﻿ticket	summary	component	version	milestone	type	priority	owner	status	created	_changetime	_description	_reporter
443	Document IT infrastructure	IT		IT: Server Maintenance	task	major	lferran	accepted	2016-03-13T11:11:20+01:00	2017-03-20T22:08:59+01:00	"Add documentation in a protected section of the wiki. Our services, policies and maybe even passwords need to be documented somewhere.
Additionally we should keept a copy of that offline in case the wiki is down, but still it makes sense to have a common place in the wiki where admins can contribute to the documentation."	landauf
456	fix memberUid overlay in groups	IT		IT: Server Maintenance	defect	major	lferran	assigned	2016-06-12T19:53:22+02:00	2017-03-20T22:09:08+01:00	"memberUid overlay in groups is not updated after adding new users.

'''A temporary solution is to manually set everything from the LDAP admin panel: for every user -> make sure:
* It only appears in one grop
* The groupid of the user corresponds to the group that he is in'''"	lferran
266	Object Priorities	Network		Version 0.2 Codename: Bellatrix	enhancement	major	scheusso	new	2008-09-19T21:12:30+02:00	2009-09-30T10:30:23+02:00	"== Outline ==
In order to reduce network traffic we do not synchronise every object on every (network-) tick. We only transfer a part of the objects based on their priority. Now we need an instance that provides per-client information about the importance of objects in the universe.

== How to determine the priority ==
The priorities must be based on the following information:
 * Distance between the player and the object
 * Importance of the object (e.g. Asteroids don't change their rotationrate and velocity and can be precalculated well by the client)

== Current status ==
There has already been a lot done here by chpeter:
 * the TrafficControl class processes a list of objects, sorts it and cuts it down to the desired size
 * this list afterwards gets processed by the gamestate and affects directly what gets sent to the client

further things to do:
 * better integration into the rest of orxonox
 * considering of compression
 * communication of clients bandwidth

[[Image(network.jpg)]]"	scheusso
309	Spaceship steering and behaviour	Control	0.2.0	Version 0.2 Codename: Bellatrix	task	major		new	2009-01-08T13:23:31+01:00	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
327	Spaceship special moves	Control			task	minor		new	2009-03-12T03:32:58+01:00	2010-11-09T08:37:25+01:00	"This is a challenging task. We usually want a (not really realistic or physically) flying behavior, but there must exist some complicated tricks to do crazy stuff with your spaceship.

Think about other games, some of the most popular online games owe their success to a special movement feature or other advanced tricks. Some examples:
 - Quake: Strafejumping
 - Unreal Tournament: Dodge, doublejumps

The idea is: Make the game easy for beginners, but challenging for advanced players. This allows us to create funny features like a spaceship race or just the ability to escape a strong enemy with a clever trick.

Possible movement features are:
 - Fast turn
 - Turning wihtout changing flight direction (which is even more realistic than our current rail-movement)
 - A harpoon to connect with another object
 - Tailspin (half-controlled?)
 - ...

"	landauf
337	Sound effects and Music	Sound	0.0.4		task	minor		new	2009-09-27T13:13:50+02:00	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
345	LoD for important models	GameContent	0.0.5		task	minor	nobody	new	2010-03-06T10:52:30+01:00	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
351	extend Skybox Generator	misc	0.0.4		enhancement	minor	nobody	new	2010-09-21T11:02:29+02:00	2017-10-02T15:22:22+02:00	"== Introduction ==

[[Image(http://upload.wikimedia.org/wikipedia/commons/thumb/0/0f/Artist%27s_Conception_of_Space_Station_Freedom_-_GPN-2003-00092.jpg/785px-Artist%27s_Conception_of_Space_Station_Freedom_-_GPN-2003-00092.jpg, right, border=1, nolink, width=300)]]
A skybox is basically the ""background"" image of the game, it's a cube (i.e. six images, one for each side of the cube) and it can never be reached by the player in the game.
We have a generator that can, from a 3D scene in the game, create a skybox for you.
Your task would be to extend our skybox generator to randomly create even more beautiful space environments (with nebulae, stars, planets, asteroids, supernovas, ...)

== Goal ==

Add additional effects (nebulae, stars, planets, ...) to the skybox generator.

== Implementation ==

Think about different effects and objects to enhance our skybox. You could use particle effects, shaders, models, ...

Look at other space shooters to get some inspiration.

Note:
 * http://www.ogre3d.org/forums/viewtopic.php?f=11&t=56125"	dafrick
353	enhance Notifications	misc	0.0.4		enhancement	minor	dafrick	new	2010-09-21T11:27:29+02:00	2011-02-12T10:15:36+01:00	"Notifications are a way for Orxonox to communicate with the player, but at the moment they are ugly and not as user-friendly and intuitive as they could (and should) be.

Your task will be to make them more usable and beautiful.
Each notification has a place it was sent from, that could affect how they are displayed (e.g. an image could be displayed with the notification indicating its source, therefore helping the user to evaluate the relative importance of this particular notification)

You also could extend notifications by adding an importance indicator to each notification itself (e.g. 'info', 'warning', 'immediate danger') and display the important notifications more prominently.

So this is mostly a job that requires some design work (mostly gimp or inkscape or similar) and, depending on the goal also some light lua or C++ work."	dafrick
354	high-resolution Textures for Planets	GameContent	0.0.4		task	minor	nobody	new	2010-09-21T11:30:28+02:00	2017-10-02T15:23:26+02:00	"Create high-resolution textures for planets, either to be used in the skybox generator, to generate an even more beautiful skybox. Or on a 3D Model of a planet.

http://mygimptutorial.com/the-ultimate-gimp-planet-tutorial

[[Image(planets.jpg)]]

Be careful, when searching for textures, that you make sure their licensing does comply with ours.

Also: The maximum allowed resolution for a texture is 2048x1024 (dictated by Ogre - empirically determined...).

Hereby a couple of interesting links to follow:
[http://freebitmaps.blogspot.com/ ""Free Bitmaps""]
[http://maps.jpl.nasa.gov/ ""JPL Maps""]
[http://flatplanet.sourceforge.net/maps/alien.html ""Flatplanet Maps""]"	dafrick
355	enhance Questsystem	misc	0.0.4		enhancement	minor	nobody	new	2010-09-21T11:46:22+02:00	2017-10-02T15:23:08+02:00	"The Questsystem is reasonably complete, however the GUI for accessing Quests and many of the accompanying nice-to-haves are not.

