsWiki:Village Pump|Village Pump]] - Make any discussions you wish about better organizing the wiki, or adding major new additions to the wiki.&lt;br /&gt;
* [[VsWiki:Requested Articles|Article Requests]] - Needed/wanted pages&lt;br /&gt;
* [[Wikipedia:How to edit a page|How to edit a wiki page]]&lt;br /&gt;
* [[:Category:Pages_needing_attention|Pages that need attention]]&lt;br /&gt;
* [[Special:Listusers|User list]] | [[Special:Popularpages|Most popular pages]]&lt;br /&gt;
&lt;br /&gt;
* More special pages are here [[Special:Specialpages]]&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;border-style:solid;border-width:1px;padding:5px;&amp;quot;|&amp;lt;center&amp;gt;Do you need help?  Then try the forums, the main source for development or help!  Or you can leave the site by any one of a number of other links...&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/ Vega Strike Forums]&lt;br /&gt;
* [[Links]]&lt;br /&gt;
* irc.freenode.net #vegastrike (Main chanel)&lt;br /&gt;
** irc://irc.freenode.net/#vegastrike&lt;br /&gt;
** irc://irc.freenode.net/vegastrike (link for mIRC user)&lt;br /&gt;
* irc.stealth.net #vegastrike (Backup chanel)&lt;br /&gt;
** irc://irc.stealth.net/#vegastrike&lt;br /&gt;
** irc://irc.stealth.net/vegastrike (link for mIRC user)&lt;br /&gt;
&lt;br /&gt;
Recommended open-source multi-protocol clients (IRC, ICQ/AIM, Jabber, Y!M, ...):&lt;br /&gt;
* Linux: [http://kopete.kde.org/ Kopete]&lt;br /&gt;
* Windows: [http://ayttm.sourceforge.net/ Ayttm]&lt;br /&gt;
* Mac: [http://fire.sourceforge.net/ Fire]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; class=&amp;quot;mainpagetable&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#2A2A2A;border-style:solid;border-width:1px;padding:5px;width:100%;&amp;quot;&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; |&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;'''Creating a wiki account'''&amp;lt;/font&amp;gt;&lt;br /&gt;
If you want to create an account in the wiki, you need to '''go to the [http://vegastrike.sourceforge.net/forums/ forum] and create an account there'''.&amp;lt;BR/&amp;gt;This is because the logins are linked and creation is only possible there. Sorry if that causes any troubles ;)&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Please see [http://meta.wikipedia.org/wiki/MediaWiki_i18n documentation on customizing the interface]&lt;br /&gt;
and the [http://meta.wikipedia.org/wiki/MediaWiki_User%27s_Guide User's Guide] for usage and configuration help.&lt;/div&gt;</summary>
		<author><name>Deus siddis</name></author>	</entry>

	</feed>