All Projects

IDProjectTask TypeSeveritySummaryStatusOperating SystemProgressAssigned To  desc
 146 Iocaste EditorFeature RequestLow Visibility for area ClosedAll
100%
Michael Pfeuti Task Description possibility to make area invisible
 144 Iocaste EditorFeature RequestLow Virtual inventory items ClosedAll
100%
Michael Pfeuti Task Description the idea is that it is always possible to check what is in the inventory. that way different behaviour of charactes and action can be modeled. however, sometime a flag is needed. this can be done with a virtual inventory item which cannot be seen by the player.
 164 Iocaste EditorFeature RequestLow Text Action ClosedAll
100%
Michael Pfeuti Task Description this action causes that a text is displayed somewhere
 33 Iocaste EditorFeature RequestLow Start external Image Editor ClosedAll
100%
Michael Pfeuti Task Description start gimp etc directly from within iocaste
 6 Iocaste EditorFeature RequestLow Sound action ClosedAll
100%
Michael Pfeuti Task Description an action that play a sound file
 137 Iocaste EditorFeature RequestLow Script action ClosedAll
100%
Michael Pfeuti Task Description an action which allows the developer to use a scripting language ----------------------- the primary action is missing
 156 Iocaste EditorBug ReportLow Replace Duplicate with Copy Constructor ClosedAll
100%
Michael Pfeuti Task Description this includes memory leak fixing there are many places that cause memory leaks because I was too lazy to do it properly CAUTION: for the duplication of abstract instances we need this method. when we have a AbstractAction and we want to duplicate it we cannot use the copy constructor.
 18 Iocaste EditorBug ReportLow progressbar while loading saved game ClosedAll
100%
Michael Pfeuti Task Description progressbar while loading saved game
153Graphic Utility LibraryFeature RequestLowPrimary Ray GenerationNewAll
0%
Michael Pfeuti Task Description ray generation for ray tracing
 19 Iocaste EditorBug ReportLow open game adds imgs to current game ClosedAll
100%
Michael Pfeuti Task Description open game adds imgs to current game and does not create a new game.
 163 Iocaste EditorFeature RequestLow Object movement action ClosedAll
100%
Michael Pfeuti Task Description action that causes an object to change position how can we define a motion in a user-friendly way ------------------------------ waiting on brige for refactoring of picturepanels
 147 Iocaste EditorBug ReportHigh no selection (pic/area) possible ClosedAll
100%
Michael Pfeuti Task Description it is possible to deselect everything in the two list. this results in a chrash (we assume that there is always a pic selected when we can select a area)
 4 Iocaste EditorFeature RequestLow move areas between layers ClosedAll
100%
Michael Pfeuti Task Description add a menu item to move areas between layers to the right click menu of the action areas.
 39 Iocaste EditorBug ReportHigh MemoryLeaks due to Duplicate method ClosedWin32
100%
Michael Pfeuti Task Description change duplicate method to a copy constructor (issue occurs with the clipboard structure and the actions)
 36 Iocaste EditorBug ReportLow Memory Management (Assigned Img) ClosedAll
100%
Michael Pfeuti Task Description The only open Images should be the one of the current Picture.
 179 Iocaste EditorFeature RequestLow Memleak detector ClosedAll
100%
Michael Pfeuti Task Description http://stackoverflow.com/questions/1761125/gcc-memory-leak-detection-equivalent-to-microsoft-crtdbg-h
 150 Iocaste EditorFeature RequestLow Item Naming hierachy ClosedAll
100%
Michael Pfeuti Task Description q2.kitchen.light => implies tree
 148 Iocaste EditorFeature RequestLow Inventory Item Viewer/Renamer ClosedAll
100%
Michael Pfeuti Task Description
 139 Iocaste EditorFeature RequestLow Inventory Actions ClosedAll
100%
Michael Pfeuti Task Description an action to interact with an inventory this also includes the gui that allows the user to design the game command panel (pick up, look at, ... and the inventory) offer two styles: - MI3-like (menu popup after holding mouse) - MI1 or MI5 global button that opens menu or menu that is always present NOTE: make action set permanent after new game. maybe a wizard. this simplifies the actionarea grouping. exp: goto of an object has actions and then the users deletes goto. This forces us to loop over all layers of all pictures.
 2 Iocaste EditorBug ReportLow flickering with rightclick on tabs ClosedLinux
100%
Michael Pfeuti Task Description the whole tab panel gets reloaded and therefore flickering. previously selected tab is unselected.
