yquake2remaster/TODO
Yamagi Burmeister e85bf27473 We are now able to build q2ded.exe under windows
Of course this is completly untested. Without a game.dll the dedicated
server is useless.
2012-06-04 09:13:30 +02:00

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Windows Port TODO
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- 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.
The big plan:
1. Get the dedicated server builded (03/06/12)
2. Get the game builded
3. Be able to connect to a windows dedicated server
4. Get the client builded
5. Get the refresher builded
6. Be able to start the client and watch the demo loop
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