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 |
Maps
- [done] alien base
- [WIP] fix the maps in unfinished_maps
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
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
- [open] extend team limit from 8 actors to some higher but reasonable value (that includes HUD updating)
- I don't see the point here - why? 8 actors already needs quite some time to be handled. Imo that would just raise the time that is needed to do a mission. --Mattn 19:42, 17 August 2008 (UTC)
- That's up to the player to decide. We need to give him a lot more flexibility with team assignments, especially with variable dropship sizes later in the game. We can't just stick with 8 or less for dropships that are supposedly better than the one at gamestart. --Winter 12:17, 18 August 2008 (UTC)
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
- [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.
- map pieces for the various dropships. For a list of all dropships, see Aircraft.
- convert fixed maps into random maps with two tiles (one for the dropships and one for the rest).
- map pieces for alien bases
- Put new tiles for random assembly maps in assembly defintions:
- vil_h04
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 GTKRadiant 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
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
- [open] [low priority] Alien Launcher
- [open] [low priority] PHALANX Antimatter 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
- 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] UFO Yard - Off-site storage for recovered UFO's.
- [open] Include UFO Yard into uforecovery dialog
- [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)
- [WIP] Get the mac port ready.
- [done] The dedicated server seems to work.
- [done] The mapcompiler is functional as well.
- [WIP] The client is still not working though. (Intel works fine, PPC is running, too but has endian bugs)
- Merge features (& bugfixes) from projects like quakeforge2 into our engine ... nothing specific, just look around what would help us or makes the game prettier. I think LordHavoc is the person to ask such things. See also the #Engine switch info.
- Quakeforge2
- EGL
- more ...
- 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.
- 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.
Inventory to team assignment
- [open] aircraft_ struct update: capacities for dropships used to count inventory sizes and storage for storing inventory
- [open] adding an item to the soldier
- [open] put item in given container and remove it from base storage
- [open] if soldier is in aircraft, add this item to aircraft storage as well
- [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] remove inventory from base storage if soldier is assigned to aircraft
- [open] if soldier is being unhired while being outside the base, destroy his inventory (case: dropship crashing after airfight)
- [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] remove from aircraft storage every item being assigned to soldier; what left become aircraft "floor"
- [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] if reloading was not possible, give a feedback to user about that (what item is missing, which soldier was not reequipped)
- [open] when removing or adding soldier to aircraft make sure that aircraft storage is being updated
- [open] destroying aircraft: destroy aircraft storage as well
- [open] collecting items from battlefield - surf through soldiers inventory to find items that was being added to soldier during the mission, remove them and put them to the floor - these will be collected by INV_CollectingItems()
- [open] adding items to aircraft storage updates aircraft capacity - do not allow to put too many things to aircraft
New equipping menu code
- Soldier equip menu should be per-base, not per-aircraft.
- Moving a soldier from one aircraft to another means moving inventory assigned to him as well.
- Perhaps object ownership should be hierarchical: Base (Top of hierarchy) contains aircraft, unassigned equipment (base storage) and unassigned soldiers. Aircraft (Middle of hierarchy) contains assigned soldiers and extra assigned equipment for pre-battle inventory adjustment. Soldier (Bottom of hierarchy) contains assigned equipment.
- This results in two possible options: Soldiers can be given equipment from one level up the hierarchy (i.e. from Base if unassigned or from Aircraft if assigned), or they can be given equipment based solely on location. Equipment that is already assigned to any soldier should not be available to other soldiers.
- Menu aircraft -> assign squad should be for assigning soldiers (or UGVs) to aircraft only, without involving equip menu.
- Additional option for transfer menu: transfer soldier to another base with OR without equipement assigned to this soldier.
- Winter already made a layout mockup for equip menu.
- That should solve any reported bug with double items in base, when equipping soldiers in aircraft, and similar.
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: [4]
- Support for skeletal animations by format.
- Universal model loader information: [5]
- 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
- [open] 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
- Campaign editor
- 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)
Installer
- add UFO:AI to the game-explorer for windows vista - see this wiki article for nsis for more information