180Iocaste EditorBug ReportLowFix TransformationsNewAll
0%
Michael Pfeuti Task Description use gcdc and its affine transform
 140 Iocaste EditorFeature RequestLow Entering Scene Events ClosedAll
100%
Michael Pfeuti Task Description this will replace the sound on enter feature
 21 Iocaste EditorFeature RequestLow disable buttons ClosedAll
100%
Michael Pfeuti Task Description disable buttons which cannot be pressed at the moment
 138 Iocaste EditorFeature RequestLow Design Scripting language ClosedAll
100%
Michael Pfeuti Task Description used for the script action - parallelism - break conditions (MOVE is primary, ANIMATION and SOUND is secondary. Break as soon as MOVE stops)
 35 Iocaste EditorBug ReportLow Crash when action del ClosedAll
100%
Michael Pfeuti Task Description When an action area (not in layer 0) is selected in the list and deleted => crash
 159 Iocaste EditorFeature RequestLow Conditional Action ClosedAll
100%
Michael Pfeuti Task Description it should be possible to model the following: if SOME ITEM then ACTION
 3190 Graphic Utility LibraryBug ReportLow Clean Test Output folder ClosedWin32
100%
Michael Pfeuti Task Description the test output folder is not clear. this can lead to wrong test results
167Iocaste EditorFeature RequestLowCharacter/object PoolAssignedAll
80%
Michael Pfeuti Task Description add all created characters in a pool from where the user can drag and drop an existin character into a new scene make it optional. sometimes we want instancing (when we modify one, all are changed) and sometimes we want independent copies. Of course some properties should be allowed to change like position.
 145 Iocaste EditorFeature RequestLow Character/object Animation ClosedAll
100%
Michael Pfeuti Task Description specify animations for a character/object
 7 Iocaste EditorFeature RequestLow background sound  ClosedAll
100%
Michael Pfeuti Task Description assign background sound to a image
 162 Iocaste EditorBug ReportLow Animation Speed control ClosedAll
100%
Michael Pfeuti Task Description it should be possible to specify at how many fps an animation should be replayed
 157 Iocaste EditorBug ReportHigh animation is not copied with a copy of an object ClosedAll
100%
Michael Pfeuti Task Description
 158 Iocaste EditorFeature RequestLow Animation Action ClosedAll
100%
Michael Pfeuti Task Description action that triggers an animation of an object this could be implemented in the same way as the change picture state action we also need a field to specify how many times an animation sould be played
 149 Iocaste EditorFeature RequestLow Add (Virt.) item to inventory ClosedAll
100%
Michael Pfeuti Task Description name of item works with code completion
 34 Iocaste EditorBug ReportLow Action Order ClosedAll
100%
Michael Pfeuti Task Description Only first layer can be managed
 10 Iocaste EditorFeature RequestLow action area with image ClosedAll
100%
Michael Pfeuti Task Description so far action areas are invisible in the final game. it should be possible that a area shows an image. By this, one image is not so static. it should also be possible to change to images through an action event. exp: open door vs. closed door
152Graphic Utility LibraryFeature RequestLow1D - 4D noise functionNewAll
0%
Michael Pfeuti Task Description perlin/simplex noise
 143 Iocaste EditorFeature RequestLow Walking area ClosedAll
100%
Brige Task Description walking area for characters to move in
 160 Iocaste EditorFeature RequestLow Object Drawing Order ClosedWin32
100%
Brige Task Description Depending in which walking are a character is, we draw the objects in a different order. This way we achieve the effect of forground and background. each walking area holds a list that tells if an object in this scene is in front or behind the character. we can locally change the order by introducing an additional walking area.
 11 Iocaste EditorBug ReportHigh loading save game ClosedAll
100%
Brige Task Description the loading process seems to work but some data is not filled properly (f.e. missing areas). This results in nullpointer errors
 37 Iocaste EditorBug ReportMedium Crash beacause of Saving ClosedAll
100%
Brige Task Description When not all information of a action (PictureStateChange and PictureChange) are given => Chash
 142 Iocaste EditorFeature RequestLow Characters ClosedAll
100%
Brige Task Description charactes which can move around
176Iocaste EditorFeature RequestMediumxml exportNewAll
0%
Task Description replace whitespaces in strings with _
 2910 Graphic Utility LibraryFeature RequestLow wrap pugixml ClosedAll
100%
Task Description we should not depend on pugixml classes to implement the persistance. wrap in own xml classes to keep option of changing xml backend
 3185 Graphic Utility LibraryFeature RequestLow Video IO ClosedWin32
100%
Task Description Realize video IO with ffmpeg/libav.
 3186 Graphic Utility LibraryFeature RequestLow Video Class ClosedWin32
100%
Task Description Not only provide Video IO ( FS#3185 ) but also a video class. this makes it clearer when algorithms operate an a video (sequence of image).
9Iocaste EditorFeature RequestLowvideo actionNewAll
0%
Task Description action that play a video file
22Iocaste EditorFeature RequestLowValidation of actionsNewAll
0%
Task Description when a game should be exported it would be wise to check if the actions of one area do not contradict each other. for instance one action says goto image 1 another says goto image 2. => uncertain behavior.
151Iocaste EditorBug ReportLowupdate references of items when copy/cut themNewAll
0%
Task Description
 3184 Graphic Utility LibraryFeature RequestLow unsigned char image base type ClosedWin32
100%
Task Description now we store the data as float (also RGBA class uses is based on float) make this defineable which basic type should be used
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