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Moved BUGS, TODO, Requirements files into wiki

Thomas Buck 11 years ago
parent
commit
73ea8cc3dd
5 changed files with 3 additions and 213 deletions
  1. 0
    76
      BUGS
  2. 2
    3
      Makefile
  3. 0
    26
      Requirements
  4. 0
    107
      TODO
  5. 1
    1
      mac_dist/archive.sh

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- 76
BUGS View File

@@ -1,76 +0,0 @@
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-
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- OpenRaider 
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- BUGS ( Updated 2002.12.24 )
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- ==================================================================
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-
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- ### Open bugs  ###################################################
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-
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- [2003.05.11]
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-	* New animation code can cause segfault on pushing wall
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-	  repeatedly to cause a bad event animation ( rare )
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-
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- [Short list] No 'Z' in kb system?
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-        * Working on System wrappers soon so that will be looked at
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-
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- [Short list] OpenAL has problems with gdb and segfaults
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-	* Disable OpenAL in OpenRaider.init if this happens,
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-	  this is considered a bug in OpenAL
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-	* Try a different version of OpenAL package
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-
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- [2002.12.22] SkyMesh isn't loaded or rendered correctly
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-        * New World/Render style is to blame
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-
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- [2002.08.16] Many levels have room polygons misrendered
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-	* Likely caused by the new room mesh cache system
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-	  which is still being retooled
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-	* Black walls caused by other than vertex color values
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-        * Vertex colors for TR3-TR4 rooms messed up
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-          ( Temp hack adjusts to bright values )
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-
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-
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- ### Closed bugs  #################################################
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-
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- [????.??.??] TR4, TR3 Segfault on some level's load in ModelSetup
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-        * Seems several meshes w/o vertices are followed by
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-	  an invalid mesh that claims to have polygons
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-	  yet doesn't
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-	* Note some TR 'meshes' are just markers for
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-	  particle fx and etc
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-        * Reproducable with karnak1.tr4
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-	* FIXED by accounting for -1 for NULL counter use in 
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-	  some TR paks
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-
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- [2002.01.04] TR4 Some levels segfault on load
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-	* More animation frames generated than exist
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-	  caused by invalid frame_offset
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-	* Reproducable with angkor1.tr4
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-	* FIXED by using new algothrim for anim frame loading
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-
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- [2002.01.04] TR3 rendering white in textures with alpha black
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- [2002.01.04] TR1 rendering all textures black
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-	* Used to work fine, but so much as changed...
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-	* Try looking at texture loading first
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-	* Then try looking at vertex lighting
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-	* Reproducable with level1.phd, shore.tr2
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-	* FIXED fast texture cache for older tombraider data
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-	  loaded textures before they were generated as
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-	  32bpp textures ( they were all alpha )
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-
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- [2002.01.03] TR4 'Killed'
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-	* FIXED try not loading OpenAL to save some memory
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-	  can't really 'fix' lack of memory
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-
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- [????.??.??] TR2, TR3 Polygon coloring is wrong
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-	* Seems to be caused by vertex coloring
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-	* FIXED ambient light wasn't set back to WHITE
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-	  before mesh rendering
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-
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- [????.??.??] TR4 fread(buffer, 2, 1546, fp) returned 3092
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-        * Bad fread emulation checking? ( TR4 uses compressed data )
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-        * Seems to be bad linking, works correctly after rebuilds
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-	* FIXED uncompressed buffer size wasn't passed in DEBUG code
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-
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- [????.??.??] NormalArray segfault
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-        * Only happens in FastGL mode OR when Sky meshes are enabled
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-        * mesh->oglTexturedRectangleNormals becomes NULL after first frame
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-        * FIXED No longer using tombraider normal arrays in new renderer

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- 3
Makefile View File

@@ -268,7 +268,7 @@ install:
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 	cp setup.sh $(INSTALL_SHARE)
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 	cp data/* $(INSTALL_SHARE)/data
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 	mkdir -p $(INSTALL_DOC)
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-	cp README.md README.old ChangeLog BUGS TODO $(INSTALL_DOC)
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+	cp README.md README.old ChangeLog
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 	mkdir -p $(INSTALL_BIN)
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 	cp bin/$(BUILD_SELECT)/OpenRaider $(INSTALL_BIN)
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@@ -276,8 +276,7 @@ bin-tarball: clean-build clean-test clean-obj $(BUILD_SELECT)
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 	@-cd .. && tar zcvf $(NAME_TAR)-$(VERSION_DEB)-$(ARCH).tar.gz \
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 		$(TREE_DIR)/Makefile $(TREE_DIR)/data \
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 		$(TREE_DIR)/bin/$(BUILD_SELECT)/OpenRaider \
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-		$(TREE_DIR)/README.md $(TREE_DIR)/ChangeLog \
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-		$(TREE_DIR)/BUGS $(TREE_DIR)/TODO
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+		$(TREE_DIR)/README.md $(TREE_DIR)/ChangeLog
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 endif
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Requirements View File

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-
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- OpenRaider 
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- Requirements ( Updated 2003.07.04 )
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- ==================================================================
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-
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- OpenRaider (0.1.2 'Back in Black') Requirements
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-
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-	* Object/Entity typing  ( Hel Entity system not required )
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-	* Hel game physics: jumping, running, swimming, landing
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-	* Portal transitions corrected based on type and working
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-	* Damage tracing ( Simple room to room, unblocked by objects )
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-	* Multiple client support for network play fully working
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-	* Ability to remove certian object types from a game
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-	  ( eg Remove single player enemies during DM multiplayer )
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-	* Timer based event system, like in UR
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-
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- OpenRaider (0.1.2 'Back in Black') Wishlist
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-	* Using unified Raider engine
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-	* Console based rebinding
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-	* Real Menu system
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-	* Patch up animation
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-	* Fix colored polygon renderer
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-	* Timer based animation
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-	* Seperate System and OpenGL?
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-	* Automake system?
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-

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TODO View File

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- OpenRaider TODO 2014
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- ====================
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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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-
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-
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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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-

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- 1
mac_dist/archive.sh View File

@@ -2,5 +2,5 @@
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 echo Creating ZIP file..
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 cd bin
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-zip -r OpenRaider.zip OpenRaider.app ../BUGS ../ChangeLog ../COPYING ../README.md ../README.old ../Requirements ../TODO
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+zip -r OpenRaider.zip OpenRaider.app ../ChangeLog ../COPYING ../README.md ../README.old
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 echo Archive ready!

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