﻿__group__	ticket	summary	component	version	milestone	type	priority	owner	status	created	_changetime	_description	_reporter
Active Tickets	154	Sound Engine Enhancements	AI		Old Orxonox tickets orx-v0	enhancement	blocker	nobody	reopened	2006-10-19T15:02:51+02:00	2007-10-01T18:39:51+02:00	" * [http://www.devmaster.net/articles/openal-tutorials/lesson1.php OpenAL Lesson 1: Simple Static Sound]
 * [http://www.devmaster.net/articles/openal-tutorials/lesson2.php OpenAL Lesson 2: Looping and Fadeaway]
 * [http://www.devmaster.net/articles/openal-tutorials/lesson3.php OpenAL Lesson 3: Multiple Sources]
 * [http://www.devmaster.net/articles/openal-tutorials/lesson4.php OpenAL Lesson 4: The ALC]
 * [http://www.devmaster.net/articles/openal-tutorials/lesson5.php OpenAL Lesson 5: Sources Sharing Buffers]
 * [http://www.devmaster.net/articles/openal-tutorials/lesson6.php OpenAL Lesson 6: Advanced Loading and Error Handles]
 * [http://www.devmaster.net/articles/openal-tutorials/lesson7.php OpenAL Lesson 7: The Doppler Effect]
 * [http://www.devmaster.net/articles/openal-tutorials/lesson8.php OpenAL Lesson 8: OggVorbis Streaming Using The Source Queue]
 * [http://www.devmaster.net/articles/openal-ogg-file/ Loading OggVorbis Files From Memory]"	patrick
Active Tickets	157	Space Station	GameContent		Old Orxonox tickets orx-v0	task	blocker	wenners	reopened	2006-10-26T17:04:19+02:00	2007-10-01T20:56:43+02:00	"== Intro ==
The first single player mission starts in a space station where the player can buy equipement and ships. A small in-game cut scene will take place around and in this space station to introduce Orxonox's story. You'll have to model a nice looking civil space station (humans). The station is a little wrecked down and serves as motel and service station.

http://static.howstuffworks.com/gif/space-station-iss.jpg

== Goals ==
 * Create a 3D model of the whole space station from outside (including textures).
 * Create the main rooms of the station as a Q3 map (including textures).

== Implementation ==
You will need to:
 1. look out for space station in other games or movies (inspiration).
 2. draw simple drafts of your station and the station's interrior.
 3. model the station from inside and outside.
 4. assign texture coordinates to your models.
 5. create textures for all rooms and the outside surface.
 6. import your space station into the first level and finalize it (add animated doors, etc...)
"	nowic
Active Tickets	159	Human Space Ships	GameContent		Old Orxonox tickets orx-v0	task	blocker	wenners	reopened	2006-10-28T17:28:06+02:00	2007-10-01T20:56:33+02:00	"== Intro ==
The human fraction has economic problems and they haven't developed any revolutionary new technologies. Their space ships are scruffy, dirty, rusty and have scratches everywhere. Technical devices like antennas, fuel tanks or tubes are visible from outside. Every space ship has a number of weapon slots which can be equipped with different weapon systems. More information about the humans can be found here: https://dev.orxonox.net/wiki/Humans

http://www.flatrock.org.nz/wolf/images/X2_Pix/D_Sulaco1.jpg
Sulaco (space ship from Alien)

== Goals ==
 * Model and texture at least two human space fighters with weapon slots.
 * Create weapons (laser, rocket launcher, ...) and projectiles

== Information Gathering ==
You will need to:
 * search for space ship design in movies and other games
 * think about interesting weapon systems
 * read the orxonox Concept Paper: https://dev.orxonox.net/wiki/ConceptPaper

== Implementation ==
 1. make sketches of your space ships
 2. craete 3D models of your space ships and weapons
 3. apply texture coordinates to your models
 4. paint textures for your models (maybe different version)
 5. import your models into the game"	wenners
Active Tickets	160	Noxon Space Ships	GameContent		Old Orxonox tickets orx-v0	task	blocker	wenners	reopened	2006-10-28T17:44:28+02:00	2007-10-01T20:56:15+02:00	"== Intro ==
The Noxons use a combination of biological and conventinal technology to build their space ships. They have an organic surface with technical structures built in. (maybe their ships are even breathing) The form is scary and beasty and the spaceships should glow from evil. Every space ship has a number of weapon slots which can be equipped with different weapon systems. More information about the Noxons can be found here: https://dev.orxonox.net/wiki/Noxons

http://upload.wikimedia.org/wikipedia/de/3/3c/Naupilus.jpg
http://upload.wikimedia.org/wikipedia/en/6/64/Zoea.jpg

Copepod + Zoea

== Goals ==
 * Model and texture at least two Noxon space fighters with weapon slots.
 * Create weapons (pulse, drones, ...) and projectiles

== Information Gathering ==
You will need to:
 * search for space ship designs from biological structures or animals (plankton, algae...)
 * think about interesting weapon systems
 * read the orxonox Concept Paper: https://dev.orxonox.net/wiki/ConceptPaper

== Implementation ==
 1. make sketches of your space ships
 2. create 3D models of your space ships and weapons
 3. apply texture coordinates to your models
 4. paint textures for your models (maybe different version)
 5. import your models into the game
"	wenners
Active Tickets	166	Interactive Camera	AI		Old Orxonox tickets orx-v0	enhancement	blocker	nobody	reopened	2006-10-31T12:31:33+01:00	2007-10-01T20:47:20+02:00	"= Intro =
In computer games there are usually two kind of movie snippets:
 * rendered movies
 * cut scenes in game graphic 
Of course rendermovies have to be rendered beforehand and loaded from the harddisc. Cut scenes in game graphics can be implemented in a mission without loading anything special from anywhere.

This ticket is an enhancement of the camera and probably some other things. It should be possible to control the camera with scripts. 

Check out the [http://www.youtube.com/watch?v=ELfIXaSYuJw youtube animation]


= Goals =
 * implement a way to start the cut scene (player loses control of everything)
 * scripts control the camer
 * camera can fade in and out 
 * camera can be moved freely and easily by adding waypoints (dependence from project #158)
 * the camera should be able to jump from one point to another in no time (simple move with dt=0)
 * optional: zoom in and zoom out
 * optional: camera shaking 

= Information Gathering =
 * you can find the current camera implementation [https://dev.orxonox.net/browser/trunk/src/world_entities/camera.cc here]. Be sure to know the difference between !CameraNode and the Camera itself
 * to let the player loose the control you will have to take a look at the [https://dev.orxonox.net/browser/trunk/src/lib/event event handler]
 * take a look at the [https://dev.orxonox.net/browser/trunk/src/world_entities/npcs/generic_npc.cc NPC] implementation
 * learn more about orxonox scripting in the ScriptingHowTo


= Implementation =
 * implement a way to start the cut scene (player loses control of everything)
 * fading: just draw a black square before the camera that blends slowly abay
 * scripts handle the actions (move objects, interact with the NPC interface)
 * camera can be moved freely and easily by adding waypoints (dependence from project #158)
"	patrick
Active Tickets	174	LoadParam, LoadElement and LoadAttrib	AI		Old Orxonox tickets orx-v0	enhancement	blocker	nobody	reopened	2007-01-03T13:56:16+01:00	2007-10-01T20:47:34+02:00	"= LoadParam extensions =
Currently it is only possible to read in parameters with the LoadParam program. In the future it would be greate to have a more elaborate way to do this.

Normally one loads an Element from a TiXmlElement. This Element is then called the root in the loadParams() functions

Thereafter the element is parsed for subelements. These subelements can then be looked at as a root. This root can be used to call another function.

== LoadElement ==
Now the extension would be to have a handler for the TiXmlElement called the LoadElement that can be either a file or a TiXmlElement* root.

like this it is possible to load a spaceship from a file, if it is used in many different levels.

== LoadAttrib ==
The Attrib is an attribute of a Element, that loads from the following code:
{{{
#!xml
<element attrib=""someAttrib""/>
}}}
This is different from the Element, as it does not require any '<' or '>', and is the default way for identifier values.
"	bensch
Active Tickets	180	cleanup: src/world_entities/creatures	GeneralFramework		Old Orxonox tickets orx-v0	task	blocker	patrick	reopened	2007-02-11T18:08:32+01:00	2007-10-01T20:44:48+02:00	Clean up the source, as stated in the [https://dev.orxonox.net/milestone/CleanUp cleanup milestone]	patrick
Active Tickets	181	cleanup: src/world_entities/effects	GeneralFramework		Old Orxonox tickets orx-v0	defect	blocker	patrick	reopened	2007-02-11T18:09:27+01:00	2007-10-01T20:45:00+02:00	Clean up the source, as stated in the [https://dev.orxonox.net/milestone/CleanUp cleanup milestone]	patrick
Active Tickets	182	cleanup: src/world_entities/elements	GeneralFramework		Old Orxonox tickets orx-v0	defect	blocker	patrick	reopened	2007-02-11T18:10:18+01:00	2007-10-01T21:00:33+02:00	"Clean up the source, as stated in the [https://dev.orxonox.net/milestone/CleanUp cleanup milestone]

do these source files belong to world_entities?"	patrick
Active Tickets	183	cleanup: src/world_entities/environments	GeneralFramework		Old Orxonox tickets orx-v0	defect	blocker	patrick	reopened	2007-02-11T18:13:49+01:00	2007-10-01T21:00:23+02:00	"Clean up the source, as stated in the [https://dev.orxonox.net/milestone/CleanUp cleanup milestone]

do all !WorldEntities belong to this directory?"	patrick
Active Tickets	184	cleanup: src/world_entities/items	GeneralFramework		Old Orxonox tickets orx-v0	task	blocker	patrick	reopened	2007-02-11T18:14:27+01:00	2007-10-01T21:00:12+02:00	Clean up the source, as stated in the [https://dev.orxonox.net/milestone/CleanUp cleanup milestone]	patrick
Active Tickets	185	cleanup: src/world_entities/npcs	GeneralFramework		Old Orxonox tickets orx-v0	defect	blocker	patrick	reopened	2007-02-11T18:16:51+01:00	2007-10-01T20:59:50+02:00	"Clean up the source, as stated in the [https://dev.orxonox.net/milestone/CleanUp cleanup milestone]

