git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3801 e016b1c5-ed68-44aa-a2f7-31cac88cffde
281 lines
12 KiB
Plaintext
281 lines
12 KiB
Plaintext
- SLEEPY: only allow v121 and later
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- win98 gf2 video init crash?
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- better fist?
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- chmod solution? -> release as tar.gz
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- check with vtune for cpu bottlenecks on ksp1
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- put in scaling hack for sloppy ATI drivers
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- integrate new dcp pistol model/start weapon
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- monsters & jumppads
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- hide monsters until triggered?
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- trigger when monsters die?
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- but back the idea of a overwritable config.cfg so settings are easier to change in game?
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- improve particle engine / make all weapons have more satisfying effects / better sounds overal / lighting on rocket explosion
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- demos play even from old protocol versions / scoreboards sometimes stick
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- weapon keeps shooting if you switch to edit/talk while shooting / hide hud weapon in edit mode
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- load demo when already playing a demo: see yourself
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- load demo of map editing -> crash?
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- larger ideas to revamp cube editing/rendering:
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* can cube internal representation be replaced with typeless representation?
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2x floorceil, 8xvert offset, and 2x wall offset? (can we do it without floorceil even? byterange?)
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* new lighting (diff floor ceiling like doom64?) can use lightmap the size of the world
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to save on polys and make lighting more precise?
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-> also other ways to reduce on polys by splitting
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-> can merge polys better
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most important however would be to allow walls to have different light than floor/ceil depending on light angle
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and better/sharper shadows
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* change texture list to be textures used rather than slots to allow >256
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* proper way of doing multilevel?
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* a way of rendering that makes static vertex arrays and culling coexist? larger chunks?
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-> speed is hardly the problem anymore with current cube maps, though may be nice once higher detail geometry editing methods are in
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* remove LOD completely
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* ways to reduce sparklies?
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- render water only where needed... or with some sort of zbuffer trick?
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* faster cube occlusion culling by checking distance from each cube rather than raytracing... do so using quad tree and in direction of viewer
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- gluPerspective wrong fov?
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- fake opengl light for models? (not for bridges)
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- do something about people having wrong maps etc / map cheating / make auto map download
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- super simple CTF using pickup - drop off idea pxtl ? no team spawns required!
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- allow monster spawn on trigger?
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- VWEP (slith has own weapons), muzzle flash?
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- About 2 out of 3 times I start Cube (Linux Version), the fps counter displays -214748
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- make water render not everywhere to reduce sparklies
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- vertex/fragment programs
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global: millis, eye, eyeorient
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vertex: normal, Svec?, Tvec? closest light / light dir vec ?
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opengl: matrices etc.
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or instead simple regcombine setup?
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- shaders stuff
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- allow texture rotation
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- glow
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- under some circumstances, players can not be hurt in multiplayer (wrong lifetime???)
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(after any spawn, also in ffa, lasts until disconnect)
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- out of memory bug (just on or after new player join).
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- mapmodels above eachother gives incorrect physics
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- fps reporting on demos.../ teleport to spawn?
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- improve sounds
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#1 Ability to get attributes of a single cube at $xsel, $ysel.
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#3 Ability to get the current users position (or cursor position, X,Y & height)
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#5 Provide Absolute mode in at least functions edittex,editheight,vdelta.
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check:
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- no text when dead? / round over while dead? -> more lag than appearent
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- can't spawn when 1 is lagging
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- sendmap hang?
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- specator mode for arena also
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- avoid spawn next to eachother : most difficult in arena because spawns all at same time, meaning you can't check other people's position
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- show last persons health?
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- bigger monsters can get stuck on top of mapmodels
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- disable hudgun when dead
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- make disconnection faster (now can last up to 60 secs)... what features depend on this?
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TODO:
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=====
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recent stuff:
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- try and debug depth read? GL_DEPTH_SCALE/GL_DEPTH_BIAS
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- detect if sw driver? glXIsDirect(dpy, ctx) (can't get context from SDL) / glGetString(GL_VENDOR/RENDERER) (many HW drivers use mesa as base)
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- make server port configurable?
