2
- make sure all bumpmaps are parallax -> finetune each one individually
4
- audio effect for chat messages | audio for gui events
5
- texture selection window using new GUI
7
- social cheating solution
9
- before a release: update static wiki
11
- improve smoothness of going up steps ?
12
- remove delay before doors start opening ?
13
- make nearby closed doors render early so that they can contribute to OC?
14
- when printing "base N captured" etc, look up value of alias basename_N, and substitute if found
15
- water physics close to surface
17
- add entity looping command?
19
- LOD: improved lod-remip?
20
- "editing not in view" sometimes obstructs editing
22
- maybe add a way to purge infrequent / not recently used textures? esp now with mapshots.
26
- Mix_LoadMUS() crashes after being called many times?
28
- death needs to be more obvious (better sound/centerprint)
29
- sparklies very bad on ATI, particularly deathtek / diff skybox
30
- crashes when people join?
31
- ensure modelshader can be set from model cfg
32
- 2 levels of lightlod for huge maps
33
- shallow water splashing sound?
35
- use setbb also for monsters
36
- experiment with averaging lightvector based on intensity^N, such that dominant light becomes more dominant without losing smooth transitions | store intensity multiplier in alpha?
38
- the eyecandy priority list: reflective world shader | better bloom, motion blur, volumetric fog, character shadows, better particles, character bumpmaps? auto grass/vegetation...
39
- bots (level design placed waypoints?)
42
- better doc on the scripting language | beginners guide | wiki?
43
- fake rigid-body sphere only?
44
- $ vs @? var stacks? [] for trees/arrays? other improvements? | do "." for concatword so you could do easy (associative) arrays and tree structures?
45
- start moving some stuff in their own headers
46
- new BAS sounds? | player spawn | sp respawn | menu clicks | specific door sound? | end of level | push button/trigger
47
- improve bloom? optimize it.
48
- report to ATI: float vs short issue
49
- more cube map ports?
51
- integrate fmodex (to get both panning and stereo ogg on windows?)
53
- monster spawner ammo - add egg model
55
- new multiplayer model.. md3?
56
- profile for memory usage (devpartner?) | if md2 buffers are a lot, can remove it
57
- refactor octarender.cpp & others
58
- glowmaps in the texture browser -> messy
60
- better blood http://www.snieb.com/dg_blood_01.png (and 2/3)
62
- make start of flares etc spawn out further from the player
63
- improve on cma render then add to sauer
64
- new sounds: impact (diff materials + flesh) | flyby, both instant & projectile | soundspot / moving
66
- all cfg stuff in menu
67
- draw not-spawned items in wireframe?
68
- show quadded player with special rendering
70
- experiment with physics speedup features
72
- make wether you are hitting other player clearer - blip sounds like q3?
73
- LOD: visibleface(lodcube==true) must not go across VA boundaries... otherwise minor HOM bewteen LOD/non-LOD rendering boundaries
74
- LOD: materials & sky currently always rendered at lod0 only, is that ever a problem visually/performance?
75
- LOD: make loddistance fov dependent (for models too)
76
- a multiplayer player still shows SG rays go thru target | hard to fix, is it really a problem?
78
- sound samples for N kills in a row
80
- think about doing other permanent powerups besides +10h
81
- slowmo as gameplay feature?
82
- calclight while playing?
83
- use of glBufferData() makes ATI driver crash on SDL_Exit()
84
- fix variance in framerate?
85
- render entities at distance as sprites
86
- blend screen when inside a cube