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	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=18343</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=18343"/>
				<updated>2011-07-09T10:57:42Z</updated>
		
		<summary type="html">&lt;p&gt;Strook: /* 0.5.1.6 */&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;
== 0.5.1.5 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[FINISHED]''' (''strook'') Implementing alpha version of VegaOgre, merging it into vegastrike.&lt;br /&gt;
the Ogre technology preview will be executable with '''VegaOgre --with-ogre-engine''' until it is released.[http://sourceforge.net/projects/vegaogre/files/trunk/ downloadable here]&lt;br /&gt;
* '''[FINISHED]''' (''strook'') fix bugs of the 0.5.1.5 mac version.&lt;br /&gt;
* '''[FINISHED]''' (''strook'') fix bugs of the 0.5.1.5 linux version.[http://vegastrike.sourceforge.net/forums/viewtopic.php?f=27&amp;amp;t=15545 see blog]&lt;br /&gt;
           ---- download the vegaogre svn release 184 to get it, there is no trunk version of it yet ---&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.6 ==&lt;br /&gt;
&lt;br /&gt;
'''VegaOgre/VS Engine'''&lt;br /&gt;
* '''[STOPPED]''' (''strook'') Creating a Mac OSX app store release.&lt;br /&gt;
* '''[ONGOING]''' (''strook'') figure out a way to render both ogre and OpenGL contents in one window without display errors.[http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=16406 see here]&lt;br /&gt;
* '''[ONGOING]''' (''strook'') create a proper startup sequence for vegaogre.&lt;br /&gt;
* '''[ONGOING]''' (''strook'') cleanup project.&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.7 ==&lt;br /&gt;
&lt;br /&gt;
'''VegaOgre/VS Engine'''&lt;br /&gt;
* '''[OPEN]''' (''strook'') create a patch for a modified unit class for creating units consisting from multiple subunits.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create sky.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create water.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create surface.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create planet physics.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create different planet types.&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.8 ==&lt;br /&gt;
&lt;br /&gt;
'''VegaOgre/VS Engine'''&lt;br /&gt;
* '''[OPEN]''' (''strook'') fix bugs of the mac version.&lt;br /&gt;
* '''[OPEN]''' (''strook'') fix bugs of the linux version.&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.9 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[OPEN]''' (''???'') merging the VegaOgre code together into the vegastrike codebase trunk.&lt;br /&gt;
&lt;br /&gt;
== 0.5.2 ==&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;
'''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;
&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;
'''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;
&lt;br /&gt;
== 0.5.5 ==&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;
'''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;
'''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;
'''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;
'''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>Strook</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=18339</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=18339"/>
				<updated>2011-06-23T18:22:44Z</updated>
		
		<summary type="html">&lt;p&gt;Strook: /* 0.5.1.6 */&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;
== 0.5.1.5 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[FINISHED]''' (''strook'') Implementing alpha version of VegaOgre, merging it into vegastrike.&lt;br /&gt;
the Ogre technology preview will be executable with '''VegaOgre --with-ogre-engine''' until it is released.[http://sourceforge.net/projects/vegaogre/files/trunk/ downloadable here]&lt;br /&gt;
* '''[FINISHED]''' (''strook'') fix bugs of the 0.5.1.5 mac version.&lt;br /&gt;
* '''[FINISHED]''' (''strook'') fix bugs of the 0.5.1.5 linux version.[http://vegastrike.sourceforge.net/forums/viewtopic.php?f=27&amp;amp;t=15545 see blog]&lt;br /&gt;
           ---- download the vegaogre svn release 184 to get it, there is no trunk version of it yet ---&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.6 ==&lt;br /&gt;
&lt;br /&gt;
'''VegaOgre/VS Engine'''&lt;br /&gt;
* '''[ONGOING]''' (''strook'') Creating a Mac OSX app store release.&lt;br /&gt;
* '''[ONGOING]''' (''strook'') figure out a way to render both ogre and OpenGL contents in one window without display errors.[http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=16406 see here]&lt;br /&gt;
* '''[ONGOING]''' (''strook'') create a proper startup sequence for vegaogre.&lt;br /&gt;
* '''[ONGOING]''' (''strook'') cleanup project.&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.7 ==&lt;br /&gt;
&lt;br /&gt;
'''VegaOgre/VS Engine'''&lt;br /&gt;
* '''[OPEN]''' (''strook'') create a patch for a modified unit class for creating units consisting from multiple subunits.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create sky.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create water.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create surface.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create planet physics.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create different planet types.&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.8 ==&lt;br /&gt;
&lt;br /&gt;
'''VegaOgre/VS Engine'''&lt;br /&gt;
* '''[OPEN]''' (''strook'') fix bugs of the mac version.&lt;br /&gt;
* '''[OPEN]''' (''strook'') fix bugs of the linux version.&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.9 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[OPEN]''' (''???'') merging the VegaOgre code together into the vegastrike codebase trunk.&lt;br /&gt;
&lt;br /&gt;
== 0.5.2 ==&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;
'''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;
&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;
'''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;
&lt;br /&gt;
== 0.5.5 ==&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;
'''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;
'''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;
'''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;
'''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>Strook</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=18336</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=18336"/>
				<updated>2011-06-23T00:39:19Z</updated>
		
		<summary type="html">&lt;p&gt;Strook: /* 0.5.1.6 */&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;
== 0.5.1.5 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[FINISHED]''' (''strook'') Implementing alpha version of VegaOgre, merging it into vegastrike.&lt;br /&gt;
the Ogre technology preview will be executable with '''VegaOgre --with-ogre-engine''' until it is released.[http://sourceforge.net/projects/vegaogre/files/trunk/ downloadable here]&lt;br /&gt;
* '''[FINISHED]''' (''strook'') fix bugs of the 0.5.1.5 mac version.&lt;br /&gt;
* '''[FINISHED]''' (''strook'') fix bugs of the 0.5.1.5 linux version.[http://vegastrike.sourceforge.net/forums/viewtopic.php?f=27&amp;amp;t=15545 see blog]&lt;br /&gt;
           ---- download the vegaogre svn release 184 to get it, there is no trunk version of it yet ---&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.6 ==&lt;br /&gt;
&lt;br /&gt;
'''VegaOgre/VS Engine'''&lt;br /&gt;
* '''[ONGOING]''' (''strook'') Creating a Mac OSX app store release.&lt;br /&gt;
* '''[OPEN]''' (''strook'') figure out a way to render both ogre and OpenGL contents in one window without display errors.[http://vegastrike.sourceforge.net/forums/viewtopic.php?f=6&amp;amp;t=16406 see here]&lt;br /&gt;
* '''[OPEN]''' (''strook'') create a proper startup sequence for vegaogre.&lt;br /&gt;
* '''[OPEN]''' (''strook'') cleanup project.&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.7 ==&lt;br /&gt;
&lt;br /&gt;
'''VegaOgre/VS Engine'''&lt;br /&gt;
* '''[OPEN]''' (''strook'') create a patch for a modified unit class for creating units consisting from multiple subunits.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create sky.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create water.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create surface.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create planet physics.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create different planet types.&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.8 ==&lt;br /&gt;
&lt;br /&gt;
'''VegaOgre/VS Engine'''&lt;br /&gt;
* '''[OPEN]''' (''strook'') fix bugs of the mac version.&lt;br /&gt;
* '''[OPEN]''' (''strook'') fix bugs of the linux version.&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.9 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[OPEN]''' (''???'') merging the VegaOgre code together into the vegastrike codebase trunk.&lt;br /&gt;
&lt;br /&gt;
== 0.5.2 ==&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;
'''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;
&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;
'''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;
&lt;br /&gt;
== 0.5.5 ==&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;
'''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;
'''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;
'''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;
'''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>Strook</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=18335</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=18335"/>
				<updated>2011-06-22T23:22:07Z</updated>
		
		<summary type="html">&lt;p&gt;Strook: /* 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;
== 0.5.1.5 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[FINISHED]''' (''strook'') Implementing alpha version of VegaOgre, merging it into vegastrike.&lt;br /&gt;
the Ogre technology preview will be executable with '''VegaOgre --with-ogre-engine''' until it is released.[http://sourceforge.net/projects/vegaogre/files/trunk/ downloadable here]&lt;br /&gt;
* '''[FINISHED]''' (''strook'') fix bugs of the 0.5.1.5 mac version.&lt;br /&gt;
* '''[FINISHED]''' (''strook'') fix bugs of the 0.5.1.5 linux version.[http://vegastrike.sourceforge.net/forums/viewtopic.php?f=27&amp;amp;t=15545 see blog]&lt;br /&gt;
           ---- download the vegaogre svn release 184 to get it, there is no trunk version of it yet ---&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.6 ==&lt;br /&gt;
&lt;br /&gt;
'''VegaOgre/VS Engine'''&lt;br /&gt;
* '''[ONGOING]''' (''strook'') Creating a Mac OSX app store release.&lt;br /&gt;
* '''[OPEN]''' (''strook'') Implement SDL 1.3 in vegaogre thus enabling render ogre contents inside an SDL window.&lt;br /&gt;
* '''[OPEN]''' (''strook'') figure out a way to render both ogre and OpenGL contents in one window without display errors.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create a proper startup sequence for vegaogre.&lt;br /&gt;
* '''[OPEN]''' (''strook'') cleanup project and create csv managing of all vegaogre data.&lt;br /&gt;
* '''[OPEN]''' (''strook'') resize and glue together vegaogre and vegastrike models correctly when moving the scene.&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.7 ==&lt;br /&gt;
&lt;br /&gt;
'''VegaOgre/VS Engine'''&lt;br /&gt;
* '''[OPEN]''' (''strook'') create a patch for a modified unit class for creating units consisting from multiple subunits.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create sky.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create water.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create surface.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create planet physics.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create different planet types.&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.8 ==&lt;br /&gt;
&lt;br /&gt;
'''VegaOgre/VS Engine'''&lt;br /&gt;
* '''[OPEN]''' (''strook'') fix bugs of the mac version.&lt;br /&gt;
* '''[OPEN]''' (''strook'') fix bugs of the linux version.&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.9 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[OPEN]''' (''???'') merging the VegaOgre code together into the vegastrike codebase trunk.&lt;br /&gt;
&lt;br /&gt;
== 0.5.2 ==&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;
'''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;
&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;
'''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;
&lt;br /&gt;
== 0.5.5 ==&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;
'''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;
'''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;
'''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;
'''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>Strook</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=18334</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=18334"/>
				<updated>2011-06-22T23:20:16Z</updated>
		
		<summary type="html">&lt;p&gt;Strook: /* 0.5.1.5 */&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;
== 0.5.1.5 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[FINISHED]''' (''strook'') Implementing alpha version of VegaOgre, merging it into vegastrike.&lt;br /&gt;
the Ogre technology preview will be executable with '''VegaOgre --with-ogre-engine''' until it is released.[http://sourceforge.net/projects/vegaogre/files/trunk/ downloadable here]&lt;br /&gt;
* '''[FINISHED]''' (''strook'') fix bugs of the 0.5.1.5 mac version.&lt;br /&gt;
* '''[FINISHED]''' (''strook'') fix bugs of the 0.5.1.5 linux version.[http://vegastrike.sourceforge.net/forums/viewtopic.php?f=27&amp;amp;t=15545 see blog]&lt;br /&gt;
           ---- download the vegaogre svn release 184 to get it, there is no trunk version of it yet ---&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.6 ==&lt;br /&gt;
&lt;br /&gt;
'''VegaOgre/VS Engine'''&lt;br /&gt;
* '''[ONGOING]''' (''strook'') Creating a Mac OSX app store release.&lt;br /&gt;
* '''[OPEN]''' (''strook'') Implement SDL 1.3 in vegaogre thus enabling render ogre contents inside an SDL window.&lt;br /&gt;
* '''[OPEN]''' (''strook'') figure out a way to render both ogre and OpenGL contents in one window without display errors.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create a proper startup sequence for vegaogre.&lt;br /&gt;
* '''[OPEN]''' (''strook'') cleanup project and create csv managing of all vegaogre data.&lt;br /&gt;
* '''[OPEN]''' (''strook'') resize and glue together vegaogre and vegastrike models correctly when moving the scene.&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.7 ==&lt;br /&gt;
&lt;br /&gt;
'''VegaOgre/VS Engine'''&lt;br /&gt;
* '''[OPEN]''' (''strook'') create a patch for a modified unit class for creating units consisting from multiple subunits.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create sky.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create water.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create surface.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create planet physics.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create different planet types.&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.8 ==&lt;br /&gt;
&lt;br /&gt;
'''VegaOgre/VS Engine'''&lt;br /&gt;
* '''[OPEN]''' (''strook'') fix bugs of the mac version.&lt;br /&gt;
* '''[OPEN]''' (''strook'') fix bugs of the linux version.&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.9 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[OPEN]''' (''???'') merging the VegaOgre code together into the vegastrike codebase trunk.&lt;br /&gt;
&lt;br /&gt;
== 0.5.2 ==&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]''' (''strook'') Make VegaOgre Engine using vegastrike engine to implement gameplay with vegaogre.&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;
'''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;
&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;
'''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;
&lt;br /&gt;
== 0.5.5 ==&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;
'''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;
'''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;
'''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;
'''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>Strook</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=18303</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=18303"/>
				<updated>2011-05-25T02:49:27Z</updated>
		
