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Re: [conquest] Conquest TODO list :)



Man, atleast you have something to do Dave, nothing like a small list of todo lists.


----- Original Message ----- From: "Jon Trulson" <jon@xxxxxxxxxxx>
To: "Conquest" <conquest@xxxxxxxxxxx>
Sent: Sunday, July 10, 2005 5:13 PM
Subject: [conquest] Conquest TODO list :)




Dave, as per our discussion earlier - here is the current list of items I have been informally maintaining of things to do, implement, or wish/think about :)


I expect a patch that implements all of this within the next day or so. Get busy! :)


- BUGS


NONE :)

- improved configure support

- detect when vital things are missing (bison, flex, glut.h, etc.)

  - add a BUILD REQUIREMENTS section somewhere - web page, README, build
    docs etc.

- GENERAL

  - local ship movement computation?  Big/trickey job. would require
    protocol change.

- how to handle/sync orbiting, tow, etc...

- observer support?

  - new server flag? NoKillTeam - determines whether a ship can
    set war with it's own team.

  - support for more teams.  would have to go hand in hand with items
    below.

- split up common block

    - ship, user, game/admin common, planets, teams, etc.  Would
      require protocol changes.  Want to keep cqr's compatible as
      well.

      conversion to a new cmnblk format should be possible without
      losing existing data.

    - would allow more dynamic creation of games (for example adding a
      new team, increasing the number of ships, planets, etc).

- allow definiton of new ship types/capabilities/limits?

  - provide 'game config' dir containing config files that specify
    things like number of ships allowed, planet definitions (for custom
    universes, etc) for a particular game.

  - provide seperate 'game data dir' like above containing common blocks,
    log locations, etc so a single binary installation could handle
    multiple games (rather than compiling a conquest for each game
    with a different --prefix= ).

    - perhaps game data location, etc defined in conquestrc file that
      can be specified on the conquest/conqoper/conquestd cmd line?

- enable/disable client recording from within the game

  - allow user to go to the meta list from within the game (without
    restarting with the -m flag).

  - add more EXEC commands for operators to send to GOD - kill a ship(s),
    create robot(s), etc...

- IP restrictions?

- how to handle telnet servers?

  - would need new 'client driver' common block, NUMSHIPS structures
    with IP, PID, interclient-event broadcast flags, etc.

- IP config file, listing IP's and their limits

  - default server restriction of two ships (conquestrc configurable)
    per IP.

- consider enabling/re-implementing the multiple ships per user stuff?


- OpenGL


  - add more 'animated activity' like the new explosion and NEB
    rendering in 8.1a+. Generalize to generic per-node animation lists
    using a new 'animation engine'.

- individual textures for each planet

  - more flexible color specification for suns, etc rather than being
    limited to primary colors like red, blue, green, yellow etc.

- texture-mapped HUD?

  - asynchronous server connection handling, so client isn't 'stuck'
    while establishing a connection to a server.

  - better UDP negotiation.  Option to enable/disable from within the
    game.

- PROTOCOL

- add pads to those structures not having them?

  - for packets with strings, standardize string len (align 32b) -
    same for meta proto?  increase MOTD, etc...?

- versioning improvment... use major == incompat, minor == compat...

  - revamp so there is eough info provided to the client to create the
    common block(s) from scratch, rather than relying on compiled-in
    definitions, sizes, names, etc.

- Blue Sky

- different game types:

- classic (like it is now)

- deathmatch - free for all, or team.

- Capture The Planet :)

- wormholes, moving, stationary, uni or bidirectional?

  - 'Fast' flag... speeding up the game?  Faster regen/cooldown, bombing,
    beaming, speed, firing, etc?


-- Jon Trulson mailto:jon@xxxxxxxxxxx ID: 1A9A2B09, FP: C23F328A721264E7 B6188192EC733962 PGP keys at http://radscan.com/~jon/PGPKeys.txt #include <std/disclaimer.h> "I am Nomad." -Nomad