FossilOrigin-Name: ea7418102a3ee6b415e50bea95694727a4f62ae112b570a07310817614ea3063
297 lines
14 KiB
Text
297 lines
14 KiB
Text
- seperate release archives for windows, linux, and macosx (less FAQs) - tar with -keep empty dirs
|
||
- demo play bugs like sticky scoreboard
|
||
- look at that immortality bug that sometimes pops up. immortality_bug.cdgz
|
||
- kick vote
|
||
- check other demos for common bugs
|
||
- demo bug: LAG makes other player fly
|
||
- demo bug: names (who is "you") can sometimes be reversed
|
||
- ability to set refreshrate? http://twomix.devolution.com/pipermail/sdl/2003-July/055059.html
|
||
- player should not be stuck moving after respawn (not reset +forward)
|
||
- change auto wep change?
|
||
- fps = (1000.0f/(curtime ? curtime : 1)+fps*50)/51 // somehow curtime gets to be 0 even if fps is only 150 on linux
|
||
- make serverinfo in server port obey -i
|
||
- make spawns more random
|
||
- automatic team assignment
|
||
- configurable serverport
|
||
- force respawn
|
||
- delay for player in xhair
|
||
- demo: if player once in lag mode, stays there
|
||
- "texture triggers", i.e. triggers that can be set for the player touching a certain floor texture. That way it can support sky, and lava, the effects are customizable, and you can also create full-room triggers for other purposes with them.
|
||
- -mBLAH sometimes still registers
|
||
- lighting - store id of strongest light in every tile (or multiple lights) | normals | boundaries | occlusion at steps down <- the hard part, really needs different representation
|
||
- spectator mode
|
||
- maprotation.cfg for server
|
||
- map checksum (detect architectural changes, entity changes(can it be done by just checking size?))
|
||
- send/getmap: some way to send also the .cfg and neccesary custom stuff
|
||
- Duel modes (for insta, ffa, tactics, efficiency) maybe with reasonable fraglimit each or only 3-5min rounds (others spectate)
|
||
- ctf mode (or something else really team-oriented)
|
||
- accuracy stats ;)
|
||
- more gore/blood :D
|
||
- more chars äüö, and ´
|
||
- SLEEPY: only allow v121 and later
|
||
- win98 gf2 video init crash?
|
||
- better fist?
|
||
- check with vtune for cpu bottlenecks on ksp1
|
||
- monsters & jumppads
|
||
- hide monsters until triggered?
|
||
- trigger when monsters die?
|
||
- but back the idea of a overwritable config.cfg so settings are easier to change in game?
|
||
- improve particle engine / make all weapons have more satisfying effects / better sounds overal / lighting on rocket explosion
|
||
- demos play even from old protocol versions / scoreboards sometimes stick
|
||
- weapon keeps shooting if you switch to edit/talk while shooting / hide hud weapon in edit mode
|
||
- load demo when already playing a demo: see yourself
|
||
- load demo of map editing -> crash?
|
||
- larger ideas to revamp cube editing/rendering:
|
||
* can cube internal representation be replaced with typeless representation?
|
||
2x floorceil, 8xvert offset, and 2x wall offset? (can we do it without floorceil even? byterange?)
|
||
* new lighting (diff floor ceiling like doom64?) can use lightmap the size of the world
|
||
to save on polys and make lighting more precise?
|
||
-> also other ways to reduce on polys by splitting
|
||
-> can merge polys better
|
||
most important however would be to allow walls to have different light than floor/ceil depending on light angle
|
||
and better/sharper shadows
|
||
* change texture list to be textures used rather than slots to allow >256
|
||
* proper way of doing multilevel?
|
||
* a way of rendering that makes static vertex arrays and culling coexist? larger chunks?
|
||
-> speed is hardly the problem anymore with current cube maps, though may be nice once higher detail geometry editing methods are in
|
||
* remove LOD completely
|
||
* ways to reduce sparklies?
|
||
- render water only where needed... or with some sort of zbuffer trick?
