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44 lines
2.3 KiB
Text
44 lines
2.3 KiB
Text
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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* On unix systems /etc/quakerc 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 ~/.quake should overlay a shared data directory. Files
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in a user's ~/.quake directory should take precedence over files in the
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shared data dir and all files written should be placed into ~/.quake
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* sed 's/\<sprintf *(\([^,]\+\),/sprintf(\1, sizeof(\1)),/g' to fix some
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possible buffer overruns
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* configure.in: clean up the intel -mcpu stuff
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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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* README: add tested platforms and results
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* Makefile.in, */Makefile.in: Add install target
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* Remove dependency on GNU make or migrate to automake
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* Add default .cvsignore files to the tree
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* Makefile.in: rerun configure if configure is newer than Makefile, also
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rerun autoconf if configure.in is newer than configure
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* AUTHORS: There are some patches in the tree aren't attributed to their
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authors yet. If your patch was applied and you haven't gotten a line
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in the AUTHORS file yet, please let us know so we can fix it.
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* Makefile.in */Makefile.in: developer-clean target ?
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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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* Merge SDLQuake (BigM created a patch against an older revision of our
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main tree)
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* Remove TODO entries as they get finished.
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* Add currently removed documentation to the README, and also add more
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information to explain things that we've done, or broken.
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* Poke Deek.
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* Prep Aftershock for a future merge with the main tree.
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* Add localized volumetric fog, water, etc.
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* Implement a wind (airflow) engine.
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* Add a more modern portal engine.
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* Add cloudy skies, using the wind and fog engines
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* Add some flags to the setup menu, ie. gl_ztrick and +mlook
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* Allow more video and bpp modes
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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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