[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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