 * Make the GUI more user friendly:
Think of other games where you were given tasks and try to remember what was useful and what was annoying. You could categorize and order quests in various ways for instance: latest quests, quests given around Jupiter (location), quests from secret agent 02 (quest giver) etc.

You could also implement some of the nice-to-haves, like a quest tracker that guides (via visual aid) you to the place where you can complete or advance your currently active quest.
 * Add support for enhanced content - e.g. images, audio and video.

"	dafrick
360	Shader: bump-maps, reflections, etc	GraphicsEngine	0.0.4		task	minor	nobody	new	2010-10-06T03:18:29+02:00	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
220	Enhance model textures	GameContent		Future Engine Features	enhancement	minor		new	2007-10-02T20:50:38+02:00	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
221	Create new textures	GameContent		Future Engine Features	task	minor		new	2007-10-02T21:05:09+02:00	2008-12-19T21:36:52+01:00	"== Introduction ==

[[Image(crude_1.jpg, right, nolink, width=270, border=1)]]
Create new textures with or without a digicam (depends on your graphic skills).

== Goal ==

We always need metal, rust, concrete, alien or other textures to create maps and models.
The textures should be seamless and at least 512x512. Vary color, brightness and contrast to achieve good (and different) results. Add details (bolts, seams, knobs, rips, ...) for a ""human touch"".

== What you need ==
 - Experiences with GIMP or other editing tools 
 - You should know how good textures look like (gaming/cg experiences)
 - (A digicam)
"	landauf
223	Create FPS weapon models	GameContent		Future Engine Features	task	minor		new	2007-10-02T23:08:01+02:00	2008-12-19T21:36:59+01:00	"== Introduction ==

[[Image(http://pics.computerbase.de/1/5/0/8/6/5_m.jpg, border=1, nolink, right, width=270)]]
Create weapon models for the FPS mode.

== Goal ==

The weapon models need much details and good textures, because they're always in the front of the player and on every screen shot of the FPS mode.

== Implementation ==

Think about different types of weapons and design appropriate models. You may consult with the story writing.

==== What you need ====
 - Experiences with Blender and GIMP (or other editors)
 - Ideas for new weapons

"	landauf
238	Shader Based Weapon Effects	GraphicsEngine		Future Engine Features	enhancement	minor		new	2007-10-08T20:36:38+02:00	2008-12-19T21:41:07+01:00	"== Introduction ==

[[Image(weaponeffect.jpg, nolink, right, border=1)]]
Create projectiles of weapons based on shader effects.

== Goal ==

Every weapon shoot some kind of shot, and they should be visible. Create some shader based effects for weapon ""blots"", ""blasts"" and ""lightnings"". We need some flashy, nice looking effects which make the game attractive to play.

== Implementation ==

Check out the shader support of Ogre and think of some cool weapon effects you could implement. Also see if you want to work together with the guy working on the [ticket:222 particle effect based weapon effects].


[[Image(warp_8.jpg, nolink, border=1)]]
"	nicolasc
241	COLLADA Importer	GameLoader		Future Engine Features	enhancement	minor		new	2007-10-17T11:58:11+02:00	2008-12-19T21:36:00+01:00	"== Introduction ==

[[Image(collada_viewer.jpg, width=270, nolink, right, border=1)]]
COLLADA is a XML-based scene format supported by nearly every 3D editor.

== Goal ==

Write a COLLADA importer for Orxonox.

== Implementation ==

Ogre already has a COLLADA importer, but it's fairly old. Enhance it using the existing material. There are specialists in this area, known by the Orxonox project. Ask them if you need help.
"	bknecht
242	Soft Shadows	GraphicsEngine		Future Engine Features	enhancement	minor		new	2007-10-26T15:33:43+02:00	2008-12-19T21:46:32+01:00	"== Introduction ==

[[Image(softshadows.jpg, right, border=1, nolink, width=270)]]
Ogre does not have soft shadows (version 1.4.5). If we want to use them we have to write it by ourselves, changing Ogre or we may find a plugin implementing this feature.

== Goal ==

Fully integrated shadow mode in Ogre supporting soft shadows.

== Implementation ==

This is a quite simple task if Ogre will implement this in the future or a plugin exists somewhere. If this is not the case, you have to implement this by yourself and we could contact Ogre about our work and give them our changes so they can release them in future releases of Ogre."	bknecht
263	Artificial Intelligence (AI)	AI		Future Engine Features	enhancement	minor	gania	new	2008-09-19T12:29:19+02:00	2015-11-30T13:55:48+01:00	"== Outline ==
[[Image(http://www.hutter1.net/ai/iorpresse.jpg,width=180,right)]]
We need an AI-Engine in order to make Orxonox more interactive. For the definition of AI see [http://en.wikipedia.org/wiki/Artificial_intelligence wikipedia]. Probably the best and easiest possibility is to use an already existing opensource AI engine and integrate it into Orxonox.

== Opensource AI engines ==
This is a list with some usefull links:
 * [http://www.ai-tools.org AI-Tools]: i collection of opensource AI-components
 * [http://alchemy.cs.washington.edu/ Alchemy]: Opensource AI tool
 * [http://sourceforge.net/projects/openai/ OpenAI]: another OS engine

== Implementation in Orxonox ==
AI-controlled pawns are not obviously distinguishable from human controlled ones. Both inherit from Controller. So you will have to work with src/orxonox/objects/controllers/ArtificialController.

Think about a modular system to add new AI behaviour on a modular basis. Try to achieve interaction between different AI controlled entities without hardcoding every action explicitly, but based on a set of common rules."	scheusso
265	Loading Bar	Menu		Future Engine Features	task	minor		new	2008-09-19T18:02:18+02:00	2009-03-12T02:30:54+01:00	"== Basic Task ==
The goal of this ticket is to program and design a loading bar which appears when the level is being loaded.

