TASKS.TXT 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388
  1. ÉÍÍÍÍÍÍÑÍÍÍÍÍÍÍÑÍÍÍÍÍÍÍÑÍÍÍÍÍÍÍÑÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
  2. ºStatus³ Owner ³Prior. ³ Date ³Description º
  3. ÈÍÍÍÍÍÍÏÍÍÍÍÍÍÍÏÍÍÍÍÍÍÍÏÍÍÍÍÍÍÍÏÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
  4. Work PMF ***** 10/25 1 Get AI working
  5. Done PMF ***** 10/25 1.1 Get Axe zombie walking towards player
  6. Done PMF ***** 10/25 1.2 Get Axe Zombie attacking player
  7. 1.3 Underwater creatures should trail bubbles (or
  8. blood?)
  9. NCN *** 10/26 2 Define and fix clip distances for all dudes
  10. NCN ** 10/26 3 Create pool of blood for creatures that die
  11. NCN ** 10/26 4 Leave foot prints after walking through stuff
  12. NCN ** 10/26 4.1 Create bubbles when underwater
  13. NCN *** 10/26 5 Put sprites on reusable lists
  14. NCN *** 10/26 6 BUG: Bullet ricochets appear on "walls" of
  15. parallaxed sky sectors.
  16. PMF 10/26 7 New view effects for players
  17. 7.1 Visibility
  18. 7.2 Delirium
  19. 7.3 Quake
  20. 7.4 Blindness
  21. 7.5 Tilt
  22. 7.6 Drowning
  23. 7.7 Recoil
  24. 7.8 Shock
  25. 7.9 Injury
  26. 7.10 Burning
  27. 8 Some face sprites need to be x-flipped in mirrors (ex.
  28. burning TNT)
  29. 9 BUG: Players not shown in mirrors, except in external
  30. view mode
  31. Done PMF 10/26 10 Get fog working via level def
  32. Done PMF *** 11/07 11 BUG: Intermittent crash moving RShift highlighted
  33. sprites. SAVE OFTEN!
  34. Done PMF 12/16 12 BUG: Waveform text is not always correct and can display
  35. junk.
  36. Done PMF 10/26 13 BUG: View can move through ceiling in low areas
  37. PMF 10/26 14 BUG: View jerks going up stairs
  38. PMF 10/26 15 Swimming not working, need updated physics model
  39. Pend. 16 Crouching not working, need updated crouch sequence
  40. 17 BUG: Fix water currents - not dragging
  41. Done PMF 11/06 18 Wall panning needs to be scaled to floor panning
  42. 19 Physics model for inter sprite collision
  43. NCN **** 10/26 20 Powerups
  44. NCN **** 10/26 20.1 Get powerup effects working
  45. NCN *** 10/26 20.2 Power-ups not displayed in correct position
  46. NCN ** 21 Random items and dudes
  47. 22 Setup and launch program
  48. Work PMF 12/16 23 Music
  49. 23.1 Intro music
  50. Done PMF 12/02 23.2 Level theme music
  51. 23.3 End level music
  52. 23.4 End game music
  53. 23.5 Credits music
  54. PMF 24 Sound effects
  55. Done PMF 01/14 24.1 Interface sounds
  56. Done PMF 01/14 24.2 1st person sound effects
  57. Done PMF 01/14 24.3 Spec out sound manager
  58. Work PMF 01/14 24.4 3D sound effects
  59. 24.5 Sound kits
  60. 25 Tommy Gun empty/reload sequence not working right
  61. Done PMF *** 26 Need new throwing animation for TNT missing
  62. Done PMF *** 27 Select and throw TNT bundles, Remote TNT, or Proximity
  63. TNT
  64. 28 Create a way for the spear projectiles to be viewable
  65. from side
  66. NCN ** 29 Create smoke trails for flares
  67. Done NCN ** 29.1 Create smoke trails for fireballs
  68. NCN ** 30 Create bubble trails for spears
  69. 31 BUG: Physical triggers always trigger, even if target has
  70. un-interruptable bit set.