		<summary type="html">&lt;p&gt;Strook: /* 0.5.1.5 */&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;
== 0.5.1.5 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[FINISHED]''' (''strook'') Implementing alpha version of VegaOgre, merging it into vegastrike.&lt;br /&gt;
the Ogre technology preview will be executable with '''VegaOgre --with-ogre-engine''' until it is released.[http://sourceforge.net/projects/vegaogre/files/trunk/ downloadable here]&lt;br /&gt;
* '''[FINISHED]''' (''strook'') fix bugs of the 0.5.1.5 mac version.&lt;br /&gt;
* '''[FINISHED]''' (''strook'') fix bugs of the 0.5.1.5 linux version.[http://vegastrike.sourceforge.net/forums/viewtopic.php?f=27&amp;amp;t=15545 see blog]&lt;br /&gt;
* '''[OPEN]''' (''strook'') create a patch for a modified unit class for creating units consisting from multiple subunits.&lt;br /&gt;
* '''[OPEN]''' (''???'') merging the VegaOgre code together into the vegastrike codebase trunk.&lt;br /&gt;
&lt;br /&gt;
== 0.5.2 ==&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]''' (''strook'') Make VegaOgre Engine using vegastrike engine to implement gameplay with vegaogre.&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;
'''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;
&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;
'''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;
&lt;br /&gt;
== 0.5.5 ==&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;
'''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;
'''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;
'''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;
'''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>Strook</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=18302</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=18302"/>
				<updated>2011-05-24T13:55:25Z</updated>
		
		<summary type="html">&lt;p&gt;Strook: /* 0.5.1.5 */&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;
== 0.5.1.5 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[FINISHED]''' (''strook'') Implementing alpha version of VegaOgre, merging it into vegastrike.&lt;br /&gt;
the Ogre technology preview will be executable with '''VegaOgre --with-ogre-engine''' until it is released.[http://sourceforge.net/projects/vegaogre/files/trunk/ downloadable here]&lt;br /&gt;
* '''[FINISHED]''' (''strook'') fix bugs of the 0.5.1.5 mac version.&lt;br /&gt;
* '''[ONGOING]''' (''strook'') fix bugs of the 0.5.1.5 linux version.[http://vegastrike.sourceforge.net/forums/viewtopic.php?f=27&amp;amp;t=15545 see blog]&lt;br /&gt;
* '''[OPEN]''' (''strook'') create a patch for a modified unit class for creating units consisting from multiple subunits.&lt;br /&gt;
* '''[OPEN]''' (''???'') merging the VegaOgre code together into the vegastrike codebase trunk.&lt;br /&gt;
&lt;br /&gt;
== 0.5.2 ==&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]''' (''strook'') Make VegaOgre Engine using vegastrike engine to implement gameplay with vegaogre.&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;
'''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;
&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;
'''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;
&lt;br /&gt;
== 0.5.5 ==&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;
'''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;
'''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;
'''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;
'''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>Strook</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=18301</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=18301"/>
				<updated>2011-05-24T13:50:19Z</updated>
		
		<summary type="html">&lt;p&gt;Strook: /* 0.5.1.5 */&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;
== 0.5.1.5 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[FINISHED]''' (''strook'') Implementing alpha version of VegaOgre, merging it into vegastrike.&lt;br /&gt;
the Ogre technology preview will be executable with '''VegaOgre --with-ogre-engine''' until it is released.[http://sourceforge.net/projects/vegaogre/files/trunk/ downloadable here]&lt;br /&gt;
* '''[FINISHED]''' (''strook'') fix bugs of the 0.5.1.5 mac version.&lt;br /&gt;
* '''[ONGOING]''' (''strook'') fix bugs of the 0.5.1.5 linux version.[http://vegastrike.sourceforge.net/forums/viewtopic.php?f=27&amp;amp;t=15545 see blog]&lt;br /&gt;
* '''[OPEN]''' (''strook'') create a patch for a modified unit class for creating units consisting from multiple subunits.&lt;br /&gt;
* '''[OPEN]''' (''strook'') merging the code together into the vegastrike codebase.&lt;br /&gt;
&lt;br /&gt;
== 0.5.2 ==&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]''' (''strook'') Make VegaOgre Engine using vegastrike engine to implement gameplay with vegaogre.&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;
'''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;
&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;
'''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;
&lt;br /&gt;
== 0.5.5 ==&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;
'''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;
'''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;
'''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;
'''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>Strook</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=18300</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=18300"/>
				<updated>2011-05-24T06:47:34Z</updated>
		
		<summary type="html">&lt;p&gt;Strook: /* 0.5.1.5 */&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;
== 0.5.1.5 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[FINISHED]''' (''strook'') Implementing alpha version of VegaOgre, merging it into vegastrike.&lt;br /&gt;
the Ogre technology preview will be executable with '''VegaOgre --with-ogre-engine''' until it is released.[http://sourceforge.net/projects/vegaogre/files/trunk/ downloadable here]&lt;br /&gt;
* '''[FINISHED]''' (''strook'') fix bugs of the 0.5.1.5 mac version.&lt;br /&gt;
* '''[ONGOING]''' (''strook'') fix bugs of the 0.5.1.5 linux version.[http://vegastrike.sourceforge.net/forums/viewtopic.php?f=27&amp;amp;t=15545 see blog]&lt;br /&gt;
&lt;br /&gt;
== 0.5.2 ==&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]''' (''strook'') Make VegaOgre Engine using vegastrike engine to implement gameplay with vegaogre.&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;
'''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;
&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;
'''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;
&lt;br /&gt;
== 0.5.5 ==&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;
'''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;
'''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;
'''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;
'''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>Strook</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=18299</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=18299"/>
				<updated>2011-05-05T23:03:14Z</updated>
		
		<summary type="html">&lt;p&gt;Strook: /* 0.5.1.5 */&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;
== 0.5.1.5 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[FINISHED]''' (''strook'') Implementing alpha version of VegaOgre, merging it into vegastrike.&lt;br /&gt;
the Ogre technology preview will be executable with '''VegaOgre --with-ogre-engine''' until it is released.[http://sourceforge.net/projects/vegaogre/files/trunk/ downloadable here]&lt;br /&gt;
* '''[ONGOING]''' (''strook'') fix bugs of the 0.5.1.5 version.[http://vegastrike.sourceforge.net/forums/viewtopic.php?f=27&amp;amp;t=15545 see blog]&lt;br /&gt;
&lt;br /&gt;
== 0.5.2 ==&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]''' (''strook'') Make VegaOgre Engine using vegastrike engine to implement gameplay with vegaogre.&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;
'''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;
&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;
'''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;
&lt;br /&gt;
== 0.5.5 ==&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;
'''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;
'''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;
'''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;
'''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>Strook</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=18298</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=18298"/>
				<updated>2011-05-05T22:52:29Z</updated>
		
		<summary type="html">&lt;p&gt;Strook: /* 0.5.1.5 */&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;
== 0.5.1.5 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[FINISHED]''' (''strook'') Implementing alpha version of VegaOgre, merging it into vegastrike.&lt;br /&gt;
the Ogre technology preview will be executable with '''vegastrike --with-ogre-engine''' until it is released.[http://sourceforge.net/projects/vegaogre/files/trunk/ downloadable here]&lt;br /&gt;
* '''[ONGOING]''' (''strook'') fix bugs of the 0.5.1.5 version.[http://vegastrike.sourceforge.net/forums/viewtopic.php?f=27&amp;amp;t=15545 see blog]&lt;br /&gt;
&lt;br /&gt;
== 0.5.2 ==&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]''' (''strook'') Make VegaOgre Engine using vegastrike engine to implement gameplay with vegaogre.&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;
'''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;
&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;
'''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;
&lt;br /&gt;
== 0.5.5 ==&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;
'''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;
'''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;
'''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;
'''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>Strook</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=18297</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=18297"/>
				<updated>2011-05-05T22:10:02Z</updated>
		
		<summary type="html">&lt;p&gt;Strook: /* 0.5.1.5 */&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;
== 0.5.1.5 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[ONGOING]''' (''strook'') Implementing alpha version of VegaOgre, merging it into vegastrike.&lt;br /&gt;
the Ogre technology preview will be executable with '''vegastrike --with-ogre-engine''' until it is released.[http://vegastrike.sourceforge.net/forums/viewtopic.php?f=27&amp;amp;t=15545 see blog]&lt;br /&gt;
&lt;br /&gt;
== 0.5.2 ==&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]''' (''strook'') Make VegaOgre Engine using vegastrike engine to implement gameplay with vegaogre.&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;
'''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;
&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;
'''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;
&lt;br /&gt;
== 0.5.5 ==&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;
'''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;
'''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;
'''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;
'''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>Strook</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=18296</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=18296"/>
				<updated>2011-05-05T22:09:18Z</updated>
		
		<summary type="html">&lt;p&gt;Strook: /* 0.5.1.5 */&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;
== 0.5.1.5 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[FINISHED]''' (''strook'') Implementing alpha version of VegaOgre, merging it into vegastrike.&lt;br /&gt;
the Ogre technology preview will be executable with '''vegastrike --with-ogre-engine''' until it is released.[http://vegastrike.sourceforge.net/forums/viewtopic.php?f=27&amp;amp;t=15545 see blog]&lt;br /&gt;
&lt;br /&gt;
== 0.5.2 ==&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]''' (''strook'') Make VegaOgre Engine using vegastrike engine to implement gameplay with vegaogre.&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;
'''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;
&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;
'''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;
&lt;br /&gt;
== 0.5.5 ==&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;
'''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;
'''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;
'''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;
'''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>Strook</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=18284</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=18284"/>
				<updated>2011-05-03T21:31:11Z</updated>
		
		<summary type="html">&lt;p&gt;Strook: /* Release Roadmap */&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''' relates to: modifications to art, data, and mission scripts&lt;br /&gt;
* '''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 &lt;br /&gt;
RVDU and on map&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') python modules can be organized in additional subfolders (ai, mission, quests)&lt;br /&gt;
** '''[OPEN]''' (''ace123'') show ship sell price in user interface&lt;br /&gt;
&lt;br /&gt;
'''VS Data'''&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;
* '''[ONGOING]''' (''pyramid'') Porting of old quests to new engine (done: blockade, dispute, shipyard bomb, slaver, surplus) &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 was replaced with D.&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;
== 0.5.1.5 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[ONGOING]''' (''strook'') Implementing alpha version of VegaOgre, merging it into vegastrike.&lt;br /&gt;
the Ogre technology preview will be executable with '''vegastrike --with-ogre-engine''' until it is released.[http://vegastrike.sourceforge.net/forums/viewtopic.php?f=27&amp;amp;t=15545 see blog]&lt;br /&gt;
&lt;br /&gt;
== 0.5.2 ==&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;
* '''[OPEN]''' (''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]''' (''strook'') Make VegaOgre Engine using vegastrike engine to implement gameplay with vegaogre. &lt;br /&gt;
'''VS Data'''&lt;br /&gt;
* '''[ONGOING]''' (''pyramid'') Extensions renaming and standardization (.image, .texture, .sprite).&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;
&lt;br /&gt;
== 0.5.3 ==&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;
&lt;br /&gt;
'''VS Data'''&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;
'''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'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.5 ==&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'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.6 ==&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'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.7 ==&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'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.9 ==&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'''&lt;br /&gt;
&lt;br /&gt;
== 0.6.0 ==&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'''&lt;br /&gt;
* documentation&lt;br /&gt;
&lt;br /&gt;
[[Category:Roadmaps]]&lt;/div&gt;</summary>
		<author><name>Strook</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Ogre&amp;diff=17985</id>
		<title>Development:Ogre</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Ogre&amp;diff=17985"/>
				<updated>2011-01-18T19:12:02Z</updated>
		
