mirror of
https://git.code.sf.net/p/quake/quake2forge
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43 lines
2 KiB
Text
43 lines
2 KiB
Text
- merge net_udp6.c into net_udp.c
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- kill off ctf/q_shared.c, it's identical to src/q_shared.c (Actually, work
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out redundant code and merge them... maybe some sort of libshared.a)
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- clean up the #ifdefs that are throughout the code to be has-a
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tests instead of is-a. (using HAVE_* from configure instead of __blerg__)
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- separate the video refreshers
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- the video refresher loader code in src/vid_menu.c needs cleaning up, it's
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utter bollocks at the moment. all the structs are very fragile, depending
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on specific ordering of each element.
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- do va_list audit -- check that argptr isn't used twice (as per
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http://gozer.quakeforge.net/list-archives/quakeforge-cvs/2002-April/000151.html
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Everything seems to be fine, someone with a PPC machine will probably want
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to double check this.
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- investigate the possibility of savegames not being tied to a particular build
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- split out assembler per arch/os (we currently have gas i386 and win i386)
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- make sure that we give back the mouse and keyboard if the game crashes
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- split out the sound code into separate modules, like the vid_refs already do
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- dynamically get video resolutions from the X server (or SVGAlib or whatever)
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instead of hardcoding them... or do both
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- have a look at http://bw-admin.sourceforge.net/ and
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http://www.planetquake.com/q2admin/ and see about merging in these tools.
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from http://www.quakesrc.org/?Page=tutorials&Dir=Quake2 :
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(replace - with X when done)
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X Removing shadows on certain objects
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- Fixing dlight shine trough
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- Fix for left over icons on windows taskbar
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- Adding a clock to the console
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- Adding Q3A's cvar list
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- Transparent console
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- How to add .m32 texture support to the Quake2 engine and compile tools.
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- TGA textures
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X Stencil buffered shadows
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- Adding true color TGA loading for MD2 Models
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- Better dynamic light falloff
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- Controlable water waves
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- Adding a FPS counter
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- Quake2 MP3 Playback
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- Adding a skybox size variable
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X Adding new video resolutions
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- Drawing alias model bounding boxes
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