﻿__group__	ticket	summary	component	milestone	type	priority	created	_changetime	_description	_reporter
bensch	2	implementing updater	GUI	Old Orxonox tickets orx-v0	defect	minor	2005-01-03T02:47:24+01:00	2007-10-01T18:37:54+02:00	Adding ability to (automaticaly) downloads all orxonox ressources needed for the game, eg. models, maps, sounds...	patrick
bknecht	211	FPS Weapon and HUD	HUD	Old Orxonox tickets orx-v0	task	major	2007-04-11T09:14:52+02:00	2007-10-01T18:37:22+02:00	"== Introduction ==
This task should improve the visuals and playability of Orxonox in the FPS mode. The job is, to work on a 3D/2D HUD hybrid and to position the weapon of the FPS-player correctly in the world.
This is a '''coding''' task with a smaller amount of creativity and artistic work.

== Goal ==
With the improvement of the FPS-player we want to be able to make more interesting FPS parts in the game. The goal is to implement a better feeling for the player when he is in FPS-mode. This has mainly to do with visual effects and other things the player can see. Also the FPS-weapon has to be improved.

== Implementation ==
There are a lot of things to do here and not all of them have to be done perfectly:
 * a 3D model of a (removable) helmet with oxygen and temperature readings for a spacesuit (those readings are 2D elements of course)
 * the HUD should be able to ""mark"" a world entity in the world, probably show it on the radar
 * the direction of the next mission goal should be shown to the player (do not use a compass, we're in space)
 * position the weapon at a proper position in the world and with this also the FPS-player camera (this is a really difficult job) Important is, that the player shoots exactly where he's looking at at all times.
 * fix the [https://forum.orxonox.net/viewtopic.php?t=107 crosshair bug]

for further questions contact a PPS-leader"	bknecht
bknecht	219	Spacegate	GameContent	Old Orxonox tickets orx-v0	task	minor	2007-04-12T11:03:07+02:00	2007-10-01T18:37:22+02:00	"== Introduction ==
The story says, that the alien race of the Asheroc built a space gate to travel fast with ships without wormhole drive. This task is to model that gate.

[http://www.worth1000.com/entries/57000/57251uaDY_w.jpg][[br]]
Note: The picture does not represent what you should model ;-).

== Goal ==
Model the gate with blender. It should be big enough (or course we can scale the model) so that huge freighters can travel through that gate. 

== Implementation ==
Sketch it, scan and model it and don't forget the texture.[[br]]
My idea was originally to make the gate half solid half plasma like and that the solid pieces circle around the middle. The gate either be 2 dimensional or even extended into the third dimension. Think about how you would implement the plasma stuff, how you want to make the solid stuff circling or just think of a better idea.[[br]]
The story requires wormhole lasers from the frame of the gate which shoot the object inside the gate."	bknecht
bknecht	343	GUI Animation Engine	GUI	Version 0.2 Codename: Bellatrix	enhancement	minor	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
bknecht	407	Migrate to CEGUI 0.8	GUI	Version 0.1 Codename: Arcturus	task	minor	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
erwin	271	Sound Engine	Sound	Future Engine Features	enhancement	minor	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
hdavid	53	Motion Blur	GraphicsEngine	Old Orxonox tickets orx-v0	defect	minor	2005-04-25T19:27:21+02:00	2007-10-01T18:37:03+02:00	Implement a method to display motion blur of very fast objects. Probably this won't be used, but its worth testing it.	patrick
kohlia	392	Scriptable Controller	AI	Version 0.2 Codename: Bellatrix	task	minor	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
lferran	456	fix memberUid overlay in groups	IT	IT: Server Maintenance	defect	major	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
youngk	376	Creation of a Star	GameContent	Version 0.1 Codename: Arcturus	task	minor	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
