﻿__group__	ticket	summary	component	type	priority	owner	_changetime	_description	_reporter
Assigned	392	Scriptable Controller	AI	task	minor	kohlia	2017-10-25T15:20:27+02:00	"In order to simulate a ""living"" universe or in order to create cutscenes we have a controller called ScriptableController that follows a defined script.

Try to understand how the ScriptableController works, then expand it by more commands.
Finallyt ry to find a way to apply it in a level. E.g: Let a transporter patrol between several space stations, ..."	jo
Owned	309	Spaceship steering and behaviour	Control	task	major		2013-11-04T23:29:27+01:00	"When the physics features were merged with the new Engine feature, a conflict has arisen that still exists. The main problem is the fact you want to steer a spaceship quite directly but a physics engine doesn't like that very much. [[br]]
Another thing that needs some thinking: The engine class works with local velocities. So when you accelerate straight forward and then yaw by ninety degrees, the ship will stop abruptly because the lateral speed is limited at a lower level than longitudinal speed. [[br]] [[br]]

This could be sorted out by calculating the maximum thrust in function of the damping and maximum speed. But I guess that requires some glace at the Bullet code to see how damping is realised (most probably a linear velocity dependent factor in the differential equation which makes damping exponential). [[br]][[br]]

The angular part is a little bit trickier. From my observations it is best to have a direct mapping of the mouse position to the orientation. Applying this directly to a ship can result in sudden movements (esp. if you look at another player...). I therefore suggest to make the camera direct and the spaceship adjust to the camera position. From what I know about the current implementation of the camera handling, this is not very easy to be done (other way round is not a problem). [[br]]
As an example, this kind of steering is used in Unreal Tournament with vehicles."	rgrieder
Owned	337	Sound effects and Music	Sound	task	minor		2012-09-12T13:35:02+02:00	"Find (beware, we need open source music...) or compose sound effects and music to be used in a level file.



 * Currently, the metal theme is not complete.
 * There is a lack of sound effects. E.g.a portal sound, a score sound for tetris and pong, a better sound for the laser weapon, ... . You can find some sounds on http://www.freesound.org/
"	rgrieder
Owned	345	LoD for important models	GameContent	task	minor	nobody	2010-03-06T10:52:30+01:00	"= LoD creation for important models =
== Motivation ==
The reason to do this task is to improve our performance. At the moment there is a huge framedrop when a lot of models are loaded into a level because they're all displayed/rendered at full detail. There is a lot of potential performance gain by using the LoD technique and render only low detail versions of objects that are not to close to the camera.
== Task outline ==
Your task is to create lower LoD (Level of Detail) versions for important models such as assff, HXY-Ship, Spacestations and maybe also Weapons mounted on these Ships.
== LoD ==
Level of Detail is a technique which saves information to create lower detailed versions of a model.[[BR]]

[[Image(http://www.cs.ucl.ac.uk/research/equator/papers/Documents2002/Jean-Daniel_Nahmias/Massive%20Model%20Rendering%20htm_files/image020.jpg)]].[[BR]]

See also [http://en.wikipedia.org/wiki/Level_of_detail this]
== Techniques ==
There are several ways to make this:
 * use OgreMeshUpgrade: this way you can (interactively) define:
  * number of leves of detail
  * number of faces removed per level
  * distance at which each lod becomes active
 the script saves the information directly into the mesh and there are no additional steps required to get LoD to work
 * create lower detailed versions of model yourself
  * export them to mesh
  * convert high lod model from mesh to xml using OgreXMLConverter
  * manually insert lower detailed models into xml of high detail version
see also this [http://forum.orxonox.net/viewtopic.php?f=24&t=444 thread] for more information
== Things to figure out ==
The following things have to be figured out (probably by trying different variants)
 * how many LoD's does a sepcific model require?
 * what should be the reduction rate of faces per level?
 * at which distance should the levels become active ?"	scheusso
Owned	360	Shader: bump-maps, reflections, etc	GraphicsEngine	task	minor	nobody	2010-10-06T03:19:30+02:00	"Ogre allows us to use shaders for materials, so we should implement this also in Orxonox. Enhance the given classes (Mesh, Model) to support shaders like bump-maps, reflections, and whatever we like.

