TODO/General
From UFO:AI
< TODO
The stuff in General is not assigned to a specific version.
But please do only commit stuff to trunk if it's no major change. If it is please ask a project manager before doing that.
Contents |
Sound
Artwork
- [WIP] Redo missing textures - these textures are used in maps, but had to be removed because of licensing issues. Each missing texture has a name (starting from trunk/base/textures/) and revision number listed when it could be last found in trunk. You should redo the texture, keeping it's dimensions and spirit.
- Replace textures from this list with gpled versions
- Also have a look at my photo collection
- Models for new research topics
- geoscape models:
- a special story related mission model - they should somehow be marked as important missions.
- each category should have a its own model, categories are:
- INTERESTCATEGORY_RECON
- INTERESTCATEGORY_XVI
- INTERESTCATEGORY_HARVEST
- INTERESTCATEGORY_TERROR_ATTACK
- INTERESTCATEGORY_BUILDING
Equipment menu and team handling
- [open] equip screen before mission start, after map load, which will allow to adjust soldiers' equipment after reading mission briefing
- [done] Allow spawning actors after the map was loaded
- [WIP] extend team limit from 8 actors to some higher but reasonable value (that includes HUD updating)
Map code
- [open] code to spawn a light on the map, which will be used for example with flares
- That code is already there - spawn a server side edict that will spawn a particle for each client where at least one actor can see this edict. you can also use some triggers to use touch functions (to be able to execute different actions as soon as an actor enters a given grid field) --Mattn 19:41, 17 August 2008 (UTC)
- [open] nextmap mission trigger (to immediately start new map after "finishing" first one) - useful for situations where we need to have a mission with more than 8 levels
LUA driven AI
- [done] find targets
- [WIP] shoot targets
- [open] handle approaching far away enemies or when enemies are not seen
- [open] better grenade handling
- [open] hiding
- [open] civilian ai
Music & Sounds
- Atmospheric and music for the missions (the more the better)
Skins/Textures
- More faces for the civilians, scientists, etc... (maybe soldiers as well, but they have quite some special needs - please ask a main-developer)
- Additional skins for soldier models (arctic, desert, jungle) .. see soldiers/malemedium as an example:
- Some more types of civilians (worker, medic, non-biohazard-scientist, office-worker / manager ...)
Maps
- [WIP] fix the maps in unfinished_maps
- [done] [high priority] Change Small Hangar facility map piece from 2 landing pads to 1 landing pad.
- map pieces for variously sized UFOs and their crashed versions. For a list of all UFOs, see Aircraft. See also Mapping/Suggestions#Crash_Sites.
- [WIP] map pieces for the various dropships. For a list of all dropships, see Aircraft.
- [WIP] convert fixed maps into random maps with two tiles (one for the dropships and one for the rest).
- at least if the static map has a dropship - no need to add a dropship everywhere
- [WIP] map pieces for alien bases.
- Put new tiles for random assembly maps in assembly defintions:
- [done] vil_h04
- [open] dropship crash sites - for rescue missions (out of fuel [after base was destroyed and no other free base was there], lost airfights, ...)
- [open] The same for interceptors? For lost airbattles and saving a pilots (when they will have normal growing stats)
- We need a models for crashed dropships first. Kildor 05:55, 29 August 2009 (UTC)
Models
Please also have a look at our modelling article.
Geoscape
- a special crashed UFO mission model (see MAP_GetMissionModel())
- a special story related mission model (see MAP_GetMissionModel())
Cleanup
- [done] models/weapons/plasblade/plasblade.md2 has frames - why? Because of the frames it's not possible to render this as a static mesh
UFOs
- [done] Convert UFOs mapped with UFORadiant from .bsp format to a game-usable model format.
