[conquest] Conquest TODO list :)
Jon Trulson
jon at radscan.com
Sun Jul 10 17:13:48 MDT 2005
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 at radscan.com
ID: 1A9A2B09, FP: C23F328A721264E7 B6188192EC733962
PGP keys at http://radscan.com/~jon/PGPKeys.txt
#include <std/disclaimer.h>
"I am Nomad." -Nomad
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