diff --git a/TODO b/TODO deleted file mode 100644 index 3c1914c2..00000000 --- a/TODO +++ /dev/null @@ -1,67 +0,0 @@ -Long term TODO list for Quake II on Windows -------------------------------------------- - -1. Test various windows version in different - localizations. At least: - - Windows XP [done] - - Windows XP 64 - - Windows 2003 - - Windows Vista - - Windows 2008 - - Windows 7 [done] - - Windows 8 Preview [done] - -2. The "dsound" sound system issue: - By default SDL uses the "waveout" sound driver which - needs to many buffers to be usable with Quake II. There - is no easy way to work around this, we can neither call - the sound system more often nor generate more sound per - call. The short term solution is to force the DirectX 5 - based "dsound" driver. But "dsound" is unavailable for - 64 bit applications on 64 bit Windows and on Windows 8. - SDL 2.0 has the new DirectX 8 based "directsound" driver - but that would require a port of Yamagi Quake II to the - still unstable SDL 2.0. Another soultion would be a - custom SDL.dll with the new driver backported to SDL - 1.2.15. Be aware, that this problem only affects the - SDL sound-backend and not the default OpenAL backend! - -3. The keyboard layout issue: - SDL 1.2 has a bug which results in untranslated keycodes - on non qwerty layouts. The consequence is, that Quake II - uses always the english keyboard layout, regardless of it's - real layout and the layout setting in the windows control - pannel. The recommendet work around is to switch SDL into - unicode mode and read unicode characters instead of the - raw keycodes. But implementing this into Quake II would - be a real PITA due to the rather complex differences - between the internal input system and SDL. ioQuake3 uses - unicode input for the console and raw input for the key - bingings, has therefor a correct layout in the console - but an english layout on normal key bindings. Their - implementation is rather invasive into the console - subsystem and I don't think that it's worth the efford. - -4. The debug / stdout issue: - At the moment no stdout is readable on windows, the only - way is to scroll in the console. This is a problem, because - without the game output problems are hard to debug. Enabling - the console log by default might migitate the problem, but - the early startup is not convered by it. One solution would - be to redirect stdout into a file (like dhewm). Daniel - suggested to implement a console window like the orginal - Quake III Arena client had. - It would be nice, if the Windows crash handler would be - invoced at every crash and not only sometimes. In theory - the crash handler is able to create crash dumps and send - them to a remore location (only Micorsoft or anybody?). - While I'm not sure that gdb can read Windows crashdumps, - it may be worth to take a deeper look into this. - -5. The CR-LF issue: - At the moment all files have LF line endings, which are - incompatible with most Windows software. This isn't a - problem for the code itself (at least with MinGW), but - for the documentation. A possible solution is to use git - to convert the file endings at checkout. This would leave - the repo at LF and enable CR-LF for Windows.