Updated TODO
git-svn-id: https://svn.code.sf.net/p/speed-dreams/code/trunk@3399 30fe4595-0a0c-4342-8851-515496e4dcbd Former-commit-id: 31daa27f576c54c775148f5e3c0ac925e4ddfce3 Former-commit-id: 062b6cf7e5804da217f8f7311a83746be4a06fb9
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47
TODO.txt
47
TODO.txt
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@ -1,18 +1,13 @@
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Top TODO list (some may be included in 1.5.0, some others not):
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Top TODO list (some may be included in 2.0.0, some others not):
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---------------------------------------------------------------
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Foreword: Have a look first at trunk TODO : here, only sdl-port specific things.
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Cars:
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- move RGB files to PNG for lower disk footprint
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- create textures for nascar-* (Eckhard)
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- improve damage management (see Andrews ideas in the the devel list,
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under the title "Thoughts on collision damage").
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- fix to high wheel inertia on many (if not all) models.
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See the devel list post "Low speeds".
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Tracks:
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- move preview images to JPEG for lower disk footprint
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Menus:
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- enable intuitive double-click for "Select/Unselect" action in the scroll-lists
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of the driver select menu
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@ -44,15 +39,6 @@ Program:
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* Changed some things in the rolling resistance calculation (July 2009).
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Now it works as advertised, i.e. sand is sticky!
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- network gaming - work in progress (Brian)
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- More GCC 4.3 compatibility (Mart, Jean-Philippe)
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- fix game crudely exiting in several situations where an error message to the user
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(or simply skipping the requested action) would be preferable :
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* start a race with no driver
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* start a race that uses a driver that is no more in the install tree
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* start a race on a track that is no more in the install tree
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(by skipping the "Configure Race" step)
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- enable the user to save race configuration (track, drivers and cars)
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for any race type, and to reload it later from the associated XML file list
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- just load ssggraph once to avoid weird crashes when going back to the options
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menu and coming back to the race (just the Linux version was affected, and even
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this just under special conditions, the Windows version does not work the same
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@ -64,30 +50,16 @@ Program:
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As an example, use the auto-generated 3D wheel model for low levels (decrease its details),
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and the designer-shipped one for high level (increase its details : more round wheels).
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- replay feature - Work in progress by Adam Skoblinski
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- break the 1-1 link between human drivers and their driven car = enable human driver
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to choose their car when choosing the opponents = in race configuration ; beware of
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the career mode where human module interfaces are used in a non-obvious way
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(look at thread "Driver select bug in sdl-port" in the devel list for Mart's
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explainations about it, and how the above can be done in a simple way).
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Other:
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- finish the Mac OS X port (with CMake) : ~95% done. Compiles completely but does not run.
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Plib is the biggest source of headaches. CMake integration still unfinished in that way.
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- get rid of the Windows .def files stuff (through MS dllimport/dllexport macros)
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for defining shared libraries interface, except for the robots, for which these files
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are automatcally generated in the sdl-port branch (through a CMake macro).
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- fix Windows main.cpp::init_args setting local dir twice if command line specified
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(the default value in <My documents> should only be set if not command line specified)
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- think about how to integrate Haruna's fictious racing teams backstories in the game
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(ex: LS1 in 'LS1 team "backstories" (for fun)' devel list post)
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TODO for 1.5.0 or after (some are current on sdl-port and career branches)
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TODO for 2.0.0 or after (some are current on sdl-port and career branches)
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--------------------------------------------------------------------------
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Tracks:
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- move all track dirs that are directly under data/tracks to data/tracks/road, dirt, ...
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in the repo, and update CMakeLists.txt
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Cars:
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- move textures to PNG for saving disk space / download time
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- create / setup new LMP1 car set (Andrew)
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- complete / setup F1 car set (including Formula One by Andrew Sumner,
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F1-torcs by Vincente Marti, and models converted by Xavier from GP4 game)
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BUT: what about Manfariel's F1 2009 models?
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- get rid of real car manufacturer names (replace by fictious but user-firendly ones)
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- get rid of real brands / logos (replace by fictious / GPL / FAL ones, but beware of the logos
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often being non GPL/FAL-like licensed)
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- add petrol, bewy and mf1 to SuperCars set, as proposed by Wolf-Dieter
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BUT: There are still no front-engined cars!!
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- check in the Pacejka book to see if the way mu is computed from tire load
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(= tire load sensitivity) is OK (simu V2 / wheel.cpp / SimWheelUpdateForce function)
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- setup / test new LS1 car set (Haruna, Andrew)
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- ALL CARS: Check competitive balancing of all carsets once physics engine is switched over to
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simuv3 rather than v2; should be done on a regular basis.
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- ALL CARS: create LOD models to reduce graphical stress in big-grid races or on low-spec CPUs
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(or worse, both :/)
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- rework the current stock car model to the newer model 'Car of Tommorrow'
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- rework the current stock car model to the newer model 'Car of Tomorrow'
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- Hillclimb car with over 800 bhp?
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BUT: Is it fun?
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- increase volume of backfire sound and gear shift sound
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- setup USR and Simplix robots for completed F1 carset.
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Menus:
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- adjust the credits file (remove GLUT)
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- add options in the Open GL menu to enable/disable multi-sampling
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and change the "multi-sampling level (?)".
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- Smart 3D view showing the selected car when choosing it
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should be able to use our CMake macro's, so we need to make some changes
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to these macros and install them in such way that a robot can find it
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during compilation.
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- fix trackgen not being built.
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- Implement simple memory leak detection by overriding malloc, calloc, realloc, strdup,
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free, new, delete ... etc in order to save informations about the caller
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in the allocated block (use macros to override and __LINE__, __FILE__ ...
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R-TYPE FINAL's 'VS AI' mode); with varying car types, tracks, and robot competence
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- Add co-driver/navigator signals and sounds for dirt and certain road tracks to be
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used in rallying game modes
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Other:
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- regularly merge-in changes from trunk
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-
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