 * doors, gates are not realy npcs, are they? (environment perhaps)
 * mover, network_gun are they npcs? I don't know, (environment perhaps)
 * npc.cc defines weapons, is this a nice setup? Playable does the same thing. Possible to get common ground?"	patrick
Active Tickets	186	cleanup: src/world_entities/particles	GeneralFramework		Old Orxonox tickets orx-v0	task	blocker	patrick	new	2007-02-11T18:18:19+01:00	2007-10-01T18:37:13+02:00	Clean up the source, as stated in the [https://dev.orxonox.net/milestone/CleanUp cleanup milestone]	patrick
Active Tickets	187	cleanup: src/world_entities/power_ups	GeneralFramework		Old Orxonox tickets orx-v0	defect	blocker	patrick	new	2007-02-11T18:19:31+01:00	2007-10-01T18:37:13+02:00	"Clean up the source, as stated in the [https://dev.orxonox.net/milestone/CleanUp cleanup milestone]

 * this is not used at the moment is the framework still useable?
 * the collision system has changed since the work here, does it still work?
"	patrick
Active Tickets	188	cleanup: src/world_entities/projectils	GeneralFramework		Old Orxonox tickets orx-v0	defect	blocker	patrick	reopened	2007-02-11T18:22:31+01:00	2007-10-01T20:59:40+02:00	"Clean up the source, as stated in the [https://dev.orxonox.net/milestone/CleanUp cleanup milestone]

 * this is a hard topic, you have to read through projectile.{cc, h}, perhaps even weapon.{cc, h} first in order to understand the work.
 * look out for hard-coded stuff like (pictures, sounds, etc) is it possible to write a .oif file for them instead of hard-coding it? - you could hardcode the oif file loading
 
"	patrick
Active Tickets	189	cleanup: src/world_entities/space_ships	GeneralFramework		Old Orxonox tickets orx-v0	defect	blocker	patrick	reopened	2007-02-11T18:23:46+01:00	2007-10-01T20:59:30+02:00	"Clean up the source, as stated in the [https://dev.orxonox.net/milestone/CleanUp cleanup milestone]

 * many space ships are hard-coded loading its model. try to do this in an .oif file"	patrick
Active Tickets	190	cleanup src/world_entities/weapons	GeneralFramework		Old Orxonox tickets orx-v0	defect	blocker	patrick	reopened	2007-02-11T18:24:45+01:00	2007-10-01T20:59:16+02:00	"Clean up the source, as stated in the [https://dev.orxonox.net/milestone/CleanUp cleanup milestone]

 * first read through weapons.{h, cc} to understand it
"	patrick
Active Tickets	191	cleanup src/world_entities/weather_effects	GeneralFramework		Old Orxonox tickets orx-v0	defect	blocker	patrick	reopened	2007-02-11T18:25:49+01:00	2007-10-01T20:59:07+02:00	Clean up the source, as stated in the [https://dev.orxonox.net/milestone/CleanUp cleanup milestone]	patrick
Active Tickets	192	cleanup: src/world_entities/*{.cc, .h }	GeneralFramework		Old Orxonox tickets orx-v0	task	blocker	patrick	reopened	2007-02-11T18:28:17+01:00	2007-10-01T20:58:57+02:00	"Clean up the source, as stated in the [https://dev.orxonox.net/milestone/CleanUp cleanup milestone]

 * '''only''' look out for this directory '''without''' subdirectories.
 * do any (or even all) of these classes belong in a nother subdir
 * are still all classes needed? hehehe... no I don't think so..."	patrick
Active Tickets	193	cleanup: src/util	GeneralFramework		Old Orxonox tickets orx-v0	defect	blocker	patrick	reopened	2007-02-11T18:30:37+01:00	2007-10-01T20:58:49+02:00	"Clean up the source, as stated in the [https://dev.orxonox.net/milestone/CleanUp cleanup milestone]

 * '''only''' look out for this directory '''without''' 
 * hard task
 * does util directory make any sense or should there be other directories containing the source files
"	patrick
Active Tickets	195	cleanup: src/lib/coord - PNode System	GeneralFramework		Old Orxonox tickets orx-v0	defect	blocker	patrick	reopened	2007-02-11T18:36:49+01:00	2007-10-01T20:58:39+02:00	"= PNode Major Cleanup =

== Goal ==
Clean up the source, as stated in the [https://dev.orxonox.net/milestone/CleanUp cleanup milestone]

== Additional Requirements ==
 * check for better PNode tree integrity
 * PNode is not reliable, it doesn't do what the user expects it to do (because it is only updated after each mainloop-cycle)
 * coordinates are not updated in real-time, therefore the next object requesting current coordinates gets the old coordinates
 * setAbsCoorSoft() interpolates between two points using quadslerp. This is a good thing to have. But its very dangerous and brings ambiguity with it: someone setting/shifting coordinates interferes with this automatic inline coordinate setting => the object doesn't move or moves very strange => very hard to debug. Rethink this completely
 * create a new delete function e.g. delete() that is used for Pnode internal cleanup => this will have very critical effects on the whole framework. Currently the pnode tree is used to clean up all pnodes. This shouldn't be used anymore since its ambiguous: multiple lists:
   * object manager lists
   * base object class lists
  Choose one to be taken as the deleting containter and only delete objects in this list (not as now partially via pnode tree and partialy via other lists).
 * deleting PNodes: make delete operator private/protected, so pnodes can not be deleted by accident
"	patrick
Active Tickets	196	cleanup: src/lib/graphics	GraphicsEngine		Old Orxonox tickets orx-v0	defect	blocker	bknecht	reopened	2007-02-11T18:41:09+01:00	2007-10-01T20:58:29+02:00	"Clean up the source, as stated in the [https://dev.orxonox.net/milestone/CleanUp cleanup milestone]

 * many files from importer/* should be in graphics/ (e.g. texture)
 * some file in importer/* need an own subdir (especially for every importer file type)
 * create new subdir model for all model data structs (model.h, static_model.h,...)
 * where do light, texture belong to? Think about it"	patrick
Active Tickets	197	cleanup: src/lib/util	GeneralFramework		Old Orxonox tickets orx-v0	defect	blocker	patrick	reopened	2007-02-11T18:42:55+01:00	2007-10-01T20:58:01+02:00	"Clean up the source, as stated in the [https://dev.orxonox.net/milestone/CleanUp cleanup milestone]

 * create some subdirs for the source files in this directory (e.g. time for timer.cc)
"	patrick
Active Tickets	198	Artificial Intelligence State Based	AI		Old Orxonox tickets orx-v0	defect	blocker	nobody	new	2007-02-22T14:55:36+01:00	2007-10-01T18:37:44+02:00	"
= State Based AI =

Let's restructure the current AI implementation and create a state based AI. The idea would be to define states, transitions (with conditions) and events emitted if a transitions happens. Other states can listen for events (via conditions) and make a transition dependant on such events.

This is a whole new framework with much thinking to be done before the actual implementation."	patrick
Active Tickets	199	Orxonox Story Dependency Graph	GeneralFramework		Old Orxonox tickets orx-v0	defect	blocker	patrick	new	2007-02-22T15:09:30+01:00	2007-10-01T18:37:44+02:00	"== Intrudoction ==
A game should be full of decisions that do change the story and the world. Quests are one type of changeing the world state. Example: If you finish Quest1 you are able to start Quest2, if you fail in solving Quest4 you are not able to talk to NPC6. You finish a quest with 6 points of 10 possible points (let's assume that points are reflecting the quality with which one is finishing a quest), another NPC is giving you items depending on this points (better items/worse items).

== Goals ==
Create a framework that enables a programmer to create any story related dependancy in the orxonox world. Best way to do this is thinking of the story as a dependancy graph, each edge has a threshold with which it is enabled (can be just true/false or a number of points... anything).[[br]]
The interface needs to be very very easy and nice, since it will be used by many different objects (NPCs, mission manager, etc).

== Advanced Goals ==
[http://live.gnome.org/Dia Dia] is an open source diagram creation application. Understand its open soure native data format and load them into Orxonox (the source will be somewhere in Dia iteslf). This enables a content creator to use dia as a story dependancy modler. Very nice!"	patrick
Active Tickets	200	Transparency Handling in the Graphics Engine	GraphicsEngine		Old Orxonox tickets orx-v0	defect	blocker	nobody	new	2007-02-22T15:17:16+01:00	2007-10-01T18:37:44+02:00	"= Introduction = 
Transparency in OpenGL is handled very differentlly from the rest of the drawing process. Transparent (blended) objects need to be drawn manually from back to front in order to be displayed correctly (because the depth buffer is disabled for transparent stuff).

= Goal =
In order to support transparent objects in Orxonox, the graphics engine needs to be able to identify transparent objects. All transparent objects must then be handled in a seperate list ordered from back to front (relative to the current camera position). If an object itelf has more than one transparent face, the faces need to be ordered from back to front as well. But this is the problem of the objects itself and doesn't need to be looked at in this problem."	patrick
Active Tickets	201	Finish the GUI Framework	GraphicsEngine		Old Orxonox tickets orx-v0	defect	blocker	nobody	reopened	2007-02-22T15:19:22+01:00	2007-10-01T20:57:52+02:00	"= Introduction = 
Orxonox has a first implementation of a GUI like framework. But the framework does not yet behave as  it is expected. Many features are not yet finished.

= Goal =
Finish the framework, so it can be used in Orxonox efficiently. If possible, tests the GUI as much as possible at the end."	patrick
Active Tickets	202	WorldEntities entering the World	GeneralFramework		Old Orxonox tickets orx-v0	defect	blocker	patrick	new	2007-02-22T15:28:59+01:00	2007-10-01T18:37:13+02:00	"= Introduction =
When WorldEntities enter the world, they have no way of reacting to this event. Many objects need to init variables as soon as they enter the orxonox world. This is especially critical since the pnode tree is (sometimes) not initialized before a WorldEntity enters the world.

= Goal =
Introduce a new virtual function enter/leave which is called as soon as a WorldEntity enters/leaves the world. The GameWorld should call these functions since it is in control of state changes.

= Implementation = 
The WorldEntity, GameWorld or ObjectManager need to be adapted in order to support this functionality. The GameWorld/ObjectManager need to keep track of objects entering/leaving the world and need to call the functions accordingly. "	patrick
Active Tickets	203	Saving Orxonox Game State	GeneralFramework		Old Orxonox tickets orx-v0	defect	blocker	patrick	new	2007-02-22T15:47:06+01:00	2007-10-01T18:37:44+02:00	"= Introduction =
At any point in the game, the state of the world should be saveable and later on be loadable. This is a very common feature in nowadays games. '''This may be a very very complicated topic'''.

