mirror of
https://github.com/ZDoom/raze-gles.git
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1cc9d13ccf
Files moved but not modified. Changes to follow in a subsequent commit. You down with CPP? git-svn-id: https://svn.eduke32.com/eduke32@6055 1a8010ca-5511-0410-912e-c29ae57300e0
90 lines
3.1 KiB
Text
90 lines
3.1 KiB
Text
KEY:
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$ - Should be done soon!
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> - Something to do eventually...
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? - Is this really necessary?
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B - Bug!
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ENGINE -
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Drawing bugs:
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Make all VESA buffer-modes work with multiple drawrooms per nextpage
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Fix off-by-1 line on top of face sprites
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Fix selector initialization bug in ves2.h
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Make sure visiblity works on really high slopes
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Fix precision and crashing for wallmost on high slopes - xcross?
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Screen capture at correct page
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Wall/Floor sprite sorting bugs
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Drawing ideas:
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Make auto-buffer mode turn off with setviewtotile?
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Make lo-detail mode go directly to screen without extra blit somehow?
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Replace getpalookup with buffer Use palookup option for completemirror or use setviewtotile for mirrors
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Allow non 90ΓΈ viewing ranges
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Movement issues:
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Pushmove for face sprites?
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Make clipmove/getzrange move through parallaxing skies
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Memory issues:
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Allocate sectors and walls dynamically at loadboard
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Speed issues:
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Optimize rotatesprite for weapons, and status bar
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Try fread/fwrite vs. read/write with buffer
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Make hlineasm4 work backwards
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Pre-cache solution - auto cache sprites somehow
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Mergeing optimization (redo in QB)
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Misc. issues:
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Do joining in network games
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Network - send null packets if no packets sent recently
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Split engine into separate modules - drawing, movement, utility
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EDITART -
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Seems to corrupt tiles in the artfile after doing a palette grab
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Animation settings don't span art files
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$ Tile moving across different art files
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$ Make script-making function - F12 every tile and update capfil.txt
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$ Offer patch file option after resorting in editart when quitting
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> Warn if tile being deleted is used in maps - offer to change.
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> Allow comments to be associated with a tile.
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> When saving .ART, save to temp, rename, and delete, (int 21h-5ah,56h,41h)
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? Screen still goes blank in 'V' mode sometimes with multiple tile files.
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B Why doesn't F12 do anything sometimes?
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BUILD -
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Goto sector/wall/sprite function
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New walls being added in BUILD should NEVER be masked or blocking
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2D map mode: section off areas to edit overlapping
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! Undo
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! Sector copy / paste auto-inserting for pasting inside sectors.
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> The localtile variables get messed up with 'V' mode inserting/deleteing
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> Make overlapping sectors not connect in weird ways
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> Type tags in hex
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> Print out global visibility in Build status bar
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> Information screen (bitmap report, tag report)
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> Fix warping in fine sector rotating
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> Enter attributes with a menu
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GAME -
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> Programming example such as deleting sectors, and other BUILD functions
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> Fix bugs with fake network player windows.
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> Fix message typing (for multiplayer games) when screen is weird sizes
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DOCUMENTATION -
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> Make PROTOTYPES for functions in GAME.C in BUILD.H.
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> Document all variables in BUILD.H
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LOW PRIORITY -
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> Use multiple palettes other than palette.dat (command line?)
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> Fancy shading for torches, flashlights, explosions, etc.
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> Real lighting
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? Multiple stories - (Not just: the fate of the universe depends on you)
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? Add POLYTEX/CAVE stuff - true looking up/down
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? Coded sprites for guns and menus
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