		<summary type="html">&lt;p&gt;Strook: /* For Coders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Development]]&lt;br /&gt;
&lt;br /&gt;
{{parent_link|&lt;br /&gt;
|parent=[[Development]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
As the rendering backend the [http://www.ogre3d.org OGRE 3D Open Source Graphic engine] is currently being implemented.&lt;br /&gt;
Discussion and advances are posted in this [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=27&amp;amp;t=15545 forum thread].&lt;br /&gt;
&lt;br /&gt;
=What Will Change With OGRE?=&lt;br /&gt;
&lt;br /&gt;
==For Artists==&lt;br /&gt;
; Vertex and Fragment Programs (Shaders) : both low-level programs written in assembler, and high-level programs written in Cg, DirectX9 HLSL, or GLSL and provides automatic support for many commonly bound constant parameters like worldview matrices, light state information, object space eye position etc.&lt;br /&gt;
: A stock of pre-defined materials and shaders will be available to help the artistic process: designing portable materials (ones that will render properly on older hardware) is not an easy task... but you will be able to define your own if you need to.&lt;br /&gt;
: For those not familiar with it, this includes support for the following standard modelling techniques:&lt;br /&gt;
::* Per-pixel phong/blinn shading, anisotropic shading, BRDF techniques.&lt;br /&gt;
::* Ambient maps (useful for baked ambient occlusion).&lt;br /&gt;
::* Specular maps and shininess maps.&lt;br /&gt;
::* Glowmaps (already there, but won't be gone).&lt;br /&gt;
::* Bump-mapping, Normal-mapping and a few other embossing techniques.&lt;br /&gt;
::* Bump-mapped environment mapping.&lt;br /&gt;
&lt;br /&gt;
: And... eventually, a few global rendering techniques:&lt;br /&gt;
::* Stenciled shadows or shadow maps.&lt;br /&gt;
::* Hight Dynamic Range rendering.&lt;br /&gt;
::* Render-to-target (for cockpit screens, mainly).&lt;br /&gt;
&lt;br /&gt;
: Naturally, though, not all of those features will be available initially, but are planned for inclusion.&lt;br /&gt;
&lt;br /&gt;
; Textures  : support for PNG, JPEG, TGA, BMP, MNG, JNG, DDS and a lot of other files, including unusual formats like 1D textures, volumetric textures, cubemaps and compressed textures (DXT/S3TC). Textures can be provided and updated in realtime by plugins, for example a '''video''' feed - the format of such video feed has not yet been decided, but it will most probably include mpeg and ogg-theora.&lt;br /&gt;
&lt;br /&gt;
; Meshes :&lt;br /&gt;
:*Export from many modelling tools including Milkshape3D, 3D Studio Max, Maya, Blender and Wings3D&lt;br /&gt;
:*Skeletal animation, including blending of multiple animations, variable bone weight skinning, and hardware-accelerated skinning&lt;br /&gt;
:*Biquadric Bezier patches for curved surfaces&lt;br /&gt;
:*Progressive meshes (LOD)&lt;br /&gt;
&lt;br /&gt;
; Special Effects :&lt;br /&gt;
:*Particle Systems, including easily extensible emitters, affectors and renderers (customisable through plugins). Systems can be defined in text scripts for easy tweaking. Automatic use of particle pooling for maximum performance&lt;br /&gt;
:*Support for skyboxes, skyplanes and skydomes&lt;br /&gt;
&lt;br /&gt;
; Misc features :&lt;br /&gt;
:*loading from archives (ZIP, PK3)&lt;br /&gt;
&lt;br /&gt;
==For Coders==&lt;br /&gt;
There will be a graphics engine with 2 backends.&lt;br /&gt;
The old OpenGL and the OGRE engine.&lt;br /&gt;
The engines are glued together with the MyGUI User Interface.&lt;br /&gt;
&lt;br /&gt;
Ogre with all it's extensions, it is easy to implement a semless planetary flight.&lt;br /&gt;
&lt;br /&gt;
The old OpenGL vegastrike mesh format can be preserved. Also The new Ogre format can be used.&lt;br /&gt;
&lt;br /&gt;
==Dependencies==&lt;br /&gt;
You need 4 additional dependencies in addition to those of vegastrike:&lt;br /&gt;
&lt;br /&gt;
[http://sourceforge.net/projects/wgois/ OIS]&lt;br /&gt;
&lt;br /&gt;
[http://www.ogre3d.org/download OGRE] - at least version 1.7.2&lt;br /&gt;
&lt;br /&gt;
[http://glew.sourceforge.net/ GLEW]&lt;br /&gt;
 &lt;br /&gt;
[http://www.mygui.info MyGUI] - at least version 3.0.3&lt;br /&gt;
You need to compile the OpenGL platform of MyGUI.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
complete [http://www.ogre3d.org/index.php?option=com_content&amp;amp;task=view&amp;amp;id=13&amp;amp;Itemid=62 feature list of Ogre]&lt;br /&gt;
&lt;br /&gt;
=Documentation=&lt;br /&gt;
* [[Development:Ogre:Docs:Framework|Framework documentation]]&lt;br /&gt;
* [[Development:Ogre:Docs:GUI|Graphical User Interface]]&lt;br /&gt;
* [[Development:Ogre:Docs:Models|Modelling]]&lt;/div&gt;</summary>
		<author><name>Strook</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Ogre&amp;diff=17984</id>
		<title>Development:Ogre</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Ogre&amp;diff=17984"/>
				<updated>2011-01-18T19:09:22Z</updated>
		
		<summary type="html">&lt;p&gt;Strook: /* Dependencies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Development]]&lt;br /&gt;
&lt;br /&gt;
{{parent_link|&lt;br /&gt;
|parent=[[Development]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
As the rendering backend the [http://www.ogre3d.org OGRE 3D Open Source Graphic engine] is currently being implemented.&lt;br /&gt;
Discussion and advances are posted in this [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=27&amp;amp;t=15545 forum thread].&lt;br /&gt;
&lt;br /&gt;
=What Will Change With OGRE?=&lt;br /&gt;
&lt;br /&gt;
==For Artists==&lt;br /&gt;
; Vertex and Fragment Programs (Shaders) : both low-level programs written in assembler, and high-level programs written in Cg, DirectX9 HLSL, or GLSL and provides automatic support for many commonly bound constant parameters like worldview matrices, light state information, object space eye position etc.&lt;br /&gt;
: A stock of pre-defined materials and shaders will be available to help the artistic process: designing portable materials (ones that will render properly on older hardware) is not an easy task... but you will be able to define your own if you need to.&lt;br /&gt;
: For those not familiar with it, this includes support for the following standard modelling techniques:&lt;br /&gt;
::* Per-pixel phong/blinn shading, anisotropic shading, BRDF techniques.&lt;br /&gt;
::* Ambient maps (useful for baked ambient occlusion).&lt;br /&gt;
::* Specular maps and shininess maps.&lt;br /&gt;
::* Glowmaps (already there, but won't be gone).&lt;br /&gt;
::* Bump-mapping, Normal-mapping and a few other embossing techniques.&lt;br /&gt;
::* Bump-mapped environment mapping.&lt;br /&gt;
&lt;br /&gt;
: And... eventually, a few global rendering techniques:&lt;br /&gt;
::* Stenciled shadows or shadow maps.&lt;br /&gt;
::* Hight Dynamic Range rendering.&lt;br /&gt;
::* Render-to-target (for cockpit screens, mainly).&lt;br /&gt;
&lt;br /&gt;
: Naturally, though, not all of those features will be available initially, but are planned for inclusion.&lt;br /&gt;
&lt;br /&gt;
; Textures  : support for PNG, JPEG, TGA, BMP, MNG, JNG, DDS and a lot of other files, including unusual formats like 1D textures, volumetric textures, cubemaps and compressed textures (DXT/S3TC). Textures can be provided and updated in realtime by plugins, for example a '''video''' feed - the format of such video feed has not yet been decided, but it will most probably include mpeg and ogg-theora.&lt;br /&gt;
&lt;br /&gt;
; Meshes :&lt;br /&gt;
:*Export from many modelling tools including Milkshape3D, 3D Studio Max, Maya, Blender and Wings3D&lt;br /&gt;
:*Skeletal animation, including blending of multiple animations, variable bone weight skinning, and hardware-accelerated skinning&lt;br /&gt;
:*Biquadric Bezier patches for curved surfaces&lt;br /&gt;
:*Progressive meshes (LOD)&lt;br /&gt;
&lt;br /&gt;
; Special Effects :&lt;br /&gt;
:*Particle Systems, including easily extensible emitters, affectors and renderers (customisable through plugins). Systems can be defined in text scripts for easy tweaking. Automatic use of particle pooling for maximum performance&lt;br /&gt;
:*Support for skyboxes, skyplanes and skydomes&lt;br /&gt;
&lt;br /&gt;
; Misc features :&lt;br /&gt;
:*loading from archives (ZIP, PK3)&lt;br /&gt;
&lt;br /&gt;
==For Coders==&lt;br /&gt;
There will be a graphics engine with 2 backends.&lt;br /&gt;
The old OpenGL and the OGRE engine.&lt;br /&gt;
The engines are glued together with the MyGUI User Interface.&lt;br /&gt;
&lt;br /&gt;
The old OpenGL vegastrike mesh format can be preserved. Also The new Ogre format can be used.&lt;br /&gt;
&lt;br /&gt;
==Dependencies==&lt;br /&gt;
You need 4 additional dependencies in addition to those of vegastrike:&lt;br /&gt;
&lt;br /&gt;
[http://sourceforge.net/projects/wgois/ OIS]&lt;br /&gt;
&lt;br /&gt;
[http://www.ogre3d.org/download OGRE] - at least version 1.7.2&lt;br /&gt;
&lt;br /&gt;
[http://glew.sourceforge.net/ GLEW]&lt;br /&gt;
 &lt;br /&gt;
[http://www.mygui.info MyGUI] - at least version 3.0.3&lt;br /&gt;
You need to compile the OpenGL platform of MyGUI.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
complete [http://www.ogre3d.org/index.php?option=com_content&amp;amp;task=view&amp;amp;id=13&amp;amp;Itemid=62 feature list of Ogre]&lt;br /&gt;
&lt;br /&gt;
=Documentation=&lt;br /&gt;
* [[Development:Ogre:Docs:Framework|Framework documentation]]&lt;br /&gt;
* [[Development:Ogre:Docs:GUI|Graphical User Interface]]&lt;br /&gt;
* [[Development:Ogre:Docs:Models|Modelling]]&lt;/div&gt;</summary>
		<author><name>Strook</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Ogre&amp;diff=17983</id>
		<title>Development:Ogre</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Ogre&amp;diff=17983"/>
				<updated>2011-01-18T19:06:22Z</updated>
		