= Goals =
The state of the world needs to be saveable. The state of an object needs to be saved if and only if this state is not the natural/initial state of the object and this state is not deducable from the state of other objects.

= Implementation =
Let's save the state in xml form, therefore the tinyxml module, already contained in orxonox can be used. Each class needs to specify which properties need to be saved to make it's whole reproducable. Saving is therefore some sort of reversed loadparam process."	patrick
Active Tickets	204	Main-Loop Redesign	GeneralFramework		Old Orxonox tickets orx-v0	defect	blocker	patrick	reopened	2007-02-22T16:02:05+01:00	2007-10-01T20:57:43+02:00	"
= Introduction =
The orxonox main loop is the core of the orxonox framework. It updates all objects, events and states, renders and displays the scene. This process is executed with each frame (the frame is the result of this process).
The whole framework runs with the frames frequency and therefor is dependant on the both rendering (GPU) and calculating (CPU) time. 

= Goal =
In order to be able to update object positions more often - this is critical for object collision detection and physical collision reactions - this main loop needs to be split into different parts. Each part needs to be updated (executed) with a specific frequency. This should all be very adaptable. 

= Advanced Goal =
Think about scalability and determine the requirements for multi-threading. Create a ticket for it and open it for discussion in the orxonox forum."	patrick
Active Tickets	205	Object and Scene Management	GeneralFramework		Old Orxonox tickets orx-v0	defect	blocker	patrick	reopened	2007-02-22T16:15:01+01:00	2007-10-01T20:57:01+02:00	"= Introduction =
There are two different types of tasks the current GameWorld is handling: 
 * Objects are managed by the ObjectManager, Cameras are handled by the CameraManager and these handlers are contained in the GameWorld. 
 * The GameWorld also includes more technical (hard-ware related) managers like the EventHandler, the NetworkManager, the GraphicsEngine and so on. 
These are two very different tasks the GameWorld is confronted with.The GameWorld should only be used as a data and process reference pool for a given game level (world/scenario). The management of the scene should be done outside of the GameWorld, since it is something completely different:

= Goal =
Design and create a SceneManager infrastructure to manage a given scene in Orxonox. This includes, the objects in it (via ObjectManager), the cameras (via CameraManager), the lights (via LightManager), the sounds, the music, the story, etc. All this should be handled and collected in this new module."	patrick
Active Tickets	206	Clean up Weapon Loading MountPoint function	GeneralFramework		Old Orxonox tickets orx-v0	defect	blocker	patrick	reopened	2007-02-22T16:18:32+01:00	2007-10-01T20:57:34+02:00	"
= Goal =
Loading weapons is not yet as generic as it should be. Clean up the current framework, resolve hot fixes and make it more generic."	patrick
Active Tickets	208	Material Bug on old Graphics Cards	GeneralFramework		Old Orxonox tickets orx-v0	defect	blocker	patrick	reopened	2007-02-22T17:23:24+01:00	2007-10-01T20:57:24+02:00	resolve the bug: https://forum.orxonox.net/viewtopic.php?t=11	patrick
Active Tickets	89	Saveability	GameLoader		Old Orxonox tickets orx-v0	task	critical	patrick	new	2005-06-14T22:39:18+02:00	2007-10-01T18:37:44+02:00	"= Saveability =

for saving purposes most classes, that are not automatically loaded by the level, or are unstatic (e.g Player/NPC's) need a save routine if one wants to be able to save the Level on the Go... 

Also states of the weapons, energy and Points have to be saved for each WorldEntity"	bensch
Active Tickets	110	Context-Switching	GeneralFramework		Old Orxonox tickets orx-v0	enhancement	critical	patrick	new	2005-10-18T22:50:53+02:00	2007-10-01T18:37:44+02:00	"= Context-Switching =

== idea ==
 currently we are using singleton-classes, to render the scene, draw all enemies, collisions and so on.

The idea of context switching is, that by modifying the NullParent to be switchable, we can just enter a MenuScreen, and switching back, after we are finished.

== implementation ==
since this is a State 
  * extend __state.h__ to hold the entire state of the current Level.
  * create a Stack where the current ''state'' can be pushed in, and a new one can be overlaid.
  * Not much must be Stored.
   1. NullParent-reference
   2. Current Camera
   3. Current World
   4. some more minor things

The idea is not, to switch to an entirely new Level, and change back to the first one, but to change to a menuscreen, and back again.

This is just state-preservation."	bensch
Active Tickets	158	Animated Objects	GeneralFramework		Old Orxonox tickets orx-v0	task	critical	patrick	reopened	2006-10-26T22:09:39+02:00	2007-10-01T20:42:19+02:00	"= Intro =
It would look much better, if objects (like enemies, obstables, ...) would not just pop up infront of the player as it is usual for oldskool vertical scroller games, but would fly in from behind or wherever. Look at this [http://www.youtube.com/watch?v=b7XJObJX8EI video] and you will know what I mean :D

http://www.excellentcontent.com/emuzone/rsg3.jpg
http://www.sega-universe.de/img/articles/50/Radiant-Silvergun-jap-10.gif
(images: both from Radiant Silvergun )[[br]]
[[br]]
http://upload.wikimedia.org/wikipedia/de/thumb/4/44/Spline_interpolation.png/250px-Spline_interpolation.png [[br]]
(image from [http://www.wikipedia.org wikipedia], splines)


= Goal =
 * Implement a scripting interface to enemy spaceships that gives the programmer a easy way to generate animated movements
 * movement is defined by waypoints (3D vectors) in space and times they need to reach these
 * the track is a numerical approximation: eg. bezier lines or splines


= Information Gathering =
 * Be sure to watch this [http://www.youtube.com/watch?v=b7XJObJX8EI video], there you can see how ships enter the screen
 * Read the article about [http://de.wikipedia.org/wiki/Spline splies] from wikipedia
 * Here you will find an old source code creating a track from some discrete points [https://dev.orxonox.net/browser/trunk/src/util/track directory].


= Implementation =
 * create a new Track class based on the old [https://dev.orxonox.net/browser/trunk/src/util/track track system] (just without forks/joins, and with adjustable/const speed)
 * simple interface: 
   * adding points for the track, time marks and movement functions (function of speed)
   * resetting the track
   * getting the position of an object moving on this track for a given time
 * the track should be drawable for visualizing and debug reasons
"	patrick
Active Tickets	163	Ship Weapon System Configuration	GUI		Old Orxonox tickets orx-v0	task	critical	bensch	reopened	2006-10-31T11:47:18+01:00	2007-10-01T20:42:33+02:00	"= Intro =
In the game the player will be able to assign power to each ship system: weapons, shields, engine. This should be possible with a nice gui that helps the player configure his/her ship. This could look like the ""fitting"" process from [http://www.eve-online.com/ eve online]: [[br]]
http://www.eve-online.com/bitmaps/guide/ch07_skillguide_clip_image004.jpg [[br]]
[[br]]
But we would prefere a slot based system: each ship defines slots where weapons can be plugged in. Big ships have more slots than small ships. For each slot the player will assign a weapon and how much power from the reactor should be assigned to this weapon system (do this eg. with a slider/scroll bar/ buttons). The more power a weapon gets, the more fire power it will have. 


= Goals =
 * make a gui that helps the player assign weapons and power to ship slots

= Information Gathering =
 * check out the orxonox gui interface [https://dev.orxonox.net/browser/trunk/src/lib/gui/gl gl-gui]
 * check out some examples of how such guis are built (look at the main gui)
 * look for other guis in other games

= Implementation =
 1. find out which buttons and other funcional elements are used to configure the ship (eg: picture of the weapon, picture of the ship with its slots, etc.)
 1. what functionality of the gui framework do you expect to implement this (buttons, text panels, image panels, ...)
 1. draw some examples: look how they should look like and where you would place the elements defined previously
 1. do some test with the gui framework: create some buttons, some image panes etc.
 1. create a prototype of the shop with the gui (all functionality with a minimum of graphics)
 1. test the prototype
 1. now concentrate on style: fill your prototype with nice looking graphics
"	patrick
Active Tickets	164	Quest Dialog	GUI		Old Orxonox tickets orx-v0	task	critical	bensch	reopened	2006-10-31T12:01:44+01:00	2007-10-01T20:42:47+02:00	"= Intro =
There will be some communication with people on space stations and also during the flight. You can choose missions that you like or just simply speak with NPCs. This could look something like in [http://www.eve-online.com eve online]: [[br]]
http://www.eve-online.com/bitmaps/guide/ch10%20_huntingquide_clip_image004.jpg [[br]]
or more like in deus ex: [[br]]
http://content.answers.com/main/content/wp/en/thumb/1/19/240px-Deus_ex_-_in_game_screenshot.jpg [[br]]

= Goals =
 * create a dialog gui for talking with NPCs

= Information Gathering =
 * check out the orxonox gui interface [https://dev.orxonox.net/browser/trunk/src/lib/gui/gl gl-gui]
 * check out some examples of how such guis are built (look at the main gui)
 * look for other guis in other games

= Implementation =
 1. find out which buttons and other funcional elements are used for laking to NPCs and accepting/declineing missions (eg: picture of the faces, mission goals, current player money, etc.)
 1. what functionality of the gui framework do you expect to implement this (buttons, text panels, image panels, ...)
 1. draw some dialogs: look how they should look like and where you would place the elements defined previously
 1. do some test with the gui framework: create some buttons, some image panes etc.
 1. create a prototype of the dialog with the gui (all functionality with a minimum of graphics)
 1. test the prototype
 1. now concentrate on style: fill your prototype with nice looking graphics
"	patrick
Active Tickets	165	Shop GUI	GUI		Old Orxonox tickets orx-v0	task	critical	bensch	reopened	2006-10-31T12:08:01+01:00	2007-10-01T20:42:57+02:00	"= Intro =
In the game the player will be able to buy weapons, generators and shields in shops, found on space stations at the end of each level. The player needs a simple GUI that leads him/her through the process of buying and upgrading systems on the ship. This could look something like this[[br]]
http://www.eve-online.de/grafik/hbExodus/hbe15-01.jpg [[br]]
There should probably be more images of the system you like to buy, this makes buying and selling much funnier

= Goals =
 * create a shop like gui that helps the player buy and sell weapons, shield-systems and ships

= Information Gathering =
 * check out the orxonox gui interface [https://dev.orxonox.net/browser/trunk/src/lib/gui/gl gl-gui]
 * check out some examples of how such guis are built (look at the main gui)
 * look for other guis in other games

= Implementation =
 1. find out which buttons and other funcional elements are used to buy a ship (eg: picture of the weapon, the amount of money of the player, etc.)
 1. what functionality of the gui framework do you expect to implement this (buttons, text panels, image panels, ...)
 1. draw some shops: look how they should look like and where you would place the elements defined previously
 1. do some test with the gui framework: create some buttons, some image panes etc.
 1. create a prototype of the shop with the gui (all functionality with a minimum of graphics)
 1. test the prototype
 1. now concentrate on style: fill your prototype with nice looking graphics
"	patrick
Active Tickets	167	Character System of the Player	GeneralFramework		Old Orxonox tickets orx-v0	task	critical	patrick	reopened	2006-10-31T12:49:26+01:00	2007-10-01T20:43:06+02:00	"= Intro =
Orxonox needs some sort of RPG (role playing game) style character system. Its attributes could be: number of ship slots (number of weapons that can be carried by a space ship), reactor energy output, shield strength, ship hull strength, ship agility. The system performance depend on the energy that is assigned for each system.

