1 Task_List
trac edited this page 2008-02-23 03:18:59 +00:00

Need something to do? Hopefully it's mentioned here -- somewhere.

Done something? Here's where you can have the satisfaction of crossing it off the list. :)

Feel free to expand and restructure this text as needed. The more detail, the better.

Current Tasks:

  • Name: Currently working on | Next task
  • Jan Wassenberg (janwas) University Work (memcpy(), caching) | documentation, bugfixes, optimization
  • Matei Zaharia (Matei) Technologies | LOS Fixup (Ghost Entities) | Player Object | Fancy Water | Engine-integrated rmgen
  • Philip Taylor (Ykkrosh) Atlas (re: tasklist below) | Actor Event-Based Property Groups | Player Assignment in Atlas | wxWidgets Particle Editor?
  • Dan Fuhr (thedrunkyak) Options UI | Player Profiles | user.cfg
  • John Mena (NoMonkey) Looting | Garrison | Visible Garrisoning
  • Andrew Decker (pyrolink) Make Formations Better | Finish Cinematics | JS Documentation | JS Console Help, List, and Describe | Game stats?
  • Nicolai H<>hnle (prefect) Graphics Engine Optimisation / Linux Compatibility | Lighting/Shadows
  • Joe Cocovich (greybeard) CommentHelper | Documentation
  • Will Dull (livingaftermidnight) Particle Integration | Particle Editor | Skybox? | Weather | Terrain FX
  • Steven Berry (Tonto_Berrys66) (AWOL) | Javascript Debugger | Pathfinding
  • Matt Green (xtizer) (Away - Last known contract in April) | Skybox | Billboards
  • Mark Thompson (MarkT) (Away - busy with university) | Entities / Unit AI
  • Gustav Larsson (Gee) (Away - but coming back) | More GUI Features (see GUI Engine below)
  • Simon Brenner (olsner) (Away - busy with university) | Terrain Properties (see Terrain below) | Networking (see Network tasks below)
  • Graeme Kerry (kezz) (Inactive - Can't commit due to uni firewall)
  • Oliver Whiteman (Olly) (Inactive - no time due to job search) | Pathfinding

Atlas

  • See bug report for ScEd http://www.wildfiregames.com/forum/index.php?act=Post&CODE=08&f=8&t=7126&p=129872&st= so we can avoid those bugs when reimplementing for Atlas.
  • atlas - wxWidgets integration:
  • Basic infrastructure - transferring data between XML and JS and GUI widgets; displaying windows; etc
  • Initial engine integration - as a separate EXE, like how ScEd currently works
  • Transfer ScEd functionality (Components marked with (+) are additions to the existing ScEd, or improvements upon existing features.):
  • File * + Run Atlas (whether from in-game GUI, a ps.exe parameter, or possibly another EXE, whatever's easiest) * + Exit Atlas * Load existing map * Save current map * + Create new map (set map size, default terrain) * + ~~Undo/~~Copy/Paste functionality
  • Navigation: (I think these could directly access the existing game simulation?) * Camera panning, zoom, and rotation as with world controls * Interactive minimap
  • Elevation: * Raise/Lower (variable intensity) * Smooth (variable intensity)
  • Terrain: * Set brush size [interface is ugly]current * Set brush style [only circle/square]currently * Select and paint terrain textures [some issues with blending]currently
  • Objects: * Select and paint objects (entities and nonentities) * Select and delete objects * Rotate and drag objects * Select owner (player) of placed objects * Select owner (player) of objects to be placed * Ability to adjust size of unboned meshes (boned meshes are too complex to incoorperate scaling), making them smaller or larger than normal. * (Liable to be greatly complicated by attached props, which will need to scale accordingly).
  • Lighting: * Change world lighting colour and angle settings
  • Common controls - tool buttons, windows, side-panels, etc [done; rest is ongoing work]some
  • Engine interface to be used by the editor (and to perform all the non-UI parts of the editing), and to probably be extended to RMS and triggers (as a way of altering the world, outside the normal limitations)
  • Less basic infrastructure - passing commands and data to/from the game engine; macro recording/playback (very useful for testing)
  • Further engine integration - so the game can dynamically switch to/from the editor and after that it mainly involves adding all the features, I think.
  • atlas - (see Scenario Editor DD for priority schedule)
  • atlas - actor editor integration & enhancement: preview window, etc.
  • 1] adjustment of the (non boned) object's scale in relation to the game world with slider and save in xml as a percentage of original size.
  • 2] load animation files and view them when applied to the model.
  • 3] adjust the speed of the animation files with slider and save settings in an xml file.
  • 4] zoom in, zoom out, pan, pitch and rotate the camera in the actor preview window.
  • 5] swap out textures on them, props on them.
  • 6] view different variations of player color on the unit.