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 [current interface is ugly]
        • Set brush style [currently only circle/square]
        • Select and paint terrain textures [currently some issues with blending]
      • 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 [some done; rest is ongoing work]
    • 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.
Last modified 16 years ago Last modified on Feb 23, 2008, 4:18:59 AM
Note: See TracWiki for help on using the wiki.