		<summary type="html">&lt;p&gt;Strook: /* Dependencies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Development]]&lt;br /&gt;
&lt;br /&gt;
{{parent_link|&lt;br /&gt;
|parent=[[Development]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
As the rendering backend the [http://www.ogre3d.org OGRE 3D Open Source Graphic engine] is currently being implemented.&lt;br /&gt;
Discussion and advances are posted in this [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=27&amp;amp;t=15545 forum thread].&lt;br /&gt;
&lt;br /&gt;
=What Will Change With OGRE?=&lt;br /&gt;
&lt;br /&gt;
==For Artists==&lt;br /&gt;
; Vertex and Fragment Programs (Shaders) : both low-level programs written in assembler, and high-level programs written in Cg, DirectX9 HLSL, or GLSL and provides automatic support for many commonly bound constant parameters like worldview matrices, light state information, object space eye position etc.&lt;br /&gt;
: A stock of pre-defined materials and shaders will be available to help the artistic process: designing portable materials (ones that will render properly on older hardware) is not an easy task... but you will be able to define your own if you need to.&lt;br /&gt;
: For those not familiar with it, this includes support for the following standard modelling techniques:&lt;br /&gt;
::* Per-pixel phong/blinn shading, anisotropic shading, BRDF techniques.&lt;br /&gt;
::* Ambient maps (useful for baked ambient occlusion).&lt;br /&gt;
::* Specular maps and shininess maps.&lt;br /&gt;
::* Glowmaps (already there, but won't be gone).&lt;br /&gt;
::* Bump-mapping, Normal-mapping and a few other embossing techniques.&lt;br /&gt;
::* Bump-mapped environment mapping.&lt;br /&gt;
&lt;br /&gt;
: And... eventually, a few global rendering techniques:&lt;br /&gt;
::* Stenciled shadows or shadow maps.&lt;br /&gt;
::* Hight Dynamic Range rendering.&lt;br /&gt;
::* Render-to-target (for cockpit screens, mainly).&lt;br /&gt;
&lt;br /&gt;
: Naturally, though, not all of those features will be available initially, but are planned for inclusion.&lt;br /&gt;
&lt;br /&gt;
; Textures  : support for PNG, JPEG, TGA, BMP, MNG, JNG, DDS and a lot of other files, including unusual formats like 1D textures, volumetric textures, cubemaps and compressed textures (DXT/S3TC). Textures can be provided and updated in realtime by plugins, for example a '''video''' feed - the format of such video feed has not yet been decided, but it will most probably include mpeg and ogg-theora.&lt;br /&gt;
&lt;br /&gt;
; Meshes :&lt;br /&gt;
:*Export from many modelling tools including Milkshape3D, 3D Studio Max, Maya, Blender and Wings3D&lt;br /&gt;
:*Skeletal animation, including blending of multiple animations, variable bone weight skinning, and hardware-accelerated skinning&lt;br /&gt;
:*Biquadric Bezier patches for curved surfaces&lt;br /&gt;
:*Progressive meshes (LOD)&lt;br /&gt;
&lt;br /&gt;
; Special Effects :&lt;br /&gt;
:*Particle Systems, including easily extensible emitters, affectors and renderers (customisable through plugins). Systems can be defined in text scripts for easy tweaking. Automatic use of particle pooling for maximum performance&lt;br /&gt;
:*Support for skyboxes, skyplanes and skydomes&lt;br /&gt;
&lt;br /&gt;
; Misc features :&lt;br /&gt;
:*loading from archives (ZIP, PK3)&lt;br /&gt;
&lt;br /&gt;
==For Coders==&lt;br /&gt;
There will be a graphics engine with 2 backends.&lt;br /&gt;
The old OpenGL and the OGRE engine.&lt;br /&gt;
The engines are glued together with the MyGUI User Interface.&lt;br /&gt;
&lt;br /&gt;
The old OpenGL vegastrike mesh format can be preserved. Also The new Ogre format can be used.&lt;br /&gt;
&lt;br /&gt;
==Dependencies==&lt;br /&gt;
You need 4 additional dependencies in addition to those of vegastrike:&lt;br /&gt;
&lt;br /&gt;
[http://sourceforge.net/projects/wgois/ OIS]&lt;br /&gt;
&lt;br /&gt;
[http://www.ogre3d.org/download OGRE] - at least version 1.7.2&lt;br /&gt;
&lt;br /&gt;
[http://glew.sourceforge.net/ GLEW]&lt;br /&gt;
 &lt;br /&gt;
[http://www.mygui.info MyGUI] - at least version 3.0.3&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
complete [http://www.ogre3d.org/index.php?option=com_content&amp;amp;task=view&amp;amp;id=13&amp;amp;Itemid=62 feature list of Ogre]&lt;br /&gt;
&lt;br /&gt;
=Documentation=&lt;br /&gt;
* [[Development:Ogre:Docs:Framework|Framework documentation]]&lt;br /&gt;
* [[Development:Ogre:Docs:GUI|Graphical User Interface]]&lt;br /&gt;
* [[Development:Ogre:Docs:Models|Modelling]]&lt;/div&gt;</summary>
		<author><name>Strook</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Ogre&amp;diff=17982</id>
		<title>Development:Ogre</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Ogre&amp;diff=17982"/>
				<updated>2011-01-18T19:05:08Z</updated>
		
		<summary type="html">&lt;p&gt;Strook: /* Dependencies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Development]]&lt;br /&gt;
&lt;br /&gt;
{{parent_link|&lt;br /&gt;
|parent=[[Development]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
As the rendering backend the [http://www.ogre3d.org OGRE 3D Open Source Graphic engine] is currently being implemented.&lt;br /&gt;
Discussion and advances are posted in this [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=27&amp;amp;t=15545 forum thread].&lt;br /&gt;
&lt;br /&gt;
=What Will Change With OGRE?=&lt;br /&gt;
&lt;br /&gt;
==For Artists==&lt;br /&gt;
; Vertex and Fragment Programs (Shaders) : both low-level programs written in assembler, and high-level programs written in Cg, DirectX9 HLSL, or GLSL and provides automatic support for many commonly bound constant parameters like worldview matrices, light state information, object space eye position etc.&lt;br /&gt;
: A stock of pre-defined materials and shaders will be available to help the artistic process: designing portable materials (ones that will render properly on older hardware) is not an easy task... but you will be able to define your own if you need to.&lt;br /&gt;
: For those not familiar with it, this includes support for the following standard modelling techniques:&lt;br /&gt;
::* Per-pixel phong/blinn shading, anisotropic shading, BRDF techniques.&lt;br /&gt;
::* Ambient maps (useful for baked ambient occlusion).&lt;br /&gt;
::* Specular maps and shininess maps.&lt;br /&gt;
::* Glowmaps (already there, but won't be gone).&lt;br /&gt;
::* Bump-mapping, Normal-mapping and a few other embossing techniques.&lt;br /&gt;
::* Bump-mapped environment mapping.&lt;br /&gt;
&lt;br /&gt;
: And... eventually, a few global rendering techniques:&lt;br /&gt;
::* Stenciled shadows or shadow maps.&lt;br /&gt;
::* Hight Dynamic Range rendering.&lt;br /&gt;
::* Render-to-target (for cockpit screens, mainly).&lt;br /&gt;
&lt;br /&gt;
: Naturally, though, not all of those features will be available initially, but are planned for inclusion.&lt;br /&gt;
&lt;br /&gt;
; Textures  : support for PNG, JPEG, TGA, BMP, MNG, JNG, DDS and a lot of other files, including unusual formats like 1D textures, volumetric textures, cubemaps and compressed textures (DXT/S3TC). Textures can be provided and updated in realtime by plugins, for example a '''video''' feed - the format of such video feed has not yet been decided, but it will most probably include mpeg and ogg-theora.&lt;br /&gt;
&lt;br /&gt;
; Meshes :&lt;br /&gt;
:*Export from many modelling tools including Milkshape3D, 3D Studio Max, Maya, Blender and Wings3D&lt;br /&gt;
:*Skeletal animation, including blending of multiple animations, variable bone weight skinning, and hardware-accelerated skinning&lt;br /&gt;
:*Biquadric Bezier patches for curved surfaces&lt;br /&gt;
:*Progressive meshes (LOD)&lt;br /&gt;
&lt;br /&gt;
; Special Effects :&lt;br /&gt;
:*Particle Systems, including easily extensible emitters, affectors and renderers (customisable through plugins). Systems can be defined in text scripts for easy tweaking. Automatic use of particle pooling for maximum performance&lt;br /&gt;
:*Support for skyboxes, skyplanes and skydomes&lt;br /&gt;
&lt;br /&gt;
; Misc features :&lt;br /&gt;
:*loading from archives (ZIP, PK3)&lt;br /&gt;
&lt;br /&gt;
==For Coders==&lt;br /&gt;
There will be a graphics engine with 2 backends.&lt;br /&gt;
The old OpenGL and the OGRE engine.&lt;br /&gt;
The engines are glued together with the MyGUI User Interface.&lt;br /&gt;
&lt;br /&gt;
The old OpenGL vegastrike mesh format can be preserved. Also The new Ogre format can be used.&lt;br /&gt;
&lt;br /&gt;
==Dependencies==&lt;br /&gt;
You need 4 additional dependencies in addition to those of vegastrike:&lt;br /&gt;
&lt;br /&gt;
[http://sourceforge.net/projects/wgois/ OIS]&lt;br /&gt;
[http://www.ogre3d.org/download OGRE] - at least version 1.7.2&lt;br /&gt;
[http://glew.sourceforge.net/ GLEW] &lt;br /&gt;
[http://www.mygui.info MyGUI] - at least version 3.0.3&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
complete [http://www.ogre3d.org/index.php?option=com_content&amp;amp;task=view&amp;amp;id=13&amp;amp;Itemid=62 feature list of Ogre]&lt;br /&gt;
&lt;br /&gt;
=Documentation=&lt;br /&gt;
* [[Development:Ogre:Docs:Framework|Framework documentation]]&lt;br /&gt;
* [[Development:Ogre:Docs:GUI|Graphical User Interface]]&lt;br /&gt;
* [[Development:Ogre:Docs:Models|Modelling]]&lt;/div&gt;</summary>
		<author><name>Strook</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Ogre&amp;diff=17981</id>
		<title>Development:Ogre</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Ogre&amp;diff=17981"/>
				<updated>2011-01-18T18:57:01Z</updated>
		
		<summary type="html">&lt;p&gt;Strook: /* For Coders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Development]]&lt;br /&gt;
&lt;br /&gt;
{{parent_link|&lt;br /&gt;
|parent=[[Development]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
As the rendering backend the [http://www.ogre3d.org OGRE 3D Open Source Graphic engine] is currently being implemented.&lt;br /&gt;
Discussion and advances are posted in this [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=27&amp;amp;t=15545 forum thread].&lt;br /&gt;
&lt;br /&gt;
=What Will Change With OGRE?=&lt;br /&gt;
&lt;br /&gt;
==For Artists==&lt;br /&gt;
; Vertex and Fragment Programs (Shaders) : both low-level programs written in assembler, and high-level programs written in Cg, DirectX9 HLSL, or GLSL and provides automatic support for many commonly bound constant parameters like worldview matrices, light state information, object space eye position etc.&lt;br /&gt;
: A stock of pre-defined materials and shaders will be available to help the artistic process: designing portable materials (ones that will render properly on older hardware) is not an easy task... but you will be able to define your own if you need to.&lt;br /&gt;
: For those not familiar with it, this includes support for the following standard modelling techniques:&lt;br /&gt;
::* Per-pixel phong/blinn shading, anisotropic shading, BRDF techniques.&lt;br /&gt;
::* Ambient maps (useful for baked ambient occlusion).&lt;br /&gt;
::* Specular maps and shininess maps.&lt;br /&gt;
::* Glowmaps (already there, but won't be gone).&lt;br /&gt;
::* Bump-mapping, Normal-mapping and a few other embossing techniques.&lt;br /&gt;
::* Bump-mapped environment mapping.&lt;br /&gt;
&lt;br /&gt;
: And... eventually, a few global rendering techniques:&lt;br /&gt;
::* Stenciled shadows or shadow maps.&lt;br /&gt;
::* Hight Dynamic Range rendering.&lt;br /&gt;
::* Render-to-target (for cockpit screens, mainly).&lt;br /&gt;
&lt;br /&gt;
: Naturally, though, not all of those features will be available initially, but are planned for inclusion.&lt;br /&gt;
&lt;br /&gt;
; Textures  : support for PNG, JPEG, TGA, BMP, MNG, JNG, DDS and a lot of other files, including unusual formats like 1D textures, volumetric textures, cubemaps and compressed textures (DXT/S3TC). Textures can be provided and updated in realtime by plugins, for example a '''video''' feed - the format of such video feed has not yet been decided, but it will most probably include mpeg and ogg-theora.&lt;br /&gt;
&lt;br /&gt;
; Meshes :&lt;br /&gt;
:*Export from many modelling tools including Milkshape3D, 3D Studio Max, Maya, Blender and Wings3D&lt;br /&gt;
:*Skeletal animation, including blending of multiple animations, variable bone weight skinning, and hardware-accelerated skinning&lt;br /&gt;
:*Biquadric Bezier patches for curved surfaces&lt;br /&gt;
:*Progressive meshes (LOD)&lt;br /&gt;
&lt;br /&gt;
; Special Effects :&lt;br /&gt;
:*Particle Systems, including easily extensible emitters, affectors and renderers (customisable through plugins). Systems can be defined in text scripts for easy tweaking. Automatic use of particle pooling for maximum performance&lt;br /&gt;
:*Support for skyboxes, skyplanes and skydomes&lt;br /&gt;
&lt;br /&gt;
; Misc features :&lt;br /&gt;
:*loading from archives (ZIP, PK3)&lt;br /&gt;
&lt;br /&gt;
==For Coders==&lt;br /&gt;
There will be a graphics engine with 2 backends.&lt;br /&gt;
The old OpenGL and the OGRE engine.&lt;br /&gt;
The engines are glued together with the MyGUI User Interface.&lt;br /&gt;
&lt;br /&gt;
The old OpenGL vegastrike mesh format can be preserved. Also The new Ogre format can be used.&lt;br /&gt;
&lt;br /&gt;
==Dependencies==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
complete [http://www.ogre3d.org/index.php?option=com_content&amp;amp;task=view&amp;amp;id=13&amp;amp;Itemid=62 feature list of Ogre]&lt;br /&gt;
&lt;br /&gt;
=Documentation=&lt;br /&gt;
* [[Development:Ogre:Docs:Framework|Framework documentation]]&lt;br /&gt;
* [[Development:Ogre:Docs:GUI|Graphical User Interface]]&lt;br /&gt;
* [[Development:Ogre:Docs:Models|Modelling]]&lt;/div&gt;</summary>
		<author><name>Strook</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Ogre&amp;diff=17980</id>
		<title>Development:Ogre</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Ogre&amp;diff=17980"/>
				<updated>2011-01-18T18:47:00Z</updated>
		