Since we don't yet use multithreading, it will be required to call renderOneFrame() in order to actually show the loading bar. The reason is simply that the main loop doesn't run while the level is being loaded.
This means that you need to know a little bit about our internal design. You best ask one of the PPS assistants for that.

[[Image(41079-loading-bar-game-as3.jpg)]]
"	scheusso
267	Improving the HUD	HUD	0.2.0	Future Engine Features	task	minor		new	2008-09-22T22:25:59+02:00	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
271	Sound Engine	Sound	0.2.0	Future Engine Features	enhancement	minor	erwin	assigned	2008-09-24T04:20:11+02:00	2010-09-21T10:52:42+02:00	"We need a sound engine for at least two reasons:
 * Playing background music
 * Playing ingame sounds

You must take care of the 3D-space (position and the listeners rotation) to get usable effects. Try to find a suitable library and implement it into our framework. Think about how to load sounds and music through the XML file and how to configure volume and other options.
"	landauf
272	Editor	misc		Future Engine Features	task	minor		new	2008-09-24T04:24:06+02:00	2017-10-02T15:23:43+02:00	"Create an editor to point-n-click and drag-n-drop levels. XML export is already possible with Orxonox, now we need a suitable interface. We need a intuitive steering, control commands, input fields for parameters, different views (top, side, 3D, ...).

Create a modular framework that allows enclosing editor features in different modules. Possible modules are:
 - add objects, edit parameters
 - 3D model viewer (and allow placement of the current model)
 - cutscene creator
 - create and connect events
 - particle editor
 - ...

[[Image(20030305.jpg,500)]]
"	landauf
275	Environment (fog, particles, asteroids, etc)	misc	0.2.0	Future Engine Features	enhancement	minor		new	2008-09-24T04:37:00+02:00	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
276	Particle Effects	Particles	0.2.0	Future Engine Features	enhancement	minor		new	2008-09-24T04:40:52+02:00	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
319	Create seamless textures	GameContent		Future Engine Features	task	minor		new	2009-03-11T22:08:27+01:00	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
320	Extend modular space station	GameContent		Future Engine Features	enhancement	minor		new	2009-03-11T22:39:57+01:00	2017-10-02T15:23:59+02:00	"[[Image(ModularSpaceStation:CuboidSS2.png,300,right)]]A while ago a [wiki:ModularSpaceStation modular space station] was created. It includes basic shapes, textures and a Lua script, that puts these cubes and cylinders together randomly on a rectangular grid.

Your task will be to extend this by new basic shapes and probably introduce support for a hexagonal grid. Furthermore, new texture sets will be needed. You could also think about introducing certain standard patters, so that the space station does not look too random."	FelixSchulthess
321	Help the Allied Fleet	GameContent		Future Engine Features	task	minor		new	2009-03-11T22:54:17+01:00	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
369	Make Static Collisionshapes a shield against weapons	CollisionDetection	0.0.4	Future Engine Features	task	minor		new	2011-01-11T23:18:15+01:00	2011-01-11T23:18:15+01:00	Currently you can't hide behind an asteroid with a collisionshape, since all kind of weapons do not interact with static collisionshapes. (The kind of collisionshapes that are attached to static worldentities. In contrast to that collisions of rockets/ laser & co. with dynamic collisionshapes are properly detected.)	jo
451	Zabbix authentication: ldap groups	IT		IT: Server Maintenance	enhancement	minor		new	2016-05-31T10:05:52+02:00	2019-02-28T15:39:39+01:00	"We should watch the [https://support.zabbix.com/browse/ZBXNEXT-276 Zabbit ticket] that will implement the ldap groups feature.

When this ticket is resolved, we should re-configure the Zabbix authentication to be done by LDAP groups: Give permissions to @admins LDAP group instead of single users"	lferran
362	Make Orxonox work on OS X	GeneralFramework	0.0.4	Version 0.1 Codename: Arcturus	task	minor	youngk	new	2010-11-09T08:44:14+01:00	2011-05-11T09:47:46+02:00	"Make Orxononx compile and run on OS X.
If possible, create a bundle.

= General Update for Ticket (as of May 11 2011) =

Consult [wiki:MacOSX MacOSX] for more details (including a tutorial).

== Achieved Goals ==
 * Trunk compatibility for Mac OS X 10.6
 * Dependency package for Mac OS X 10.6
 * Compilation
 * Execution
 * Playability
 * Tutorial

== Prevailing Issues ==
 * Occasional crashes (eg. in conjunction with sound and LOD)
 * Sound errors: OpenAL (maybe ALUT)
 * No application bundle
 * Mac OS X 10.5 Support
 * PCH support on OS X
 * Doxygen documentation support

= Additional Information =
== Creating a Mac Application Bundle ==
Most of the work is done by CPack, a co-application of CMake. The following three pages might help: [http://www.cmake.org/Wiki/CMake:Packaging_With_CPack#Using_CPack_with_CMake ""Packaging with CPack""], [http://www.cmake.org/Wiki/BundleUtilitiesExample ""Bundle Utilities Example""] and [http://www.cmake.org/Wiki/CMake:CPackPackageGenerators#Bundle_.28OSX_only.29 ""CPack Generators""]. Additionally, certain CMake files have already been created: {{{BundleConfig.cmake}}} and {{{PrepareDevBundle.cmake}}}. CPack is included at the end of the top-level {{{CMakeLists.txt}}} file."	dafrick
368	create basic data package	GameContent		Version 0.1 Codename: Arcturus	task	minor	nobody	new	2010-12-13T14:15:03+01:00	2010-12-13T14:15:03+01:00	"Create a basic data package which contains all the media files from data_extern needed to run the basic levels.

For a package being accepted in Debian main or Ubuntu universe, care has to be taken to only use free content.

CC licenses which are DFSG-free:
 * CC-BY-SA 3.0
 * CC-BY 3.0
Other CC licenses (including those prior to 3.0) are not DFSG-compatible. Content with these licenses may be packaged in an additional non-free package.

