mentioned some neato stuff

This commit is contained in:
Nelson Rush 2000-01-27 21:57:00 +00:00
parent 8298748791
commit 7de2302a6c
1 changed files with 18 additions and 6 deletions

24
TODO
View File

@ -3,12 +3,13 @@ QuakeForge project. If you'd like to add something to this list or point
out that something has been done we forgot to remove, please send an email
to quake-devel@lists.sourceforge.net with details.
* On unix systems /etc/quakerc should be read as a system-wide config
* On unix systems /etc/qfrc should be read as a system-wide config
file which should be able to specify console commands and other things
like where to find the id1, qw, and other -game specified dirs
* On unix systems ~/.quake should overlay a shared data directory. Files
in a user's ~/.quake directory should take precedence over files in the
shared data dir and all files written should be placed into ~/.quake
* On unix systems ~/.quakeforge should overlay a shared data directory.
Files in a user's ~/.quakeforge directory should take precedence over
files in the shared data dir and all files written should be placed
into ~/.quakeforge
* Devise and implement a way to ensure original gameplay compatibility
while still letting us expand and extend the quake engine
* Audio support for more platforms
@ -51,8 +52,9 @@ to quake-devel@lists.sourceforge.net with details.
* C equivalents of the SVGALib target's asm (Linux Alpha has SVGALib)
* Wheel mouse support (make it bindable so that it can be bound to
anything, ie. previous weapon/next weapon)
* add threading support
* add tty target (text quake) someone mentioned there is a text svgalib
* add threading support (ie. network code)
* add tty target (Nelson is working on this, it's done, I just need to
make a target for it.)
* add walls that emit light
* port to Amiga (someone is working on this)
* port to MacOS (this has already been done as a seperate project, ala
@ -65,3 +67,13 @@ to quake-devel@lists.sourceforge.net with details.
* bullets leave "holes" in walls, and disappear as threshold is reached
* make explosions also leave marks, but dynamic marks, ie. blast can
affect multiple surfaces.
* implement pak3 loading support (in progress)
* make a pak conversion tool
* allow fire (ie. torches) to burn the player when touched.
* allow projectiles from weapons to pass through teleporters
* allow water to "move", ie. if the water is behind glass and the glass
is shot, the water flows out onto the floor.
* add breakable objects, ie. glass
* allow user to switch video modes while running the engine.
* add ladders and vines on walls so the user can climb to another part of
the level.