- 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 - - 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?