- As it stands, the UFOs we see on the various maps are in a completely different, non-model format that we can't use anywhere but on maps. That's extremely limiting. We'd have to use static renders of them for everything like the UFOpaedia. And, as long as we don't have a model of a particular UFO, there's no possibility of using it in any kind of air combat. What's the point of having them at all if we can't keep the designs straight? --Winter 14:04, 11 February 2007 (CET)
- [open] "colon" map (see the gallery for screenshots) - What is planned for this one? It seems to be intended as a alien-base style, but it could just as well be one of those giant orbital habitats. :) In both cases I doubt that we'll need to display it in the geoscape/ufopedia. --Hoehrer 13:23, 11 April 2007 (CEST)
- I was thinking we could turn that into an alien base with a little work. --Winter 13:25, 11 April 2007 (CEST)
Characters
- [WIP] [medium priority] Soldier models in human-designed powered armour
- [done] soldiers/malepower Status - see above --Hoehrer 10:11, 22 November 2007 (CET)
- [done] soldiers/femalepower Status - see above --Hoehrer 10:11, 22 November 2007 (CET)
- [WIP] There still are a few animations missing. (mainly: biggun, 'standing' aka. 'move', Akimbo pistols WIP, melee, item, panic). --Hoehrer 10:06, 22 November 2007 (CET)
- [open] [high priority] Soldier models in medium alien-derived armour (See Nanocomposite Armour).
- This medium armour is an evolution of the Nanocomposite armour. It is heavier, with a fully enclosing airtight helmet and more body coverage. It should still be flexible, however. All parts of the armour must be connected to the torso; it cannot have independent wristbands or boots.
- [open] [high priority] Soldier models in a "jumpsuit"; a medium armour that allows the soldier to fly for short distances. It should NOT allow the soldier to remain airborne for extended periods. Protection is less than the powered armour.
- [open] [high priority] Shevaar ([1]) model wearing light, medium and heavy alien armour.
- [open] [high priority] Taman model wearing heavy alien armour.
- [open] [high priority] Ortnok model wearing heavy alien armour.
- [open] [low priority] A humanoid alien model, plus versions wearing light, medium and heavy alien armour. Artists are free to come up with their own designs, and the more the better.
- [open] [low priority] A non-flying heavy alien weapons platform. This unit should occupy 2x2 squares on the battlefield. It is meant to be slow, durable and capable of delivering heavy firepower. No design exists; artists are free to come up with their own. The unit may be either a bionically enhanced large life-form or a completely mechanical weapons platform.
- [done] [low priority] Human pilot models in advanced human flight suits.
- [WIP] [low priority] Alien flying robot model and animations.
- [done] Model. It is the hovernet.
- [open] Animations.
- [open] [low priority] fr #1560373 Female medics and scientists currently have male models. We need female and male medics and scientists.
- [done] Female scientists have been added (heads are still missing though).
- [open] Female medics
- [open] [low priority] We need more civilian models like Americans, Inuit and so on
- [done] [low priority] Small (as in 1x1 sized) robot-drone, which will be used as ET_UGV on the battlescape as an "scout bot" (look behind a corner, search for aliens in the buildings, etc) - needs to have some kind of lamp and visible detectors to save its purpose "feeling"
Items to decorate maps
- [open] "heli" texture(s) objects/aircraft/heli Preferably at least one 'civilian', one 'news-team' and one 'military' skin - make them as neutral as possible please.
- radiators
- [done] One model is located here objects/furniture/radiator. Might need a better texture.
- desk-lamps
- [done] One model is located here objects/furniture/desklamp
- [open] Another desklamp model is available in the patch #1674348 (Desktop lamp model, non-skinned, non-scaled). It needs a texture.
- flowerpots
- [WIP] Curtains (see objects/furniture/curtains) -- Hoehrer
- Plants in general - maps just look empty with not enough plants.
- Trees, lots of trees (small, big, dried out, etc...).
- Bushes & shrubs
- Small patches of grass.
- Small rocks & boulders for placing in the landscape.
- Cars, lots of cars.
