Dr Brain Posted July 5, 2005 Report Posted July 5, 2005 (edited) Ok, because I now have a couple of extra people helping me, I'll go into much more detail on my to-do. NOTE: This post will be edited a lot HSCore:The mysql could be cleared and some real items put in.?Buy needs to get an instance of the I_STOREMAN module (per-arena) and check if the item can be bought by the player.The storeman module needs to check regions (stores have regions after being loaded by the MySQL) when verifying that a player can buy.A lot of the mutexes are broken. The functions unlock, call a locking function, then relock. I don't know what I was thinking when I did this. Most likely, all of the locking functions should be rewritten to take a lock boolean as a param.Prize based spawner to verify all item code does what it should. It will also be a good reference when writing the clientset spawner.Starting items for ships. Comma separated item names in the arena settings?I want ?buy counts to be implemented. "?buy -c 100 some item". The /?gran!@#$%^&*em code already does this. I don't remember how hackish it was, though.Either ?sell ship warns the player that the ship has items on it and requires the player to ?sell -f ship, OR ?sell ship recursively sells all of the items on the ship. If the latter, then the ?sell help needs to be updated.Property sums should be cached per player and updated when changed. This is important for when we have a lot of players using the spawning module.?gran!@#$%^&*em should obey item and itemtype maxes.Bugs:Selling ships gives errors.Remove some of the more common error messages. At the very least make them not apply to fake players.HS Warping:Jump gate module. (thanks musk)Interdimensional module.Jump point module.Transwarp module. The old transwarp module will work with a little bit of modification to support property sums.Dig out the old gates LVZ and clean it up.Compute coords for all of the gates.Iterdimensional warp graphics? ^.^Jump point graphics.Center warper. The area just above the safe zone should warp any entering player to a random location in the center arena. Hopefully not into a wall...Other Coding:Some kind of destruct module. I want to be able for other modules to be able to kill players. Something along the lines of hs_fun:hs_explode would be acceptable. You can just have a fake player sit on the sidelines waiting. "killed by "LVZ sector radar module. See below.hs_explode.c needs to checksum the packetMap:Base touch up. There are still some small map bugs.I don't really love the current safety tile.Transwarp hub needs to be moved somewhere else.The top center sector needs something in it, or needs to be removed.Graphics:Shipset touch up?Jump point, Interdimensional graphics (repeated from above)Hypertunnels need graphics. I really liked the old ones, so we can dig those out.A sector radar? Would be useful for navigating in hyperspace. If we add this, we'll need a module to work it.Settings:Do them. Other:Clean up the arena list. Most of the arenas on it can be removed.D1 said something about reworking the groupdef.dir files.Add missing modules to modules.conf.Hyperspace website.Get HTTP hosting on SSCX.net for devious reasons. (possibly keep the sscentral hosting) Edited December 3, 2005 by Dr Brain
aquarius Posted May 2, 2007 Report Posted May 2, 2007 Do you need any more graphic dev? I'd be willing, and would also love to help out.
James1293 Posted May 25, 2007 Report Posted May 25, 2007 instead of moving the tw hub, put the sector 4 shop in base 8 and move around the vortex to fit it, then put a base in sector 4. maybe some players could make the base (or help with it or start it or something so that you would have less work)
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