		<summary type="html">&lt;p&gt;Strook: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Development]]&lt;br /&gt;
&lt;br /&gt;
{{parent_link|&lt;br /&gt;
|parent=[[Development]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
As the rendering backend the [http://www.ogre3d.org OGRE 3D Open Source Graphic engine] is currently being implemented.&lt;br /&gt;
Discussion and advances are posted in this [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=27&amp;amp;t=15545 forum thread].&lt;br /&gt;
&lt;br /&gt;
=What Will Change With OGRE?=&lt;br /&gt;
&lt;br /&gt;
==For Artists==&lt;br /&gt;
; Vertex and Fragment Programs (Shaders) : both low-level programs written in assembler, and high-level programs written in Cg, DirectX9 HLSL, or GLSL and provides automatic support for many commonly bound constant parameters like worldview matrices, light state information, object space eye position etc.&lt;br /&gt;
: A stock of pre-defined materials and shaders will be available to help the artistic process: designing portable materials (ones that will render properly on older hardware) is not an easy task... but you will be able to define your own if you need to.&lt;br /&gt;
: For those not familiar with it, this includes support for the following standard modelling techniques:&lt;br /&gt;
::* Per-pixel phong/blinn shading, anisotropic shading, BRDF techniques.&lt;br /&gt;
::* Ambient maps (useful for baked ambient occlusion).&lt;br /&gt;
::* Specular maps and shininess maps.&lt;br /&gt;
::* Glowmaps (already there, but won't be gone).&lt;br /&gt;
::* Bump-mapping, Normal-mapping and a few other embossing techniques.&lt;br /&gt;
::* Bump-mapped environment mapping.&lt;br /&gt;
&lt;br /&gt;
: And... eventually, a few global rendering techniques:&lt;br /&gt;
::* Stenciled shadows or shadow maps.&lt;br /&gt;
::* Hight Dynamic Range rendering.&lt;br /&gt;
::* Render-to-target (for cockpit screens, mainly).&lt;br /&gt;
&lt;br /&gt;
: Naturally, though, not all of those features will be available initially, but are planned for inclusion.&lt;br /&gt;
&lt;br /&gt;
; Textures  : support for PNG, JPEG, TGA, BMP, MNG, JNG, DDS and a lot of other files, including unusual formats like 1D textures, volumetric textures, cubemaps and compressed textures (DXT/S3TC). Textures can be provided and updated in realtime by plugins, for example a '''video''' feed - the format of such video feed has not yet been decided, but it will most probably include mpeg and ogg-theora.&lt;br /&gt;
&lt;br /&gt;
; Meshes :&lt;br /&gt;
:*Export from many modelling tools including Milkshape3D, 3D Studio Max, Maya, Blender and Wings3D&lt;br /&gt;
:*Skeletal animation, including blending of multiple animations, variable bone weight skinning, and hardware-accelerated skinning&lt;br /&gt;
:*Biquadric Bezier patches for curved surfaces&lt;br /&gt;
:*Progressive meshes (LOD)&lt;br /&gt;
&lt;br /&gt;
; Special Effects :&lt;br /&gt;
:*Particle Systems, including easily extensible emitters, affectors and renderers (customisable through plugins). Systems can be defined in text scripts for easy tweaking. Automatic use of particle pooling for maximum performance&lt;br /&gt;
:*Support for skyboxes, skyplanes and skydomes&lt;br /&gt;
&lt;br /&gt;
; Misc features :&lt;br /&gt;
:*loading from archives (ZIP, PK3)&lt;br /&gt;
&lt;br /&gt;
==For Coders==&lt;br /&gt;
{{Fixme}}&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
complete [http://www.ogre3d.org/index.php?option=com_content&amp;amp;task=view&amp;amp;id=13&amp;amp;Itemid=62 feature list of Ogre]&lt;br /&gt;
&lt;br /&gt;
=Documentation=&lt;br /&gt;
* [[Development:Ogre:Docs:Framework|Framework documentation]]&lt;br /&gt;
* [[Development:Ogre:Docs:GUI|Graphical User Interface]]&lt;br /&gt;
* [[Development:Ogre:Docs:Models|Modelling]]&lt;/div&gt;</summary>
		<author><name>Strook</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN&amp;diff=17979</id>
		<title>HowTo:Checkout SVN</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN&amp;diff=17979"/>
				<updated>2011-01-18T10:58:07Z</updated>
		
