Windows Port TODO ----------------- - Check WITH_SYSTEMWIDE - Is Sys_GetClipboardData() really usefull? - Call Sys_AppActivate() in cl_main.c? (otherwise remove it) - Is Sys_GetGameAPI() correct? - Add platform defines for Windows in common/ and game/ - Check if we really need all the stuff in winquake.h - Due to a bug in MinGW the _controlfp() option defines _PC_24 and _MCW_PC are not available. While Quake II may work without them, we should try to find a workaround. See: http://mingw-users.1079350.n2.nabble.com/MinGW-missing- controlfp-and-related-defines-Looks-like-not-td7278570.html - Currently the Makefiles needs a special "mkdir.exe" which supports the -p option. We need a better aproach so that the Windows buildin "mkdir" can be used. - The Makefile needs some love. '' cannot be used as quotation marks under Windows and shouled be changed to "". - Ensure that all new headers have header guards. - Replace atoi(), atol() and atof() in Windows code. - Replace rand() with randk() in Windows code. - Implement Sys_AppActivate() as soon as cl_hwnd is ported to Yamagi Quake II. - Check of "rb" is the correct mode to open files in filesystem.c - Port OpenAL to Windows. - Does the alt-tab handling on windows really work? And do we need it? - Is AppActivate() really necessary? - Does anisotropic filtering work under Windows? - Port RETEXTURING (especially jpeg) to Windows. - Remove leftovers from the softrenderer. The big plan: 1. Get the dedicated server builded (03/06/12) 2. Get the game builded (04/06/12) 3. Be able to connect to a windows dedicated server (04/06/12) 4. Get the client builded (04/06/12) 5. Get the refresher builded (04/06/12) 6. Be able to start the client and watch the demo loop (04/06/12) 7. Bugsfix until the game can be played through 8. Finish remaining TODOs 9. Release CFT Thinks that would be nice to have (after the CFT): - Remove IPX - Add IPv6