= Goal = 
 * come up with a character system for Orxonox based on space-ship attributes
 * implement this character system into Orxonox

= Information Gathering =
 * most character attributs are currently implemented direct into the [https://dev.orxonox.net/browser/trunk/src/world_entities/world_entity.h WorldEntities]. This will change with this ticket
 * there is a very old approach for this problem [https://dev.orxonox.net/browser/trunk/src/world_entities/character_attributes.h old character system implementation]. But it's never been used. Perhaps you will be inspired by it.
 
= Implementation =
 * create a new class !CharacterSystem
 * add the character attributes to this class and write an interface
 * integrate the character attributs in a !WorldEntity"	patrick
Active Tickets	170	Multiple Weapon Systems	GeneralFramework		Old Orxonox tickets orx-v0	task	critical	patrick	reopened	2006-11-19T12:49:12+01:00	2007-10-01T20:43:15+02:00	"Improve the existing weapons framework

Create/design new weapons for both sides

Types:
Programming
Modelling"	nicolasc
Active Tickets	194	cleanup: src/subprojects	GeneralFramework		Old Orxonox tickets orx-v0	defect	critical	patrick	new	2007-02-11T18:32:24+01:00	2007-10-01T18:37:13+02:00	"Clean up the source, as stated in the [https://dev.orxonox.net/milestone/CleanUp cleanup milestone]

 * hard task
 * create a new qt gui for all subprojects
 * remove old unused subprojects
 * try to make them compile again"	patrick
Active Tickets	209	Moon Surface	GameContent		Old Orxonox tickets orx-v0	task	critical	snellen	reopened	2007-04-04T22:16:16+02:00	2007-10-01T20:56:05+02:00	"== Intro ==

The player can't land in the earth with a space-only space craft and therefore has to land on the moon where the destroyed defense base of the UCA (future USA) lies. This Station is surrounded by craters and rocks.

http://www.ccastronomy.org/photo_tour_Moon_Craters.jpg

== Goals ==

  * Create a 3D model (OBJ) of the moon surface (including textures).
  * Create some rocks or destroyed objects to make the scene more interresting (including textures).
  * Keep in touch with the architect of the space station. Synchronise your works.

== Implementation ==

You will have to:

  1. look out for moon fotos and watch some si-fi movies (inspiration).
  2. draw simple drafts of your landscape and objects. 
  3. model your objects.
  4. assign texture coordinates to your models.
  5. create textures for all your objects.
  6. import your moon mesh into the level and compose a realistic scene.

"	wenners
Active Tickets	212	Turret	GameContent	0.0.1	Old Orxonox tickets orx-v0	task	critical	wenners	reopened	2007-04-11T09:32:19+02:00	2007-10-01T20:43:28+02:00	"== Introduction ==
For the defense station on the moon we need a static automatic turret which is the player's enemy. This is a pure modeling task.

[http://burningcity.com/blog/blog_graphics/bubble-turret-B17.jpg]

== Goal ==
Model one or more turrets, which can be placed into the level.

== Implementation ==
Design the model on paper first. Draw top, side and front view of the turret. Then scan your sketches and put them into blender.

Then you can start modeling the turret.

The model requires something the turret can shoot out. Remember that the turret will be human built and will be placed in a human station and therefore doesn't need too much fancy science fiction stuff.

for further questions ask a PPS-leader"	bknecht
Active Tickets	216	Moon Station	GameContent	0.0.1	Old Orxonox tickets orx-v0	defect	critical	vkaenemi	reopened	2007-04-12T01:42:56+02:00	2007-10-01T20:43:41+02:00	"== Introduction ==
The story leads us onto the moon surface, there will be a destroyed defense base of the human race. We will build this base with a BSP-model.

[http://moon.jaxa.jp/ja/gallery/moon_base/IMAGE/moon_base06_s.jpg]

== Goal ==
Finish the base so far, that we can tell our story we want to. There have to be rooms and corridors where we can add traps and automatic turrets. Then there have to be two hangars and several other rooms and stuff you can see and use and observe.

== Implementation ==
First agree with the design. Draw the base. You should know what shapes the corridors have and how all that stuff fits in your model in the best way. We can also build in level loaders between different parts of the station. But be sure, that we cannot save the game state and that it's not cool to change the level back and forward all the time. This means that we cannot save, what you did in one level and make other things in the second level change."	bknecht
Active Tickets	218	Enhance Vertical-scroller level	misc	0.0.1	Old Orxonox tickets orx-v0	enhancement	critical	nobody	reopened	2007-04-12T10:41:57+02:00	2007-10-01T20:55:55+02:00	"== Introduction ==
The present vertical scroller part of Orxonox is pretty boring. Your task is to use the present and future developement of the engine to make this level more exciting.[[br]]
This is a scripting and content creation task.

[http://www.winmobiletech.com/kuvat/view9k.jpg]

== Goal ==
Fill in action: Enemies, traps, difficulties and just decoration (scripted explosions, story elements, camera rides).

== Implementation ==
use the existing vertical scroller level file (XML) and think of ways to improve its playability. Do not make the level too easy, it should be challenging. Also you should have good contact to some programmers who implement enhancements for the vertical scroller. Use the state of the art development of the Orxonox engine for this level!

For more inputs, ideas and guidelines, ask the PPS-leaders"	bknecht
Active Tickets	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
Active Tickets	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
Active Tickets	21	ClippingEngine/ CullingEngine	GraphicsEngine		Old Orxonox tickets orx-v0	defect	major	nobody	reopened	2005-01-06T00:39:27+01:00	2007-10-01T20:55:40+02:00	"On big maps with many players and object you can't always draw everything specialy those things, that are too far away to be seen or those that are hidden behind other objects. The method used to exclude everything that doesn't have to be drawn is called ""clipping"".[[BR]]
This engine is used to find out which object have to be drawn and which not. The Algorithm used to solve this problem is called Octree, there are other algorithms known to solve this problem. The most famous alternative are Direct Acyclic Graphs (DAG) but I see no need to use those for our ""little"" game.

 * Concrete Use:
   * clipping on the world of orxonox

 * requirements:
   * efficent data processing, remember: the ClippingEngine should give a performance boost...
   * set the amount of subdivisions of the world
   * a functional subdevision algorithm of octrees

 * implementation:
   * use octrees to implement clipping

 * online resources:
   * [http://www.gametutorial.com/ example] on [http://www.gametutorual.com gametutorial]
   * [http://www.gamedev.net/reference/list.asp?categoryid=40 collection of aricles about octree/quadtree] on [http://www.gamedev.net gamedev]
   * [http://www.gamedev.net/reference/articles/article1485.asp Quadtree and Octree Culling Alternative] on [http://www.gamedev.net gamedev]
   * [http://www.gamedev.net/community/forums/topic.asp?topic_id=222046 discussion in a forum] on  [http://www.gamedev.net gamedev]
   * [http://www.gametutorials.com/Tutorials/OpenGL/Octree.htm octree article] on [http://www.gametutorials.com gametutorials]
"	patrick
Active Tickets	34	Shadows	GraphicsEngine		Old Orxonox tickets orx-v0	defect	major	dave	new	2005-02-21T15:51:54+01:00	2007-10-01T18:37:03+02:00	"Shadows are one of main issues when it comes to realism, without it the scene just looks wierd. Shadows are in real-time computer grafics what the neutrons are in Atoms, it is the glue, the one thing that tells us, that the scene we see really interacts.

In orxonox so I think we need the following approach:

  * __Idea__: 
   * Shadows from Objects to the ground plane.
   * Shadows via SUB Textures
  * __Interface__:
   * Takes one or more terrains, to project the Shadow to
   * Takes a list of World-entities, for shadow calculation
   * Renders the Textures placed onto the Plane
  * __Extensions__:
   * Soft Shadows
   * (Shadow-Volumes (this is relly hard, and I do not think we need it))
   * etc.
  * __Resources__:
   1. [http://frustum.org/3d/download.php?f=16/ShadowMap.tar.gz shadowMap]
   2. [http://frustum.org/3d/download.php?f=14/Shadows.tar.gz shadows]
   3. [http://frustum.org/3d/download.php?f=13/ShadowVolume.tar.gz shadowVolume]"	bensch
Active Tickets	82	Fine tune PhysicsEngine	Physics/ODE		Old Orxonox tickets orx-v0	defect	major	adi	new	2005-06-08T22:47:42+02:00	2007-10-01T18:37:03+02:00	"the PhysicsEngine needs some fine-tuning.

