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
This commit is contained in:
pouillot 2011-02-26 18:01:28 +00:00
parent b946ecd0a9
commit ac5c6fd71e

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@ -1,18 +1,13 @@
Top TODO list (some may be included in 1.5.0, some others not):
Top TODO list (some may be included in 2.0.0, some others not):
---------------------------------------------------------------
Foreword: Have a look first at trunk TODO : here, only sdl-port specific things.
Cars:
- move RGB files to PNG for lower disk footprint
- create textures for nascar-* (Eckhard)
- improve damage management (see Andrews ideas in the the devel list,
under the title "Thoughts on collision damage").
- fix to high wheel inertia on many (if not all) models.
See the devel list post "Low speeds".
Tracks:
- move preview images to JPEG for lower disk footprint
Menus:
- enable intuitive double-click for "Select/Unselect" action in the scroll-lists
of the driver select menu
@ -44,15 +39,6 @@ Program:
* Changed some things in the rolling resistance calculation (July 2009).
Now it works as advertised, i.e. sand is sticky!
- network gaming - work in progress (Brian)
- More GCC 4.3 compatibility (Mart, Jean-Philippe)
- fix game crudely exiting in several situations where an error message to the user
(or simply skipping the requested action) would be preferable :
* start a race with no driver
* start a race that uses a driver that is no more in the install tree
* start a race on a track that is no more in the install tree
(by skipping the "Configure Race" step)
- enable the user to save race configuration (track, drivers and cars)
for any race type, and to reload it later from the associated XML file list
- just load ssggraph once to avoid weird crashes when going back to the options
menu and coming back to the race (just the Linux version was affected, and even
this just under special conditions, the Windows version does not work the same
@ -64,30 +50,16 @@ Program:
As an example, use the auto-generated 3D wheel model for low levels (decrease its details),
and the designer-shipped one for high level (increase its details : more round wheels).
- replay feature - Work in progress by Adam Skoblinski
- break the 1-1 link between human drivers and their driven car = enable human driver
to choose their car when choosing the opponents = in race configuration ; beware of
the career mode where human module interfaces are used in a non-obvious way
(look at thread "Driver select bug in sdl-port" in the devel list for Mart's
explainations about it, and how the above can be done in a simple way).
Other:
- finish the Mac OS X port (with CMake) : ~95% done. Compiles completely but does not run.
Plib is the biggest source of headaches. CMake integration still unfinished in that way.
- get rid of the Windows .def files stuff (through MS dllimport/dllexport macros)
for defining shared libraries interface, except for the robots, for which these files
are automatcally generated in the sdl-port branch (through a CMake macro).
- fix Windows main.cpp::init_args setting local dir twice if command line specified
(the default value in <My documents> should only be set if not command line specified)
- think about how to integrate Haruna's fictious racing teams backstories in the game
(ex: LS1 in 'LS1 team "backstories" (for fun)' devel list post)
TODO for 1.5.0 or after (some are current on sdl-port and career branches)
TODO for 2.0.0 or after (some are current on sdl-port and career branches)
--------------------------------------------------------------------------
Tracks:
- move all track dirs that are directly under data/tracks to data/tracks/road, dirt, ...
in the repo, and update CMakeLists.txt
Cars:
- move textures to PNG for saving disk space / download time
- create / setup new LMP1 car set (Andrew)
@ -95,19 +67,13 @@ Cars:
- complete / setup F1 car set (including Formula One by Andrew Sumner,
F1-torcs by Vincente Marti, and models converted by Xavier from GP4 game)
BUT: what about Manfariel's F1 2009 models?
- get rid of real car manufacturer names (replace by fictious but user-firendly ones)
- get rid of real brands / logos (replace by fictious / GPL / FAL ones, but beware of the logos
often being non GPL/FAL-like licensed)
- add petrol, bewy and mf1 to SuperCars set, as proposed by Wolf-Dieter
BUT: There are still no front-engined cars!!
- check in the Pacejka book to see if the way mu is computed from tire load
(= tire load sensitivity) is OK (simu V2 / wheel.cpp / SimWheelUpdateForce function)
- setup / test new LS1 car set (Haruna, Andrew)
- ALL CARS: Check competitive balancing of all carsets once physics engine is switched over to
simuv3 rather than v2; should be done on a regular basis.
- ALL CARS: create LOD models to reduce graphical stress in big-grid races or on low-spec CPUs
(or worse, both :/)
- rework the current stock car model to the newer model 'Car of Tommorrow'
- rework the current stock car model to the newer model 'Car of Tomorrow'
- Hillclimb car with over 800 bhp?
BUT: Is it fun?
- increase volume of backfire sound and gear shift sound
@ -119,7 +85,6 @@ Robots:
- setup USR and Simplix robots for completed F1 carset.
Menus:
- adjust the credits file (remove GLUT)
- add options in the Open GL menu to enable/disable multi-sampling
and change the "multi-sampling level (?)".
- Smart 3D view showing the selected car when choosing it
@ -137,7 +102,6 @@ Program:
should be able to use our CMake macro's, so we need to make some changes
to these macros and install them in such way that a robot can find it
during compilation.
- fix trackgen not being built.
- Implement simple memory leak detection by overriding malloc, calloc, realloc, strdup,
free, new, delete ... etc in order to save informations about the caller
in the allocated block (use macros to override and __LINE__, __FILE__ ...
@ -154,8 +118,3 @@ Program:
R-TYPE FINAL's 'VS AI' mode); with varying car types, tracks, and robot competence
- Add co-driver/navigator signals and sounds for dirt and certain road tracks to be
used in rallying game modes
Other:
- regularly merge-in changes from trunk
-