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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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