|
||
* faster cube occlusion culling by checking distance from each cube rather than raytracing... do so using quad tree and in direction of viewer
|
||
- gluPerspective wrong fov?
|
||
- fake opengl light for models? (not for bridges)
|
||
- do something about people having wrong maps etc / map cheating / make auto map download
|
||
- super simple CTF using pickup - drop off idea pxtl ? no team spawns required!
|
||
- allow monster spawn on trigger?
|
||
- VWEP (slith has own weapons), muzzle flash?
|
||
- About 2 out of 3 times I start Cube (Linux Version), the fps counter displays -214748
|
||
- make water render not everywhere to reduce sparklies
|
||
- vertex/fragment programs
|
||
global: millis, eye, eyeorient
|
||
vertex: normal, Svec?, Tvec? closest light / light dir vec ?
|
||
opengl: matrices etc.
|
||
or instead simple regcombine setup?
|
||
- shaders stuff
|
||
- allow texture rotation
|
||
- glow
|
||
- under some circumstances, players can not be hurt in multiplayer (wrong lifetime???)
|
||
(after any spawn, also in ffa, lasts until disconnect)
|
||
- out of memory bug (just on or after new player join).
|
||
- mapmodels above eachother gives incorrect physics
|
||
- fps reporting on demos.../ teleport to spawn?
|
||
- improve sounds
|
||
- Ability to get attributes of a single cube at $xsel, $ysel.
|
||
- Ability to get the current users position (or cursor position, X,Y & height)
|
||
- Provide Absolute mode in at least functions edittex,editheight,vdelta.
|
||
- no text when dead? / round over while dead? -> more lag than appearent
|
||
- can't spawn when 1 is lagging
|
||
- sendmap hang?
|
||
- specator mode for arena also
|
||
- avoid spawn next to eachother : most difficult in arena because spawns all at same time, meaning you can't check other people's position
|
||
- show last persons health?
|
||
- bigger monsters can get stuck on top of mapmodels
|
||
- disable hudgun when dead
|
||
- make disconnection faster (now can last up to 60 secs)... what features depend on this?
|
||
- try and debug depth read? GL_DEPTH_SCALE/GL_DEPTH_BIAS
|
||
- detect if sw driver? glXIsDirect(dpy, ctx) (can't get context from SDL) / glGetString(GL_VENDOR/RENDERER) (many HW drivers use mesa as base)
|
||
- not reproducable: When you pop out of edit mode where a bridge is right under a ceiling you get stuck.
|
||
- jumppads don't work for monsters
|
||
- try to go FMOD-only?
|
||
- new weapon models?
|
||
- profiling / replace gluBuild2DMipmaps, its too slow
|
||
- protocol: send map checksums so checking can happen?
|
||
|
||
rendering:
|
||
- integrate fisheye mod?
|
||
- fix large overdraw on fog culling?
|
||
- particles look v bad in fog/water
|
||
- allow up to fov 135 or so (need to tweak various frustrum culling optis)
|
||
- experiment with alpha textures & shiny textures for second unit... -> generate normals only for surfs that use it
|
||
- try out VAR without copying? -> almost no speedup, too cpu bound
|
||
- use VAR on chunks of the world
|
||
- speed up md2 render -> put into array too... maybe can render multiple walking monsters from same array? (since same time moment)
|
||
- texture precache?
|
||
- try out also up/down occlusion culling?
|
||
- fix corner textures, and make all 4 walls L-R
|
||
- render sky polys more efficiently? can't be done with light. need to collect "sky space" and render seperately
|
||
- reassign mip 1 quads / mip n quads for big open maps
|
||
- skybox roll not working yet
|
||
- cull explosions/particles etc outside frustrum
|
||
- stripify walls?
|
||
- instead of having defer 0 or 1, have a range that rates its visible disruptiveness
|
||
|
||
world structure / editing:
|
||
- make mip opti tags compliant?
|
||
- generic push/pull for vdeltas
|
||
- how to allow editing features as trigger scripts (since they reset triggers/monsters).
