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3e73b3fb3c
misc minor stuff taken from ideas implemented in NaTaS, most people won't notice a real difference.
107 lines
4 KiB
Text
107 lines
4 KiB
Text
TODO for QuakeForge
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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 (essentially done)
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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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+ tty target
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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 uquake 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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* (0.3?) 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?) 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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- Packet compression ala Qizmo
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- Serial support for *nix
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+ Make "map" cmd give map info when called w/ no args
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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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