[conquest] Conquest TODO list :)
John Clute
johnclute at imagi.net
Sun Jul 10 18:46:35 MDT 2005
Man, atleast you have something to do Dave, nothing like a small list of
todo lists.
----- Original Message -----
From: "Jon Trulson" <jon at radscan.com>
To: "Conquest" <conquest at radscan.com>
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 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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