quake2forge/TODO

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- merge net_udp6.c into net_udp.c
- 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