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149 lines
7 KiB
Text
149 lines
7 KiB
Text
* ****************************** *
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* Yamagi Quake II *
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* http://www.yamagi.org/quake2 *
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* http://github.com/yquake2 *
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* ****************************** *
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TODO List
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===============================================================================
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This is a list of features that are currently not implemented in Yamagi Quake
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II, but would be nice to have. If you have some freetime to spare, fun coding or
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just want to contribute something, this list has some suggestions. All tasks
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need strong C knowledge, the necessary amount of understandig of the Quake II
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source code or external ABIs differs between the tasks.
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Some hints:
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- Sign up for a Github account and fork our yquake2 repository. This allows
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the easy integration of upstream changes into your branch and sending of
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pull requests. You'll get a wiki and a bugtracker for free.
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- To contribute your changes back into the main project send pull requests
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via Github. It's much easier to review and merge pull requests than patches.
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Please send only pull reqeuests from a distinct branch at not from your
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"master" branch!
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- Quake II has a very fragile and broken codebase. Even after years of cleanup
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it's still a disaster. Therefore:
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- Do only one change at a time!
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- Test after each change (play at least through base1.bsp)
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- Commit early and commit often to create a fine grained history.
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This helps "git bisect" to find bugs and errors.
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- Do not try to clean up things or even rewrite code that you do not
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understand to 110%! Even small behavioral changes can introduce
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gameplay changes and trigger new bugs! Especially everything that
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depends on map data (e.g. path finding or collision detection) is
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very likely to break in interesting ways!
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- Do not add new dependencies. If you must add a new one contact the Yamagi
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Quake II developers prior to it! Everything that adds dependencies should
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be hided behint preprocessor macros.
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- If your changes change the gameplay experience, make them optional by
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introducing a new cvar.
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- Linux is not the only operating system out there. All changes should be
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portable to other platform (writing pure ANSI-C or C99 is recommended but
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not always applicable).
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- x86 ist not the only CPU architecture. All changes should be done in pure
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C (e.g. no inline assembler) and in an endianess independed way.
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- gcc is not the only compiler. Test your changes with clang.
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===============================================================================
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1. Port Yamagi Quake II to Mac OS X
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Difficulty: Medium
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Knowledge: Mac OS X API, good knowledge of src/backends/unix/
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A port to Mac OS X is a frequently requested feature but can't be done
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by the Yamagi Quake II developers due to the lack of hardware. Since Mac
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OS X is just another unixoid platform porting the game should be easy,
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the most notable difference to FreeBSD and Linux is the MACH-O binary
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format. So at least all calls to dlopen(), dlsym() and dlclose() must be
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replaced by the corresponding Mac OS X functions. All other platform
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dependend stuff should be hidden by SDL, but there may be some SDL bugs
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on OS X.
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===============================================================================
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2. 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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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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requirements it's an ideal game for platforms without good 3D acceleration.
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Ports to new unixoid operating systems should be easy. In most cases only some
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#ifdef need to be added and the Makefile integration written.
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===============================================================================
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3. Source code cleanup
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Difficulty: Hard
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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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much left to do. Someone need to go through the source, read and audit it. Dead
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code should be removed, inefficient functions rewritten and bugs resolved. This
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can be done at one module (e.g. client, server, refresher, game, etc) at a time.
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===============================================================================
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4. 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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5. 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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Zaero is an unofficial but popular addon to Quake II. It was release as
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freeware. The Yamagi Quake II developers did an inital port, but it's
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unfinished and still buggy. Grab the source (take a look at our Github
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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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6. 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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7. 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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