[[Image(shaders_specular3lights_all.jpg)]]"	landauf
Owned	220	Enhance model textures	GameContent	enhancement	minor		2010-03-06T09:12:58+01:00	"== Introduction ==
Enhance the textures of our models (ships, weapons, other stuff) if necessary.

== Goal ==
Just to give you an idea of what we mean, compare the two screenshots: [[Image(ASSF:fighter_redesign_8tex_eqip2_cut.png, width=270, border=1)]] vs [[Image(galacticdream_2.jpg, border=1, width=270)]] (sorry nico, no offense ;)).

== Implementation ==

You might create ""prefabs"" (small image files with pipes, engines, metal seam, ...) which you can alter (size, color) to fit them into existing textures, to enhance the level of details.

What you need:
 - Experiences with GIMP or other editing tools
 - You should know how good textures look like (gaming/cg experiences)"	landauf
Owned	267	Improving the HUD	HUD	task	minor		2019-02-24T18:13:33+01:00	"== Outline ==
We currently only have 4 HUD elements:
 * Bar (SpeedBar, etc.)
 * Radar
 * Navigation (shows where the selected enemy is)
 * simple Text

Your job would be to write new items like different Bars, image sequences (to show different weapons) etc, and/or to improve the current HUD elements.

== Framework ==
At the moment the HUD is implemented as a collection of Orxonox Overlays, we want to change that, so you should use CEGUI (which is more powerful).
More information about the HUD framework can be found [wiki:/code/doc/HUD here].

Ressources: 
 * '''Wiki''' https://www.orxonox.net/wiki/code/doc/HUD
 * '''XML Port'''  https://www.orxonox.net/browser/code/trunk/data/overlays/HUD.oxo
 * '''Source Code''' https://www.orxonox.net/browser/code/trunk/src/modules/overlays/hud/HUDRadar.cc

[[Image(img_4968_free_lancer_001.jpg)]]
"	rgrieder
Owned	275	Environment (fog, particles, asteroids, etc)	misc	enhancement	minor		2011-02-12T10:13:47+01:00	"We want our space to be fuller, more exciting, there should be a lot of objects obscuring sight, providing cover and serving as spots to hide behind or ambush an enemy from.

Space isn't empty, or at least it isn't in our game. We need particles, small asteroids, fog and whatever else you can think of. Implement this in a good looking AND efficient way. There has to be some randomness (we don't want to add 10000000 particles to the level), but it has to follow several rules to create different ambiences (heavy red fog, asteroid fields, ...).

Create a system to define the space environment in the XML file, for example with interpolation points (how to realize this good and efficient in 3D?).

[[Image(Bilinear_interpolation.png)]]

[[Image(large.jpg,500)]]

[[Image(930194_20060814_screen004.jpg,500)]]

[[Image(Darkstar-One-1.jpg,500)]]

"	landauf
Owned	276	Particle Effects	Particles	enhancement	minor		2015-09-21T14:21:03+02:00	"We already have some particle effects and we can use them within the game, but most effects are ugly or slow or ugly and slow. Learn how to use the particle editor, learn how to create new textures and compose fantastic new effects like explosions, explosions, more explosions, projectile effects, lights, fog, fire, smoke... and explosions.
We recommend using the Ogre Particle Lab to create particle effects.

[[Image(3dlp30.jpg, 500)]]

[[Image(Bb757042_DX_VolumetricParticles_en-us_MSDN_10_.gif, 500)]]

[[Image(explosion.jpg, 500)]]
"	landauf
Owned	319	Create seamless textures	GameContent	task	minor		2012-02-25T12:14:17+01:00	"[[Image(orange-spaceship-by-greg-desantis.jpg, right)]]We plan to texture the majority of our meshes using generic seamless textures. You will use the 2d-graphics software of your choice to create textures, that look good together, when tiled. It is important, to avoid regularities as best as possible, because they look nasty when tiled.

