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1.1 ! root 1: ! 2: - create Web repository for sources, patches, ! 3: news, and pointer to doom-editing mailing ! 4: list. ! 5: ! 6: - get DOOM Public License from id ! 7: ! 8: ----------------------------------------------- ! 9: ! 10: - remove m_fixed, switch to floating point ! 11: More stable, and prolly even faster. ! 12: ! 13: - make SCREENWIDTH/HEIGHT work at startup? ! 14: Well, the HUD/STBar stuff is tied to the ! 15: scales implied by the graphics. Rather do ! 16: GLDOOM and use texture mapping. ! 17: ! 18: - fix aspect ratio? ! 19: 320x200 is nothing viable nowadays. ! 20: A 320x240 base (4:3) would be a lot better. ! 21: See above on width/height. ! 22: ! 23: - limited look up/down by y-shearing? ! 24: Prolly not worth it, rather switch to GLDOOM. ! 25: ! 26: - switch to C++? ! 27: The action function pointers have varying ! 28: argument lists (no parameter, one, etc.). ! 29: C++ doesn't like that much. A major rewrite. ! 30: ! 31: - switch to doommain.c plus libdoom? Have ! 32: libref, libgame etc.? ! 33: Another major rewrite. ! 34: ! 35: - use XFree86 DGA, prolly not that much faster ! 36: than MIT SHM, but allows for directly sampled ! 37: mouse (and even freelook). Recommended for ! 38: GLDOOM. ! 39: ! 40: - put together an accompanying developer toolkit ! 41: source distribution: DEU, RMB, BSP for Linux/X. ! 42: ! 43: - move info.h, info.c, sounds.h, sounds.c and ! 44: other data to a separate lump in the WAD, ! 45: or into a libgame.so, to separate the ! 46: generic stuff (refresh, I/O) from the ! 47: DOOM specifics. ! 48: ! 49: - decide whether precaching all sounds is ! 50: better than retrieving and releasing ! 51: every so often. DOOM seems to do that ! 52: frequently (8bit stuff, originally for ! 53: DOS), and the Linux sound is 16bit ! 54: (conversion in the mixing, requires ! 55: some padding) - we prolly got the memory ! 56: to spare. ! 57: ! 58: - 16bpp CLUT. The lightmaps and the ! 59: framebuffer could be changed to switch ! 60: to 64K colors. Prolly better to do ! 61: GLDOOM right away. ! 62: ! 63: - remove checks for commercial etc., in ! 64: non-essential issues (enabling PWAD's). ! 65: ! 66: - change (simplify) determination of ! 67: sky texture (done by game version). ! 68: Explicit? ! 69: ! 70: - remove all game version checks ! 71: ! 72: - different handling of Demo - don't ! 73: exit on "different game version" ! 74: ! 75: - how about shareware/retail "You are here" ! 76: intermission animation? Wasn't in ! 77: commercial (DOOM 2). ! 78: ! 79: - double shotgun in DOOM1, all weapons with ! 80: shareware ! 81: ! 82: - checks for required lumps. We need fallbacks ! 83: for lumps that are not present, that is, ! 84: default sounds etc. to be used instead, ! 85: or removing THINGS w/o sprites etc. ! 86: ! 87: - client/server? I'd suggest ripping off some stuff ! 88: from the abandoned IBM WebView project ! 89: ! 90: - Blockmap ! 91: The BLOCKMAP lump might be (partly) redundant, ! 92: as the BSP allows for clipping (except certain ! 93: LineDefs that will not spawn Segs). ! 94: ! 95: - LOS ! 96: REJECT and intersection based LOS checking could be ! 97: done using the BSP. In case of REJECT, certain ! 98: monster AI special effects would be lost, though. ! 99: ! 100: - correct handling of height in collision. This is ! 101: not done, and the checks are scattered around in ! 102: many places. It does require handling of "player ! 103: on top of monster" situations, too - we have to ! 104: make sure the players falls off far enough to ! 105: avoid getting "stuck in monster". ! 106: ! 107: - remove obsolete menus (Detail. Music Volume?) ! 108: ! 109: - clip explosion range damage (and sprites) using ! 110: REJECT? That is, if one Sector/SSector not ! 111: visible from the other, do not apply damage, ! 112: not render sprite if player in other sector. ! 113: Hmmm - explosion behind small pillar might not be ! 114: visible at all, but do we care? ! 115: ! 116: ! 117: - Ungraceful and untimely demise of Linuxdoom (core ! 118: instead of I_Error) will leave idle sndserver ! 119: processes in your system, blocking /dev/bsp. ! 120: A timeout on lack of input for "sndserver"? ! 121: ! 122: - threaded sndserver? SHM mixing buffer? ! 123: Or internal, timer-based?
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