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- not reproducable: When you pop out of edit mode where a bridge is right under a ceiling you get stuck.
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- Also, when you stay over a vertical jumppad it pushes you up by decreasing amounts and then after a few rounds of that it pushes you really high. That's not necessarily bad, but it is weird.
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- jumppads don't work for monsters
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- try to go FMOD-only?
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- new weapon models?
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- profiling / replace gluBuild2DMipmaps, its too slow
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- maxplayers?
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- protocol: send map checksums so checking can happen?
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rendering:
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- integrate fisheye mod?
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- fix large overdraw on fog culling?
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- particles look v bad in fog/water
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- allow up to fov 135 or so (need to tweak various frustrum culling optis)
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- experiment with alpha textures & shiny textures for second unit... -> generate normals only for surfs that use it
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- try out VAR without copying? -> almost no speedup, too cpu bound
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- use VAR on chunks of the world
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- speed up md2 render -> put into array too... maybe can render multiple walking monsters from same array? (since same time moment)
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- texture precache?
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- try out also up/down occlusion culling?
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- fix corner textures, and make all 4 walls L-R
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- render sky polys more efficiently? can't be done with light. need to collect "sky space" and render seperately
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- reassign mip 1 quads / mip n quads for big open maps
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- skybox roll not working yet
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- cull explosions/particles etc outside frustrum
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- stripify walls?
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- instead of having defer 0 or 1, have a range that rates its visible disruptiveness
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world structure / editing:
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- make mip opti tags compliant?
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- generic push/pull for vdeltas
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- how to allow editing features as trigger scripts (since they reset triggers/monsters).
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other triggers... certainly a NULL trigger that affects no tags
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floor/ceil height, texture change, solid,
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spawn stuff?
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waterlevel raise/lower
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could select tag areas and then do edit callback.. problem is how to generically restore them
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- need more commands that influence the world in a gameplay way for trigger scripts
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- ror by models?
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- hom in custom arch?
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- vdelta mipping often wrong
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- improve selecting in void and selecting heightmaps / selecting areas with much height variation
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- "platform" extra floors or something similarly simple?
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- generate terrain as edit command (also for 2x2 and 4x4 mips!)
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- arbitrary shapes a la archvertex
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- flip/rotate commands
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- off-vertex feature?
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- coop copy & paste / other ops
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- make showmip show acurate values (use real light values)
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- make mapopt atleast also do 4x4
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- intermission cam entity?
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- make "corner" equalize height automatically?
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- "are you sure" when edits have been made
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- wr: render too high wall if z is mip mapped (1 unit indent)
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- wr: walls behind corners
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- wr: SEMISOLID still causes faces in the floor -> extend issemi
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- hom: normal walls next to huge mips (on DM2?)
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- hom: a 2x2 solid next to only a partial HF [workaround: cut up wall]
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- hom: a 2x2 solid next to concave 2x2 hf [workaround: cut up wall]
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- hom: cap on a equal height floor/ceil [workaround: make height diff]
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- allow 2 or more levels?
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- multiple selections
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- each client in editmode should be able to see the selection outline of other clients that are in editmode.
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- expand random map gen ?
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- texture language: each texture number becomes a little program for
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texturing. [ warning: must be in both worldrender & mipmapping code
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for correct results. ] possibilities:
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* all the shader tricks
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* random textures: select any from a set
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* checkerboard tile 2 textures
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* auto border tiling (when texture touches same height/texture
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or not): textures specified (any amount):
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1. texture center
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2. texture border (replaces 1 when touching changing blocks)
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3. texture corner (replaces 2 on 2 touching)
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4. inner corner (replaces 2/3 when indented corner)
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will work on both floors and walls, and will make nice
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texturing with rims _extremely_ easy.
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script / console:
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- make editing-only binds?
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- delay "music" and "loadsky" commands, such that they do not load multiple times.
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- make onrelease work everywhere?
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- beep on "say"
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- save config.cfg / move autoexec.cfg to last?
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- international keyboards?
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multiplayer:
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- insta arena
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- accumulate accuracy / efficiency / rails in a row / frags in a row stats
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- arena numplayers>1 & other recent addons / rename "arena" to "last man standing"
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- allow servers to set port
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- render CS_LAGGED differently?