  * faster
  * more exact
  * better fields, with radial attenuation-cutoff
  * ..."	bensch
Active Tickets	91	MissionManager	GeneralFramework		Old Orxonox tickets orx-v0	defect	major	bensch, patrick	new	2005-06-29T21:29:58+02:00	2007-10-01T18:37:44+02:00	"= Mission Manager =
handles story line through the level, initializes events, and 

__Implementation__:
  * __List of goals__:
   * You have to kill a, b, and c
   * you have to protect this and ther other one
   * you just have to survive 5 minutes
   * i think you get it ....
  * __reactions__:
   * emit signals onto actions taken 
   * time emits signals
   * signlas are handled and movies are played back and stuff...
  * __lead us__:
   * tells what heapens next onto our actions
   * chooses next level (from a list of availiable levels)"	bensch
Active Tickets	95	loading Movement	GameLoader		Old Orxonox tickets orx-v0	defect	major	patrick	new	2005-07-02T02:27:09+02:00	2007-10-01T18:37:44+02:00	"== loading movement ==

__NPC-ships__ need movement to be loadable

also some other stuff should be moveable.

Derive a way to do this in an easy and nice manner"	bensch
Active Tickets	129	Realistic Story and Concept	GameContent		Old Orxonox tickets orx-v0	task	major	bknecht	reopened	2006-02-23T20:25:46+01:00	2007-10-01T20:43:50+02:00	"== INTRO ==
Work out a Concept, a Realistic Story and an entire UNIVERSE, where the fleet of the noxons is headed towards the devestation of earth and the entire human race, and naturally all other lifeforms...

Read Books (Sci-Fi), watch movies, get inspired, here is where the atmosphere is comming from, and go on and make something out of it

== Work in Progress ==
Some ideas have allready been given. See GamePlay
As Orxonox as a whole is a work in progress, the story is so even more. Go on and add your ideas, 

== CONCEPTS ==
everything goes, its sci-fi... 
BUT!! The universe MUST be consistent. meaning: 
  * Realistic* as possible
  * Static Danger, Static Fear, and if it goes for me, no heroes :)
  * Plausible
  * and Full of surprises
  * Nothing works as one would expect**.


*: Realistic means, that what you tell works within the boudraries of the Rules you set to the given universe and state of development of the races... don't do something like we are carving stones, and now our headsman developped the fastest and most powerfull weapon in one day...

**: well if you push left, the ship should fly there :)"	bensch
Active Tickets	132	Continue Network	Network		Old Orxonox tickets orx-v0	defect	major	parick, chrigi	new	2006-03-31T13:37:31+02:00	2007-10-01T18:37:30+02:00	"
The network framework is on a good way. [wiki:NetworkManager Here] are some inputs for further development:
"	patrick
Active Tickets	152	cut scenes	ScriptEngine		Old Orxonox tickets orx-v0	enhancement	major	nobody	new	2006-08-16T13:03:22+02:00	2017-10-02T15:21:20+02:00	"In computer games there are usually two kind of movie snippets:
 * Rendermovies
 * Cut scenes in game graphic
Of course rendermovies have to be rendered beforehand and loaded from the harddisc.
Cut scenes in game graphics can be implemented in a mission without loading anything special from anywhere.

This ticket is an enhancement of the camera and probably some other things. It should be possible to control the camera with scripts. I thought of something like this:
 * Start cut scene (player loses control of everything)
 * Scripts handle the action (move objects, let people talk and walk)
 * Camera fades in and out and can be moved freely and easily
 * Stop cut scene (player gets back control of his playable object, camera changes back in normal view)

Things the camera should be able to do:
 * Fade to black (or other color) and back
 * Jump from one point to another in no time
 * Sway around one or more objects
 * Follow an object either by moving or swaying
 * Zoom in and zoom out

Implementation ideas:
One should be able to put the camera target on every (PNode of an) object. This means it gets it's child. The camera is the child of the camera target and with the different PNode functions you should be able to realize most of the abilities the camera should have."	bknecht
Active Tickets	153	Vertex Array Models	GraphicsEngine		Old Orxonox tickets orx-v0	enhancement	major	nobody	new	2006-10-19T13:46:28+02:00	2007-10-01T18:37:44+02:00	"
Switch to vertex array model representation instead of opengl lists (that's what is used now). There are many resources about this topic online. Though there could be a problem defining multiple materials per vertex, at is is used by the .obj model.

here is a basic idea of how to make the arrays:
 * http://www.gamedev.net/community/forums/topic.asp?topic_id=418898"	patrick
Active Tickets	155	Vertical/Horizontal Scroller Controls	GeneralFramework		Old Orxonox tickets orx-v0	task	major	muellmic	reopened	2006-10-25T22:57:42+02:00	2007-10-01T20:44:02+02:00	"= Intro =
The space ship control is used for direct in-game interaction with the avatar of the player. The player needs to feel comfortable with the control, the perspective and the ships reaction to input. We want different scroller perspectives:

http://upload.wikimedia.org/wikipedia/en/9/90/Raiden_%28game%29.png
http://upload.wikimedia.org/wikipedia/en/9/93/Rtypeiiscreenshot.png [[br]]
vertical scroller (left), horizontal scroller (right) [[br]]
[[br]]
After the design and implementation, this project needs lots of testing to get the optimal control. You will need play some other similar games to let yourself be inspired.


= Goals =
 * define a well playable vertical scroller mode (extend the current version)
 * define a well playable horizontal scroller mode (new)
 * switching between these modes should be very easy (interface function) and scripteable



= Information Gathering =
You will need to:
 * look out for the most popular vertical/horizontal scroller games (make sure to check out this [http://en.wikipedia.org/wiki/Scrolling_shooter wikipedia] page)
 * be sure to download some demos from such games and play them until you get a feeling of how the controls work
 * there is already a vertical scroller implementation available, be sure to check it out: you will find it in [https://dev.orxonox.net/browser/trunk/src/world_entities/playable.cc#L324 playable.cc] function:  {{{setPlaymode(...)}}} be sure to look at the [https://dev.orxonox.net/browser/trunk/src/world_entities/playable.h playable.h] header file too (line 113 you find the most important function: {{{enterPlaymode(Playmode& mode)}}}.
 * '''most important''' look at [https://dev.orxonox.net/browser/trunk/src/world_entities/space_ships/spacecraft_2d.cc spacecraft_2d.cc] and [https://dev.orxonox.net/browser/trunk/src/world_entities/space_ships/spacecraft_2d.h spacecraft_2d.h] you will mostly work with those two classes
 * scripting howto (ScriptingHowTo) for play mode changes


= Implementation =
 * each space ship ([https://dev.orxonox.net/browser/trunk/src/world_entities/space_ships directory]) defines its own {{{enterPlaymode(Playmode& mode)}}} function. This is where the code is written that describes how the switching between the gamemodes should look like.
 * how the spaceship moves is described in the function {{{void Spacecraft2D::movement (float dt)}}}. For each playmode, there is a {{{case}}} describing the input reactions.
 * there is already an interface for switching player mode, find it and make sure it can be accessed by scripts



"	patrick
Active Tickets	162	Vertical/Horizontal Scroller Content	ScriptEngine		Old Orxonox tickets orx-v0	task	major	bknecht	reopened	2006-10-29T16:08:22+01:00	2007-10-01T20:44:21+02:00	"== Intro ==

We need to build a vertical scroller level. The task of this ticket is to put together a level with models, scripting sequences, story snippets, camera panning and other things. Make a level which no vertical scroller presented in the past. Define the vertical scroller genre in a new way and produce a interesting yet simple level which shows a lot of the work we already put in to Orxonox. Use the powerful 3D engine for this.

[http://www.classicgaming.com/Shmups/reviews/ikaruga/photos/ch4.jpg]
[http://gunstarheroes.classicgaming.gamespy.com/images/treasure_games/ikaruga_level_2_boss.jpg]

[http://www.defunctgames.com/pic/reviewpics/reviewradiantsilvergun-3.jpg]

== Goals ==

 * Finish a fully playable vertical shooter level with many changes and exciting twists.
 * Try to make the level replayable so people are still interested in the level after playing it several times.


== Implementation ==

 * Check out how a level is built in Orxonox (XML-File)
 * Learn how to use the scrpting engine.
 * Check out your possibilities using stuff we already implemented or which we will during this semester.
 * Make a short storyboard of the missionplot.
 * Build that level.
 * "	bknecht
Active Tickets	168	Public Relations	misc		Old Orxonox tickets orx-v0	task	major	nobody	new	2006-10-31T23:56:41+01:00	2007-10-01T18:37:22+02:00	"= Intro =
We want the Orxonox community to grow larger. To achieve this goal advertisment needs to be done! We need a Technical Demo for our game, current screenshots, videos etc..[[BR]]
Our Website has to be updated often, news have to be posted and we want to get as much feedback as possible. Therefor we have the forum but we should also have a bug reporting tool.[[BR]]
Furthermore we must provide an easy way for normal human beings to get in touch with Orxonox, we have to make Orxonox available for everybody. That means there have to be up-to-date binaries (with installers) for many different operation systems. Too many people were hold back by the complicated install procedure.
= Goals and Implementation =
=== Major Goals ===
 * Install Bugzilla (http://www.bugzilla.org/)
 * Create a Techdemo Level that shoes all of Orxonox' fanzy features (Weather Effects, Animated Textures, Mapped Water, Scripts, Terrain, BSP Level (if it's possible to include it in the same Level), Power-Ups, Weapons and a lot of upcoming stuff...). It'd be possible that the user doesnt have to control anything in the demo Level, everything could be scripted.
 * Create a Movie of the Techdemo, compress it with some open-source codec and upload it to the page
 * As soon as there's a new feature post a screenshot of it on the website
 * Create a windows installer for Orxonox
 * Assure that Orxonox is running on all supported OS' and it's distributions (Linux (Gentoo, Ubuntu, Debian, Fedora, Redhat, SuSE), Mac OS X, Windows XP) and keep the intastallation manuals up to date (https://dev.orxonox.net/wiki/Running). Create binaries for the different OS' including all required libraries (if possible with an installer). This goal should be done by certain persons working on the specified OS'.
 * Own ideas ...
=== Minor Goals ===
 * Write a nice looking CSS (Cascading Stylesheet) for the trac wiki (http://www.w3.org/Style/CSS/, http://www.csszengarden.com/)
 * Validate our website's xhtml source (http://validator.w3.org/)
 * Own ideas ..."	stefalie
Active Tickets	169	Artificial Intelligence	AI		Old Orxonox tickets orx-v0	task	major	nobody	new	2006-10-31T23:57:46+01:00	2007-10-01T18:37:22+02:00	"= Intro =
We want smart, thinking enemies in Orxonox. This is about creating a plugable AI module to control all NPCs behavior. They should react on given situations and actions. The NPCs should also be able to work as a team and coordinate their attacks.
= Goal and Implementation =
 * Create ractions for NPCs (they can be triggered by entering a region in the world or doing some action (shooting, pushing buttons, ...). This can be achieved by using the scripting engine.
 * Make the enemies learn from past events and actions (make statistics about prior events)
 * Create am aiming and shooting module for the enemies. Change the difficulty/the NPCs strength dinamically. It should always be a challenge for the player but never an unattainable challenge. 
 * NPCs should have inner states: If the NPC sees the player it gets alerted (inner state) and changes his behavior. If the player leaves the NPCs field of view it shouldn't forget about the player and just act like nothing happened.
 * NPCs should be able to travel freely through the levels without colliding with the world, objects and other NPCs. Therefore use pathfinding algorithms.
 * Make the enemies communicate with each other and coordinate their attacks (they could attack from different directions at once or they could appear in different formations ... use your imagination)
= Information Gathering =
 * Look at the comments and the old artifical intelligence ticket (#134)
 * Use the implemented scripting engine (https://dev.orxonox.net/wiki/ScriptingHowTo)
 * http://ai-depot.com/
 * Pathfinding algorithms (http://www.devmaster.net/articles/pathfinding/, http://www.gamedev.net/reference/articles/article2003.asp, http://www.peachpit.com/articles/article.asp?p=101142&seqNum=3&rl=1)
"	stefalie
Active Tickets	171	atmospheric-flight capable player ship models	GameContent		Old Orxonox tickets orx-v0	task	major	wenners	new	2006-11-27T15:07:44+01:00	2007-10-01T18:37:22+02:00	"= Intro =
Orxonox should be a game which plays to some parts in space, and to some part in the atmosphere of a planet. The ships usable by the player should be capable of both, and that for should follow some principles of physics. - as having wings - because flying at ballistic speeds is not fun for long - especially while maneuvering through a canyon or a city. 