See also [http://wiki.debian.org/DFSGLicenses DFSGLicenses]."	adrfried
370	System for interactive dialogue	misc	0.0.4	Version 0.1 Codename: Arcturus	task	minor	nobody	new	2011-02-25T12:49:15+01:00	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
372	HUD concept	GUI	0.0.4	Version 0.1 Codename: Arcturus	task	minor	nobody	new	2011-02-25T12:57:15+01:00	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
374	Enhance game immersion	Physics/ODE	0.0.4	Version 0.1 Codename: Arcturus	enhancement	minor	nobody	new	2011-03-02T14:54:21+01:00	2011-03-03T07:54:21+01:00	"Enhance the ""feel"" of the game, give it a pseudo-realistic feeling by adding different effects. e.g. camera shakes when hit, camera focus changes when enemy enters field of view."	decapitb
376	Creation of a Star	GameContent	0.0.4	Version 0.1 Codename: Arcturus	task	minor	youngk	assigned	2011-03-07T16:30:24+01:00	2017-10-02T15:25:57+02:00	"= Create a star consisting of =
 * A 3-D model with clipping
 * A nice beautiful texture
 * Maybe sounds? (Remember: The Orxonox universe is filled with air!)
 * The use of shaders for brightness representation
 * The use of particle effects for the corona
 * The use of force fields (radial, already present) for the gravitational pull

== So Far ==
 * Implemented Newtonian gravitation
 * Collision Shapes for Planets

== Notes ==
 * [http://sponeil.net/downloads.htm] contains source code for atmospheric shaders
 * The paper [http://www.vis.uni-stuttgart.de/~schafhts/HomePage/pubs/wscg07-schafhitzel.pdf ""Schafhitzel et al."" ] documents an efficient way of creating an atmospheric shader for real-time applications.
 * [http://nis-lab.is.s.u-tokyo.ac.jp/~nis/abs_sig.html#sig93 Nishita Algorithm]
 * [http://www.gamedev.net/page/resources/_/reference/programming/special-effects/clouds/real-time-atmospheric-scattering-r2093 Real-Time atmospheric scattering]

The Sun (Please download the file, for only then can you see the extreme detail!)
[[Image(Sun.jpg, 640px)]]"	youngk
377	Spotlight for Spaceship	misc	0.0.4	Version 0.1 Codename: Arcturus	task	minor	nobody	new	2011-04-04T14:50:49+02:00	2011-04-04T14:50:49+02:00	Having a spotlight at the spaceship to turn on and off would be nice	dafrick
379	International characters in paths	GeneralFramework	0.0.4	Version 0.1 Codename: Arcturus	defect	minor	nobody	new	2011-05-06T04:43:42+02:00	2011-05-12T18:51:31+02:00	"When starting Orxonox in a directory like 'ásdf' on Windows 7, the CEGUI logger will not accept the logging file, leading to an exception. [[br]]
We need to investigate whether this is a just a communication problem between Orxonox and CEGUI or whether we have serious issues with international characters in paths.

'''EDIT''' [[br]]
It turns out that it was mostly a Problem in the CEGUI::DefaultLogger. However that's not all. So I have to make a little detour (for Windows only!):

On Windows, characters are encoded using the Microsoft codepage currently in use, which could be any codepage on different systems. Codepages are simply 8 bit ASCII characters extended by another 128 characters to support whatever is needed. On systems in the US and Western Europe, codepage 1252 is the standard.
CEGUI on the other hand uses UTF-32 (4 bytes) for their strings and converts them to UTF-8 when calling c_str(). That is of course different from the 1252 Western codepage used by Windows, so whatever we get from CEGUI might not be useful directly for the Windows API. [[br]]
That's why for all the Windows API functions related to strings, there is a second function with a 'W' suffix (or prefix, don't remember) that accepts wchar_t. However, the usual standard is 4 bytes for that type (UNIX), but Microsoft decided to go for 2 bytes and UTF-16 encoding. [[br]]
That's exactly where the bug occurred: CEGUI converted to UTF-8 and fed that to ofstream::open, which in turn was interpreted as a codepage 1252 character sequence. [[br]]
[[br]]
There is one more subtle detail left: How does CEGUI::String convert from 1252 to UTF-32 when assigning our std::string to it? Simple: according to the documentation, the characters are interpreted as unencoded 8-bit values. So a simple cast from 8 bit to 32 bit values is done. [[br]]
And how on earth could that ever be correct (it actually was)? It turns out that 1252 is mostly identical to UTF-32 for the first 256 characters. [[br]]

=== TODO ===
Not every user will have the 1252 codepage and therefore a lot of things can go wrong. We somehow have to deal with this. [[br]]
On the other hand, the CEGUI problem, that this ticket was issued for, is just a bug and not a general behaviour. CEGUI 0.6.2 might still have the issues though. But since that only concerns Windows where we use CEGUI 0.7.5, we're safe. [[br]]
The other TODO is making a correct conversion from UTF-8 (standard Linux encoding if I'm not wrong) to CEGUI::String because that's just a simple cast and not a decoding."	rgrieder
385	Save a game	GameLoader	0.0.4	Version 0.1 Codename: Arcturus	task	minor	nobody	new	2012-02-23T16:36:33+01:00	2015-09-21T14:28:45+02:00	"Think about what are the relevant states that have to be saved and how to store them in a file.

Possible relevant states:
 * the level's name
 * all movable entities' location and orientation
 * all pawns' health and wether the correspoding objects have been destoyed
 * all states of the triggers & events triggered
 * the state of pickupspawners
 * ...
 * In general everything that has to be updated throughout the network in a multiplayer game.

Next steps:
- How can a saved game be loaded?
- When should the player be able to save a game (every time with a menu option or only if he is at a autosave point?)
- Make the save option compatible with the multiplayer mode. Who should be able to save a game?"	jo
387	Scoreboard 2.0	HUD	0.0.4	Version 0.1 Codename: Arcturus	task	minor	nobody	new	2012-02-27T15:55:06+01:00	2017-10-02T15:26:59+02:00	"If you want to know how many enemies you have killed, simply press ""F2"" and the scoreboard appears. The current implementation is quite simple and has several needs for a refactoring:
 * multiplayer game support is needed.
 * a way to scroll horizontally and vertically is needed (horizontally for long player names and vertically for a long list of players)
 * what about a dynamical behaviour of the scoreboard? Probably show the 'best' player on top and the following players below. Or let the local player always be highlited.
 * there should be a more flexible/generic concept about what a player does score. An easy way would be to let the gametype define how the scoreboard is labeled. (maybe a gametype rather wants to display the 'points' gained and not the 'lives' taken.)"	jo
391	Story mode map system	GameContent	0.0.4	Version 0.1 Codename: Arcturus	PPS_project	minor	nobody	new	2012-03-09T09:18:26+01:00	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
395	Cutscenes	AI	0.0.4	Version 0.1 Codename: Arcturus	PPS_project	minor	nobody	new	2012-09-12T09:11:53+02:00	2017-10-02T15:27:49+02:00	"Imagine a cutscene as a in game animated film. Spaceships are moving around, shooting, boosting - all according to a screenplay.

