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The DOOM sources as originally released on December 23, 1997
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linuxdoom-1.10/TODO
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123
linuxdoom-1.10/TODO
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- create Web repository for sources, patches,
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news, and pointer to doom-editing mailing
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list.
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- get DOOM Public License from id
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-----------------------------------------------
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- remove m_fixed, switch to floating point
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More stable, and prolly even faster.
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- make SCREENWIDTH/HEIGHT work at startup?
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Well, the HUD/STBar stuff is tied to the
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scales implied by the graphics. Rather do
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GLDOOM and use texture mapping.
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- fix aspect ratio?
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320x200 is nothing viable nowadays.
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A 320x240 base (4:3) would be a lot better.
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See above on width/height.
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- limited look up/down by y-shearing?
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Prolly not worth it, rather switch to GLDOOM.
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- switch to C++?
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The action function pointers have varying
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argument lists (no parameter, one, etc.).
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C++ doesn't like that much. A major rewrite.
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- switch to doommain.c plus libdoom? Have
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libref, libgame etc.?
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Another major rewrite.
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- use XFree86 DGA, prolly not that much faster
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than MIT SHM, but allows for directly sampled
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mouse (and even freelook). Recommended for
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GLDOOM.
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- put together an accompanying developer toolkit
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source distribution: DEU, RMB, BSP for Linux/X.
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- move info.h, info.c, sounds.h, sounds.c and
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other data to a separate lump in the WAD,
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or into a libgame.so, to separate the
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generic stuff (refresh, I/O) from the
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DOOM specifics.
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- decide whether precaching all sounds is
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better than retrieving and releasing
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every so often. DOOM seems to do that
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frequently (8bit stuff, originally for
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DOS), and the Linux sound is 16bit
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(conversion in the mixing, requires
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some padding) - we prolly got the memory
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to spare.
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- 16bpp CLUT. The lightmaps and the
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framebuffer could be changed to switch
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to 64K colors. Prolly better to do
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GLDOOM right away.
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- remove checks for commercial etc., in
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non-essential issues (enabling PWAD's).
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- change (simplify) determination of
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sky texture (done by game version).
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Explicit?
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- remove all game version checks
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- different handling of Demo - don't
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exit on "different game version"
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- how about shareware/retail "You are here"
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intermission animation? Wasn't in
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commercial (DOOM 2).
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- double shotgun in DOOM1, all weapons with
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shareware
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- checks for required lumps. We need fallbacks
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for lumps that are not present, that is,
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default sounds etc. to be used instead,
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or removing THINGS w/o sprites etc.
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- client/server? I'd suggest ripping off some stuff
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from the abandoned IBM WebView project
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- Blockmap
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The BLOCKMAP lump might be (partly) redundant,
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as the BSP allows for clipping (except certain
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LineDefs that will not spawn Segs).
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- LOS
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REJECT and intersection based LOS checking could be
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done using the BSP. In case of REJECT, certain
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monster AI special effects would be lost, though.
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- correct handling of height in collision. This is
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not done, and the checks are scattered around in
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many places. It does require handling of "player
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on top of monster" situations, too - we have to
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make sure the players falls off far enough to
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avoid getting "stuck in monster".
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- remove obsolete menus (Detail. Music Volume?)
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- clip explosion range damage (and sprites) using
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REJECT? That is, if one Sector/SSector not
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visible from the other, do not apply damage,
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not render sprite if player in other sector.
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Hmmm - explosion behind small pillar might not be
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visible at all, but do we care?
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- Ungraceful and untimely demise of Linuxdoom (core
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instead of I_Error) will leave idle sndserver
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processes in your system, blocking /dev/bsp.
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A timeout on lack of input for "sndserver"?
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- threaded sndserver? SHM mixing buffer?
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Or internal, timer-based?
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