- 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. - 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 - 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. - volumtric lighting? http://www.planetgloom.com/mapping/gmg_vml.html - fs_sharepath and so on for user to set their own data install path - mouse motion bugs in glx - "teamspeak" headset... weel, mike support -- ogg speex encoding. from http://www.quakesrc.org/?Page=tutorials&Dir=Quake2 : (replace - with X when done) X Removing shadows on certain objects X Fixing dlight shine trough - Fix for left over icons on windows taskbar X Adding a clock to the console - Adding Q3A's cvar list X Transparent console X 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 X Adding a FPS counter X Quake2 MP3 Playback X Adding a skybox size variable X Adding new video resolutions - Drawing alias model bounding boxes