|
||
other triggers... certainly a NULL trigger that affects no tags
|
||
floor/ceil height, texture change, solid,
|
||
spawn stuff?
|
||
waterlevel raise/lower
|
||
could select tag areas and then do edit callback.. problem is how to generically restore them
|
||
- need more commands that influence the world in a gameplay way for trigger scripts
|
||
- ror by models?
|
||
- hom in custom arch?
|
||
- vdelta mipping often wrong
|
||
- improve selecting in void and selecting heightmaps / selecting areas with much height variation
|
||
- "platform" extra floors or something similarly simple?
|
||
- generate terrain as edit command (also for 2x2 and 4x4 mips!)
|
||
- arbitrary shapes a la archvertex
|
||
- flip/rotate commands
|
||
- off-vertex feature?
|
||
- coop copy & paste / other ops
|
||
- make showmip show acurate values (use real light values)
|
||
- make mapopt atleast also do 4x4
|
||
- intermission cam entity?
|
||
- make "corner" equalize height automatically?
|
||
- "are you sure" when edits have been made
|
||
- wr: render too high wall if z is mip mapped (1 unit indent)
|
||
- wr: walls behind corners
|
||
- wr: SEMISOLID still causes faces in the floor -> extend issemi
|
||
- hom: normal walls next to huge mips (on DM2?)
|
||
- hom: a 2x2 solid next to only a partial HF [workaround: cut up wall]
|
||
- hom: a 2x2 solid next to concave 2x2 hf [workaround: cut up wall]
|
||
- hom: cap on a equal height floor/ceil [workaround: make height diff]
|
||
- allow 2 or more levels?
|
||
- multiple selections
|
||
- each client in editmode should be able to see the selection outline of other clients that are in editmode.
|
||
- expand random map gen ?
|
||
- texture language: each texture number becomes a little program for
|
||
texturing. [ warning: must be in both worldrender & mipmapping code
|
||
for correct results. ] possibilities:
|
||
* all the shader tricks
|
||
* random textures: select any from a set
|
||
* checkerboard tile 2 textures
|
||
* auto border tiling (when texture touches same height/texture
|
||
or not): textures specified (any amount):
|
||
1. texture center
|
||
2. texture border (replaces 1 when touching changing blocks)
|
||
3. texture corner (replaces 2 on 2 touching)
|
||
4. inner corner (replaces 2/3 when indented corner)
|
||
will work on both floors and walls, and will make nice
|
||
texturing with rims _extremely_ easy.
|
||
|
||
script / console:
|
||
- make editing-only binds?
|
||
- delay "music" and "loadsky" commands, such that they do not load multiple times.
|
||
- make onrelease work everywhere?
|
||
- beep on "say"
|
||
- save config.cfg / move autoexec.cfg to last?
|
||
- international keyboards?
|
||
|
||
multiplayer:
|
||
- insta arena
|
||
- accumulate accuracy / efficiency / rails in a row / frags in a row stats
|
||
- arena numplayers>1 & other recent addons / rename "arena" to "last man standing"
|
||
- allow servers to set port
|
||
- render CS_LAGGED differently?
|
||
- spectator mode
|
||
- make everyone spec for duel/team modes
|
||
- admin feature
|
||
- mode 2 duel?
|
||
- frags should be in c2s welcome packet
|
||
- simplify tp: only red/blue, otherwise spectate
|
||
- add time spend on server to scoreboard
|
||
- specify distance in some way for network ? distance / occlusion / standing still / dead
|
||
- compress some things about network stream?
|
||
- all physics pushes don't affect players across the network
|
||
- servers should send map checksums, small differences in map entities pos could potentially cause crashes, same for out of range ents on clients.
|
||
- implement http get for masterserver?
|
||
- vote: either explain it or make it easier.. generally make a multiplayer connect walkthru
|
||
- rethink map get? make it even easier???
|
||
- locking of in-progress games
|
||
- when switching to map that player doesnt have... something better should happen than keep him in old map with floating players
|
||
- capture the chicken mode? other different DM modes? domination? holy wars?
