Difference between revisions of "Development:Roadmap:0.6.0"

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* Phasing out all XMESH files
 
* Phasing out all XMESH files
 
* Phasing out Launcher.exe (nearly done)
 
* Phasing out Launcher.exe (nearly done)
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[[Category:Roadmaps]]

Revision as of 19:45, 24 April 2008

Roadmap

There are two sections in each roadmap release.

  • VS Engine: modifications to c++, shaders, and python code (not including missions), repository structure changes, packaging system, support tools
  • VS Data: modifications to art, data, and mission scripts

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

0.5.1

VS Engine

  • Add a "TexturePackingVersion" variable to xmesh
  • Updates to the shader and it's textures in units.
  • Preparation of cross-platform packaging system
  • Separate bin and data tree structure
  • Minor bug fixes.

VS Data

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

0.5.2

  • Ray Collider. (alongside bsp collider tunable via configure switch ala how opcode was done). Wont be turned on by default until 0.5.3
  • More shader fixes, texture updates/additions.
  • Make tools and readers operate on a Proper XML format , this could be switchable via special comment at top of xml input. This is for backwards compat with non proper xml files in mods. To be made default in 0.5.5

0.5.3

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

0.5.4

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

0.5.5

  • Refactor graphics code.
  • Refactor sound code.

0.5.6

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

0.5.7

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

0.5.9

  • Bug Fixing.
  • Documenation
  • Credits

0.6.0

  • Minor bug fixes from previous revision
  • Packaging

Unsorted Task List

Bugfixing

list of bugs included for this release:

Multiplayer

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

Engine

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

Python

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

Artwork

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

Future Development Items