ÉÍÍÍÍÍÍÑÍÍÍÍÍÍÍÑÍÍÍÍÍÍÍÑÍÍÍÍÍÍÍÑÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» 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