		<summary type="html">&lt;p&gt;Strook: /* Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|HowTo:Checkout SVN}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Edit News|Edit News]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Checkout SVN (Ubuntu Linux)|Checkout SVN (Ubuntu Linux)]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
NOTE:Recently the SVN location of the data directory has changed.  Use svn -switch to fix this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you're interested in an experimental version of Vega Strike, then SVN is what you'll be looking at.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Executive summary'''&lt;br /&gt;
&lt;br /&gt;
Subversion, or SVN, is a mechanism by which developers can keep track of changes to their code and distribute these changes to the public in real time. This allows people to take advantage of software as it is being developed, between official releases.&lt;br /&gt;
&lt;br /&gt;
[[HowTo:Checkout_SVN#Windows_Clients|Windows users]] can use an [[HowTo:Checkout_SVN#Tortoise_SVN|SVN client]] to check out the &amp;quot;win32&amp;quot; module, which contains game data and windows binaries.&lt;br /&gt;
&lt;br /&gt;
[[HowTo:Checkout_SVN#Linux_Clients|Linux]] and [[HowTo:Checkout_SVN#Mac_OS_X_Clients|Mac OS X]] users must use an SVN client to check out the vegastrike module as well, which contains source code for them to compile. (Note that compiling Vega Strike on Mac OS X is considered very difficult.)&lt;br /&gt;
&lt;br /&gt;
=What is SVN?=&lt;br /&gt;
SVN stands for '''S'''ub'''v'''ersio'''n''', a system similar to CVS. It allows developers to simultaneously work on a centralised project - in this case, that's Vega Strike.&lt;br /&gt;
&lt;br /&gt;
Downloading (&amp;quot;checking out&amp;quot;) and compiling the SVN-version often gives you access to features not included in the latest stable release of the program. SVN-based versions can be unstable and may not even work at all, but may hold advantages compared to stable versions.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
Unlike a CVS repository, the top level of an SVN repository contains more than just the trunk. Vega Strike's SVN repository follows the standard layout, so the SVN root looks like this:&lt;br /&gt;
* '''branches''' - Independent copies of some or all of the trunk code. A developer making major changes, such as the ogre branch or major code cleanup will usually make a branch so they can keep track of their progress without breaking the trunk code for everyone else. These changes eventually are merged back into the trunk.&lt;br /&gt;
* '''tags''' - Revisions which have been marked. For instance, a tag might be made for a stable release so that svn users can update to it via the ''svn sw'' command. The VS developers like to use tags to mark milestones in the code, such as before or after a major change, so you'll see a lot of tags.&lt;br /&gt;
* '''trunk''' - The main trunk code, as would be seen in the root of a CVS repository. This contains a number of modules filled with code and data.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
Vega Strike's SVN repository holds several subdirectories, which can either be checked out separately or altogether. The most notable ones are included below.&lt;br /&gt;
&lt;br /&gt;
* '''data''' - data files of the game. This consists mainly of models, textures and backgrounds. Required to play the game.&lt;br /&gt;
* '''hqtextures''' - Optional High Quality Texture pack &lt;br /&gt;
* '''win32''' - Windows Binaries as well as includes an &amp;quot;external&amp;quot; to the data directory.&lt;br /&gt;
* '''mac''' - Macintosh Package, as well as an &amp;quot;external&amp;quot; to the data directory.&lt;br /&gt;
* '''masters''' - The original master files that created the game data (original meshes and uncompressed textures).&lt;br /&gt;
* '''history''' - Old descriptions of factions and species.&lt;br /&gt;
* '''modtools''' - Tools to aid creation and modification of game files (campaigns and units)&lt;br /&gt;
* '''translations''' - Translations of Vega Strike data files into other languages.&lt;br /&gt;
* '''vega-proj''' - Deprecated Visual C++ 6 projects. (See [[HowTo:VCPP_Compiling#Visual_C.2B.2B_6.0_.28deprecated.29 here]])&lt;br /&gt;
* '''vega-vc7''' - Visual Studio 7 projects. (See [[HowTo:VCPP_Compiling#Visual_Studio_7.x here]]&lt;br /&gt;
* '''vega-vc8''' - Visual Studio Express 2005 projects. (See [[HowTo:VCPP_Compiling#Visual_C.2B.2B_8.0_.282005_Express.29 here]])&lt;br /&gt;
* '''vegastrike''' - the game base code.&lt;br /&gt;
&lt;br /&gt;
--------------&lt;br /&gt;
Ogre Branch&lt;br /&gt;
&lt;br /&gt;
* '''data6.x''' - Data for the old OGRE branch - included in the old OGRE branch.&lt;br /&gt;
* '''ogre_branch''' - the old OGRE branch.&lt;br /&gt;
&lt;br /&gt;
You may download the old OGRE branch including the data6.x dir using this URL: http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/branches/ogre_branch/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Development:Ogre|new OGRE branch - vegaogre]] resides on a new repository.&lt;br /&gt;
Plz visit it here: https://sourceforge.net/projects/vegaogre/&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
&lt;br /&gt;
The Subversion tree can be browsed via a web interface: http://vegastrike.svn.sourceforge.net/viewvc/vegastrike/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;#8594;''' ''See also: [[Development:CVS Tree]]''&lt;br /&gt;
&lt;br /&gt;
=Linux Clients=&lt;br /&gt;
== Ubuntu ==&lt;br /&gt;
''Ubuntu users (Debian as well?) go [[HowTo:Checkout SVN (Ubuntu Linux)|here]] for a copy-paste, step by step, newb friendly tutorial.''&lt;br /&gt;
&lt;br /&gt;
==Command-line svn==&lt;br /&gt;
&lt;br /&gt;
===Website===&lt;br /&gt;
http://subversion.tigris.org/&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
The linux-command `svn' is the most basic Subversion client.&lt;br /&gt;
&lt;br /&gt;
===Using svn for downloading vs-devel===&lt;br /&gt;
Checking out (downloading) the Vega Strike svn-modules is easy. The general syntax is&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 svn co [repo]/trunk/[module] [target-directory]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The following syntax...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 svn co --ignore-externals https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk vegastrike&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
...will download the entire tree (all modules) into directory `vegastrike'. But '''don't do this'''! Such a command would download data for both the normal and ogre branches, plus Visual Studio projects for ALL supported versions and goodness knows what else.&lt;br /&gt;
&lt;br /&gt;
You should really only download individual modules, and a similar syntax can be used. For example, to download the data module...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/data data&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
...will suffice. (Leaving off the target directory will make svn try check out into the ''working directory''.)&lt;br /&gt;
In order to get all the files required to compile the game, checkout the following modules:&lt;br /&gt;
* data&lt;br /&gt;
* vegastrike&lt;br /&gt;
&lt;br /&gt;
==Tutorial to download, setup and run the development version==&lt;br /&gt;
In order to run the development version of Vega Strike, the executables expect to find the data to be in certain places relative to them. This short tutorial deals with these specifics on Linux operating systems. (more experienced MacOSX users can this, or they can read [[HowTo:Checkout_SVNMac]]&lt;br /&gt;
&lt;br /&gt;
So, let's start.&lt;br /&gt;
* Create a directory where you would like your copy of the Vega Strike development version to live in. For tutorial purposes, we will create a directory called ''VegaStrike'' in our user's home-directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~$ mkdir VegaStrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Change into this newly created directory. In our case:&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~$ cd VegaStrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note for newbs: The directory ''is case sensitive''. If you type: cd vegastrike or Vegastrike, it won't find the directory.&lt;br /&gt;
&lt;br /&gt;
===Initial downloading (check-out)===&lt;br /&gt;
Now we can start downloading the packages from the SVN repository. If you download them directly into your Vega Strike directory they will be just in the right place.&lt;br /&gt;
&lt;br /&gt;
To save on download bandwidth, (optionally) you can download a snapshot of the SVN tree, and then just update that to the current revision. One big compressed file will download much faster than having SVN get each file individually. Snapshots available here: http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6749.  Also here (not sure if this second one includes the .svn directories needed to update it with svn): &lt;br /&gt;
http://sourceforge.net/project/showfiles.php?group_id=181552&amp;amp;package_id=211092&amp;amp;release_id=463105.&lt;br /&gt;
If you run into any problems, it will work fine to follow the instruction below, using svn to do the whole checkout.&lt;br /&gt;
&lt;br /&gt;
* Download (check-out) the source code package ''vegastrike'', and the content package ''data'' package. Copy and paste, ''in order''.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
then&lt;br /&gt;
User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/data&amp;lt;/pre&amp;gt;&lt;br /&gt;
This leaves you with two new directories inside your Vega Strike directory called as the packages are.&lt;br /&gt;
&lt;br /&gt;
''Note:'' If you are having problems with SVN due to connecting via a proxy, try to solve them using the method described here: http://subversion.tigris.org/faq.html#proxy&lt;br /&gt;
&lt;br /&gt;
''Notice:''&lt;br /&gt;
As of 0.5.1 you will be able to choose not to download the boost revisions included in the vegastrike module.  The Boost revisions are external definitions, so including the --ignore-externals argument when checking out vegastrike will result in none of the boost revisions from downloading.   This greatly reduces your download time. If you dont have a system installed boost setup with boost-python, you can pull the specific version of boost you want (1.28 or 1.35) by updating that directory specifically.   eg:&lt;br /&gt;
No Boost:&lt;br /&gt;
svn co --ignore-externals https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike vegastrike&lt;br /&gt;
&lt;br /&gt;
* You want 1.35:&lt;br /&gt;
&amp;lt;pre&amp;gt;svn update vegastrike/boost/1_35&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, you have to supply ./configure with a specific boost rev when you are choosing anything other than 1.28.   Also, choosing a boost rev that you haven't downloaded yet would be problematic.   If none are to be downloaded, use --with-boost=system, when using system boost, you have to make sure the python version ./configure uses matches the one boost-python was linked with. Some distros will supply multiple boost revs, python revs, but only one rev combo for boost-python.&lt;br /&gt;
&lt;br /&gt;
===Building===&lt;br /&gt;
{{FIXME}} This should merged with the [[HowTo:Compile_from_SVN]] page. (Partially done)&lt;br /&gt;
&lt;br /&gt;
The [[HowTo:Compile_from_SVN]] page has a list of some options that you can pass to ./configure, so just follow the steps in the compile from SVN page.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
This step is not necessary — the binaries will figure out where they are with respect to the data directory.&lt;br /&gt;
&lt;br /&gt;
