quakeforge/TODO

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o = todo
X = done
? = maybe but not likely
M = more testing
I = in progress
W = waiting on other work
X fix skybox/dome vis problems (workable solution found, needs new renderer)
X It's possible to stick on some obtuse-angled corners qwsv 2.3x didn't
X ~/.quakeforgerc should support all commands, not just set and setrom
X software PCXs don't work in X11 at least if you're using 16/24/32 color
X ogg support
X server-side demos
M it seems possible to crash a QF server still - need to fix this!
M merge nq and qw code bases
M mingw cross compiling
X Scitech MGL used in win32 is screwed - dump it and use SDL
M software targets should mix color at 16/16 or 24/32 color
I GL is still way too slow
I Client side QuakeC.
I menu rewrite
I clean up TODO ;)
o doublesize modes (eg, render in 320x240 but display in 640x480)
o allow qf clients to download .lit files from qf servers.
o better server control of certain cvars
o triggers (f_respawn, f_death, f_took; cl_triggers)
o stateful console (eg, rcon mode, chat mode, normal command mode...)
o scripted hud
o add a U_PHYSICAL field to entities. it should include a solid bit,
a rotated bbox bit, and mins/maxs for the bbos
o gui for serverlist
o add favorates serverlist manipulation
o redo serverlist filtering for better flexability and/or easier use
o add individual server ping/info request from console
? more direct intra-team comms (eg, talk to offense or defense directly)
? Draw_Pic and friends need a cleanup in GL at least
? Draw_Pic and other tex draw functions should use local palettes
? improved crosshairs (custom file, 32 bit for GL, etc)
? console commands to see a user, ignore talk from them, etc
? wad loader should load wad3 and fall back to wad2 if necessary
? better control over client console logging
? ban reasons and expire times
? no 512 entities limit (protocol limitation)
? large or infinite (!) maps (currently has +-4096 protocol limit)
(not just protocol, but bit precision, too)
? redirection for file downloads
? way to change con back besides changing mod dir (csqc likely)
? movie-like demo controls (fastforward, rewind, step forward and back,
seek, etc)
? delta compression for protocol
? transmit nails as source/direction/speed/time rather than
direction/location, to improve delta compression
? custom particle explosions (controlled via csqc)
? server should shutdown cleanly when it recieves SIGTERM and SIGHUP
? client-only commands (rejected if done via a server stuffcmd)
? bring software-mode skybox code in from Quake 2
? bring some assembly code for the software renderer in from Quake 2.
These are explained better in doc/ideas/rhamph.txt:
? portal vis system
? remappable portals
? room duplication
? randomly generated maps
? variable detail models
? skeletal model animations
? Inverse kinematics
? variable detail walls
Future directory tree:
o todo
X done (a parent dir is not done until its children are done:)
quakeforge
o +--- tools useful/needed tools
I | +--- Forge Forge.app map/model/everything editor
X | +--- cvs2cl
X | +--- gas2masm
X | +--- pak massively enhanced pak tool
X | \--- qfcc QuakeForge Gamecode Compiler
X +--- include API definitions for all subsystems
o +--- nq Non-common NQ code
o +--- qw Non-common QW code
o \--- libs common code libs
o +--- audio
o | +--- cd
o | +--- recording
o | +--- renderer Audio rendering
o | | +--- soft Software 3D spatialization
o | | \--- openal Passing the buck to OpenAL
o | \--- targets Raw sound I/O
o | +--- null No raw output (none or OpenAL)
o | +--- alsa ALSA
o | +--- oss OSS or kernel sound
o | +--- dsound MS DirectSound
o | \--- sdl SDL output
o +--- filesystem Filesystem code
| | (the code for normal fs is also here)
o | +--- pakfile Quake Pakfiles
o | +--- qfp QuakeForge Package
o +--- formats [1]
o | +--- bsp29 Quake BSP read/write
o | +--- bsp66 QuakeForge native BSP read/write
o | +--- mdl Quake model read/write
o | +--- md2 Quake2 model read/write [would be nice]
o | +--- qfm QuakeForge native model format
o | \--- textures PCX, QFS (multi-skins), TGA
o +--- gamecode Gamecode
o | +--- engine Progs interpreter (core)
o | \--- builtins Progs utility builtins
o +--- models Generic API
o | +--- alias Alias model loader
o | +--- brush Brush model loader
o | \--- sprite Sprite model loader
o +--- network Network code (like netchan, but sane)
o | +--- transport Low-level protocols (UDP, TCP+UDP, etc.)
o | +--- netquake Quake's wire protocol
o | +--- null Null protocol, for single-player
o | \--- quakeworld QuakeWorld's wire protocol
o +--- system Platform-dependant system lib
| | (raw IO/filesystem/dlopen code)
o | +--- null Portability aid, a skeleton system lib
o | +--- unix POSIX stuff
o | \--- win32 Win32 system lib
X +--- util Utility library
| contents: Commands, Cvars, Quake-format scripts,
| property lists, console parsing/formatting/output, the
| heap and zones.
o +--- video Video input and output
o | +--- renderer 3D video rendering
o | | +--- soft Software 3D rendering
o | | \--- opengl Passing the buck to OpenGL
o | \--- targets
o | +--- null Portability aid, skeleton
o | +--- console Non-graphical, "readline" input
| | (also needs old-style stuff for
| | dumb-ass systems/terminals)
o | +--- sdl
o | +--- svgalib
o | +--- win32
o | \--- x11
o \--- world 3D layout engine (includes objects)
Talks to the sound and video renderers
to output frames
[1] taniwha feels that formats is wrong and is using models with the
following structure:
libs
models generic api code
alias alias model loading code
brush brush model loading code
sprite sprite model loading code
textures texture reading/writing/management code
Decided old menu structure was pointless and nobody cared.
So we don't forget something in the binds menu:
Attack
Change weapon
Jump / Swim up
Walk forward
Backpedal
Turn left
Turn right
Run
Step left
Step right
Sidestep
Look up
Look down
Center view
Mouse look
Keyboard look
Swim up
Swim down