Entrys marked by a * are fixed. -------------------------------------------------------------------------- *3. Testing on Voodoo. Proff: It runs, but on Voodoo1 cards it's very very slow. Other cards aren't tested, but I guess on Voodoo3s and above it should work. 2000/10/04: It does work with the beta OpenGL driver, but with the normal drivers only at a very low framerate. Further testing needed. 2001/06/15: It does work with Mesa3D with Gilde support. Voodoo I doesn't have enough texture Ram, but newer cards should work. -------------------------------------------------------------------------- 21. Bug with the CapsLock key. Proff: Works, but you have to press it twice to change running speed (why?). 2001/06/16: Just read that this is a problem with SDL in Windows, should be no problem in X11 etc. Might also get fixed soon by the SDL people. -------------------------------------------------------------------------- 24. (2000/10/04) Seperating segs and gl_segs etc. 2000/10/08 Proff: That's not as easy as I thought. -------------------------------------------------------------------------- 27. (2000/10/08) There is a memory leak in the OpenGL part. 2000/10/08 Proff: Everytime a level is loaded some bytes more are allocated. It seems to be dependant on the size of level how much is allocated. I just can't find the leak. -------------------------------------------------------------------------- 29. (2000/11/08) Rewrite the networking Colin: It's frankly a disaster area, which I can say with confidence because I wrote it. I had experimental builds of lxdoom which allowed selection of game parameters in-game, asynchronous game joining (but not in-game joining). We need a decent reliable-sequenced-packets-over-UDP library (or just switch to TCP) too, rather than the current lash-up. -------------------------------------------------------------------------- 30. (2000/11/13) Port joystick stuff to SDL 2001/02/18 proff: Done, but this whole input crap should be redone. 2002/07/28 proff: partly redone with the console system and the new axes stuff proff: Just needs a nice menu. -------------------------------------------------------------------------- *33. (2000/12/24) Single key quit Colin: opulent wants the old 'q quits demo recording' feature back. I suggest making it a configurable key setting, not bound to any key by default. Proff: Should be done with the console. -------------------------------------------------------------------------- 34. (2001/03/29) Dreamcast port Proff: I have to get off my ass and do the Dreamcast port of this. -------------------------------------------------------------------------- 35. (2001/03/29) FraggleScript and DDF? -------------------------------------------------------------------------- *36. (2001/06/16) The Dynamic OpenGL loading doesn't work correctly. Proff: I noticed that it doesn't work as expected. Also seems to cause problems on Sparc, but this is not certain. Proff: New version seems to work fine, needs field testing. -------------------------------------------------------------------------- 37. (2001/07/01) TASDoom demo support Colin: So far I know it's based on DosDoom v0.47, source for which isn't available anywhere public to my knowledge; TASDoom itself is a modified version thereof, only Yonatan has the source for it and may need some persuading to part with it, but I may have a go, might try reverse engineering it first. -------------------------------------------------------------------------- 39. (2001/07/01) w_wad.c/z_zone.c reorganisation Colin: Proff: Isn't this partly done already? -------------------------------------------------------------------------- 40. (2001/07/01) Doom v1.2 support Colin: new compatibility level and option went in awhile ago, just have to do the actual supporting code. (And no, not planning to support v1.2 demos :) Proff: How much is there to do? Colin: comp_midanim is already in; comp_666 is partly in and just needs the actual 666 tag changes. That's all I intend to do for now. -------------------------------------------------------------------------- 41. (2001/07/28) Chasecam? Colin: I did a quick hack and got the chasecam from SMMU working in prboom. Seems to be fairly simple, altho its logic is in need of refinement -------------------------------------------------------------------------- 42. (2001/10/14) d_deh.c improvements Colin: Proff's merge of the Eternity BEX extensions, and get rid of the old dehfgets stuff. -------------------------------------------------------------------------- 43. (2001/10/14) Gamma correction Colin: From a discussion on #sdl I learned SDL does its own gamma correction - we can save a few kb and some code by using theirs and dumping our own gamma correction. Proff: Should work for all paletted targets. Maybe it doesn't work in some SDL implementations? Have to ask on the SDL list and look into documentation. -------------------------------------------------------------------------- 44. (2001/10/20) Fix wall/floor brightness calcs Colin: Fix the current madness based on screen scale, dump the pointless lookup tables, and use all 32 light graduations available (currently there are only 16 distinct sector brightness levels, the extra levels are used only for