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Restructured TODO massively
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TODO
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This file contains a (very incomplete) list of things to do still with the
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QuakeForge project. If you'd like to add something to this list or point
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out that something has been done we forgot to remove, please send an email
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to quake-devel@lists.sourceforge.net with details.
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TODO for QuakeForge
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-------------------
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This file contains a (very incomplete) list of things we are doing and
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considering doing in the QuakeForge project. If you'd like to make
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additions or corrections to this list, pleas send an email with details to
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quake-devel@lists.sourceforge.net. Thanks!
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This file is divided into several generally broad categories, plus a group
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for unsorted ideas. New ideas will probably go into unsorted until we
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determine the factors involved with implementation and move them. Each
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idea has a status flag and may also have a list of people currently
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working on it and an estimate as to when it'll be done. An explanation of
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the flags:
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* Being implemented now
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+ We know how we'll implement it, but it hasn't been started yet
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- We don't yet know how we'll implement it, but we'll probably
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do it at some point if we can
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? Don't know if we'll do it, how we'll do it, or exactly what'd
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be involed with doing it yet.
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0 This cannot be done (you won't see many of these)
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PLEASE NOTE: Because the merge is still in progress, we haven't even
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looked yet at how we'll do a number of these things yet.
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That doesn't mean we don't want to or can't implement them,
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but rather that we're too busy working on the internal
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framework necessary to support most of these nifty features
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later on. The merge is our release goal for 0.2 and we are
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convinced it can be finished before then.
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Major projects:
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* (0.2) Merge Quake/QuakeWorld [almost everybody]
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+ (0.3?) Make one QF bin w/ many shared libs
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+ Integration of Aftershock
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? Redesign the entire network protocol to be more extensible and
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better able to combat cheating/exploits
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Platform support:
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* (0.2) X11 DGA support
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* (0.2) tty target [Palisade]
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* (0.2?) Run-time video mode switching for most targets
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+ (0.2) Seperate pak game and config directory support
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+ (0.2) Global config file [knghtbrd]
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+ (0.2?) Automake support
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+ (0.3) Revamp the entire menu subsystem
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+ Return of the unix dedicated server
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+ Add more platform support
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- Audio support for more platforms
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- Support for XInput
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- C replacements for Linux SVGALib target's asm
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- Amiga support
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- MacOS support
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Game engine:
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* (0.2) zip-packed game files (pak3 and similar) [raptor]
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+ (0.2) Enhanced console (history, cmdline editing)
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* (0.3?) Add a volumetric fog engine [raptor]
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+ Allow server admin to adjust air control (ie. in low gravity)
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- Add a wind engine
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- Add a terrain engine
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- Real skies (using wind/fog engines)
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- Remove many arbitrary limits by using dynamic memory
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- Add support for compiled shared library game modifications
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- qstat-type support directly in the game
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? Add a more modern portal engine
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? Dead-reckoning for some/all entities
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? Multithreading support
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Other engines:
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+ (0.2?) Real mouse wheel support
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+ (0.3?) Colored lighting support [raptor]
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- (0.3?) Make the damned brightness slider in GL renderers useful
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+ More generalized sound/music APIs [mercury, knghtbrd]
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- Support overriding the 8x8 console font with one of any size
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- Add replacement for OpenGL multi-pass texturing extension
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- Unreal-style camera rooms
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- Working fullbright in GL targets
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Network engine(s):
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- Packet compression ala Qizmo
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Gameplay-altering mods:
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+ Implement a "feign death" action
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+ Implement climbable objects (ladders, vines)
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+ Allow support for fire (ie torches) to burn
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- Lasting effects of ammunition (bulletholes, scorch marks)
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- Implement breakable objects such as glass
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- Flowing water that can be spilled out
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- Implement possibility for projectiles to enter slipgates
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(some of these may end up not requiring mods to the QuakeForge code)
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General unsorted ideas:
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(none at this time)
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* On unix systems /etc/qfrc should be read as a system-wide config
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file which should be able to specify console commands and other things
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like where to find the id1, qw, and other -game specified dirs
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* On unix systems ~/.quakeforge should overlay a shared data directory.
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Files in a user's ~/.quakeforge directory should take precedence over
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files in the shared data dir and all files written should be placed
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into ~/.quakeforge
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* Devise and implement a way to ensure original gameplay compatibility
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while still letting us expand and extend the quake engine
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* Audio support for more platforms
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* Add OpenGL multi-pass texturing replacement for when multi-texturing
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extension isn't available
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* Remove dependency on GNU make or migrate to automake
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* Quake/QW Client: Add proper XFree86 DGA/VideoMode support to X-based targets
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on systems with XFree86 available
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* Prep Aftershock for a future merge with the main tree
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* Implement a wind (airflow) engine
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* Add a more modern portal engine
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* Add a terrain engine
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* Add cloudy skies, using the wind and fog engines
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* Add some options to the setup menu, ie. gl_ztrick and +mlook
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* Allow more video and bpp modes
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* Support for camera rooms ala Unreal
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* Make every object depend on dead-reckoning for network play, ie. no
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"moving entities"
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* Add XInput stuff
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* Allow any size console font to be used
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* Use dynamic memory
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* Remove arbitrary limits such as max number of players
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* Fixes for various exploits/cheats
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* Dynamically loaded (at run time) renderers
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* Optional basic server authentication
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* Pluggable server authentication
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* Enhanced console (improved history and cmdline editing)
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* Integrate some sort of packet compression ala Qizmo
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* Fix q1/qw smurf attack
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* Fix oversized packet QW server crash
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* DOS/Win support in autoconf
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* Backport QW's HUD stuff to UQuake
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* Implement colored lighting
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* Implement mp3 player
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* Implement mod/s3m/it/xm/etc player
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* Add compiled shared mod support .dll/.so, q2/q3-style
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* Finish Volumetric fog
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* Colored lighting for common tasks such as emitting a blue dynamic light
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from players with quad damage..
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* C equivalents of the SVGALib target's asm (Linux Alpha has SVGALib)
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* Wheel mouse support (make it bindable so that it can be bound to
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anything, ie. previous weapon/next weapon)
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* add threading support (ie. network code)
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* add tty target (Nelson is working on this, it's done, I just need to
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make a target for it.)
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* add walls that emit light
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* port to Amiga (someone is working on this)
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* port to MacOS (this has already been done as a seperate project, ala
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the author does not wish to help merge his changes to our tree, so
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until then... no mac port)
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* add something like qstat to the multiplayer menu in qw so that we can
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just select servers to play on while in the game.
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* implement a "feign death" action, so that users can play dead
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* allow server admin to adjust air control (ie. in low gravity)
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* bullets leave "holes" in walls, and disappear as threshold is reached
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* make explosions also leave marks, but dynamic marks, ie. blast can
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affect multiple surfaces.
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* implement pak3 loading support (in progress)
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* make a pak conversion tool
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* allow fire (ie. torches) to burn the player when touched.
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* allow projectiles from weapons to pass through teleporters
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* allow water to "move", ie. if the water is behind glass and the glass
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is shot, the water flows out onto the floor.
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* add breakable objects, ie. glass
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* allow user to switch video modes while running the engine.
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* add ladders and vines on walls so the user can climb to another part of
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the level.
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