It will be helpful to organize textures in groups of either materials or themes or factions. This separation will make it easier for the modellers to texture their models. Also, it will prevent them from creating lots of models, that do not look like they belong together.

Furthermore, this project will allow us to texture the same mesh with different texture variants. Imagine an allied fighter, that has been captured by evil Pirates; it has the same model but the Pirates painted it differently.

[[Image(hull.jpg, center)]]"	FelixSchulthess
Owned	321	Help the Allied Fleet	GameContent	task	minor		2010-03-06T08:45:19+01:00	"In order to develop a consistent and interesting story, we need many different space ships. But it is much more important, that they also look like they belong to the same game. Ships belonging to the same faction should look similar, of course. An example for this is the [wiki:TransportShip Transport Ship] and the [wiki:LightEscortShip Light Escort Ship]. Of course this duo still needs support, for example a fighter ship.

Your task will be to create a medium sized fighter. Many textures can be reused and therfore, you can concentrate one modelling and UV-mapping in the first place. Most important is, of course, that your ship will fit in and can be used in a thrilling story afterwards.

[[Image(TransportShip:transport3.jpg,200)]]    [[Image(LightEscortShip:escort3.jpg,200)]]"	FelixSchulthess
Owned	370	System for interactive dialogue	misc	task	minor	nobody	2017-10-09T13:24:37+02:00	"Many games have a way to talk to NPCs (non player characters) to deliver the story, integrate Quests and Hints more seamlessly into the gaming experience and do many more things.

Your task would be to develop a simple system to talk to an NPC via a scripted dialogue, that can, depending on what you say also have side effects on the game.

Look at other games and see [http://www.renpy.org/ how this is done], think about what you like and dislike about the different dialogue systems and implement a system that you think offers the most to the player. Here is an example screenshot from ""Gothic 3"":

[[Image(interactive_dialogue.jpg)]]

There has already been an implementation of such a system, which, however, remained very basic. Your task would be (based on the existing system) to add more functionalities.   "	dafrick
Owned	372	HUD concept	GUI	task	minor	nobody	2016-01-10T11:38:01+01:00	"We want our HUD to be informative, compact and nice to look at (and maybe to a later date, adjustable).

Your task would be to develop a concept of how the HUD should look like, what should be displayed and how and when it should be displayed.

This is more of a conceptual/graphical task, rather than implementation. The implementation would then be based on the developed concept.
You should experiment with different content, alignments and styles, to both provide a nice experience, as well as thematically fitting to Orxonox.

It would be nice to have a HUD that shows what pickups (damage boost, speed boost, ...) and other effects (e.g. from the IceGun) are currently acting on the spaceship.

[[Image(67016.jpg)]]"	dafrick
Owned	391	Story mode map system	GameContent	PPS_project	minor	nobody	2016-10-03T15:04:57+02:00	"Since PPS HS14 we have a campaign menu. Unfortunately this contains only a bunch of buttons. A story mode is still missing. The idea would be to implement some sort of map on which one could click on the next mission - possibly with a mission briefing screen or similar. Here is an example campaign map from ""Stronghold Crusader"".


[[Image(campaign_map.jpg)]]

Currently if you absolved mission N then you unlock mission N+1 and so on. More interesting wuold be a tree-like system. So after completion of mission N you can choose to play mission (N+1)A (cooperation with the aliens) or you can choose to play mission (N+1)B (cooperation with the human rebels). Maybe the decision is also dependent on the behaviour of the player in a level.

Steps:

- Unterstand how the current campaign menu works. How get missions started? How is saved which missions are already won?