The first step is to design a controller that follows a pre set description of a movement. All animated objects (spaceships, the camera, ... ) can be steered by different instances of this generic controller.

 * Think of how generically the movement and behaviour of a spaceship - or any other, less complex object - can be described. Which parameters are needed?
 * Create a controller that can carry out the script. Have a look at the  WaypointController if you need help with the implementation."	jo
399	EMP Weapon	GameContent	0.0.4	Version 0.1 Codename: Arcturus	task	minor	nobody	new	2012-10-29T14:13:08+01:00	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
400	Fix the HUD	HUD	0.0.4	Version 0.1 Codename: Arcturus	enhancement	minor	nobody	new	2012-12-20T11:39:06+01:00	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
401	Cleanup the AI	AI	0.0.4	Version 0.1 Codename: Arcturus	task	minor	nobody	new	2012-12-20T12:16:08+01:00	2012-12-20T12:16:28+01:00	"Various people tried to improve the AI and added further functionality.

The task is to get an overview what already has been done and to clean the whole thing up.

Add a reasonable documentation."	jo
402	Inside a Spacestation	GameContent	0.0.4	Version 0.1 Codename: Arcturus	task	minor	nobody	new	2012-12-20T13:52:19+01:00	2012-12-20T13:53:35+01:00	"Create a model of the interior of a spacestation or use one with an appropriate licence.

Think of what rooms the player could need in a spacestation. (Hangar, Shops, Offices, Sleeping Rooms, Bars, Health Care, ...)

Create appropriate textures.

In a second step this Spacestation should be useable by a first and/or third person player.

Fill the station with functionality.

Create a lively atmosphere."	jo
403	Ready made Game Objects	GameContent	0.0.4	Version 0.1 Codename: Arcturus	enhancement	minor	nobody	new	2012-12-20T13:52:47+01:00	2012-12-20T17:47:16+01:00	"Some more sophisticated objects can't be easily scaled and require a lot of XML code to put it in a level.

Write some short lua scripts that handles scaling for both the model and the attached collisionshapes."	jo
404	Texture existing models	GameContent	0.0.4	Version 0.1 Codename: Arcturus	task	minor	nobody	new	2013-02-11T15:11:18+01:00	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
405	In-Game HUD overhaul	HUD	0.0.4	Version 0.1 Codename: Arcturus	task	minor	nobody	new	2013-02-11T15:20:20+01:00	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
407	Migrate to CEGUI 0.8	GUI	0.0.4	Version 0.1 Codename: Arcturus	task	minor	bknecht	assigned	2013-09-08T22:28:43+02:00	2016-02-05T13:08:19+01:00	"CEGUI 0.8 was released this spring and it brings a lot of breaking changes. Orxonox compiles with CEGUI 0.8 since r9671, but it doesn't run because the lua scripts and the datafiles were written for 0.7.

Sooner or later we will have to migrate, so the only question is when and how: should we wait until CEGUI 0.8 is default on all platforms, then just migrate all scripts and data and drop support for CEGUI 0.7. Or should we migrate early and try to support both 0.7 and 0.8 at the same time.

http://www.cegui.org.uk/wiki/index.php/Changes_and_Porting_Tips_for_0.8.0"	landauf
408	Formation Level	GameContent	0.0.4	Version 0.1 Codename: Arcturus	task	minor	nobody	new	2013-09-27T14:51:04+02:00	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
409	Multiplayer: Masterserver debugging/extension	Network	0.0.4	Version 0.1 Codename: Arcturus	PPS_project	minor	nobody	new	2013-09-29T18:00:00+02:00	2013-09-29T18:00:00+02:00	"For a multiplayer game to be playable online, a central ""master server"" is required that the game clients connect to. The task of this master server is to keep a list of all multiplayer game servers and their IPs so players can select which server to connect to.

The current state of the master server is a basic implementation with some memory leaks still present. More debugging work is required to make it useful as well as some extensions for easier management."	smerkli
410	Multiplayer: Game testing and debugging	Network	0.0.4	Version 0.1 Codename: Arcturus	PPS_project	minor	nobody	new	2013-09-29T18:03:45+02:00	2013-09-29T18:03:45+02:00	"The LAN multiplayer mode of Orxonox is still in early stages and not very well-tested. The only way to get this game mode to be more robust is to test it to uncover bugs and then fix them. This requires at least to people to play, temporary addition of more players from other projects might be a good idea as well.

Tests to be done include all game modes playable in multiplayer, chat, joining/leaving games, online/cross-platform multiplayer games."	smerkli
411	Embedd Sound Effects	Sound	0.0.4	Version 0.1 Codename: Arcturus	task	minor	nobody	new	2013-09-29T20:46:30+02:00	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
412	PCH support broken with GCC 4.8	misc	0.0.4	Version 0.1 Codename: Arcturus	defect	minor	nobody	new	2013-10-03T23:42:30+02:00	2013-10-03T23:42:30+02:00	"PCH (precompiled headers) don't seem to work with GCC 4.8 anymore. In r9685 I had to add an include directory because otherwise it wouldn't even compile with GCC 4.8. But if I compare compilation times with and without PCH in GCC 4.8, it actually takes a few seconds longer with PCH. In prior versions of GCC the speed-up was usually around 15%.