[https://forum.orxonox.net/viewtopic.php?t=45 Forum Thread]

= Goal =
 * Create a hybrid model
   * Part airplane: wings, aerodynamics 
   * Part Spaceship: Rocket-propelled (hydrogen-based) [wiki:Technology see here]"	nicolasc
Active Tickets	172	Naming Convention	GameContent		Old Orxonox tickets orx-v0	enhancement	major	wenners	new	2006-11-29T10:23:26+01:00	2007-10-01T18:37:44+02:00	"= Intro = 
An F-5 fighter is called Tiger, an F-14 Tomcat, and an AIM-7 missile is called Sparrow, and AIM-9 Sidewinder. Every military unit has it's own codename.
Heavy Fighter, Very Heavy Fighter, Not So Heavy Fighter gets boring soon enough

= Goal =
Create a naming convention, for most types that are used in Orxonox (mainly ships, stations, weapons, but also cities and locations). And create a wikipage

= Ideas/Sources = 
 * Religious/Mythological Names (e.g David, Goliath, Zeus, Hercules, Prometheus)
 * Animals (e.g Hawk, Sparrow, Sidewinder...)
 * Character Attributes (e.g dreadnought, intrepid, defiant...)
 * Locations (i.e Cities, States)
 * Battles (e.g Trafalgar, Waterloo, Skagarak, Valley Forge, Lexington, Saratoga) [http://en.wikipedia.org/wiki/Category:Lists_of_battles wiki]
 * Personalities/Celebrities

[http://freespace.volitionwatch.com/techfs/holdover1.shtml Freespace]

[http://en.wikipedia.org/wiki/Greek_Mythology Greek Mythology]

[http://en.wikipedia.org/wiki/Wing_Commander:_Prophecy#Missiles Wing Commander]"	nicolasc
Active Tickets	211	FPS Weapon and HUD	HUD	0.0.1	Old Orxonox tickets orx-v0	task	major	bknecht	assigned	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
Active Tickets	215	Enhance/Rewrite AI	AI	0.0.1	Old Orxonox tickets orx-v0	defect	major	nobody	new	2007-04-12T01:31:28+02:00	2007-10-01T18:37:22+02:00	"== Introduction ==
The current AI of the vertical scroller mode has some flaws. Those flaws have either be solved or if you want you can take a new approach on the problem.

[http://www.newfreedownloads.com/imgs/7604-w400.jpg]

== Goal ==
We want a flexible AI for the vertical scroller mode. We'd like to enhance it later on to 3D, so while implementing you should keep that in mind. AI must shoot, evade and fly around.

== Implementation ==
Look at the existing AI and see where there's room for improvement. You will learn quickly what you can do in Orxonox with this example. You should soon decide if you want to start over again or if you want to enhance the AI we already have.[[br]]
At the moment, the AI expects the player always to be flying along the x-axis also it's not too simple to change distances and stuff. Implement different behaviors and think of ways to change parameters quickly on run time."	bknecht
Active Tickets	217	Spaceship: Lander	GameContent	0.0.1	Old Orxonox tickets orx-v0	task	major	nobody	new	2007-04-12T10:30:03+02:00	2007-10-01T18:37:22+02:00	"== Introduction ==
The story requires a spaceship which is able to enter and leave the atmosphere. There are different types of space ships, some can enter atmospheres of other planets and others cannot.[[br]]
This is a modeling task.

[http://theglitteringeye.com/images/SpaceshipOne.jpg]

== Goal ==
Model and texture an armed spaceship, which looks like it is able to fly in atmosphere. It's a military spaceship, so it shouldn't have too much fancy stuff, but state of the art technology.

== Implementation ==
As usual, draw a sketch and scan it to put it into blender. Be sure to add wings and a space drive to make both, space and atmospheric flight possible.[[br]]
Enjoy freedom of decision about the other attributes.

For further inputs, contact a PPS-leader"	bknecht
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	2	implementing updater	GUI		Old Orxonox tickets orx-v0	defect	minor	bensch	assigned	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
Active Tickets	8	doxygen tags in src/	Doxygen		Old Orxonox tickets orx-v0	enhancement	minor	nobody	new	2005-01-04T03:10:06+01:00	2007-10-01T18:37:44+02:00	"Everything needs to be documented. And writing a good documentation is not easy, and takes a lot of time, but helps everyone in understanding, what we are doing. Thats the reason, why we should comment our code in the following standardized manner:
 * '''general'''
   * '''todo's''': make tags with ''\todo'' when something is bad implemented, or something is missing
 * '''h-file'''
   * '''file itself''': make a comment about all the h-files (this has mainly been done)
   * '''classes''': write a short comment above the classes with ''//! comment''
   * '''structs''': same as classes
   * '''variables''': write a short comment about the variable (at the end of the line insert: ''//!< cool variable because...'')
 * '''cc-files'''
   * '''member-functions''': write as much information about what the Function does and if possible about the algorithm behind it. use ''/** \brief comment */''
   * '''return values''': all the return values have to be commented with ''\returns what it returns''
   * '''parameters''': every parameter has to be commented with ''\param paramName comment''

to test your comments, run make in the orxonox directory.[[BR]]
visit [source:/orxonox/trunk/src/proto_class.cc#HEAD code-file] and [source:/orxonox/trunk/src/proto_class.h#HEAD header-file] to see how it works. "	bensch
Active Tickets	22	HUD - Heads Up Display	GraphicsEngine		Old Orxonox tickets orx-v0	defect	minor	nobody	new	2005-01-06T00:59:14+01:00	2007-10-01T18:37:54+02:00	"A HUD (Heads up Display) shows health, munition status to the player. There can be more things like scanner/radar, infrared camera... The HUD is one of the most important parts of our game. It should ban  the player into the world of orxonox. This problem has got two sides:
 1. implementation
 2. design
It's very hard to design a fancy HUD, so before start doing it, be shure to check out everything on the inet you can find! Probably you will be wanting to co-work with a professional designer. There shall be more than one HUD with different desing, representing different ships. [[BR]]
The HUD consists of a core part, that can't be removed. The rest of the element on the HUD are so called HUDElements, that can be dynamicaly added/removed from the HUD. Therefore the HUD has a list of HUDElements at a given position on the HUD.


 * requirements:
   * design: very fancy :)
   * show health, shield, armor, energy, powerup status. -> there has to be a discussion about this topic (what will be an attribute of the orxonox-player)
   * a console that can be plugged in or out
   * a display to monitor the energy/powerup status or whatever is been used in orxonox to level up the player.
   * BONUS: each HUD should have two modes: minimal and normal - to show all informations or just a few
   * a interface to add/remove HUD-modules on the screen via simple functions (like add(Vector location, HUDElement component))

 * implementation:
   * HUD is a class, there can be one or more derivates, that will all have their own design
   * bind(WorldEntity entity) function to bind the HUD to, from then on, it will monitor the status of this entity
   * update() function, this will trigger the HUD to refresh all attributes (health, shields...)
   * draw() function, draws the HUD in front of everything
   * setVisible(bool bVisible) sets the HUD visible or invisible
   * setHUDMode(enum modus) selects the visibility-mode (minimal/optimal) (BONUS)
   * addComponent(HUDElement* el) adds a HUDElement to the screen at a given position
   * removeComponent(HUDElement* el) removes a HUDElement from the screen
   * hideComponent(HUDElement* el) this hides the element
   * showElement(HUDElement* el) this shows the element again

 * Webressources:
   * look at the HUD of [http://www.reptilelabour.com/software/chromium/ Chromium]
   * [http://www.resourcecode.de/showtopic.php?threadid=2162&highlight= a thread in a forum] on [http://www.resourcecode.de resourcecode.de]"	patrick
Active Tickets	23	LoadScreen beautifulizer	GameLoader		Old Orxonox tickets orx-v0	defect	minor	patrick	new	2005-01-07T03:53:26+01:00	2007-10-01T18:37:54+02:00	"LoadScreen has been implemented, there are some more ideas for this topic. but not realy important for now:

 * showing (text) 
 * showing some animations while loading
 * progress bar texture or masking/bleinding

"	patrick
Active Tickets	25	Fading from LoadScreen to GameScreen	GameLoader		Old Orxonox tickets orx-v0	defect	minor	patrick	new	2005-01-12T22:33:38+01:00	2007-10-01T18:37:03+02:00	"implement a little mechanism, that enables to fade from anything into the GameScreen. A little bit like in HL2.