  71. Done PMF 12/18 32 Linked sectors
  72. 33 Continuous motion sectors and collections
  73. 33.1 Simple: between two angles
  74. 33.2 Continous rotation
  75. 33.3 Up/down oscillation
  76. 33.4 Back/forth slider (to/fro slider)
  77. 34 Paths
  78. 34.1 Consist of linked control points. Each control
  79. point contains x/y/z/angle info.
  80. 34.2 Next point(s)
  81. 34.3 Time to next point -or- velocity at this point
  82. 34.3 Stop here flag
  83. 34.4 Switch control points to determine which link to
  84. follow.
  85. 35 Crushers not working
  86. 36 Objects not pushed by moving walls (not using pushwall
  87. yet)
  88. Work NCN *** 10/26 37 Sprites not lit properly in outdoor areas
  89. Work NCN *** 10/26 37.1 Add sprite "support" shading too, see #46
  90. NCN ** 38 Dropped items cannot always be seen
  91. 39 Determine if relative brightness will work for textures
  92. 40 Renew or Redo status bar
  93. 40.1 Add ammo/weapon selection displays
  94. 41 Change player to use viewOffset2 and weaponOffset2 for
  95. inertial displacement
  96. Done PMF 12/02 42 Talk to Jim Dose about creating timbre files for ASL
  97. 43 Menu code
  98. Work NCN *** 44 Make sprite generators functional
  99. Done NCN *** 44.1 Timer generators
  100. Done NCN *** 44.2 Fireball generators
  101. NCN *** 44.3 OTHER?
  102. 45 XSystem Dialogs
  103. 45.1 Allow wrapping for phase angle
  104. Done NCN 12/16 45.2 Add interruptable flags to trigger data
  105. Done NCN 12/16 45.3 Add new command types to XSectors and XWalls
  106. Done? NCN 12/27 45.4 Dude Page (Added fields to sprite dialog page)
  107. 46 Use getzrangepoint() for shadowZ
  108. 46.1 Optimized GetZRange
  109. 47 NETWORK: Make sure all files loaded in shared mode
  110. 48 Allow specification of .INI files on command line
  111. 49 Allow multiple configuration files for different players
  112. 50 DOCS: Describe what messages get sent for decoupled
  113. objects in XSYSTEM.TXT.
  114. 51 Game saving and loading
  115. 52 Demo recording and playback
  116. Work PMF 12/10 53 Logo & splash screens
  117. 53.1 Talk to Iguanu demo group about plasma effect
  118. 54 DOCS: Develop intro story
  119. Work NCN 12/01 55 DOCS: Develop overview of domains
  120. 56 Credit Screens / Coordinate and Code
  121. 57 End Level game screens
  122. 58 End Domain game screens
  123. 59 Grafitti on walls: Alt-Fire for Spray can
  124. 60 Interactive PALEDIT to display images while editing
  125. 61 Add LBM saving to REMAP
  126. 62 Add ANM saving and loading to REMAP
  127. 63 Starburst effect for flare of same type.
  128. 64 Leave spears for pickup
  129. 65 Touch triggers
  130. Work NCN **** 66 Make sprite hazards functional
  131. Pend. NCN **** 66.1 Circular saw hazard (non-player dudes only)
  132. 67 Damage sectors
  133. 68 Detail sprites
  134. Done PMF 01/14 69 Remote Detonators
  135. Done PMF 01/14 70 Proximity bombs
  136. Done PMF 01/14 70.1 Throwing
  137. Done PMF 01/14 70.2 Dropping (arm bomb after short period with
  138. callback; may need intermediate type.) Or armed
  139. by going off on, and exploded going on to off.