We should fix that soon. PCH support is defined in cmake/tools/PrecompiledHeaderFiles.cmake"	landauf
413	Cleanup the Space race	AI	0.0.4	Version 0.1 Codename: Arcturus	task	minor	nobody	new	2013-11-04T23:38:19+01:00	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
415	Quest is not ended by EventTriggers	misc	0.0.4	Version 0.1 Codename: Arcturus	defect	minor	nobody	new	2013-11-18T16:09:24+01:00	2013-11-18T17:43:00+01:00	"Quest can't be completed by using EventTriggers who are avtivated by destroying an enemy.
Also DistanceTriggers with DistanceTriggerBeacon-Attachement can't complete a Quest. Otherwise they work right.

This bugs are hacked by making a DistanceTrigger with very large radius, which is activated when the enemy is destroyed

example:

<DistanceTrigger name=""endQuest"" [...] delay=0.1 >
  <EventTrigger>
    <events>
      <trigger>
        <EventListener event=""enemyDead"" />
      </trigger>
    </events>
  </EventTrigger>
</DistanceTrigger>"	schlaem
416	Particles don't inherit parents velocity	Particles	0.0.4	Version 0.1 Codename: Arcturus	PPS_project	minor	nobody	new	2013-12-09T15:38:58+01:00	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
417	SimpleNotification with color	misc	0.0.4	Version 0.1 Codename: Arcturus	task	minor	nobody	new	2013-12-09T15:52:02+01:00	2013-12-09T15:52:02+01:00	"If we could give a parameter message and a color to a SimpleNotification, we could form conversations during the level or show warnings. Now we define the color with NotificationQueueCEGUI with the XMLPort ""fontcolor"". "	skaan
418	Big Ships implementation	misc	0.0.4	Version 0.1 Codename: Arcturus	PPS_project	minor	nobody	new	2013-12-09T17:41:18+01:00	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
422	Create multiple levels that form a story	GameContent	0.0.4	Version 0.1 Codename: Arcturus	PPS_project	minor	nobody	new	2015-02-19T13:53:33+01:00	2015-09-07T11:22:14+02:00	"Since HS14 there is a campaign menu in Orxonox. The goal of this ticket is to design some new levels that form a story/campaign together.
This ticket is ideal for a group of about 4 students. 2 of them design new models using Blender and the other 2 write the XML code for the levels."	fvultier
423	Define mapping for Class-ID	Network	0.0.4	Version 0.1 Codename: Arcturus	task	minor	nobody	new	2015-04-12T11:33:14+02:00	2015-04-12T11:33:14+02:00	"Currently the network library overrides the class-IDs of all identifiers in ClassID.cc:150.
This modification of the internals of the core library is probably bad style. Instead the network library should maintain a mapping table (which depends on the connected server) and leave the original class-IDs of the client system untouched.
"	landauf
425	Explosion parts for spaceships and other objects	AI	0.0.4	Version 0.1 Codename: Arcturus	task	minor	nobody	new	2015-09-21T15:30:20+02:00	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
426	boost can be used without moving	Control	0.0.4	Version 0.1 Codename: Arcturus	defect	minor	nobody	new	2015-10-16T14:55:48+02:00	2015-10-16T14:55:48+02:00	When spacebar is pressed, but not w, one can spend all the boost without actually using it. After spending all the boost that way, it won't regenerate unless w is pressed.	gania
427	XML parser: No warning fo unknown attributes	ScriptEngine	0.0.4	Version 0.1 Codename: Arcturus	task	minor	nobody	new	2016-03-17T16:01:21+01:00	2016-03-17T16:01:21+01:00	"It is legal now to assign a unknown attribute to a object in a level file. E.g. the following code is legal and gets parsed without a warning or error, but the SpawnPoint has no attribute called ""asdf""

{{{
#!xml
<SpawnPoint asdf=""uuu"" team=0 position=""-200,0,0"" lookat=""0,0,0"" spawnclass=SpaceShip pawndesign=spaceshipescort />
}}}

"	fvultier
428	Game hangs if user's ship is destroyed while guiding a rocket	GeneralFramework	0.0.5	Version 0.1 Codename: Arcturus	defect	minor	nobody	new	2016-03-29T20:37:27+02:00	2016-04-01T14:30:38+02:00	"reproduce:
1. start match with some enemy bots and at least 1 user-guided missile
2. fly around until your ship is under attack by a bot
3. fire missile with ""T"" (default keybind)
4. when pressing T again to return to ship, game hangs at 100% CPU

expected:
4. when pressing T again, respawn

"	simonmie
429	Upgrades for Spaceships in Campaign	GeneralFramework	0.0.4	Version 0.1 Codename: Arcturus	task	minor	nobody	new	2016-09-22T12:03:06+02:00	2016-10-03T14:59:11+02:00	"In many games, the player gets stronger from level to level in the campaign. It would be nice to have an upgrade system for the orxonox spaceships too. Ideas:

[[Image(campaign_research.jpg)]]

For every won campaign mission, the player gets research points that he can spend on different abilities. There would be abilities like ""+10% damage with spaceship escort"" or ""+10% speed with spaceship pirate"" or ""spaceship escort gets an additional flame gun"" or ... BE CREATIVE!


Steps:

- Think about how your final upgrade mechanism should behave. Check out other games for ideas.

- How can you implement your idea? How should the progress of the player be stored? Where should the available upgrades be stored?

- Implementation and testing"	fvultier
264	Binary distribution (CPack)	misc		Version 0.2 Codename: Bellatrix	enhancement	minor		new	2008-09-19T12:51:32+02:00	2017-10-02T15:25:04+02:00	"== Outline ==
In order to make Orxonox more attractive to outstanders we need to provide some OS/distribution specific mechanisms to install Orxonox.
We want to be able to distribute Orxonox for the following platforms:
 * Linux:
  * Ubuntu / Debian
  * Gentoo
 * Windows
 * Mac
== Prerequisits ==
In order to be able to accomplish distribution we need to fulfill some prerequisits:
 * Configuration files location: config files should not (at least on linux) be located in the game folder. So we need to change this in our game.
 * external libraries: we need to make clear what exactly our dependencies are.

== Ubuntu / Debian ==
The distribution on these systems will happen by using .deb packages.

== Gentoo ==
The package system of Gentoo uses portage ebuilds to distribute applications. Someone needs to write an ebuild.

