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https://git.code.sf.net/p/quake/quakeforge-old
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92 lines
3.6 KiB
Text
92 lines
3.6 KiB
Text
QuakeForge Wishlist
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This file contains a listing of features people would like to see in the
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QuakeForge engine. These are different than bugs in that not having them
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done will not affect the standard game as was playable before the initial
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source release or subsequent accepted standards. Those may be found in
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the file ERRATA.
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Note however that unlike the ERRATA file which contains issues that will
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be addressed as sonn as possible, we make no promises for things listed
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here. Do keep in mind however that many of these things we want ourselves
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so this file serves as a sort of to-do list.
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Ambush
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- v_idlescale and force_centerview can mess with MegaTF concussion effects
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- gl_polyblend 0 can undo a flash grenade effect
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- binary sanity check
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- MOVETYPE_FLY in QW
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- view offset in QW
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- Software skyboxes
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- full 256 colors for particles in QW
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- alpha particles
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- resizable dlights
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- GL fullbrights
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- Beams ala Half-Life
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- EFFECT bit for entities (ie smoke trail for player on fire)
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- lens flares
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- MIDI engine
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- 16 channel sound
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- ability to play stereo sounds (dedicated channel for that maybe?)
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- positional audio allowing eg rocket flybys
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- allow mp3 sounds to reduce pak sizes [cache them to wav's maybe?]
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- alpha textures
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- color mapping of models (eg for team colors)
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Attlee; Mathew Thomas <mattlee@ug.cs.su.oz.au>
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- better setup screen (ie rotating player model)
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- multiple player profiles
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DarkAngel <bhunn@zipworld.com.au>
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- 32 bit texture support
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- skeletal animations
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- larger console fonts
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- lens flares
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- better muzzle/weapon flashes
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- weapon model alpha
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- optimize flashblends if possible, possibly allow them to be made smaller
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- death anims that vary on how you die [this is a progs issue]
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- ability to bind modifier+key combos
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- better rocket/grenade trails
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- improve the GL particle system
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- more configurable sounds [progs issue]
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- model interpolation
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- landscape distance detail changes
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- BSP improvements, curves, animated textures, etc
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- Quake3ish quad/pent effect
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- Bounce pads
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- optimize graphics effects currently only doable with slow progs
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- status bar improvements
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- fix GL model mesh for "barely legal" models (perquake, old obsidian, etc)
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- standardise "speed jumping" [not sure of cause, very hard to fix]
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dependant on !something!, and works differently on different computers
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- improve sound engine behavior when too many sounds play at once
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Tonik <tonik@quake.ru>
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- enhanced say and say_team editing
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- single player & coop support (when progs.dat source if released under GPL)
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- add match, powerups,... qw-server cvars
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- ffa and match support (progs)
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- crosshairfile <file.pcx> ?
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- pause/fforward[/rewind] in demo playback
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- client(server)-side teamplay macros: $health, $armor, $loc...
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- timescale server cvar (easy for uquake, requires new protocol for qw)
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- TE_RAILTRAIL
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taniwha <bill@taniwha.org>
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- Dud explosives (yeah, yeah, it's probably QC, but still...)
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- fps high/low (not really mine: privacy)
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djsmoke <djsmoke@optonline.net>
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- scripting support additions; sleep/timer command, if statements, server
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- server type variables (mega-tf, teamfortress, deadlode, etc)
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- automatic map rotation, just specify multiple args on the map statement line
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and the server sets up the rotation. ie map <map1> <map2> <map3>
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- rcon_checkip [0/1] in config file, if 0 dont try to match, if 1 it will cause
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the server to compare the ip address of the person who sent the rcon command
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to a list of hosts specified in the below command.
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rcon_iplist <ip1> <ip2> ...
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bf galbraith <bfgalbraith@yahoo.com>
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- Skeletal Animation
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