[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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