Development:Roadmap:0.6.0
Contents
Roadmap
Vega Strike Upon the Coldest Sea stable version 0.5.0 was released on 2008-04-24.
This is a task list for intermediate 0.5.x releases. The stuff that should get done before the until 0.6.0 release.
There are up to three sections in each roadmap release chapter:
- VS Engine relates to: modifications to c++, shaders, and python code (not including missions), repository structure changes, packaging system, support tools
- VS Data relates to: modifications to art, data, and mission scripts
- Other relates to: documentation, wiki, project web page, masters repository, project management
Each item should also have a tag attached at the end in the form of [development-coordinator{=username}, STATUS{=OPEN, ONGOING, DONE}]
0.5.1
VS Engine
- [ONGOING] (klauss) Add a "TexturePackingVersion" variable to xmesh
- [ONGOING] (klauss) sound refactoring phase I - basic functionality
- [ONGOING] (klauss) movie support
- [OPEN] (?) Updates to the shader and it's textures in units.
- [OPEN] (?) Preparation of a cross-platform packaging system
- [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.
- [FINISHED] (Ace123) Rename data4.x to data and patch corresponding source code where necessary.
- Minor bug fixes.
VS Data
- [FINISHED] (safemode) Make a high quality graphics texture pack (hqtextures). requires a manual edit to config file to uncomment hqtextures line. This will be resolved with new vssetup. drop hqtextures down next to data4.x to use it.
- [ONGOING] (pyramid) Tutorial mission
- [ONGOING] (pyramid) Porting of old quests to new engine
- [ONGOING] (pyramid) Higher pay for combat missions.
- [OPEN] (?) Units retexturing including bump maps. List of required changes needs to be prepared.
0.5.2
VS Engine
- Ray Collider. (alongside bsp collider tunable via configure switch ala how opcode was done). Wont be turned on by default until 0.5.3
- More shader fixes, texture updates/additions.
- Make tools and readers operate on a Proper XML format , this could be switchable via special comment at top of xml input. This is for backwards compat with non proper xml files in mods. To be made default in 0.5.5
- sound refactoring Phase II would add mixer channels (a feature to get seamless blending with music, comm chatter and sfx)
VS Data
- [OPEN] (pyramid) Extensions renaming (.image, .texture, .sprite).
0.5.3
VS Engine
- [OPEN] (safemode) Ray collider turned on, BSP stuff removed.
- [OPEN] (klauss) XGUI support for scripts
- Planet specific shaders.
- More shader fixes (should be pretty good by now), texture updates/additions
- [OPEN] (safemode) Continue to work on proper XML parsing in engine
- update xml files in VS to be proper mode
- setup tool
0.5.4
VS Engine
- [ONGOING SPECIFICATION] (klauss, darkmage) content creation tools: end user tools for helping with content creation. These should be a part of vegastrike code-base, to keep things in sync and reduce maintenance.
- make proper xml mode default, remove code to parse obsolete xml-ish code.
- Get codebase stabilized in prep for refactoring graphics code.
0.5.5
VS Engine
- Refactor graphics code.
- [OPEN] (ace123) Make jump points be drawn on HUD only.
0.5.6
- Bug fixes.
- Texture additions/ etc
- Document refactored graphics and sound code.
0.5.7
- Thread graphics code and sound code with boost threads.
- Bug Fixing.
0.5.9
- sound refactoring Phase III would add environmental effects
- Bug Fixing.
- Documenation
- Credits
0.6.0
- Minor bug fixes from previous revision
- Packaging
Generic Roadmap
This roadmap is in need of further break doen to tasks and assignment of those.
- Factions (hierarchical, joining)
- Content Creation
- System Editor
- Unit Editor
- Mission Editor
- Campaign Editor
- Multiplayer
- AI micro (ship, fg), macro(fg/faction), and faction-level AI
Unsorted Task List
Bugfixing
list of bugs included for this release:
- The economic system needs a review (see forum thread)
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
- Stats rebalance
- See Development:Rebalance for detailed task list and information
- Rebalance Countdown forums thread
- Announcement and discussion in the forum
- Fine-tuning SPEC
- Forum threads
SPEC drive changes (thread started by pincushionman)
spec system
- Forum threads
- Inter-system SPEC travel (without jump nodes)
- Keyboard remap
- Keyboard Bindings (thread started by Silverain)
- See Manual:Keyboard layout for graphics/templates for new bindings
- See Manual:Config:Advanced for the binding-syntax in the config file
- A hierarchical fidelity model for physics simulation so as to expand the number of objects that can be concurrently simulated [ This may already have been done in 0.5, Verification?]
- Benifit: Improved ship spawn distances/locations
- Space dust
- Bump mapping (req. small engine rewrite? or transition to another rendering engine?)
- Re-working cargo organization?
- Phasing out all XMESH files
- Phasing out Launcher.exe (nearly done)