- Experiment with CEGui (http://www.orxonox.net/wiki/GUI)

- Implement new features in C++
"	fvultier
Owned	399	EMP Weapon	GameContent	task	minor	nobody	2016-10-03T15:59:14+02:00	"We could use some area-of-effect weapons, for example an EM-pulse
that would make all the ships near the triggering ship go haywire.

This would need an animation and some coding - Though for the animation, a simple shader effect could be used like the one in the 
Presentation HS11 level.


[[Image(emp_weapon.jpg)]]"	smerkli
Owned	400	Fix the HUD	HUD	enhancement	minor	nobody	2012-12-20T11:39:06+01:00	"Introduce a common way for all HUD elements to filter out objects that are too far away. (E.G this feature is missing in the HUDEnemyHealthBar)

Upgrade the HUDNavigation markers to select important objects depending on the context. (E.G: In a race the first priority is to show where the next RaceCheckpoints are. They should be showed despite they are more far away than your competitors.)

Improve the aim marker in HUDNavigation by adding transparency to it, if its location is directly on top of the position marker.

Make the aim marker more generic by adjusting to the projectile speed of the weapon that is currently used."	jo
Owned	404	Texture existing models	GameContent	task	minor	nobody	2013-10-07T17:05:27+02:00	"Improve texture quality of existing models or create your own.

There are models on which the texture quality is rather lacking. Alter existing textures or replace them outright. Try to work with materials as well to create more appealing visuals.

E.g.
http://www.orxonox.net/browser/data/contentcreation/orx_artists/FelixSchulthess/transport/
http://www.orxonox.net/browser/data/contentcreation/orx_artists/FelixSchulthess/fx-1
http://www.orxonox.net/browser/data/contentcreation/orx_artists/SimonHofmann
http://www.orxonox.net/browser/data/contentcreation/pps/AxelBomhauerBeins
"	fmauro
Owned	405	In-Game HUD overhaul	HUD	task	minor	nobody	2013-10-08T18:08:55+02:00	"Familiarize yourself with the components of the in-game HUD and make design decisions on what you would want to change.

Create all the necessary assets for your new HUD-design and implement them in the game.

Ressources: 
 * http://www.orxonox.net/wiki/HUD
 * The XML file where the locations of all HUD elements are defined is http://www.orxonox.net/browser/code/trunk/data/overlays/HUD.oxo
 * The source code is located, e.g. at http://www.orxonox.net/browser/code/trunk/src/modules/overlays/hud/HUDRadar.cc
 * http://www.orxonox.net/doxygen/classorxonox_1_1_h_u_d_radar.html"	fmauro
Owned	408	Formation Level	GameContent	task	minor	nobody	2013-09-30T17:34:22+02:00	"Create a single player mission that uses the new formation feature: The player is in charge of a formation of lets say 7 space ships. They follow the player and should support him, when he is attacking/ is being attacked by an enemy.
If the player dies, he automatically takes control of a ship of his formation. The number of formation ships represent the players number of lives. So if each player in a formation died, the mission fails.


This ticket is about 50% game design and 50% coding, not all required features are implemented yet.

The previous ticket is http://www.orxonox.net/ticket/406"	jo
Owned	411	Embedd Sound Effects	Sound	task	minor	nobody	2013-09-29T21:27:00+02:00	"In a previous semester several sound effects have been created:
 * Pong Score
 * Ready Go - to accustically highlight the start in a spacerace.
...

Embedd them in the game.

Related to: http://www.orxonox.net/ticket/337
"	jo
Owned	413	Cleanup the Space race	AI	task	minor	nobody	2017-10-09T13:35:19+02:00	"The space race has been implemented and so does the SpaceRaceController.

Now it is necessary to clean up the code and optimize the SpaceRaceController.

 * Test if the multi player support works properly.
 * Make the checkpoints easier to handle in xml, by adding a XML-Template (for the model and the collisionshapes).
 * Improve AI for spaceraces. Teach them how to boost, how to use force fields, space gates and pickups and how to attack enemies.
 * Add a count down before the race starts and synchronize it with the ""ReadyGo"" sound. (note that the player's engine should be turned off as long as the countdown hasn't finished.)
 * Save the player's score.
 * Improve the game end. (It should end, when the last player has reached the goal.)