 * practical use:
   * fading from load screen to game screen

 * requireents:
   * setting the fade-speed
"	patrick
Active Tickets	28	Adding some environment to the Game	GeneralFramework		Old Orxonox tickets orx-v0	defect	minor	nobody	new	2005-01-17T00:00:14+01:00	2007-10-01T18:37:22+02:00	"Try to add some environement to the game. So you are able to add it at any place you want in the game. It can also be ineractive with its surroundings. Later we will have to add some sort of interactive-system, that defines interactivnes. [[br]]
set your fantasies free to do this job, try to implement whatever you are feeling to now... from science-fiction space age to fantasy.

 * practical use
   * trees, plants
   * buildings, houses, halls, monuments, skyscrapers, castles, old towers
   * radar stations (moving), military buildings, bunkers
   * lights, flood lights
   * cars, buses, boats, submarines, tanks, rocket-buggys

 * requirements
   * use a obj-model
   * try to keep the polygon count low
   * add it to the world at a desired place (you can add it multiple times, like trees)
   * BONUS: feel free to define some interactivity, some movement

 * implementation
   * the envorinement object is a WorldEntity is a Environement object"	patrick
Active Tickets	30	Level-Editor	misc		Old Orxonox tickets orx-v0	enhancement	minor	nobody	new	2005-01-20T14:31:55+01:00	2007-10-01T18:37:54+02:00	"The Idea is to create a Way to easily create a new Level.

  * __Abilities__: (what must be addable)
    * '''Level-Design:'''
      * ground/sky
      * Houses/Ground-attack-stuff
      * ... many other things
    * '''Level-Abstract:'''
      * Path: nodes/forks/joins.
      * Points that emmits actions
      * Enemies/Bosses
      * paths for enemies/enemy-grouping
  * __Interface__:
    * '''Engine:'''
      * use the Engine of orxonox to render the editor, like sandbox from FarCry :)
      * use classes of orxonox: WorldEntity/StoryEntity/trackManager/model/hightmap.
      * load/save Levels (this is also another Project LevelLoader)
      * possibility to test it.
      * Camera: rotateable/moveable/ingame
I think, the use of this does not have to be explained.[[BR]]
Important is, that the whole thing stays simple, no fancy stuff like painting on the terrain, or creating new models.

Difficulty: 10 (VERY HARD)"	bensch
Active Tickets	33	cross-compilation	Cmake		Old Orxonox tickets orx-v0	enhancement	minor	bensch	new	2005-02-03T12:45:04+01:00	2007-10-01T18:37:44+02:00	"We have a server running Linux, and Linux can compile to any other platform.
Also we should always provide the newest precompiled version of orxonox right of the box for any given platform, thats why the makefile should be able to do this

  * __Task__:
   1. emerge xmingw-runtime
   2. rewrite the makefile, so it takes a --host tag, with which it is possible to compile for different platforms

  * __Links__:
   * [http://sources.redhat.com/ml/crossgcc/2002-01/msg00069.html installation] (gentoo: easy done with 1.)
   * [http://gnu.signal42.com/software/autoconf/manual/autoconf-2.57/html_chapter/autoconf_15.html#SEC164 autoconf]"	bensch
Active Tickets	35	Installers	misc		Old Orxonox tickets orx-v0	enhancement	minor	nobody	new	2005-02-21T18:24:33+01:00	2007-10-01T18:37:54+02:00	"For the greate Mass we need installers, that make it real easy for the Mass to start playing orxonox

  * __Idea__:
   * Creating an installer in the Form of a GUI/ebuild/package/rpm
  * __Interface__:
   * Use some existing software to create an installer for Windows.
     * Many variants, find the most sexy and simple one
   * Use the Powerful installer software for Mac
     * [http://www.mindvision.com/ mindVision]
   * Linux:
     * Write an ebuild, check it in to the portage of gentoo :)
     * Write a package for Debian users
     * Create the RPM of the newest Trunk.

  * __Requirements__:
   * Maintainer, that creates the Binaries from every release
   * Space on the Server for the Download files
   * good Structured webpage and Files
   * Possibly cross-compilation"	bensch
Active Tickets	36	3ds-importer	Importer		Old Orxonox tickets orx-v0	defect	minor	bensch	new	2005-02-23T00:40:27+01:00	2007-10-01T18:37:44+02:00	"It is always nice to be able to import multiple file formats

  * __Idea__: 
   * Use the Conventions to read in the File-Type: [http://www.whisqu.se/per/docs/graphics56.htm 3ds format]

  * __Interface__:
   * Use the importer classes
   * Use class Model for creating 3D-models
   * Look how it is done in the OBJModel class"	bensch
Active Tickets	53	Motion Blur	GraphicsEngine		Old Orxonox tickets orx-v0	defect	minor	hdavid	assigned	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
Active Tickets	62	MD3 fileformat importer: animations and models	Importer		Old Orxonox tickets orx-v0	defect	minor	patrick	new	2005-04-27T20:38:28+02:00	2007-10-01T18:37:03+02:00	implement an importer module to import MD3 (Quake3) models and animations	patrick
Active Tickets	63	Aufhaengepunkte der Child-Objekte	Importer		Old Orxonox tickets orx-v0	defect	minor	patrick, bensch	new	2005-04-29T08:33:54+02:00	2007-10-01T18:37:03+02:00	"A model in orxonox can be built out of different objects which will be ""glued"" to the main model. The place at which these object have to be attached to the model should be markeable by so called ""dummy objects"": some object having specific attributes that will be filtered out and the position will be stored."	patrick
Active Tickets	64	animations exportable/importable	GeneralFramework		Old Orxonox tickets orx-v0	defect	minor	patrick, bensch	new	2005-04-29T08:37:58+02:00	2007-10-01T18:37:03+02:00	there has to be a possiblility to import animations into orxonox in a textfile or better in an other format that can be exported by maya/3dstudio	patrick
Active Tickets	69	Threading-Test	GeneralFramework		Old Orxonox tickets orx-v0	defect	minor	patrick	new	2005-05-06T17:59:10+02:00	2007-10-01T18:37:44+02:00	"There is the Possibility to Thread ORxonox in some Way

 1. collision-Detection.
 2. Drawing.

These two tasks do not interfere together and i think, the test would be worth it."	bensch
Active Tickets	96	Terrain Geomorphing in the Vertex Shader	GraphicsEngine		Old Orxonox tickets orx-v0	defect	minor	nobody	new	2005-07-05T16:38:26+02:00	2007-10-01T18:37:03+02:00	"Terrain rendering has heretofore been computed by a CPU and rendered by a combination of CPU and GPU. It is possible to implement a fast terrain renderer which works optimally with current 3D hardware. This is done by using geo-mipmapping which splits the terrain into a set of smaller meshes called patches. Each patch is triangulated view-dependently into one single triangle strip. Special care is taken to avoid gaps and t-vertices between neighboring patches. An arbitrary number of textures can be applied to the terrain which are combined using multiple alpha-blended rendering passes. Since the terrain's triangulation changes over time, vertex normals cannot be used for lighting. Instead a pre-calculated lightmap is used. In order to reduce popping when a patch switches between two tessellation levels geo-morphing is implemented. As will be pointed out later, this splitting of the terrain into small patches allows some very helpful optimizations.

[http://www.gamedev.net/reference/articles/article1936.asp Full article at gamedev]"	patrick
Active Tickets	97	Installation Guides	GeneralFramework		Old Orxonox tickets orx-v0	defect	minor	patrick, bensch, some others	new	2005-07-06T22:52:29+02:00	2007-10-01T18:37:54+02:00	"Write some really good, and comprehensive Instalation Guides, so that all the guys can install it

as it can be seen from the Mail of Michi:
{{{
Has endlich gschafft. es hed de data folder gfehlt.
han huere mueh gha de zfinde. muesstet ihr sowieso no i dinstall
tutorials ine neh,
han det naemlich nued vo eme data folder glaese, geschweige denn wo das
mer de soett finde.
}}}
This should not be so hard.

  1. Extend the table of known pages [wiki:Running Running]
  1. write one Page for every system (gentoo, debian, windows, osX)
  1. write one Page for the System-independant resources (data/libs)
  1. link from one page to the others

Priorities:
  1. try to make it comprehensible
  1. try to make it easy
  1. test it, and look, that it will work on all the different Systems (eg. it works on my gentoo, does it work on yours ??)"	bensch
Active Tickets	102	Normal Mapping	GraphicsEngine		Old Orxonox tickets orx-v0	defect	minor	nobody	new	2005-08-26T00:11:57+02:00	2007-10-01T18:37:03+02:00	"Normal maps make the surface of a game model look much more detailed and impressive. This detail is displayed in real time: the images in the article are screengrabs, not renders. To create a normal map, a 3D software package samples the directions in which the surfaces of a detailed model (a higher-resolution version of the in-game object) face, storing the information as coloured pixels. The map is then applied to the lower-resolution object, passing information about the hi-res model to the lighting calculations.

[http://www.computerarts.co.uk/tutorials/3d__and__animation/normal_mapping link]"	patrick
Active Tickets	106	CollisionClusters ResourceManaged	CollisionDetection		Old Orxonox tickets orx-v0	defect	minor	patrick	new	2005-10-09T10:51:02+02:00	2007-10-01T18:37:03+02:00	"= Collision by ResourceManager =
The Collision clusters must not be built for all the entities, that are static.

They should be reuseable for all entities of type T, only the positional/rotational/collisional information should be contained by the entity that uses the Cluster."	bensch
Active Tickets	111	Planar Aiming Tablet	HUD		Old Orxonox tickets orx-v0	enhancement	minor	nobody	new	2005-10-19T02:12:26+02:00	2007-10-01T18:37:44+02:00	"= Planar Aiming Tablet =
== idea ==
the idea is to limit the user of a specific gun, to only shoot into one Plane of the World.
important things to think about:
  * Player rotates out of the Plane
  * draw the plane
  * distance can be interessting.

