~ubuntu-branches/ubuntu/trusty/xpilot-ng/trusty

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(also check src/client/sdl/TODO)
Note that for each task there is a developer. If you want to work on any of
these tasks, ask that developer first, so you can agree on how to proceed.


TASKS FOR XPILOT NG 5.0.0
-------------------------

Client:
Add client option disableEmulate3Buttons
Fix the garish item package icon colour scheme (says SynrG)
Add a clock to SDL client (kevin requested one)

XPNGCC:
Port to windows and macosx.
Add an xp2 map editor that doesn't depend on non-free software.
Make sure xp2 map editor works with 1-button mouse.


SOME OTHER TASKS TODO FOR XPILOT NG
-----------------------------------


Task: Rewrite INSTALL.txt for ng. Especially describe SDL client compiling.
Maybe append INSTALL file to INSTALL.txt and rename the current INSTALL.txt
to INSTALL.
Developer: ?

Task: Make it so that no defaultsFile is used in server by default.
Developer: ?

Task: Write a "getting started" / tutorial webpage for newbies.
Developer: ?

Task: Create a useful set of newbie messages that are shown to players
using the Add_newbie_message() function if client option 'newbie' is on.
Examples: message that 'm' is used to talk, message when you pick up an
item, what key one can use to use it e.g.
Developer: ?

Task: implement drawing lists in the SDL client so that the windows client
can support drawing in a resizable window.

Task: Make baselesspausing option work for non-teamplay maps.
Developer: ?

Task: Change ball-wall brakefactor to be a property of the polygon.
      Allow for negative brakefactors. 
Developer: -

Task: Let server request only very few (1) alarm signals if no one 
      is playing.
Developer: ?

Task: Implement compatibility mode for old clients (block protocol) in server,
when running a polygon map. For this task, one needs to make sure that the
number of map objects (e.g. fuel boxes) in the sent mapdata matches the number
on the map. Note that for checkpoints, some hack might be needed since an
xp2 map can have more than 26 checkpoints, which is the maximum on old maps.
Note also that server migth need to rearrange the map objects so that the old
clients see e.g. the bases in the right order. When this task is done, mapdata
option support can be removed from xp2 maps. Check file src/server/xpmap.c.
Developer: ?

Task: Change hit area of ships to match the default triangle shipshape. You
need to modify the analytical collision detection code in file
src/server/collision.c. More difficult task would be to write collision
detection code for an arbitrary, possibly a concave shape.
Developer: ?

Task: Create a "physically correct" replacement for the oldthrust hack. This
could possibly be done by adding an emergency thruster that would activate
when the ship has turned. Idea with this is that when ship has turned,
it is assumed the player tries to maneuver, and the emergency thruster
activates automatically. Reason that extra thruster can't be used all the time
is either that it would overheat or that it gets its energy from ship turns :)
Developer: ?

Task: Fix ship maneuverability so that fighting at high fps works as well
or rather better than it used to work on low fps. This should work on all maps,
not just on maps that have oldthrust option not equal to zero etc.
Developer: ?

Task: Server lag should be minimised, ideally so that when the time comes
to send the next frame to the clients, the frame could be sent at once,
or at least so that variance in time between frames is minimised. Possibly
send frame updates earliest to the players with the largest net lag
Developer: ?

Task: Change server to use only 1 or 2 ports. Currently server uses
one contact port and one port per client. In case server is made to use only
one port, that would mean active clients would use that same port for
communication. If server is made to use 2 ports, the contact port would be
reserved for contact stuff and the other port for all clients.
Developer: ?

Task: Fix server recordings. The server recodings are not robust.
In a test game with 6 players, the replay of the recording only worked about
10 minutes. Thirdly, the recording should be put behind some interface so
that it doesn't mess up the code too much.
Developer: ?

Task: Fix elimination race mode and clean up the race related code.
Developer: ?

Task: Make a new polygon based race map.
Developer: ?

Task: Write robot code that can control robots on a race map.
Developer: ?

Task: Rewrite robot navigation so that it isn't block based.
Developer: ?

Task: Rewrite smart missile navigation so that it isn't block based.
Developer: ?

Task: Remove bottlenecks in server. This means using a profiler and trying
to find ways to speed up processing in places where the server uses a lot
of time.
Developer: ?

Task: Remove the need to have X running, if the client ist started with
      the -list command 
Developer: ?

Task: Add code that handles the case when some map object reappears on top
of some object. This can happen for example when a destroyed cannon reappears.
Developer: ?

Task: Add support for more map objects in mapconvert.py. Also possibly add
a default texture file for these converted maps.
Developer: ?

Task: Improve audio support. Add support for "3D" sound where info about
the sound sources' positions and velocities are sent to clients so that
stuff like Doppler effect can be done. Note that there should be some
uncertainty (noise) in the positions and velocities so that this info can't
be used to make an automatic targetting system.
Developer: ?

Task: Improve newbie mode, for example automatically change scale factor
so that the whole visible area is seen if screen resolution is small.
Developer: ?

Task: Client side position prediction, which could be used to reduce lag
a bit, possibly even allowing local style ship control.
Developer: ?

Task: Optimise Frame_radar() so that object list is not traversed if
there are no objects that could be shown on radar. This can be implemented
e.g. by keeping a count of nukes, missiles etc.
Developer: ?

Task: Add a way to be able to specify for each cannon/base what start items
(or more generally options) will be used for that cannon/base. Values of these
will override general map options where appropriate. Not all options
will be supported, only a small subset. An example cannon would look like this:

	<Cannon x="7467" y="283360" dir="0">
	<Option name="initiallasers" value="4"/>
	<Option name="initialemergencyshields" value="1"/>
	<Option name="cannonsmartness" value="3"/>
	<Polygon x="7467" y="283360" style="emptywhite">
	<Style state="destroyed" id="invisible"/>
	<Offset x="-747" y="1120"/>
	<Offset x="0" y="-2240"/>
	<Offset x="747" y="1120"/>
	</Polygon></Cannon>

An example base:

	<Base team="0" x="372960" y="269920" dir = "32">
	<Option name="initialmissiles" value="4"/>
	<Option name="initialmines" value="4"/>
	<Base/>

Note that this feature makes it possible to make Predators vs Marines style
maps where each team has a different set of start items, but also maps where
team members have different roles, e.g. fighters and bombers.
http://groups.google.ca/groups?hl=en&lr=&threadm=4iu3mg%2462t%40oban.cc.ic.ac.uk&rnum=1&prev=/groups%3Fq%3Dpredators%2Bxpilot%26hl%3Den%26lr%3D%26ie%3DUTF-8%26scoring%3Dr%26selm%3D4iu3mg%252462t%2540oban.cc.ic.ac.uk%26rnum%3D1
Developer: ?

Task: Add support for cannons having individual id, score, smartness etc.
Developer: ?