- Small fishes (very lowpoly) for aquarium animations (special particle-effect -> mattn)
- More items/packages for the stores
- More pictures/posters for walls and billboards
- Models to use in alienbase map. (Decorations: Random alien items. Tools, scanners, vehicles, heavy equipment, panels.)
Rescale
- pharaoh model
- water_dispenser
- water_lily2
Equipment
Models, textures, etc. for all items marked with 'TODO' in the Equipment section. (Items tagged as "postponed" should not be worked on.)
- [open] Models and item definitions for the extensions (create a list first)
- [open] Modifiers in the extension slot should influence the firemodes - e.g. increase the weaponrange or something like that
- [WIP] [medium priority] TODO/General/IR Goggles - make sure no sunglasses are used in default head-models (at least no green ones) and create some with the new swimming-goggles styled model: IR Goggles --Hoehrer 08:35, 2 May 2007 (CEST)
- [WIP] [low priority] Aircraft equipment Please contact Winter before starting modelling (especially with your own design). The models below need to be fully uv-mapped and textured.
- Also note that, in the case of missiles and other ammo-based items, you must model both the launcher and the projectile, i.e. in the case of the Sparrowhawk, both the missile and the missile rack.
- Here is a sheet of untextured missile models by hoehrer, some of which we are using for UFO:AI: [2]
- [done] [low priority] "Sparrowhawk" AA Missile Rack
- [done] [low priority] TR-20 Rocket Pod -- WIP by Winter, textures by sitters
- [done] [low priority] "Raven" ECM Unit
- [done] [low priority] Targeting Computer
- [done] [low priority] Alien EW Suite
- [done] [low priority] Polymer Aircraft Armour
- [done] [low priority] Alien Aircraft Plating
- [done] [low priority] Alien Launcher
- [open] [low priority] Human-Alien Hybrid Missile
- [done] [low priority] Alien Antimatter Missile
Code Cleanup
- Reduce sideeffects by global variables
- Reduce sideeffects by interal cvar usage that is invisible to the caller (using a function should be mean to fully read the function, understand it, and handle the sideeffects)
- Functions should "only" do what their names imply
- [done] Every function in src/client/campaign should only be called inside of that dir (except one global init function that is called from cl_game_campaign.c). E.g. a skirmish or multiplayer game shouldn't know anything about techs.
- once this is done, the game mode code should go into dynamic libraries - like the game.dll we have for tactical missions already.
Code
- Timed events
- XVI Incorporate overarching XVI system.
- Map ladders Code and model changes to allow using ladders on maps
- [open] mission briefings at mission selection (to re-equip soldiers and decide whether you want to do that mission or not BEFORE you send your craft)
- [WIP] Off-base Installations, which can be placed on the geoscape to provide specialised functions
- [open] Include UFO Yard into uforecovery dialog
- [done] Distance penalty for disassembling UFOs
- [open] Transfer UFOs between UFO Yards (The structure can handle this already)
- [open] Incorporate Time Unit-loss for injured soldiers.
- [open] Proposed: Knockdown effect for very damaging hits.
- [open] Code to handle Alien Containment behaviour during base defence mission - based on difficulty, aliens stored in containment should get free in certain situations and participate in the battle; i know more what to do and how, but this is a long-term task--Zenerka 12:07, 22 January 2007 (CET)
- [done] Get the mac port ready.
- [done] The dedicated server seems to work.
- [done] The mapcompiler is functional as well.
- [done] The client is still not working though. (Intel works fine, PPC is running, too but has endian bugs)
- [done] Multiplayer: Inform via broadcast whether chosen team is free (or if teamplay: Check whether there are enough free soldier slots) <Mattn/tlh2000>
- Multiplayer: (proposed) Point-based setup system.
- (Proposed) Changes to reaction fire.
- [done]Improve performance of geoscape code (see Draw_DayAndNight in r_draw.c)
- Support for 2x2 units such as Phoenix, Triax, Hovernets/Floaters, etc...