== Windows ==
Probably the best method for distribution is to provide either a zip-file or a self-executable installer file.
"	scheusso
270	Basic Weapon Concept	WeaponSystem		Version 0.2 Codename: Bellatrix	enhancement	minor		new	2008-09-23T16:42:42+02:00	2011-05-15T11:36:11+02:00	"The weapon system is not very well developed at the moment, because we had to concentrate on more important topics for the framework. Now we have gotten far enough to think about this advanced topic. We need a thought-out concept for the weapons. You will have to think about:

 * Which ships can carry which weapons?
 * What weapons are there? Probably two type of weapons are enough for the beginning.
 * How can one attach weapons to ships?
 * How can you make sure, that the meshes have the correct sizes and that they are at the correct place?

This will be a rather complicated task. It will involve coding as well as the occasional design work. You will need to talk with the framework developers and the people creating the weapons. And you will develop your own solution for the problem."	FelixSchulthess
335	Terminate Tcl threads	ScriptEngine	0.2.0	Version 0.2 Codename: Bellatrix	defect	minor	landauf	new	2009-07-19T03:08:06+02:00	2009-07-19T03:08:06+02:00	"Right now Tcl threads (see [wiki:TclThreadManager]) can't be terminated if the corresponding Tcl interpreter is executing an endless ([http://www.tcl.tk/man/tcl8.4/TclCmd/while.htm while]) or long ([http://www.tcl.tk/man/tcl8.4/TclCmd/for.htm for]) loop or waiting for a condition ([http://www.tcl.tk/man/tcl8.4/TclCmd/vwait.htm vwait]) or simply sleeping ([http://www.tcl.tk/man/tcl8.4/TclCmd/after.htm after]) and maybe it's even possible to hang on an open stream ([http://www.tcl.tk/man/tcl8.4/TclCmd/exec.htm exec] and [http://www.tcl.tk/man/tcl8.4/TclCmd/open.htm#M20 open with a pipe]).

Since Tcl doesn't know keywords, all those language features are functions which can be overwritten with [http://www.tcl.tk/man/tcl8.4/TclCmd/proc.htm proc]. For example you could redefine while and for with an additional condition which becomes false as soon as you want to terminate the interpreter. Unfortunately this isn't as easy as expected, because you need some deep knowledge of Tcl including it's scoping policy and how to circumvent it.

But maybe there's another way to safely terminate an interpreter. Tcl offers [http://www.tcl.tk/man/tcl8.4/TclLib/contents.htm many functions] and one of them might be the right one. But remember, you can't just crash the thread, it will crash everything. Except maybe with an ugly hack using a signal handler, but that won't be platform independent.

A third option might be to simply interrupt the thread without even trying to stop the interpreter. That won't give us our memory back, but it surely will free the CPU which might be good enough if everything else fails.

Fourth an last option that comes to my mind: As far as I know, Tcl uses some sort of events. Maybe it's possible to set up an event handler in Tcl and later inject the event through the Tcl C API to call the event handler which terminates the interpreter. Maybe not.
"	landauf
343	GUI Animation Engine	GUI	0.0.4	Version 0.2 Codename: Bellatrix	enhancement	minor	bknecht	assigned	2009-11-13T05:59:29+01:00	2009-11-13T06:01:58+01:00	"Write an Animation Engine to animate our CEGUI Menus. Smooth animations described in XML-files are the way to go. Use key frames to define start and end points of the animation.

Somebody already wrote an Animation Engine for CEGUI, but the license is not compatible with GPL. You can get ideas from [http://www.cegui.org.uk/phpBB2/viewtopic.php?t=2761 that project]."	bknecht
363	Evaluate OpenCL support	misc	0.2.0	Version 0.2 Codename: Bellatrix	enhancement	minor	nobody	new	2010-11-09T09:55:00+01:00	2011-05-14T03:38:19+02:00	"OpenCL is a library that allows to relay certain parts of your code to the GPU of your graphics card and computes it there with parallel power. While CUDA as a similar example only runs on NVidia cards, OpenCL is the open-source and hardware independent implementation of such a solution.

Your task is to identify possible candidates of code snippets that can be run in parallel and thus increase the speed of the game on such hardware. Because the graphics rendering cycle is run on the graphics card as well, the code from OpenCL should not get into the way of graphics calculations and slow down the game.

Candidates for parallel computing may be AI or physics.

Also estimate effort and necessary changes in comparison of probable speed up. If it's not worth it, we won't do it."	scheusso
373	Design a phpBB Skin For Our Forum	misc	0.0.4	Version 0.2 Codename: Bellatrix	task	minor	nobody	new	2011-03-02T14:26:58+01:00	2013-12-05T21:40:15+01:00	"A new skin for our forum, how nice would that be? The current grey/orange third-party skin should be replaced by something that looks more sci-fi and space-shooter-like. Also, it should adopt the new Orxonox color scheme.

Knowledge on CSS and HTML will be helpful."	FelixSchulthess
381	Waypoints/Quest Guide	GameContent	0.0.4	Version 0.2 Codename: Bellatrix	task	minor	nobody	new	2011-09-01T23:37:50+02:00	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
392	Scriptable Controller	AI	0.0.4	Version 0.2 Codename: Bellatrix	task	minor	kohlia	assigned	2012-06-10T20:46:12+02:00	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
393	Content Polish	GameContent	0.0.4	Version 0.2 Codename: Bellatrix	task	minor	nobody	new	2012-06-10T22:07:04+02:00	2017-10-02T15:25:21+02:00	"Find projects that are almost finished and bring them to a release state.

(Concrete examples coming soon.)"	jo
430	Highscore system for minigames	Network	0.0.4	Version 0.2 Codename: Bellatrix	task	minor	nobody	new	2016-10-03T17:37:46+02:00	2016-10-03T17:40:34+02:00	"It would be nice to have a highscore list for the minigames (and probably certain other levels).

Important design steps/decisions:
 * Where should the highscore list be saved? Probably on the master server?
 * Somehow the game should be able to read the current highscore for a particular level from the masterserver. How can you implement this?
 * After terminating a level (and having a higher score than any other player) you should be able to send your score to the masterserver.
 * There should be a way how the player can enter his/her name when having a new highscore. Create a GUI where the player can enter the name.
 * Create a CEGui Menu where the player can look at the highscore lists of the different levels. This could maybe look like the following screenshot from the game ""Doodle Jump"".

