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e85bf27473
Of course this is completly untested. Without a game.dll the dedicated server is useless.
39 lines
1.5 KiB
Text
39 lines
1.5 KiB
Text
Windows Port TODO
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- Check WITH_SYSTEMWIDE
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- Is Sys_GetClipboardData() really usefull?
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- Call Sys_AppActivate() in cl_main.c? (otherwise remove it)
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- Is Sys_GetGameAPI() correct?
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- Add platform defines for Windows in common/ and game/
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- Check if we really need all the stuff in winquake.h
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- Due to a bug in MinGW the _controlfp() option defines _PC_24
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and _MCW_PC are not available. While Quake II may work without
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them, we should try to find a workaround. See:
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http://mingw-users.1079350.n2.nabble.com/MinGW-missing-
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controlfp-and-related-defines-Looks-like-not-td7278570.html
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- Currently the Makefiles needs a special "mkdir.exe" which
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supports the -p option. We need a better aproach so that
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the Windows buildin "mkdir" can be used.
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- The Makefile needs some love. '' cannot be used as quotation
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marks under Windows and shouled be changed to "".
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- Ensure that all new headers have header guards.
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- Replace atoi(), atol() and atof() in Windows code.
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- Replace rand() with randk() in Windows code.
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- Implement Sys_AppActivate() as soon as cl_hwnd is
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ported to Yamagi Quake II.
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The big plan:
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1. Get the dedicated server builded (03/06/12)
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2. Get the game builded
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3. Be able to connect to a windows dedicated server
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4. Get the client builded
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5. Get the refresher builded
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6. Be able to start the client and watch the demo loop
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7. Bugsfix until the game can be played through
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8. Finish remaining TODOs
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9. Release CFT
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Thinks that would be nice to have (after the CFT):
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- Remove IPX
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- Add IPv6
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