- [open] Incendiary things only do fire damage. It would be nice it those fires would burn longer than one turn.
- See also TODO/General/Timed events for a general take-on of the (ground laying) "timed" aspect of this todo entry.
- [open] Grenades need a timed explosion secondary fire mode.
- See also TODO/General/Timed events for a general take-on of the (ground laying) "timed" aspect of this todo entry.
- [open] Improve Ranks and Medals subsystem. I certainly have some ideas and list of things to do about this.--Zenerka 00:08, 6 March 2007 (CET)
- [open] Improve autoresolve - taken by BTAxis
- Basic design is done.
Equipment
- [WIP] recode the algorithm medipack works - medipack cannot heal the soldiers so they are full HP after returning to base
- I'll try to work on this. I propose, as first step, to limit the maximum healable dameage to 2/3 the maximum. I'd like your ideas for further steps. --Alinour 16 Jan 2008
- I think every HP won during battle with medikits should be lost at the end of the battle: medikit is not permanent healing. IMO, we should count 'real' HP and medikit 'HP' in a separate way, and removing medikit 'HP' after battle (with a minimum of 5 'real' HP if the soldier is not dead during battle to avoid him to die). Healing will then take place in hospital -- Kracken 08:33, 18 January 2008 (CET)
- The "lost" part aside (which may or may not be a good idea): I think counting the "medikit HPs" is a good idea, we could then even prevent using medikits again and again and again ... which is not really believable if it gets overused IMO. Maybe a discussion in the mailing list is a good idea here though. I think this needs to be designed very carefully so it doesn't get too complex but still remains believable/realistic :) --Hoehrer 16:11, 18 January 2008 (CET)
- I would make medkits also "run out of charges", eg max 3 uses. Aditionally, if "real" HP has dropped to 0 or below, give heavy stats penatlies and/or lower TU to emphasize that the actor is barely holding on and only still fighting because the alternative is death (of course, after the mission ends, set real HP to 1). --Stedevil 06:57, 18 May 2008 (CEST)
- see also discussion on forum--Kracken 16:16, 7 February 2008 (CET)
- extension container
Inventory to team assignment
- [open] each object that can wear, use, store items should get its own equipment container (that is NOT related to a global linked list)
- [open] capacity can be calculated for each of the above mentioned equipment container because the all use the same data structure just with a different size
- [open] inventory templates
- [open] allow to save current soldier inventory as a template
- [open] allow to equip soldier by picking desired template from the list; when doing that check if the items exists in base storage, block usage of template if no items for hands in base storage
- [open] unhiring soldier
- [open] readd inventory to base storage
- [open] if the storage inventory is full at any point in the unhiring processed, drop any remaining items that are not already stored.
- [open] beginning a mission
- [open] soldiers can reequip themselves by using items from aircraft equipment container - but this costs TUs when we are already in the tactical mission
- [open] open inventory menu for aircraft before entering a mission (button to do this in mission brief screen)
- [open] dropship returns to the base
- [open] reload soldiers' weapons (check for item.a, check if such clip is in base storage, reload)
- [open] destroying an aircraft will destroy its storage as well - as it's an equipment container that is stored in the aircraft_t data
- [open] adding items to aircraft storage updates aircraft capacity - do not allow to put too many things to aircraft (see the above mentioned capacity function for all the equipment containers)
New equipping menu code
- Soldier equip menu should not be dependent from any aircraft - equipment should be stored at the soldier and thus only the soldier is needed to equip him (and the storage equipment container of course)
- Additional option for transfer menu: transfer soldier to another base with (default) OR without equipment assigned to this soldier (just move the soldiers equipment container back into the base the soldier is currently in, or the aircraft the soldier is currently assigned to [if any] in case the base equipment container is full).