The space race has recently been improved: a countdown before the game has been added, for instance. However, some work remains in order to create an enjoyable level.Please also take a look at the ticket #396 ."	jo
Owned	416	Particles don't inherit parents velocity	Particles	PPS_project	minor	nobody	2013-12-29T12:25:11+01:00	"Particles created by the ParticleEmitter (which might be moving) do not inherit it's velocity.
This can be best seen in ""Orxonox Arcade"" where it looks like particles are shooting towards the player, but in reality their velocity is (0,0,0).
They should be moving along with the ParticleEmitter to look more realistic."	zifloria
Owned	418	Big Ships implementation	misc	PPS_project	minor	nobody	2017-03-23T23:32:27+01:00	"Implement a structure for big ships and their parts.

A big ship should consist of multiple parts which can be individually destroyed, and the state of the individual parts should alter the behaviour of the entire vessels systems, such as shield, weapons or engines.

Due to Pawns (the only destructible entity) being dynamic entities, which one cannot attach to each other, restructuring of entity-classes is needed.

More information: BigShip and [https://forum.orxonox.net/viewtopic.php?f=1&t=1104 Forum]

(The HeavyCruiser model can be used for an ingame implementation.)"	noep
Owned	425	Explosion parts for spaceships and other objects	AI	task	minor	nobody	2016-01-10T11:00:39+01:00	"A new feature since HS15 is that every spaceship or other object may have a different explosion effect. It is also possible to define that a model collapses into many small pieces (called explosion parts) when it explodes.  So far only a few of our spaceships have such explosion parts. Your task is to design more such parts.

Steps:
- Understand how the ExplosionPart class works.

- Design some simple explosion chunks in Blender. The easiest way to do so is by cutting existing spacehips into pieces with Blender.

- Asteroids, Cargo crates and space stations also need explosion parts.

- Create explosion particle effects e.g. with OgreParticleLab"	fvultier
Owned	381	Waypoints/Quest Guide	GameContent	task	minor	nobody	2016-01-10T11:32:57+01:00	"Waypoints are objects that help a player to find his way through a level.
There should be several ways to show the player the way. A waypoint should:
 * be visible on the radar.
 * be visible in the game: 
  * as marking of the waypoint position.
  * as way indicators (easy mode) from one waypoint to another.
 * Trigger an event if the player is in a certain range.
 * Maybe there are multiple types of waypoints. Such that mark a single points, other that are a volume in space, ...
 * Be visible only for the player it belongs to. So it needs to have an owner
 * Waypoints should be attachable to moving objects like a allied spaceship.

See:
http://forum.orxonox.net/viewtopic.php?f=24&t=624&start=15

Steps:
- Learn how to add new C++ classes to Orxonox

- Write general concept on paper

- Implement your concept in C++

- Create a simple test level that demonstrates how to use the waypoints such that future level designers may use them

- Write a documentation page for the Orxonox wiki"	jo
Owned	396	Racing Bots	AI	task	minor	nobody	2013-11-22T00:21:19+01:00	"In order to make spaceraces more furious, a separate racing controller was to be created.

However, there are some features missing, to make the bots competitive. They should:
 * Anticipate speed-up pickups.
 * Anticipate portals.
 * Use boost.
 * Detect enemies and obstacles to shoot at and do so.
 * Avoid obstacles.

Use the presentationHS12 level, to test the abilities of your bots."	jo
Owned	406	Intelligent Formation	misc	task	minor	nobody	2013-02-19T15:48:04+01:00	" * It is already possible that a single player can ""command"" other bots of the same team, such that they follow him and align in a certain formation and such that they attack if necessary. But there is no management functionality to really make use of this.
At the moment the player has to press some buttons to make the bots do as wished.

