[conquest] Conquest TODO list :)

Jon Trulson jon at radscan.com
Sun Jul 10 19:03:35 MDT 2005


On Sun, 10 Jul 2005, John Clute wrote:

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

 	You too John... get busy :)

>
>
> ----- 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
>> 
>> 
>
>

-- 
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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