quake2forge/TODO

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- 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