quakeforge-old/TODO

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This file contains a (very incomplete) list of things to do still with the
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
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
* sed 's/\<sprintf *(\([^,]\+\),/sprintf(\1, sizeof(\1)),/g' to fix some
possible buffer overruns
* configure.in: clean up the intel -mcpu stuff
* Audio support for more platforms
* Add OpenGL multi-pass texturing replacement for when multi-texturing
extension isn't available
* README: add tested platforms and results
* Makefile.in, */Makefile.in: Add install target
* Remove dependency on GNU make or migrate to automake
* Add default .cvsignore files to the tree
* Makefile.in: rerun configure if configure is newer than Makefile, also
rerun autoconf if configure.in is newer than configure
* AUTHORS: There are some patches in the tree aren't attributed to their
authors yet. If your patch was applied and you haven't gotten a line
in the AUTHORS file yet, please let us know so we can fix it.
* Makefile.in */Makefile.in: developer-clean target ?
* Quake/QW Client: Add proper XFree86 DGA/VideoMode support to X-based targets
on systems with XFree86 available
* Merge SDLQuake (BigM created a patch against an older revision of our
main tree)
* Remove TODO entries as they get finished.
* Add currently removed documentation to the README, and also add more
information to explain things that we've done, or broken.
* Poke Deek.
* Prep Aftershock for a future merge with the main tree.
* Add localized volumetric fog, water, etc.
* Implement a wind (airflow) engine.
* Add a more modern portal engine.
* Add cloudy skies, using the wind and fog engines
* Add some flags to the setup menu, ie. gl_ztrick and +mlook
* Allow more video and bpp modes
* Make every object depend on dead-reckoning for network play, ie. no
"moving entities"