[[Image(highscore.jpg)]]"	fvultier
284	Collision Shapes	Physics/ODE	0.2.0	Version 0.3 Codename: Castor	enhancement	minor		new	2008-12-19T17:58:48+01:00	2015-01-13T23:31:17+01:00	"The physics engine implementation is working now, but has limited support for collision shapes: Only boxes, spheres, infinite planes and cones are supported, while cones are still not tested yet (cone.mesh can be used as graphical test).

On [http://www.continuousphysics.com/Bullet/BulletFull/classbtCollisionShape.html], you can see a graphical overview of what collision shapes bullet offers.

For more information how to create a new collision shape, simply look at the ones in src/orxonox/objects/collisionshapes. It's not much and quite simple code.

Additional functionallity: Visualise collisionshapes for level designers. (only in the developer version though)"	rgrieder
286	WorldEntity scaling with physics	Physics/ODE	0.0.4	Version 0.3 Codename: Castor	defect	minor		new	2008-12-19T18:10:01+01:00	2011-05-03T16:35:36+02:00	"When using physics, it is not possible to scale an object at the moment. The problem is that the Bullet physics engine doesn't support that kind of transformation natively.
The main reason is that the collision shapes have fixed size. You create a sphere with radius 5 and it will have that radius as long as its lifetime.

But: You can apply setLocalScaling() to every collision shape. The implementation however is not complete. For instance for compound collision shapes, it has no effect. That inevitably means that we need to do some heavy work ourself.
Imagine you want to scale a compound collision shape: You will have to scale each and every shape itself and even adjust the transformation.

There is more problems: SphereCollisionShape obviously does not support non-uniform scaling (or it won't be a sphere anymore). You will have to check every bullet collision shapes for its scaling capabilities and implement that in our framework. This can unfortunately only be done by examining the Bullet source code.

'''Update:'''
I checked Bullet v2.77 (update is in the trunk since 04/27/11) and it seems to have scaling for compound collision shapes now. But haven't checked with the others.
In short: our task may have gotten much easier!"	rgrieder
304	Convert Console	HUD	0.2.0	Version 0.3 Codename: Castor	enhancement	minor	nobody	new	2009-01-06T12:51:21+01:00	2011-05-12T00:30:05+02:00	"The graphical representation of the in-game console is completely hard coded except for a few ConfigValues. You could abstract the console into one base class that can simply display text and a derivative that implements the Shell. [[br]]
This is best done with CEGUI."	rgrieder
344	Design a skin for the GUI	GUI	0.0.5	Version 0.3 Codename: Castor	enhancement	minor	nobody	new	2009-11-17T04:13:13+01:00	2009-11-17T04:13:13+01:00	"At the moment we use a very low resolution GUI design for our CEGUI, which includes widgets, window, button and mouse design. It also is not our own, Orxonox design.

So the task is to look at the current design (Taharez) and the others in the lookandfeel directory of the GUI data to figure out how CEGUI works on the level of lookandfeel. You can find content creation information [http://www.cegui.org.uk/wiki/index.php/Creating_Skins here]."	bknecht
396	Racing Bots	AI	0.0.4	Version 0.3 Codename: Castor	task	minor	nobody	new	2012-09-14T13:38:18+02:00	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
397	Devastate the Earth	GameContent	0.0.5	Version 0.3 Codename: Castor	task	minor	nobody	new	2012-10-11T13:47:52+02:00	2012-10-11T13:47:52+02:00	"We already have a model of the earth. A model of the earth of 2012.

How would an overpopulated earth look in a dystopic future?

How would the eath look after a Noxian invasion?"	jo
406	Intelligent Formation	misc	0.1	Version 0.3 Codename: Castor	task	minor	nobody	new	2013-02-19T15:47:09+01:00	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
414	Create a realistic looking earth	GameContent	0.0.5	Version 0.3 Codename: Castor	task	minor	nobody	new	2013-11-11T12:37:08+01:00	2017-10-02T15:25:32+02:00	"[[Image(north_star_cycles_render_blendswap.jpg, right)]]
Our earth planet model can be improved in several ways:

1. Day and night textures that get exchanged according to the light source of the scene.

2. Create cloud textures that are displayed above the regular day/night texture.
See also: http://www.blendswap.com/blends/view/46815

3. Create a particle effect for the entrance in the atmosphere.

4. Create a high resolution earth model with a hight map that will replace the regular eath model, when the player gets too close.

-> This will be awesome eye candy."	jo
420	Collisionshapes from Model - Autocollisionshapes	Physics/ODE	0.1	Version 0.3 Codename: Castor	PPS_project	minor	nobody	new	2014-02-15T09:29:27+01:00	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
490	Improve OrxoBros	AI		Version 0.3 Codename: Castor	enhancement	minor	nobody	new	2017-10-09T15:48:23+02:00	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
491	Enhance Towerdefense	misc		Version 0.3 Codename: Castor	enhancement	minor	nobody	new	2018-03-15T13:31:30+01:00	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
492	Pacman Ghost AI	AI	0.1	Version 0.3 Codename: Castor	enhancement	minor	nobody	new	2019-02-21T15:30:21+01:00	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
494	Spaceship with BumpMap	AI	0.1	Version 0.3 Codename: Castor	new feature	minor	nobody	new	2019-02-21T16:16:34+01:00	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
289	Finish Bellatrix Milestone	misc			task	trivial	nobody	new	2008-12-22T13:17:48+01:00	2009-07-28T14:22:49+02:00	"Bellatrix or version 0.2 of Orxonox should be finished since last summer. Finishing the Milestone does not involve coding but rather a redistribution of tickets.

 1. Tickets which involve stuff we never even started last summer should be moved to a future milestone (Castor or Future Features).
 1. Tasks done or partly done until last summer should be closed and if necessary a new ticket should be created consisting of the remaining part of the task. This new ticket should be moved to a future milestone (Castor or Future Features).

You should end up with a finished milestone and maybe some new tickets in other milestones."	bknecht
389	Progress bar for level loading	GUI	0.0.4	Version 0.1 Codename: Arcturus	PPS_project	trivial	nobody	new	2012-03-09T09:12:43+01:00	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