== implementation ==
  * This is an extension, that can be implemented on Weapon-level.
   1. Weapon creates, paints the plane.
   2. Plane is a ParentNode with draw-abilities (but must not necessarily be a WorldEntity)
"	bensch
Active Tickets	118	Car control system, car physics	GeneralFramework		Old Orxonox tickets orx-v0	defect	minor	patrick	new	2006-01-08T18:05:54+01:00	2007-10-01T18:37:44+02:00	Cars are a new WorldEntity: they should be controllable by the player. The car should react following the real craft physics	patrick
Active Tickets	123	New ground crafts	GameContent		Old Orxonox tickets orx-v0	defect	minor	wenners	new	2006-01-08T18:30:12+01:00	2007-10-01T18:37:44+02:00	"
Design one or two new ground crafts. They will be controlled as cars/tanks"	patrick
Active Tickets	127	Dynamic Music	Sound		Old Orxonox tickets orx-v0	defect	minor	nobody	new	2006-02-09T12:49:26+01:00	2007-10-01T18:37:44+02:00	"For better athmosphere in multiplayer games and especially for single player levels.[[br]]
Music should react on the game situation:[[br]]
 - Fast music, when having a great battle.[[br]]
 - Slow, quiet music when there are no enemies or exciting situations.

Music should also depend on the level. Dark levels should have ""dark"", scary music."	bknecht
Active Tickets	128	Bump Mapping	GraphicsEngine		Old Orxonox tickets orx-v0	defect	minor	nobody	new	2006-02-12T16:44:49+01:00	2007-10-01T20:48:27+02:00	Implement a BumpMap Texture Generator	bensch
Active Tickets	133	BSP World Map	GameLoader		Old Orxonox tickets orx-v0	defect	minor	patrick	reopened	2006-04-12T11:18:17+02:00	2007-10-01T20:47:46+02:00	"
Implement the Q3 bsp map representation for Orxonox. This includes:
 * Collision detection for Concave/hollow bodies
 * Loading of the maps and representation as Orxonox Model
 * Inclusion of the maps in the Orxonox worlds (oxw)
 * look for the perfect (open source) Q3 map editor
 * check if it is possible to add Orxonox artwork to the editor
"	patrick
Active Tickets	134	Artificial Intelligence for NPCs	AI		Old Orxonox tickets orx-v0	task	minor	nobody	reopened	2006-04-12T11:24:53+02:00	2007-10-01T20:44:38+02:00	"
Create a plugable AI module for all NPCs:
 * Ractions triggered by: 
   * entering a region in the world
   * doing some action (shooting, pushing bottons)
 * Some simple default reactions implemented in c++
 * Reaction can be defined via [http://www.lua.org/ Lua] scripts



"	patrick
Active Tickets	136	Alternative 3D Model format	GraphicsEngine		Old Orxonox tickets orx-v0	task	minor	nobody	new	2006-04-12T11:30:30+02:00	2007-10-01T18:37:03+02:00	"
Find an alternative model representation format. We currently support obj and md2. Requirements:
 * Open standard
 * Multitexturing possible
 * Animations defineable
 * Simple export on most 3D graphics programs

Options
 * Bones
 * Open Source format"	patrick
Active Tickets	137	ParticleSystem speedup	GraphicsEngine		Old Orxonox tickets orx-v0	defect	minor	nobody	new	2006-04-18T17:40:32+02:00	2007-10-01T18:37:03+02:00	"= The ParticleEngine is way to slow. =

== Facts: ==
  * Engine is ''all in software''
  * QuickAnimation isn't Quick at all

== Idea: ==
  * Work with the HW, meaning make the Particles Update inside of some Shader, probably with !VertexBufferArrays
  * Create a Lookup-table for the QuickAnimation so that is may get Quick

== Implementation: ==
  * Find the FASTEST way to do this!"	bensch
Active Tickets	139	Height Map Revisited	AI		Old Orxonox tickets orx-v0	enhancement	minor	nobody	new	2006-04-26T01:59:28+02:00	2007-10-01T20:47:58+02:00	"There are some features that one might want to think about:

Self shadows: http://www.gamedev.net/reference/articles/article1817.asp

and much more, coming later"	patrick
Active Tickets	140	Height Map Revisited	GraphicsEngine		Old Orxonox tickets orx-v0	enhancement	minor	nobody	new	2006-04-26T01:59:41+02:00	2007-10-01T18:37:03+02:00	"There are some features that one might want to think about:

Self shadows: http://www.gamedev.net/reference/articles/article1817.asp

and much more, coming later"	patrick
Active Tickets	143	SoundEngine to handle Music	Sound		Old Orxonox tickets orx-v0	defect	minor	bensch	new	2006-04-28T09:47:45+02:00	2007-10-01T18:37:03+02:00	"The SoundEngine should handle the Music as Well, so that we do not have to implement strange things in the World for ourself.

Just move everything beloging to the Ogg/Music-Players into the SoundEngine"	bensch
Active Tickets	147	Debug to std::err and so on	GeneralFramework		Old Orxonox tickets orx-v0	defect	minor	patrick	new	2006-05-19T16:21:08+02:00	2007-10-01T20:48:10+02:00	It would be cool, if the STD::err would be used by the Output	bensch
Active Tickets	149	Music Player	Sound		Old Orxonox tickets orx-v0	enhancement	minor	simon	new	2006-05-24T23:53:24+02:00	2007-10-01T18:37:44+02:00	"Split the Music Player into a Superclass and multiple Subclasses.

== Superclass: ==
__MusicStream:__
   * load/save/play/stop/pause/rewind/jumpTo, isPlaying ...

== Subclasses ==
  * OggPlayer
  * MP3Player
  * CDPlayer
  * WavePlayer
  * etc..."	bensch
Active Tickets	173	LoadParam Dependencies	GameLoader		Old Orxonox tickets orx-v0	defect	minor	bensch	new	2007-01-03T13:45:44+01:00	2007-10-01T18:37:22+02:00	"= LoadParam Dependencies =
Loading a level often requires an entity's dependency to another one.
Currently if you want to have such a dependency, the dependent one must be written in the XML in front of the one that requires this entity.

For this to work, an easy method can be applied:
  1. Generate Entities.
  2. BaseObject::LoadParam of these entities (Reads in their names)
  3. virtual LoadParam function call.

Like this the ordering is not important anymore, and it is also possible to have circle dependencies."	bensch
Active Tickets	175	GLGui XML loadable	GameLoader		Old Orxonox tickets orx-v0	enhancement	minor	patrick	reopened	2007-01-03T13:56:46+01:00	2007-10-01T20:56:51+02:00	"= XML for GLGui loading =

The entire GLGui should be able to load from XML.
== Meaning ==
It would be cool to define an XML loading standard for defining guis signals and slots.

== Requirements ==
  * '''LoadParam:''' Each GLGui Widget extends the loadparam functionality.
  * '''Signals and Slots:''' Signals must somehow be linked dynamically. (This could be tricky)
  * '''LoadParam Dependencies:''' See ticket #173.
  * '''LoadAttrib''' See ticket #174.
"	bensch
Active Tickets	210	Automatic defence mechanism	GameContent		Old Orxonox tickets orx-v0	task	minor	retolu	new	2007-04-05T13:05:33+02:00	2007-10-01T18:37:22+02:00	"== Introduction ==
Creat some kind of anti-personel automatic self defense mechanism. 

== Goal ==
1. Create an md2 model for the mechanism. (Maybe one for the working and one for the destroyed one.)
2. Implement the mechanism in C++.
3. Keep in touch with the architect of the Moonstation to adapt the style of the model.

== Implementation ==

You will have to:
1. Create an UML Diagram for your C++ class
2. Draw some sketches of the model
3. Model the Mechanism
4. Implement the mechanism in C++ as a worldentity. (Xml-loadability!)"	snellen
Active Tickets	213	Enhance Vertical-scroller mode	Track	0.0.1	Old Orxonox tickets orx-v0	enhancement	minor	bensch	new	2007-04-11T13:06:06+02:00	2007-10-01T18:37:22+02:00	"== Introduction ==
Our present Vertical Scroller mode is pretty boring. We have the minimum what a vertical scroller needs so we have to enhance it with revolutionary ideas.

== Goal ==
The goal of this enhancement is to make the game experience during vertical scroller parts of Orxonox more interesting and exciting. We want to reach this goal by modules which can tell the story, exciting camera rides, change of perspective and probably some non-linearity.[[br]]
We want to combine the easy concept of the vertical scroller with the freedom of the 3D perspective.

== Implementation ==
The following points are ideas, how to enhance the vertical scroller mode. You can of course think of more or other things to do. The points are here to give you a genereal idea how you can attack the problem.
 * Fix and enhance the track or find a better solution to keep the ship on its 2-dimensional track.
 * Find a way to seperate the vertical scroller mode from the spaceship as it is now. It's a bit hacked.
 * See if you want to use the scripting engine for the track. An idea is to generate script triggers with track points.
 * Implement a spline into the track class.
 * Figure out some exciting camera angles and try to make the environment work in this angle.
 * You can also change the way of controlling the ship while playing and stuff.
 * ...

For further question and ideas please contact a PPS-leader"	bknecht
Active Tickets	219	Spacegate	GameContent	0.0.1	Old Orxonox tickets orx-v0	task	minor	bknecht	assigned	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	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
Active Tickets	72	Fields	Physics/ODE		Old Orxonox tickets orx-v0	defect	trivial	adi	new	2005-05-15T10:23:21+02:00	2007-10-01T18:37:44+02:00	"Make some cool Fields, that interact with the PhysicsEngine

Fields can be created by derive /util/physics/fields/field.cc, and defining a new Function for your own field

test it, and i tell you this will make a lot of fun :)"	bensch
Active Tickets	151	./configure loops forever if there is no internet connection	GeneralFramework		Old Orxonox tickets orx-v0	defect	trivial	bensch	new	2006-07-24T14:14:40+02:00	2007-10-01T18:37:44+02:00	"
if there is no internet connection the ./configure will loop forever since it cannot download the loa files. 
catch this error and give a error message"	patrick
Active Tickets	176	Remove unused branches	misc		Old Orxonox tickets orx-v0	task	trivial	nobody	new	2007-02-07T21:49:28+01:00	2007-10-01T18:37:13+02:00	"Remove all the unused branches, and move the ones that are not in parallel development away to branches/OBSOLETE.

This task will be a quicky :D"	bensch
Active Tickets	177	CleanUp all finished Tickets	misc		Old Orxonox tickets orx-v0	task	trivial	PPS-team	reopened	2007-02-07T21:53:17+01:00	2007-10-01T20:57:13+02:00	"There are many Tickets, that are just floating around ... they are finished, but their fathers did not mark them as finished.

All your tickets are belong to done."	bensch
Active Tickets	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
Active Tickets	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