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- spectator mode
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- make everyone spec for duel/team modes
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- admin feature
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- mode 2 duel?
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- frags should be in c2s welcome packet
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- simplify tp: only red/blue, otherwise spectate
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- add time spend on server to scoreboard
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- specify distance in some way for network ? distance / occlusion / standing still / dead
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- compress some things about network stream?
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- all physics pushes don't affect players across the network
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- servers should send map checksums, small differences in map entities pos could potentially cause crashes, same for out of range ents on clients.
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- implement http get for masterserver?
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- vote: either explain it or make it easier.. generally make a multiplayer connect walkthru
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- rethink map get? make it even easier???
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- locking of in-progress games
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- when switching to map that player doesnt have... something better should happen than keep him in old map with floating players
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- capture the chicken mode? other different DM modes? domination? holy wars?
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- teamplay scores don't record frags of disconnected players
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- teamplay binds
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- ctf mode
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- character selection... maybe also sounds... relatively easy, maybe share monster/player stuff more
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- when failed to connect, not clear not connected on map reload?
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- time remaining not clearly printed...
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- interpolated demo playback?
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- dont allow duplicate player names
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- make carrots work correctly in mp, and various other things in mp
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- maybe also make deaths instant
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- console scores
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- can jump thru players easily when both move.. make sure offset to correct side?
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- add network interpolation as an option?
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- different pain sounds for levels of damage applied, or level of health?
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SP/monsters
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- less <10h -> scared
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- monster weapons go thru mapmodels.
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- lava/water hurt
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- think about save game / copy stats for sp
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- think about introducing rpg style elements: weapon/stat upgrades, inventory items
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- wake up others nearby?
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- secrets
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- barrels
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- gibs for health?
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- other interesting monster behaviour... pacifist until first shot?
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- make monsters flee
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- spawn sound?
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- maybe make 2 versions of each monster to make up for the lack of them (different skins?)
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- player/monster on top of eachother
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- coop (not easy, requires lots of sync & bw management).
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- use tracing code also for player1? too many problems with it...
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- new trigger types... floor raise/lower, secrets
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gameplay:
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- sky hurt
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- splash sound frequently when looking straight up from water
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- increase amount of blood / better particle lifetimes
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- think of how make kills etc more satisfying
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- dynblight when player shoots
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- make some of the gameplay code in script? problem, for multiplayer this will make cheating easy.
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- overhead map: show open & closed doors
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- fun: racing game easter egg
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- use Mix_SetPosition() for positional sound
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- anim frames for death
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- <metlslime> - fix the shotgun behavior :)
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- auto weapon change?
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- traceline related:
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* replace readpixels since its very problematic?
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-> must solve by software, can't disable depth buffer for models
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* RL stops behind chasing player
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* RL path must be cut short on direct hit
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* guns shots go thru players, and they can miss if model sticks in front
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of bounding box
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physics
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- optimise stair physics for 2x1 slopes -> interferes with stairs
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- speed up monster-monster and monster-mapmodel collision
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- for 1 cube wide obstackles, push player past it
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- give player velocity coming out of teleport -> direction he's facing
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- improve slant sliding
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- improve heightfield physics?
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light stuffs:
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- blend out dynlight longer?
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- sun lighting?
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- player shadows?
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- quad damage player dynlight?
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- switchable lights? lights that oscillate in strength?
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changes for bigger landscapes:
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- hf: hom next to big mips / water height
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- make correct collision for slopes
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- push/pull vertex tools
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- different scale: *2 in xy, and /2 in z, ratio is then 1:4 (so float hf can be removed)
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- more tree/plant map models
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- optimize certain code for 2k^2 maps.. lighting?
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- cut&paste entities also?
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- limit occlusion distance?
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non-code:
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- improve default keybinds for editing -> docs / find better keys for modifiers?
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- email all model authors
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- check all dm spawns big enough for monsters
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- sounds! monster see
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- more sp maps?
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- better tree skin / more models?
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- add metl3?
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- dgtex?
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- q3 tree mapmodels?
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