|
||
- teamplay scores don't record frags of disconnected players
|
||
- teamplay binds
|
||
- ctf mode
|
||
- character selection... maybe also sounds... relatively easy, maybe share monster/player stuff more
|
||
- when failed to connect, not clear not connected on map reload?
|
||
- time remaining not clearly printed...
|
||
- interpolated demo playback?
|
||
- dont allow duplicate player names
|
||
- make carrots work correctly in mp, and various other things in mp
|
||
- maybe also make deaths instant
|
||
- console scores
|
||
- can jump thru players easily when both move.. make sure offset to correct side?
|
||
- add network interpolation as an option?
|
||
- different pain sounds for levels of damage applied, or level of health?
|
||
|
||
SP/monsters
|
||
- less <10h -> scared
|
||
- monster weapons go thru mapmodels.
|
||
- lava/water hurt
|
||
- think about save game / copy stats for sp
|
||
- think about introducing rpg style elements: weapon/stat upgrades, inventory items
|
||
- wake up others nearby?
|
||
- secrets
|
||
- barrels
|
||
- gibs for health?
|
||
- other interesting monster behaviour... pacifist until first shot?
|
||
- make monsters flee
|
||
- spawn sound?
|
||
- maybe make 2 versions of each monster to make up for the lack of them (different skins?)
|
||
- player/monster on top of eachother
|
||
- coop (not easy, requires lots of sync & bw management).
|
||
- use tracing code also for player1? too many problems with it...
|
||
- new trigger types... floor raise/lower, secrets
|
||
|
||
gameplay:
|
||
- sky hurt
|
||
- splash sound frequently when looking straight up from water
|
||
- increase amount of blood / better particle lifetimes
|
||
- think of how make kills etc more satisfying
|
||
- dynblight when player shoots
|
||
- make some of the gameplay code in script? problem, for multiplayer this will make cheating easy.
|
||
- overhead map: show open & closed doors
|
||
- fun: racing game easter egg
|
||
- use Mix_SetPosition() for positional sound
|
||
- anim frames for death
|
||
- <metlslime> - fix the shotgun behavior :)
|
||
- auto weapon change?
|
||
- traceline related:
|
||
* replace readpixels since its very problematic?
|
||
-> must solve by software, can't disable depth buffer for models
|
||
* RL stops behind chasing player
|
||
* RL path must be cut short on direct hit
|
||
* guns shots go thru players, and they can miss if model sticks in front
|
||
of bounding box
|
||
|
||
physics
|
||
- optimise stair physics for 2x1 slopes -> interferes with stairs
|
||
- speed up monster-monster and monster-mapmodel collision
|
||
- for 1 cube wide obstackles, push player past it
|
||
- give player velocity coming out of teleport -> direction he's facing
|
||
- improve slant sliding
|
||
- improve heightfield physics?
|
||
|
||
light stuffs:
|
||
- blend out dynlight longer?
|
||
- sun lighting?
|
||
- player shadows?
|
||
- quad damage player dynlight?
|
||
- switchable lights? lights that oscillate in strength?
|
||
|
||
changes for bigger landscapes:
|
||
- hf: hom next to big mips / water height
|
||
- make correct collision for slopes
|
||
- push/pull vertex tools
|
||
- different scale: *2 in xy, and /2 in z, ratio is then 1:4 (so float hf can be removed)
|
||
- more tree/plant map models
|
||
- optimize certain code for 2k^2 maps.. lighting?
|
||
- cut&paste entities also?
|
||
- limit occlusion distance?
|
||
|
||
non-code:
|
||
- improve default keybinds for editing -> docs / find better keys for modifiers?
|
||
- email all model authors
|
||
- check all dm spawns big enough for monsters
|
||
- sounds! monster see
|
||
- more sp maps?
|
||
- better tree skin / more models?
|
||
- add metl3?
|
||
- dgtex?
|
||
- q3 tree mapmodels?
|
||
|
||
|
||
|