-
Notifications
You must be signed in to change notification settings - Fork 6
/
ermo_TODO.txt
118 lines (102 loc) · 5.64 KB
/
ermo_TODO.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
# Goals
The overarching goal is two-fold:
1. Update PU to run on the newest VS on Linux
2. Make PU a suitable base for Privateer: Wing Commander Universe
## 1. Update PU to run on the newest VS on Linux
Facts:
* Sadly, it seems we've lost access to the PU SVN history.
* PU r505 does not work on Linux due to case-sensitivity issues (FIXED)
* The r505 PU assets are not all working, in that sprites reference
missing assets (FIXED)
* The Windows support stuff is outdated (the VS Windows support is
fine, however)
* PU used cube-maps in r505 as far as I can tell, so cubemaps vs.
spheremaps is a non-issue.
## 2. Make PU a suitable base for Privateer: Wing Commander Universe
I think it is important to recognize and acknowledge that this goal is
more about "taste", which implies someone setting a standard for "good"
vs. "not good enough".
For now, this will likely be a meritocracy, where whoever does the work
gets to set the standard -- at least initially.
Personally, I support not deleting anything (extra campaign missions,
non-canon ship variants) right away.
### Observations on PU r505:
* PU is not super well balanced currently. Anything more than 2
opposing ships can be a challenge due to funky ship upgrade
decisions.
* The extra PU campaign stuff needs a bit of TLC
* The PU assets are not all working (mostly fixed as of now)
* I prefer the GG space backgrounds over the VS space backgrounds.
* Confed/Militia AI ships don't appear to be particularly effective at
killing bad guys, which is odd
* It would be nice to have the in-system map display which facilities
are available on each station (ship dealer, guilds)
* It would be nice to have the quadrant maps display the base names of
each system
* The map system needs 'fatter' assets -- the current wireframe
assets are 1px wide, which is not enough.
* Sometimes, systems become too brigt or too red -- why? Local issue?
* Tarsus Mk2 uses a rather, er, unflattering texture
** Now that I've updated the reflectivity setting in vegastrike.config,
things do look better!
* It would be cool to be able to plot a route even when not in the cockpit
** Which implies that one's personal system would have an uplink with the
ship computer and one could plot mission routes sitting in the bar, for
instance.
** The rationale is that the original game placed a burden on the player to
keep tabs on stuff that one would expect to be able to do with a computer.
Why not have support systems?
* The lure of Privater for me is the voice acting, the music, the 'ambience'.
And the art is of course something I remember fondly. But most of all, the
space combat was fast and furious, giving you a sense of accomplishment.
* There is no facility for deleting save games?
* There are no messages about functions turning on/off (think turret ai)?
* I wonder if the turret AI can be made to fire in bursts of n shots
if ships are within a given distance? This is to give time to recharge.
* If I buy a new part and regret my purchase and return it, why do I
not get full price for it? I would be ok with not getting full price
for parts that I've lifted off with, but as long as I have not lifted off,
I want the same price if I decide to return a part.
* If adversary ships are upgraded too aggressively, fights become boring/protracted
** I've turned off upgrading for now and plan to revamp the ship
upgrade logic ASAP
* It's tedious to sell missiles -- create Buy/Sell 1, 5 and 10 buttons?
Bug notes:
* Tarsus model is missing gun models? Is this a model issue (missing mount points)?
* Tarsus hud model does not show up at the ship dealer?
* Why are there no enemy shield indicators on the hud when flying?!
* Ships are often parked in a weird position on the landing pad
-- The position is fixed per base and depends on the scale and orientation
of the spaceship model in question. Fixed this so that the Tarsus.begin
is positioned properly (TarsusMk2 looks funky, though...)
* The map computer appears to not be scaled correctly to the VS map?
* Patrol mission description can offer more navpoints than are in the system
** The mission is scaled down correctly by the patrol mission script
though
* The mission computer does not display the name of the current planet(!)
-- PO does and so does GG. (FIXED -- VS src/cmd/basecomputer.cpp)
* Wingmen fire all the time -- can I tell them to cease fire? Can they
be taught to cease fire if no hostiles are nearby?
** This might be releated to the 'attack my target' command?
* When the FerretCVL is selected on game start, the game loads. However,
the fixer text displayed appears to change color (green becomes red,
blue becomes violet)
* New Detroit planet texture is a boring dark slate color -- naming
issue?
Changes:
* Default Tarsus size modified from 1 to 12 (was too small before)
* Changed master_parts_list.csv to avoid mismatched categories for parts
(seen with the starting Tarsus)
** Hull and Armor => Hull, Armor
** Sensors => Radar
** Shields => Shield Systems
* Upped default {game,gun}_speed from 0.1 to 0.2 (should be enough)
* Tarsus Mk2 should be similar to the Tarsus in most respects except having
upgraded armor and being able to fit a lvl 2 reactor and a belly turret.
Let's pretend that its slight increase in armor is offset by smarter
construction (keeping mass and inertia the same as the original Tarsus,
and thus keeping its handling)
* I've turned off totally blank ship upgrades for now ()
** I have turned on special upgrade rules if:
*** We're in Troy and the player is in a tarsus
*** We're launching a pirate talon -- it gets weaker guns like in PO.