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