light diminishing). Colin: done for walls & sprites; lookups remain for floors so far, which is a it trickier to change. -------------------------------------------------------------------------- 46. (2002/07/28) Fix all current loose ends Proff: - fix new menu system - Options - Features * - FEATURES graphic and others - VIDD ? - fix config system proff: The system itself seems to work fine now, but many options are still missing. - Bindings for: Help - F1 *- fix Keypad names (KEY_289 = KP_* or something) - fix testframerate (shouldn't exit now that we have a console) *- sort the config file alphabetically *- fix new axes support - add everything new from 2.2.x - Done? - RANGECHECK in v_video.c for pbuf* etc. - Don't treat linedef types in the 0x8000-0xffff range as generalised floor types. - Fix SEGV on failed lookup for BEX codepointer. - Mead's/Colin's countable item automap highlighting. -------------------------------------------------------------------------- 47. (2002/07/28) Wishlist for the future Proff: - ingame selection of wads and demos - I thought about using morton order (z-order or n-order) for the screen buffer. This might speed up the rendering at higher resolutions. But after some source browsing, I think it's too much work which might not even bring the speed up. -------------------------------------------------------------------------- *48. (2002/08/05) comp_sound Colin: The purists want a sound compatibility option that prevents the player hearing other coop/dm player weapon pickup noise (as in the original game I'm told). Conversely, !comp_sound could, e.g., get rid of the silent BFG and other sound anomalies. > From bahdko@erols.com: > When the player jumps down from a ledge or is injured, the "grunt sound" > should cause the sound of a firing BFG to be canceled, [...] > > Players must not be able to hear other players pick up items or weapons. Colin: done; just needs #49 below so peopl can use in DM. -------------------------------------------------------------------------- 49. (2002/08/07) game options in netgames The server currently controls these, but lacks a way to set them. In particular the classic Doom DM types like to be able to turn on the comp_ options. We could have a v1.9 flag to use traditional options, or we could make the server parse a prboom.cfg to get the options. Or we could implement in-game game launching, the big option. -------------------------------------------------------------------------- *50. (2002/08/10) make SLOWTURNTICS configureable Proff: done. (g_slowturntics) -------------------------------------------------------------------------- 51. (2002/08/14) new demo format for prboom 2.3.0 Colin: Time to ditch the "compression" in Doom demos where the low byte of cmd->angleturn is thrown away, this very significantly degrades the playabiity of the game when recording. Secondly, possibly we could allow sync critical options to change in demos by recording the console commands executed. -------------------------------------------------------------------------- 52. (2002/07/28) Fix documentation Proff: - add mp3 stuff - add new opengl options - update FAQ? 53. (2004/07/26) Crash on fullscreen 320x200 8Bit Proff: Only happens to me???? 53. (2003/09/22) found by bahdko *- autorun not working - compatibility settings not correct in netgame - chat strings not sent - allow multiline chat strings - menu layout for binding keys not good - repeat backspace key - keep ability to record network demos only when all people record - allow one key for more than one action (don't delete already bound actions) 54. From the doomworld comments - "test framerate" won't work if you've changed resolution unless you restart *- "always run" setting omitted from menus (available through console though) - when doing -fastdemo and starting a game while demo is running, game speed it set to that of the fastdemo - timedemo doesn't give me a result; where am I supposed to see the # of gametics? > It's printed to the console, but I don't know if PrBoom quits after -timedemo (writing this without being able to test). - the IWAD loading is very very buggy, hardly works at all 1. start prboom with default IWAD set to doom2 in prboom.config 2. load ultimate doom iwad through in-game menu 3. run around a bit in E1M1 4. load plutonia from in-game menu - OpenGL mode took a while to find in the BPP settings... why hide it there? I'd like to see something like "rendering mode" where you can select between openGL and software, and depending on what you choose, the settings for that mode appear below (wall drawing filter, floor drawing filter, depth drawing filter, patch drawing filter, sprites borders slope, patch borders slope, texture format, texture filter, use fog and fog density). I think this will also make all these settings a little easier to understand. - in full view (no statbar) weapons are drawn too high > not completely correct, the height of the weapon is one pixel too few - also I'm getting desynch problems with Final DOOM demos, even when loading DOOM2.WAD as IWAD and TNT.WAD/PLUTONIA.WAD as PWAD. Still testing ways to get that to work though. prboom.exe -iwad tnt.wad -playdemo ev10-239.lmp > works from commandline, but not with play command