Production
- [WIP] Code to require certain items for production (think: energy-cells for weapons or similar). --Hoehrer
- [WIP] The code is there (since 2.1; there might be some yet unknown bugs though)
- not (yet) implemented for aircraft and has serious bugs -- taken by Geever for 2.4
- [open] Add better display ingame and update current popups with more verbose ones.
- [open] Entries in the research tree (Winter?)
- Since I am already very familiar with production system because I just worked several days on the disassembling UFOs system, it would be good time now to prepare such list and implement it--Zenerka 15:32, 6 June 2007 (CEST)
- What is meant by this? --Winter 12:17, 18 August 2008 (UTC)
- I suppose the production times and the needed materials? --Mattn 07:04, 25 March 2009 (UTC)
- [WIP] The code is there (since 2.1; there might be some yet unknown bugs though)
Research-Code
- [priority low] Additional code for research system and general cleanup/balance of techs - I would like to take care of it--Zenerka 20:49, 15 January 2007 (CET):
- [open] balance technologies research time
- [open] manipulations of research time based on amount of labs/scientists/(other?) (seems to be implemented)
- [open] check and recheck all the dependencies and entries in research.ufo, sort things in the file
Model-Code
- [low priority] [WIP] Add support for MD3 format (Quake 3) into the engine.
- Frame-based animations supported by format.
- Static models are supported, animations are still missing IIRC
- Halflife model (hlmdl) code: [3]
- Support for skeletal animations by format.
- Universal model loader information: [4]
- DPM by Lordhavoc
Interface add-ons
- [low priority] Tooltip action with content based on specific values, when moving cursor on the specific node; it could be used in various situations, few examples:
- [done] Moving cursor to the ammo in inventory menu shows tooltip with names fo the weapons that use this ammo ... vice versa for weapons. As long as the weapons are researched that is.
- [open] Moving cursor to the hire button (of the employee already hired in another base) in hire menu shows tooltip the base where this employee is hired.
- [open] Moving cursor to the reaction fire button in HUD shows tooltip informing which weapon and which firemode will be used.
- [open] Moving cursor to the button "next entry" in UFOpedia shows the name of the next entry, same for previous entry.
- [open] Moving cursor to the reload button in HUD shows tooltip informing about the amount of TU needed to reload.
- [open] Rework the input system to allow user-configurable key combinations (such as shift+key or control+key). Currently, they have to be hardcoded.
- [open] Allow the user to change key bindings in the game menu, rather than having to edit keys.cfg.
Pathfinding and Tracing
- [WIP] Support hovering/flying units
- [done] Support areas that are only reachable when crouching
- [open] Support more accurate model tracing to determine pathfinding
- [open] Support accurate pathfinding for 2x2 actors
Webpage & Sourceforge
Sourceforge
- Make a clean list of all releases so far. Something like this:
- ufoai 2.x
- ufoai 2.2
- ufoai 2.1
- ufoai 2.0
- ufoai 2.0-RCx
- ufoai techdemo2
- ufoai xmas release
- data
- tools
- Also link to each download version from the matching Changelog.
Other
- Psionic warfare
- [done] UFO interceptions. See also the information in TODO/General/Aircraft Items for a more in-deep requirement list.
- [done] Working random maps
- FR #1493721: Change of building-selection (building info)
- Add support for item- and building-upgrades. <Suggested by Winter>
- Unmanned recon/spy drones that search for alien activity. You'd simply pay X credits to send a UAV drone out to check for UFOs and alien bases and such. <Suggested by Winter>
- Pilot management (pilot skills) <Suggested by Winter>
- [open] "civilian" teams, which can fight against aliens, like soldiers
- [open] knockdown effect for very damaged soldiers
- [open] Incorporate UFO_CONDOR (UFO -- Corrupter to the game - we already have model and one map with that UFO
- [open] Incorporate flare (base/models/weapons/flare/) into the game (scripts entry, UFOpaedia article)
- [open] Add tutorials
Installer
- add UFO:AI to the game-explorer for windows vista - see this wiki article for nsis for more information