 * Another project was able to show successfully that the controller of a controllable entity can be changed.

 * Create a new class that can be placed in a level (via XMLport), that spawns a pre defined number of player that follow the current player.
 * If the player's spaceship is destroyed, he automatically takes control over another spaceship of his crew.
 * If all spaceships are destroyed, let the mission be failed. (Such a callback function has been implemented in the Transporter.)"	jo
Owned	420	Collisionshapes from Model - Autocollisionshapes	Physics/ODE	PPS_project	minor	nobody	2014-02-24T19:27:18+01:00	"So far the collisionshapes approximates our models using cubes and spheres. That is sufficient for most applications.
On the other hand it takes a lot of time and effort to approximate a large model and there always will be errors.

We need the feature to be able to generate collisionshapes by the model:

<Model ... hasautocollisionshape = true />

I am quite sure that this problem already has been solved. Start your research in the ogre wiki and at the bullet development site."	jo
Owned	490	Improve OrxoBros	AI	enhancement	minor	nobody	2019-02-28T15:43:18+01:00	"During a previous PPS, students created their own version of Super Mario Bros. It is a great MiniGame with a lot of potential.

Possible enhancements:[[BR]]
-Growing Orxo when collecting mushrooms[[BR]]
-Using tunnels[[BR]]
-Collecting bonus lifes[[BR]]
-Creating new levels[[BR]]
etc.

[[Image(http://svn.orxonox.net/game/data/trunk/images/levelpreviews/SOB.png, 600px)]]"	patricwi
Owned	491	Enhance Towerdefense	misc	enhancement	minor	nobody	2019-02-28T15:42:22+01:00	"The tower defense minigames is really basic and shows many opportunities to improve. 
The UI is rudimentary and should be prettyfied. 
The attack radius of the towers should be displayed. 
The upgrade system is unclear. 
Maybe add different attacker types or more types of towers. 
Overhaul the controlscheme for mouse use.
Play with your imagination."	merholzl
Owned	492	Pacman Ghost AI	AI	enhancement	minor	nobody	2019-02-28T15:41:22+01:00	"At the moment the ghosts move randomly. Create new controllers, simmilar to the original game. Namely Blinky, Pinky, Inky, Clyde.

Additionally try to improve the controls.

The code of the current controller can be found under:
[https://www.orxonox.net/browser/code/branches/trunk/src/modules/pacman src/modules/pacman]

Helpful link:
[https://dev.to/code2bits/pac-man-patterns--ghost-movement-strategy-pattern-1k1a]

[[Image(pacman_ghosts.png, 600px)]]

"	wiesep
Owned	494	Spaceship with BumpMap	AI	new feature	minor	nobody	2019-02-28T15:41:08+01:00	"Use the new implemented wiki:content/BumpMapping feature to enhance the quality of the models.
You can create your own model or use an existing one, eg.:

[http://svn.orxonox.net/game/data/contentcreation/orx_artists/SimonWenner/human_transporter/ SpaceShip Transporter] by Simon Wenner  

[[Image(SpaceShip.png, 600px)]]


[http://svn.orxonox.net/game/data/contentcreation/orx_artists/SimonWenner/noxon_scout/ Noxon Scout] by Simon Wenner


[[Image(Noxon-Scout.png, 600px)]]"	wiesep
Owned	389	Progress bar for level loading	GUI	PPS_project	trivial	nobody	2013-11-22T00:06:16+01:00	"When loading a level, Orxonox currently does not display a progress bar. Since it can take a while for a level to load, it would be nice for the user to see whether anything is happening.

A progress bar (as seen in other games) would improve the user experience. One would have to implement a progress monitor in code and also add the graphical component for it to the game, making this a possible two-person ticket. The loading screen could consist of two elements:

- A bar that shows the actual progress

- some flashing/rotating/otherwise moving icon to show the game is doing something even if the progress bar is standing still"	smerkli