  140. 71 Level analyzer tool / function in mapedit
  141. Done PMF 01/19 72 Sound generator sprites
  142. 73 Rachel
  143. 74 Copy / Paste operations in mapedit
  144. 75 Need key to make sprites invisible
  145. Done PMF 12/16 76 Way to lock/unlock XObjects (Active/Inactive as opposed
  146. to On/Off)
  147. Done PMF 10/26 77 Add new "guard" flag for dudes so they don't leave their
  148. default sector.
  149. 78 Monster blocking flags for walls or doors, to keep them
  150. in their areas or on ledges.
  151. PMF 79 Lens effect for crystal ball
  152. 80 Need a way to delete/clear XObjects in MapEdit
  153. 81 Add the ability to affect visibility based on sector
  154. state
  155. 82 Allow sprites to be affected by XSector lighting effect
  156. without having the shade floor bit set (indoors)
  157. 83 Make auto texture alignment work for "2" walls.
  158. 84 2D Map mode needs to show sprites
  159. Done PMF 1/13 85 Make no-clip mode work better (make it work like DF's no
  160. height clipping, rather than allow the player to go
  161. through white walls).
  162. 86 Tommy gun alt fire strafing
  163. 87 Control configuration via setup program
  164. 88 Game start network negotiation (player names and options)
  165. 89 Alt-Fire mode toggle
  166. 90 Lightning system event
  167. 91 EtherBlaster/BioWeapon/Shadow Gun. What the hell is it,
  168. and what does it do. Maybe the staff of ground
  169. lightning.
  170. 92 Underwater player/dude physics. This should make things
  171. sink and move slower, and make bubbles and dead bodies
  172. float up.
  173. 93 Determine which art is not used for shareware maps and
  174. eliminate them from the art file
  175. 94 TEN network support
  176. 95 Cover and ad artwork
  177. 96 Taunt and ridicule macros
  178. 97 Send text messages to other net players
  179. 98 Blood lust -- morph player to Beast and back
  180. Done NCN 99 Shorten time for shroom power up
  181. Done PMF 12/16 100 Add recoil for dudes when damaged and hindered
  182. 101 Decide what to do about armor/shields
  183. ?? Talisman of Protection. These items will take damage
  184. for you, but after they absorb a certain amount, they are
  185. destroyed. Different types of talismans absorb different
  186. types of damage (via a damage shift table). Maybe
  187. something like this, but with a Voodoo/Hoodoo theme.
  188. 102 Inventory
  189. 103 Save total editing time in mapedit
  190. Work PMF ** 11/06 104 Add bit to sprite->cstat (or equivalent bitfield) for
  191. display of tsprite smoke. This could then be set by a
  192. sequence for burning deaths and similar effects.
  193. Done PMF 12/02 105 Add support in sequence editor for smoke, fire,
  194. translucency 2, and triggering
  195. 106 Figure out a way to generalize (possible with a table)
  196. how to display sprites which appear one way when they're
  197. in the air, and another when they are on the ground. The
  198. MoveThing could should be capable of switching between
  199. the two tiles as needed.
  200. Done PMF **** 11/07 107 Right Alt sector copying from map to map not working
  201. PMF *** 12/23 108 Sector panning effects are not based on fixed time
  202. interval -- take a look at code in SECTORFX.CPP.
  203. * 1/13 109 Low pass filter for weapon lighting values.
  204. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
  205. ºLegend: º
  206. ÇÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄĶ
  207. ºStatus: º
  208. º Work = Work In Progress º
  209. º Done = Done º
  210. º Killed = Cancelled º
  211. º Hold = On hold (see notes *) º
  212. º Pending = Needs some other item completed first (see notes *) º
  213. ÇÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄĶ
  214. ºOwner: º
  215. º NCN = Nick Newhard º
  216. º PMF = Peter Freese º
  217. ÇÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄĶ
  218. ºPriority: º
  219. º ****** = I'm an anus-sniffer and can't use legends. º
  220. º ***** = Now. ASAFP. Must be done º
  221. º **** = º
  222. º *** = º
  223. º ** = º
  224. º * = º
  225. ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