To run Vega Strike, the built executables need all the configuration and data files to be in the right place relative to them. Currently, the executables (''vegastrike'' and ''vssetup'') reside in the source code directory. But they can be run out of the ''data'' directory. Therefore, we will create a link.&lt;br /&gt;
* Change in to the ''data'' directory. (We are still in the source code directory ''vegastrike''.)&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/vegastrike&amp;gt; cd ../data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Create symbolic links to the executables in the source code directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/data&amp;gt; ln -s ../vegastrike/vegastrike&lt;br /&gt;
~/VegaStrike/data&amp;gt; ln -s ../vegastrike/vssetup&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After that, you must run &amp;quot;'''./vssetup'''&amp;quot; inside the '''data''' folder, or any folder which has the correct '''setup.config''' and '''vegastrike.config'''.&lt;br /&gt;
If we had made copies or moved the files instead of symbolic linking, we would have to do the procedure of copying or moving every time we build the executables from source.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As of 0.5.1 there is a module in svn called ''hqtextures''. hqtextures, is an optional high quality texture pack that will override the textures in data that exist in hqtextures.  These are jpegs that wont be compressed in-game. Prior to 0.5.1, you have to edit the config file by hand to uncomment the line that enables the hqtextures module. At 0.5.1, it should be a setting in vssetup.   Enabling it while not having it downloaded wont hurt anything. &lt;br /&gt;
&lt;br /&gt;
You have to check it out of svn and put it next to data.   So if data is in /usr/local/games/vegastrike You would:&lt;br /&gt;
&amp;lt;pre&amp;gt;svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/hqtextures /usr/local/games/vegastrike/hqtextures&amp;lt;/pre&amp;gt;&lt;br /&gt;
To be sure that hq textures is being used, check for the message about finding HQ Texture Pack at the start of the console output when running vegastrike.&lt;br /&gt;
&lt;br /&gt;
===Running and configuring===&lt;br /&gt;
* To run Vega Strike you have to start it from the ''data'' directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/data&amp;gt; ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Optionally you can create a short cut to this application onto your desktop or in your start menu. Simply point it to the ''vegastrike'' executable.&lt;br /&gt;
* If you need to adjust screen resolutions, input devices and key-mappings, do so by editing the configuration file ''vegastrike.config''. The default configuration file resides in the ''data'' directory. You can change that or you can make your own user specific version by first copying it into your ''.vegastrike'' (hidden directory) directory in your user's home directory.&lt;br /&gt;
&lt;br /&gt;
===Staying updated with the development version===&lt;br /&gt;
As development progresses the repository changes. In order to update your working copy you need to do the following.&lt;br /&gt;
* Change into the package's directory you want to update. In our example all the packages were stored in a directory called ''VegaStrike''. Let's assume we want to update the ''data'' package.&lt;br /&gt;
&amp;lt;pre&amp;gt;~&amp;gt; cd VegaStrike&lt;br /&gt;
~/VegaStrike&amp;gt; cd data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Update from the SVN repository.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/data&amp;gt; svn update&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Do this for every package you want to update. Exchange ''data'' with ''vegastrike''.&lt;br /&gt;
* If something changed in the ''data'' package, you don't need to recompile.&lt;br /&gt;
* If something changed in the source code package ''vegastrike'', you only need to repeat the building part of this tutorial and in case you did not create symbolic links the copying or moving procedure for the executables in the setup part of this tutorial.  You should not need to type &amp;quot;make clean&amp;quot;, however if you experience errors like &amp;quot;unresolved external symbol&amp;quot; it may remedy that error.&lt;br /&gt;
&lt;br /&gt;
=Windows Clients=&lt;br /&gt;
&lt;br /&gt;
Note: For windows, only the '''win32''' module is necessary to ''play'' the game.  Checking out &amp;quot;win32&amp;quot; will download the &amp;quot;bin&amp;quot; and &amp;quot;data&amp;quot; directories.  You will find the executable program inside the &amp;quot;bin&amp;quot; folder.&lt;br /&gt;
&lt;br /&gt;
As of 2010-11-20, the win32 module is working on the HEAD.  However, there are times that the win32 module is out of date and incompatible with the data directory in svn.  Revision 12933 is a known revision where things work if you find HEAD broken for some reason.  Please update this wiki entry if HEAD breaks and you have a later revision number that has no problems preventing gameplay.&lt;br /&gt;
&lt;br /&gt;
If you are interested in compiling the code, you will need the '''vegastrike''' module, as well as the appropriate vega-project module for your Visual C++ version.  See [[HowTo:VCPP_Compiling]] for compiling info.&lt;br /&gt;
&lt;br /&gt;
Some people have problems with the latest executable relating to Visual C++ 8.  If you want an older version of the executable compiled with VC7, you can browse the repository here:&lt;br /&gt;
http://vegastrike.svn.sourceforge.net/viewvc/vegastrike/trunk/win32/bin/vegastrike.exe?view=log&lt;br /&gt;
&lt;br /&gt;
==Tortoise SVN==&lt;br /&gt;
&lt;br /&gt;
===Website===&lt;br /&gt;
http://tortoisesvn.tigris.org/&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
Tortoise SVN lets you work with files under SVN version control directly from Windows Explorer (just like TortoiseCVS). It's freely available under the GPL. &lt;br /&gt;
&lt;br /&gt;
With TortoiseSVN you can directly check out modules, update, commit and see differences by right clicking on files and folders within Explorer. You can see the state of a file with overlays on top of the normal icons within Explorer. It even works from within the file open dialog. &lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
* Download and Install Tortoise SVN from http://tortoisesvn.tigris.org&lt;br /&gt;
* Create a new folder in Windows Explorer where you will download your modules (called Sandbox, SVN or similar working location name);&lt;br /&gt;
* Within that folder, create another folder (for example, VS or win32);&lt;br /&gt;
* Right click on the folder created and select SVN Checkout.  This brings up the checkout configuration screen;&lt;br /&gt;
* Input the URL of the repository into the dialog box:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/win32&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[You may also use the built-in repository browser to select the module you wish to check out.]&lt;br /&gt;
* Click OK to begin checkout of the module.&lt;br /&gt;
[Note: The download is 800+ MB and will take some time.]&lt;br /&gt;
* After downloading, run the Setup program in the &amp;quot;bin&amp;quot; folder to set your screen size, etc. More importantly, this will tell Vegastrike where to find the &amp;quot;data&amp;quot; directory.  You only have to do this once.&lt;br /&gt;
* Then you can run VEGASTRIKE.EXE in the &amp;quot;bin&amp;quot; directory to play.&lt;br /&gt;
&lt;br /&gt;
===Specifying a Revision===&lt;br /&gt;
Because SVN is the active development repository, sometimes the latest copy will have problems and won't work.  At the time of this writing this section (2010-09-18) the units.csv file has a problem and the game won't load.  This has been resolved in a later version, but we may run into the problem again so these instructions might be helpful if HEAD breaks again.  Luckily SVN has a revision system that allows you to choose a point in time from before the problem was introduced.  See the above section &amp;quot;Windows Clients&amp;quot; for the latest known revision that works with win32.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}: We need a way for people to determine the best revision number to use when the HEAD is broken.  Perhaps a section at the top of this document?  In the mean time, check out the help section of the forums.&lt;br /&gt;
&lt;br /&gt;
If you need to specify a revision when using TortoiseSVN , you need to do so for each module, including dependent modules.  So assuming you used the directory name &amp;quot;VS&amp;quot; on the above usage directions, you would:&lt;br /&gt;
&lt;br /&gt;
* Right mouse click on your &amp;quot;VS&amp;quot; directory, and choose &amp;quot;TourtoiseSVN-&amp;gt;Update to revision...&amp;quot;&lt;br /&gt;
* Type in the revision number, and hit OK.  This will update everything under VS/bin, but VS/data will not be updated because it is a separate, dependent module.&lt;br /&gt;
* Right mouse click on your &amp;quot;data&amp;quot; directory, under the top level (&amp;quot;VS&amp;quot; in this example) directory.  Again choose &amp;quot;TourtoiseSVN-&amp;gt;Update to revision...&amp;quot;&lt;br /&gt;
* Again type in the revision number, and hit OK.  This will update everything under VS/data directory.&lt;br /&gt;
&lt;br /&gt;
=Mac OS X Clients=&lt;br /&gt;
&lt;br /&gt;
NOTE: Leopard (10.5) comes with a SVN client.&lt;br /&gt;
&lt;br /&gt;
==Command Line Client==&lt;br /&gt;
&lt;br /&gt;
===Website===&lt;br /&gt;
http://metissian.com/projects/macosx/subversion/&lt;br /&gt;
&lt;br /&gt;
(or http://pdb.finkproject.org/pdb/search.php?summary=svn for Fink packages.)&lt;br /&gt;
&lt;br /&gt;
Footnote:&lt;br /&gt;
metissian.com does not maintain current binaries.  A better source would be (ordered from most current to most convenient):&lt;br /&gt;
&lt;br /&gt;
(a) http://subversion.tigris.org/ for current source code.&lt;br /&gt;
&lt;br /&gt;
(b) use Fink or MacPorts to get (usually) current source code.&lt;br /&gt;
&lt;br /&gt;
(c) http://www.codingmonkeys.de/mbo/ for a (usually) current install package.&lt;br /&gt;
&lt;br /&gt;
(d) XCode3 includes svn as part of the default installation (But not XCode2).&lt;br /&gt;
&lt;br /&gt;
==SCPlugin==&lt;br /&gt;
&lt;br /&gt;
===Website===&lt;br /&gt;
http://scplugin.tigris.org/&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
&amp;quot;The goal of the SCPlugin project is to integrate Subversion into the Mac OS X Finder. The inspiration for this project came from the TortoiseSVN project.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Usage====&lt;br /&gt;
Must have command line client installed.&lt;br /&gt;
&lt;br /&gt;
{{Fixme}}-WRITEME&lt;br /&gt;
&lt;br /&gt;
*[http://www.joshbuhler.com/2005/07/05/setting-up-the-subversion-client-on-mac-os-x/ A good tutorial on setting up SVN for OSX]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
*[http://www.lachoseinteractive.net/en/community/subversion/svnx/features/ svnX]&lt;br /&gt;
&lt;br /&gt;
==Building==&lt;br /&gt;
&lt;br /&gt;
Note, if you are not interested in compiling your own version, see [[HowTo:Checkout_SVNMac]] to get the whole package.&lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;#8594;''' ''See [[HowTo:Compile on OSX]]''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Edit News|Edit News]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Checkout CVS|Checkout CVS]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|Checkout SVN]]&lt;/div&gt;</summary>
		<author><name>Strook</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN&amp;diff=17978</id>
		<title>HowTo:Checkout SVN</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN&amp;diff=17978"/>
				<updated>2011-01-18T10:56:19Z</updated>
		
