- merge net_udp6.c into net_udp.c http://www.viagenie.qc.ca/en/ipv6/quake2/ipv6-quake2.shtml - kill off ctf/q_shared.c, it's identical to src/q_shared.c (Actually, work out redundant code and merge them... maybe some sort of libshared.a) - clean up the #ifdefs that are throughout the code to be has-a tests instead of is-a. (using HAVE_* from configure instead of __blerg__) - separate the video refreshers - the video refresher loader code in src/vid_menu.c needs cleaning up, it's utter bollocks at the moment. all the structs are very fragile, depending on specific ordering of each element. - do va_list audit -- check that argptr isn't used twice (as per http://gozer.quakeforge.net/list-archives/quakeforge-cvs/2002-April/000151.html Everything seems to be fine, someone with a PPC machine will probably want to double check this. - investigate the possibility of savegames not being tied to a particular build - split out assembler per arch/os (we currently have gas i386 and win i386) - make sure that we give back the mouse and keyboard if the game crashes - split out the sound code into separate modules, like the vid_refs already do - dynamically get video resolutions from the X server (or SVGAlib or whatever) instead of hardcoding them... or do both - have a look at http://bw-admin.sourceforge.net/ and http://www.planetquake.com/q2admin/ and see about merging in these tools. from http://www.quakesrc.org/?Page=tutorials&Dir=Quake2 : (replace - with X when done) X Removing shadows on certain objects - Fixing dlight shine trough - Fix for left over icons on windows taskbar - Adding a clock to the console - Adding Q3A's cvar list - Transparent console - How to add .m32 texture support to the Quake2 engine and compile tools. - TGA textures X Stencil buffered shadows - Adding true color TGA loading for MD2 Models - Better dynamic light falloff - Controlable water waves - Adding a FPS counter - Quake2 MP3 Playback - Adding a skybox size variable X Adding new video resolutions - Drawing alias model bounding boxes