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; etcInitial 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 mapSave 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 objectsRotate and drag objectsSelect owner (player) of placed objectsSelect 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
- File
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
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