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Remove old tasks
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55
CONTRIBUTE
55
CONTRIBUTE
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@ -4,7 +4,7 @@
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* http://github.com/yquake2 *
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* ****************************** *
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TODO List
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TODO List
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===============================================================================
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@ -50,7 +50,7 @@ Some hints:
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1. Port Yamagi Quake II to new unixoid platforms (for example DragonflyBSD,
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NetBSD, Solaris, etc.)
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Difficulty: Medium
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Difficulty: Easy
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Knowledge: Good knowledge of the target platform
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Yamagi Quake II runs fine on Linux and FreeBSD. Due to it's very low hardware
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@ -62,7 +62,7 @@ Ports to new unixoid operating systems should be easy. In most cases only some
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2. Source code cleanup
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Difficulty: Hard
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Difficulty: Medium
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Knowledge: Good knowledge of the Yamagi Quake II source
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While the Yamagi Quake II source code was cleaned a few times there is still
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@ -72,20 +72,7 @@ can be done at one module (e.g. client, server, refresher, game, etc) at a time.
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===============================================================================
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3. Addon cleanup
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Difficulty: Medium
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Knowledge: How to debug hard to read code
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While the baseq2 game modul was cleaned up and made more robust by adding
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hundreds of sanity checks, both addons (xatrix and rogue) still require a lot
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of work. Go through the code, read it and understand it. Remove bugs, and add
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the missing sanity checks. Test (e.g. play) and add implement map quirks.
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Especially the coop-support of both addons is still fragile at best.
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===============================================================================
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4. Finish the port of Zaero
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3. Finish the port of Zaero
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Difficulty: Hard
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Knowledge: How to work with broken code
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@ -97,37 +84,3 @@ organization), clean it and debug it. Zaero will need some extensive
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testing, have fun while playing. :)
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===============================================================================
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5. Port Quake II to various consoles (especially the Nintendo Wii)
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Difficulty: Hard
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Knowledge: How to port games to the console, Knowledge of the platform
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dependent parts of the Yamagi Quake II source
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Game consoles are popular and having Quake II on them is a often
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requested feature. Porting Yamagi Quake II to the XBOX 360 isn't
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necessary, since an official port (by id Software / Bethesda) was
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included in Quake IV for the XBOX 360. A port to the Playstation 3
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would be nice but most likely it's impossible due to the DRM. But
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a port to the Wii should be feasible and support for the several
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open source or alternative consoles straight forward.
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===============================================================================
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6. Add head tracking to Quake II
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Difficulty: Hard
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Knowledge: How to design APIs and integrate new paradigms into an old codebase
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Head tracking is becoming more and more popular. After the hype of early,
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homegrown solutions based on the Nintendo Wiimote and similar techniques
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professional build head tracking helmets start to emerge. One example is
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the community funded "Oculus Rift" helmet build by Oculus and supported by
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John Carmack, Cliff Bleszinski, Gabe Newell and other famous game industry
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staff. The goal of this project is to implement Head Tracking into Yamagi
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Quake II. Due to the great number of competing head tracking solutions a
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generic frontend needs to be designed and integrated into the client. This
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frontend should be supported by a device dependent backend. For testing
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purposes at least one backend must be implemented.
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===============================================================================
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