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- OpenRaider TODO 2014
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- ====================
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- * Mac Setup Script:
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- - Check not only for existence of ~/.OpenRaider but for all
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- necessary files, so the user can update.
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-
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- * Fix up the UNIT tests. Maybe move them into separate files?
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-
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- * Remove install_name_tool in Makefile, as it is a problem with
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- building freealut on Mac
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- OpenRaider
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- TODO ( Updated 2003.05.17 )
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- ==================================================================
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-
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- [Short list]
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- * Replace USING_ defs with HAVE_ for the autoconf nutjobs
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- * Ponytail loader back in
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- * Var system, maybe using mlisp, to control entity/game
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- attributes in realtime
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- * Use new unified sector/fd system to have better world clipping
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- * Get event system up
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- * Animatated textures (tr2_opengl_ref:2027)
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- * Any little bit of abstraction to reduce interfacing
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- with TombRaider's complexity ( Offload more work to
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- TombRaider class, but hide it behind abstract API )
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- * Replace Render::drawModelMesh with OpenGLMesh use
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- * Move OpenGLMesh array use back in...
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- * Replace color_tri_t, texture_tri_t, and model_mesh_t
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- with OpenGLMesh?
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- * Weapons animations
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- * Better user interface
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- * System abstractions should be agregates not inherited
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- also remove static members and force singleton
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- Split OpenGL dep from System
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- * Text subsystem needs looking at for possible overhaul soon
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- * Checksum matches on torsos to do special animation per
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- known models like in my freyja demo ;)
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-
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- [OpenRaider.cpp]
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- * Remove skeletal_model_t dependency
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- * Add client system
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- * Add event system
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- * Remove all Tomb Raider format dependence, move to generics
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- * processMoveable needs to use generics
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- * processMoveables needs to use generics and metadata
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- * processSprites needs to use generics
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- * processPakSounds needs to use generics and metadata
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- * loadLevel's looping loaders need to move into the methods
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- which would reduce function calls and section off better
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-
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- ==================================================================
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-
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- [General]
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- * Automatic unit testing per system/agent
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- * Scrict time based event/animation frames
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- * Sound sampling to allow various rates traded off for ram
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- * Account for TR3+ alpha in polygon building
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- * AutoAim for 3rd person view
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- * Metadata pak wrappers for sfx linking and previews
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-
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- [ TombRaider API ]
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- * Add TR5 support and rewrite Room structures and etc as
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- seperate classes as collections inside TombRaider class
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- Move parsing into TombRaider as much as possible and improve
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- memory use of TombRaider to perhaps read a room at a time
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- off disk ( PS2 has limited memory )
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-
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- [Interface]
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- * Multilevel menu system
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- * Keyboard setup in RC
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- * Key command event system needed, move it into System
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- * Improve menu system and map select screens
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- * Factor out a CVARS/RC system
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- * Gobal options (CVARS) class
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- * Model and Map selection via preview of some kind like a pic
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- * Improve console: history, autocomplete
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-
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- [Network]
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- * Playable multiplayer release
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- * TCP use for moving data like HTML and models perhaps
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- * HTML forms filler for automatic bug reporting ala 'talkback'
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- * Handle cheat proxies: Bad yaws, pos, firing rates
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- * Have server maintain game state
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- * Allow client checks to remove players clientside on peer mode
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-
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- [Renderer]
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- * Animation blending ( Rewrite of translator/animator )
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- Seperate animations from models also add multibone support
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- and weld TR4+ lara vertices ( skin )
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- * New skeletal animation system ( current one mem wasteful )
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- * Use room light intensity level for static mesh (room model) rendering
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- * Add particles for weather, water drip/splash, metal material collisions,
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- gunfire, etc
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- * Account for room attrib flags for base visual and special fx in that room
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- * Account for room vertices attrib flag for visual and special fx
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- * Needs real portal visibility system
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- * TR4 lara may needs to have mesh generation to fill in her gaps by
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- looking for vertex 'rings' that match from the 2 meshes where gaps happen
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- * Animated textures
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- * Fix lighting to work in vertexlight as well as texture
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- modes better
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- * Better visiblity with full portal system
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- * Better out of world camera handling, add smooth pan, drags
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