		<summary type="html">&lt;p&gt;Strook: /* Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|HowTo:Checkout SVN}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Edit News|Edit News]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Checkout SVN (Ubuntu Linux)|Checkout SVN (Ubuntu Linux)]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
NOTE:Recently the SVN location of the data directory has changed.  Use svn -switch to fix this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you're interested in an experimental version of Vega Strike, then SVN is what you'll be looking at.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Executive summary'''&lt;br /&gt;
&lt;br /&gt;
Subversion, or SVN, is a mechanism by which developers can keep track of changes to their code and distribute these changes to the public in real time. This allows people to take advantage of software as it is being developed, between official releases.&lt;br /&gt;
&lt;br /&gt;
[[HowTo:Checkout_SVN#Windows_Clients|Windows users]] can use an [[HowTo:Checkout_SVN#Tortoise_SVN|SVN client]] to check out the &amp;quot;win32&amp;quot; module, which contains game data and windows binaries.&lt;br /&gt;
&lt;br /&gt;
[[HowTo:Checkout_SVN#Linux_Clients|Linux]] and [[HowTo:Checkout_SVN#Mac_OS_X_Clients|Mac OS X]] users must use an SVN client to check out the vegastrike module as well, which contains source code for them to compile. (Note that compiling Vega Strike on Mac OS X is considered very difficult.)&lt;br /&gt;
&lt;br /&gt;
=What is SVN?=&lt;br /&gt;
SVN stands for '''S'''ub'''v'''ersio'''n''', a system similar to CVS. It allows developers to simultaneously work on a centralised project - in this case, that's Vega Strike.&lt;br /&gt;
&lt;br /&gt;
Downloading (&amp;quot;checking out&amp;quot;) and compiling the SVN-version often gives you access to features not included in the latest stable release of the program. SVN-based versions can be unstable and may not even work at all, but may hold advantages compared to stable versions.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
Unlike a CVS repository, the top level of an SVN repository contains more than just the trunk. Vega Strike's SVN repository follows the standard layout, so the SVN root looks like this:&lt;br /&gt;
* '''branches''' - Independent copies of some or all of the trunk code. A developer making major changes, such as the ogre branch or major code cleanup will usually make a branch so they can keep track of their progress without breaking the trunk code for everyone else. These changes eventually are merged back into the trunk.&lt;br /&gt;
* '''tags''' - Revisions which have been marked. For instance, a tag might be made for a stable release so that svn users can update to it via the ''svn sw'' command. The VS developers like to use tags to mark milestones in the code, such as before or after a major change, so you'll see a lot of tags.&lt;br /&gt;
* '''trunk''' - The main trunk code, as would be seen in the root of a CVS repository. This contains a number of modules filled with code and data.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
Vega Strike's SVN repository holds several subdirectories, which can either be checked out separately or altogether. The most notable ones are included below.&lt;br /&gt;
&lt;br /&gt;
* '''data''' - data files of the game. This consists mainly of models, textures and backgrounds. Required to play the game.&lt;br /&gt;
* '''hqtextures''' - Optional High Quality Texture pack &lt;br /&gt;
* '''win32''' - Windows Binaries as well as includes an &amp;quot;external&amp;quot; to the data directory.&lt;br /&gt;
* '''mac''' - Macintosh Package, as well as an &amp;quot;external&amp;quot; to the data directory.&lt;br /&gt;
* '''masters''' - The original master files that created the game data (original meshes and uncompressed textures).&lt;br /&gt;
* '''history''' - Old descriptions of factions and species.&lt;br /&gt;
* '''modtools''' - Tools to aid creation and modification of game files (campaigns and units)&lt;br /&gt;
* '''translations''' - Translations of Vega Strike data files into other languages.&lt;br /&gt;
* '''vega-proj''' - Deprecated Visual C++ 6 projects. (See [[HowTo:VCPP_Compiling#Visual_C.2B.2B_6.0_.28deprecated.29 here]])&lt;br /&gt;
* '''vega-vc7''' - Visual Studio 7 projects. (See [[HowTo:VCPP_Compiling#Visual_Studio_7.x here]]&lt;br /&gt;
* '''vega-vc8''' - Visual Studio Express 2005 projects. (See [[HowTo:VCPP_Compiling#Visual_C.2B.2B_8.0_.282005_Express.29 here]])&lt;br /&gt;
* '''vegastrike''' - the game base code.&lt;br /&gt;
&lt;br /&gt;
--------------Ogre Branch-------------&lt;br /&gt;
&lt;br /&gt;
* '''data6.x''' - Data for the old OGRE branch - included in the old OGRE branch.&lt;br /&gt;
* '''ogre_branch''' - the old OGRE branch.&lt;br /&gt;
&lt;br /&gt;
You may download the old OGRE branch including the data6.x dir using this URL: http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/branches/ogre_branch/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Development:Ogre|new OGRE branch - vegaogre]] resides on a new repository.&lt;br /&gt;
Plz visit it here: https://sourceforge.net/projects/vegaogre/&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
&lt;br /&gt;
The Subversion tree can be browsed via a web interface: http://vegastrike.svn.sourceforge.net/viewvc/vegastrike/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;#8594;''' ''See also: [[Development:CVS Tree]]''&lt;br /&gt;
&lt;br /&gt;
=Linux Clients=&lt;br /&gt;
== Ubuntu ==&lt;br /&gt;
''Ubuntu users (Debian as well?) go [[HowTo:Checkout SVN (Ubuntu Linux)|here]] for a copy-paste, step by step, newb friendly tutorial.''&lt;br /&gt;
&lt;br /&gt;
==Command-line svn==&lt;br /&gt;
&lt;br /&gt;
===Website===&lt;br /&gt;
http://subversion.tigris.org/&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
The linux-command `svn' is the most basic Subversion client.&lt;br /&gt;
&lt;br /&gt;
===Using svn for downloading vs-devel===&lt;br /&gt;
Checking out (downloading) the Vega Strike svn-modules is easy. The general syntax is&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 svn co [repo]/trunk/[module] [target-directory]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The following syntax...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 svn co --ignore-externals https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk vegastrike&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
...will download the entire tree (all modules) into directory `vegastrike'. But '''don't do this'''! Such a command would download data for both the normal and ogre branches, plus Visual Studio projects for ALL supported versions and goodness knows what else.&lt;br /&gt;
&lt;br /&gt;
You should really only download individual modules, and a similar syntax can be used. For example, to download the data module...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/data data&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
...will suffice. (Leaving off the target directory will make svn try check out into the ''working directory''.)&lt;br /&gt;
In order to get all the files required to compile the game, checkout the following modules:&lt;br /&gt;
* data&lt;br /&gt;
* vegastrike&lt;br /&gt;
&lt;br /&gt;
==Tutorial to download, setup and run the development version==&lt;br /&gt;
In order to run the development version of Vega Strike, the executables expect to find the data to be in certain places relative to them. This short tutorial deals with these specifics on Linux operating systems. (more experienced MacOSX users can this, or they can read [[HowTo:Checkout_SVNMac]]&lt;br /&gt;
&lt;br /&gt;
So, let's start.&lt;br /&gt;
* Create a directory where you would like your copy of the Vega Strike development version to live in. For tutorial purposes, we will create a directory called ''VegaStrike'' in our user's home-directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~$ mkdir VegaStrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Change into this newly created directory. In our case:&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~$ cd VegaStrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note for newbs: The directory ''is case sensitive''. If you type: cd vegastrike or Vegastrike, it won't find the directory.&lt;br /&gt;
&lt;br /&gt;
===Initial downloading (check-out)===&lt;br /&gt;
Now we can start downloading the packages from the SVN repository. If you download them directly into your Vega Strike directory they will be just in the right place.&lt;br /&gt;
&lt;br /&gt;
To save on download bandwidth, (optionally) you can download a snapshot of the SVN tree, and then just update that to the current revision. One big compressed file will download much faster than having SVN get each file individually. Snapshots available here: http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6749.  Also here (not sure if this second one includes the .svn directories needed to update it with svn): &lt;br /&gt;
http://sourceforge.net/project/showfiles.php?group_id=181552&amp;amp;package_id=211092&amp;amp;release_id=463105.&lt;br /&gt;
If you run into any problems, it will work fine to follow the instruction below, using svn to do the whole checkout.&lt;br /&gt;
&lt;br /&gt;
* Download (check-out) the source code package ''vegastrike'', and the content package ''data'' package. Copy and paste, ''in order''.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
then&lt;br /&gt;
User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/data&amp;lt;/pre&amp;gt;&lt;br /&gt;
This leaves you with two new directories inside your Vega Strike directory called as the packages are.&lt;br /&gt;
&lt;br /&gt;
''Note:'' If you are having problems with SVN due to connecting via a proxy, try to solve them using the method described here: http://subversion.tigris.org/faq.html#proxy&lt;br /&gt;
&lt;br /&gt;
''Notice:''&lt;br /&gt;
As of 0.5.1 you will be able to choose not to download the boost revisions included in the vegastrike module.  The Boost revisions are external definitions, so including the --ignore-externals argument when checking out vegastrike will result in none of the boost revisions from downloading.   This greatly reduces your download time. If you dont have a system installed boost setup with boost-python, you can pull the specific version of boost you want (1.28 or 1.35) by updating that directory specifically.   eg:&lt;br /&gt;
No Boost:&lt;br /&gt;
svn co --ignore-externals https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike vegastrike&lt;br /&gt;
&lt;br /&gt;
* You want 1.35:&lt;br /&gt;
&amp;lt;pre&amp;gt;svn update vegastrike/boost/1_35&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, you have to supply ./configure with a specific boost rev when you are choosing anything other than 1.28.   Also, choosing a boost rev that you haven't downloaded yet would be problematic.   If none are to be downloaded, use --with-boost=system, when using system boost, you have to make sure the python version ./configure uses matches the one boost-python was linked with. Some distros will supply multiple boost revs, python revs, but only one rev combo for boost-python.&lt;br /&gt;
&lt;br /&gt;
===Building===&lt;br /&gt;
{{FIXME}} This should merged with the [[HowTo:Compile_from_SVN]] page. (Partially done)&lt;br /&gt;
&lt;br /&gt;
The [[HowTo:Compile_from_SVN]] page has a list of some options that you can pass to ./configure, so just follow the steps in the compile from SVN page.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
This step is not necessary — the binaries will figure out where they are with respect to the data directory.&lt;br /&gt;
&lt;br /&gt;
To run Vega Strike, the built executables need all the configuration and data files to be in the right place relative to them. Currently, the executables (''vegastrike'' and ''vssetup'') reside in the source code directory. But they can be run out of the ''data'' directory. Therefore, we will create a link.&lt;br /&gt;
* Change in to the ''data'' directory. (We are still in the source code directory ''vegastrike''.)&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/vegastrike&amp;gt; cd ../data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Create symbolic links to the executables in the source code directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/data&amp;gt; ln -s ../vegastrike/vegastrike&lt;br /&gt;
~/VegaStrike/data&amp;gt; ln -s ../vegastrike/vssetup&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After that, you must run &amp;quot;'''./vssetup'''&amp;quot; inside the '''data''' folder, or any folder which has the correct '''setup.config''' and '''vegastrike.config'''.&lt;br /&gt;
If we had made copies or moved the files instead of symbolic linking, we would have to do the procedure of copying or moving every time we build the executables from source.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As of 0.5.1 there is a module in svn called ''hqtextures''. hqtextures, is an optional high quality texture pack that will override the textures in data that exist in hqtextures.  These are jpegs that wont be compressed in-game. Prior to 0.5.1, you have to edit the config file by hand to uncomment the line that enables the hqtextures module. At 0.5.1, it should be a setting in vssetup.   Enabling it while not having it downloaded wont hurt anything. &lt;br /&gt;
&lt;br /&gt;
You have to check it out of svn and put it next to data.   So if data is in /usr/local/games/vegastrike You would:&lt;br /&gt;
&amp;lt;pre&amp;gt;svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/hqtextures /usr/local/games/vegastrike/hqtextures&amp;lt;/pre&amp;gt;&lt;br /&gt;
To be sure that hq textures is being used, check for the message about finding HQ Texture Pack at the start of the console output when running vegastrike.&lt;br /&gt;
&lt;br /&gt;
===Running and configuring===&lt;br /&gt;
* To run Vega Strike you have to start it from the ''data'' directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/data&amp;gt; ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Optionally you can create a short cut to this application onto your desktop or in your start menu. Simply point it to the ''vegastrike'' executable.&lt;br /&gt;
* If you need to adjust screen resolutions, input devices and key-mappings, do so by editing the configuration file ''vegastrike.config''. The default configuration file resides in the ''data'' directory. You can change that or you can make your own user specific version by first copying it into your ''.vegastrike'' (hidden directory) directory in your user's home directory.&lt;br /&gt;
&lt;br /&gt;
===Staying updated with the development version===&lt;br /&gt;
As development progresses the repository changes. In order to update your working copy you need to do the following.&lt;br /&gt;
* Change into the package's directory you want to update. In our example all the packages were stored in a directory called ''VegaStrike''. Let's assume we want to update the ''data'' package.&lt;br /&gt;
&amp;lt;pre&amp;gt;~&amp;gt; cd VegaStrike&lt;br /&gt;
~/VegaStrike&amp;gt; cd data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Update from the SVN repository.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/data&amp;gt; svn update&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Do this for every package you want to update. Exchange ''data'' with ''vegastrike''.&lt;br /&gt;
* If something changed in the ''data'' package, you don't need to recompile.&lt;br /&gt;
* If something changed in the source code package ''vegastrike'', you only need to repeat the building part of this tutorial and in case you did not create symbolic links the copying or moving procedure for the executables in the setup part of this tutorial.  You should not need to type &amp;quot;make clean&amp;quot;, however if you experience errors like &amp;quot;unresolved external symbol&amp;quot; it may remedy that error.&lt;br /&gt;
&lt;br /&gt;
=Windows Clients=&lt;br /&gt;
&lt;br /&gt;
Note: For windows, only the '''win32''' module is necessary to ''play'' the game.  Checking out &amp;quot;win32&amp;quot; will download the &amp;quot;bin&amp;quot; and &amp;quot;data&amp;quot; directories.  You will find the executable program inside the &amp;quot;bin&amp;quot; folder.&lt;br /&gt;
&lt;br /&gt;
As of 2010-11-20, the win32 module is working on the HEAD.  However, there are times that the win32 module is out of date and incompatible with the data directory in svn.  Revision 12933 is a known revision where things work if you find HEAD broken for some reason.  Please update this wiki entry if HEAD breaks and you have a later revision number that has no problems preventing gameplay.&lt;br /&gt;
&lt;br /&gt;
If you are interested in compiling the code, you will need the '''vegastrike''' module, as well as the appropriate vega-project module for your Visual C++ version.  See [[HowTo:VCPP_Compiling]] for compiling info.&lt;br /&gt;
&lt;br /&gt;
Some people have problems with the latest executable relating to Visual C++ 8.  If you want an older version of the executable compiled with VC7, you can browse the repository here:&lt;br /&gt;
http://vegastrike.svn.sourceforge.net/viewvc/vegastrike/trunk/win32/bin/vegastrike.exe?view=log&lt;br /&gt;
&lt;br /&gt;
==Tortoise SVN==&lt;br /&gt;
&lt;br /&gt;
===Website===&lt;br /&gt;
http://tortoisesvn.tigris.org/&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
Tortoise SVN lets you work with files under SVN version control directly from Windows Explorer (just like TortoiseCVS). It's freely available under the GPL. &lt;br /&gt;
&lt;br /&gt;
With TortoiseSVN you can directly check out modules, update, commit and see differences by right clicking on files and folders within Explorer. You can see the state of a file with overlays on top of the normal icons within Explorer. It even works from within the file open dialog. &lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
* Download and Install Tortoise SVN from http://tortoisesvn.tigris.org&lt;br /&gt;
* Create a new folder in Windows Explorer where you will download your modules (called Sandbox, SVN or similar working location name);&lt;br /&gt;
* Within that folder, create another folder (for example, VS or win32);&lt;br /&gt;
* Right click on the folder created and select SVN Checkout.  This brings up the checkout configuration screen;&lt;br /&gt;
* Input the URL of the repository into the dialog box:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/win32&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[You may also use the built-in repository browser to select the module you wish to check out.]&lt;br /&gt;
* Click OK to begin checkout of the module.&lt;br /&gt;
[Note: The download is 800+ MB and will take some time.]&lt;br /&gt;
* After downloading, run the Setup program in the &amp;quot;bin&amp;quot; folder to set your screen size, etc. More importantly, this will tell Vegastrike where to find the &amp;quot;data&amp;quot; directory.  You only have to do this once.&lt;br /&gt;
* Then you can run VEGASTRIKE.EXE in the &amp;quot;bin&amp;quot; directory to play.&lt;br /&gt;
&lt;br /&gt;
===Specifying a Revision===&lt;br /&gt;
Because SVN is the active development repository, sometimes the latest copy will have problems and won't work.  At the time of this writing this section (2010-09-18) the units.csv file has a problem and the game won't load.  This has been resolved in a later version, but we may run into the problem again so these instructions might be helpful if HEAD breaks again.  Luckily SVN has a revision system that allows you to choose a point in time from before the problem was introduced.  See the above section &amp;quot;Windows Clients&amp;quot; for the latest known revision that works with win32.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}: We need a way for people to determine the best revision number to use when the HEAD is broken.  Perhaps a section at the top of this document?  In the mean time, check out the help section of the forums.&lt;br /&gt;
&lt;br /&gt;
If you need to specify a revision when using TortoiseSVN , you need to do so for each module, including dependent modules.  So assuming you used the directory name &amp;quot;VS&amp;quot; on the above usage directions, you would:&lt;br /&gt;
&lt;br /&gt;
* Right mouse click on your &amp;quot;VS&amp;quot; directory, and choose &amp;quot;TourtoiseSVN-&amp;gt;Update to revision...&amp;quot;&lt;br /&gt;
* Type in the revision number, and hit OK.  This will update everything under VS/bin, but VS/data will not be updated because it is a separate, dependent module.&lt;br /&gt;
* Right mouse click on your &amp;quot;data&amp;quot; directory, under the top level (&amp;quot;VS&amp;quot; in this example) directory.  Again choose &amp;quot;TourtoiseSVN-&amp;gt;Update to revision...&amp;quot;&lt;br /&gt;
* Again type in the revision number, and hit OK.  This will update everything under VS/data directory.&lt;br /&gt;
&lt;br /&gt;
=Mac OS X Clients=&lt;br /&gt;
&lt;br /&gt;
NOTE: Leopard (10.5) comes with a SVN client.&lt;br /&gt;
&lt;br /&gt;
==Command Line Client==&lt;br /&gt;
&lt;br /&gt;
===Website===&lt;br /&gt;
http://metissian.com/projects/macosx/subversion/&lt;br /&gt;
&lt;br /&gt;
(or http://pdb.finkproject.org/pdb/search.php?summary=svn for Fink packages.)&lt;br /&gt;
&lt;br /&gt;
Footnote:&lt;br /&gt;
metissian.com does not maintain current binaries.  A better source would be (ordered from most current to most convenient):&lt;br /&gt;
&lt;br /&gt;
(a) http://subversion.tigris.org/ for current source code.&lt;br /&gt;
&lt;br /&gt;
(b) use Fink or MacPorts to get (usually) current source code.&lt;br /&gt;
&lt;br /&gt;
(c) http://www.codingmonkeys.de/mbo/ for a (usually) current install package.&lt;br /&gt;
&lt;br /&gt;
(d) XCode3 includes svn as part of the default installation (But not XCode2).&lt;br /&gt;
&lt;br /&gt;
==SCPlugin==&lt;br /&gt;
&lt;br /&gt;
===Website===&lt;br /&gt;
http://scplugin.tigris.org/&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
&amp;quot;The goal of the SCPlugin project is to integrate Subversion into the Mac OS X Finder. The inspiration for this project came from the TortoiseSVN project.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Usage====&lt;br /&gt;
Must have command line client installed.&lt;br /&gt;
&lt;br /&gt;
{{Fixme}}-WRITEME&lt;br /&gt;
&lt;br /&gt;
*[http://www.joshbuhler.com/2005/07/05/setting-up-the-subversion-client-on-mac-os-x/ A good tutorial on setting up SVN for OSX]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
*[http://www.lachoseinteractive.net/en/community/subversion/svnx/features/ svnX]&lt;br /&gt;
&lt;br /&gt;
==Building==&lt;br /&gt;
&lt;br /&gt;
Note, if you are not interested in compiling your own version, see [[HowTo:Checkout_SVNMac]] to get the whole package.&lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;#8594;''' ''See [[HowTo:Compile on OSX]]''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Edit News|Edit News]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Checkout CVS|Checkout CVS]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|Checkout SVN]]&lt;/div&gt;</summary>
		<author><name>Strook</name></author>	</entry>

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