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Re: To •M... (Also! Announcement on subject of E0!
Posted By: Me_43Date: 2/19/05 12:34 a.m.

In Response To: Re: To •M... (Also! Announcement on subject of E0! (sd)

: I've done a lot of this kinda thing for what I've been doing regarding the
: whole porting process, so I might be able to help there. Also just curious
: if this was going to be open source, as I have forgotten, might be neat
: for us to be able to add things in or help out with engine type stuff or
: something yeah...

Umm, I never actually thought about whether it would be open-source, but not making it so would be pretty stupid, no? Most of the engine's taken care of (well the to do list is horrific, but you wouldn't notice when running it), the main problem is CONTENT!

Oh, and thanks. Hmm, maybe some sort of... CVS system is called for...

uhh, here's the todo list, just in case you were curious...

Urgent:
[ ]Network schiznat
[ ]Muchly improved intelligent ( <= Marathon ) AI
[ ]Platforms
[ ]Terminals
[ ]Menus or cmd line arguments
[ ]Fix major bug...??

Major:
[ ]Objective lists (ie. what the hell you're meant to be doing)
[ ]Weapon animations, etc
[ ]Pfhor staff glow/trails
[ ]Weapons lighting up stuff
[ ]Uh, more work on animations in general
[ ]Add chargeable weapons (Maybe even ones that have FOUR modes - pri, sec, pricharge, seccharge)
[ ]More liquid stuff
[ ]Tags, switches, etc etc
[ ]Object respawn stuff
[ ](Additive) SOLIDS!!
[ ]Networking
[ ]Vastly improve sounds, with directional stuff and proper volume variations
[ ]Saving games (Not nearly as hard as it sounds; can already load games, I guess)
[ ]Varying polygon types -> Platforms, nospawn, damage on ground, light on, light off, tag on, tag off, universal activate, hidden activate,light switch, tag switch, platform switch, flip unconditional, damage, teleport, teleport unconditional,

Medium:
[ ]Shot models
[ ]Support multiple formats in one build...
[ ]Shot area effect & associated dillemmas
[ ]Shot decals
[ ]Detail textures and/or bump mapping, maybe
[ ]Extension independence somehow
[ ]Preferences/Control settings
[ ]Some sort of scripting system.
[ ]Some sort of exception handling system
[ ]Find the cause of the 3DMF model texture anomalies, and fix

Minor:
[ ]Film support, or not.
[ ]Improve 3rd person view
[ ]Animated textures
[ ]Fix floor/ceiling pulsating - center relative angle - mmn.
[ ]Make model system more... compatible... Meshwork doesn't use seperate UV thingies, other formats may.
[ ]Get rid of remaining array size limits. Also preprocessors to determine sizes, of course.
[ ]Fix jerking crosshairs when inaccuracy delay(/factor?) is too high
[ ]Investigate possible bridgeable enemy bug
[ ]Investigate Transfer 6 on secondary/tertiary - MSVC bug?
[ ]More varying (level) texture modes - landscape, etc
[ ]Usage info ( e0.exe /? )
[ ]Screen dumps
[ ]Liquid height interpolation (smoothing)
[ ]Precalculate UV co-ords... sqrt()s are slow...
[ ]Make CD music override all other music, as it should.
[ ]Being hit by a shot changing zoom factor?
[ ]Load requested scenario, - by default, scenario 1.
[ ]Get the physics revamped.
[ ]Precalculate sine table, and inverse-sines too
[ ]Maskable textures
[ ]Make 'wander' and similar texture modes Marathon style. That is, in Marathon if you covered a cube in Wandering textures they would move as one and look joined, in E0 they would look... very... different.
[ ]Shellshock/screen knock on explosions
[ ]Press R to reload...
[ ]Guided shots
[ ]Speed setting for Wander/etc. Hmm, maybe make the scale affect X AND Y then make the second param speed...
[ ]Aim (Accuracydelay etc) disruption when you get hit by shots...
[ ]Weapons (ie. machine guns) that disrupt your aim (accuracydelay, *not* kick) as they fire, and also weapons with a base inaccuracy.
[ ]Make ammo and health meters MUCH more customisable
[ ]Increase base FOV to around 60 degrees for better sense of depth
[ ]Umm, improve Soft particles so that surfaces at a sharp angle to them don't cut off part of the

particles.

Vague ideas:
[ ]Make the ammo meter move smoothly? As an option?
[ ]Level display list?
[ ]Fog? Darkness -> fog?
[ ]Tertiary fire mode??
[ ]MP3 support! Without SMPEG, that is. (...?)
[ ]Bump mapping? Would need to restructure lighting system
[ ]Multitexturing?
[ ]Multiple light thingies (Again)?
[ ]Bone support?!?!
[ ]Get the Marathon Wander formula, or not. Seperate transfer for it?
[ ]Complete 'morph' interpolation effect with blended thingy other skin?
[ ]"Trns" bone? Other way of doing model transparency? Even *shudder* material support?!

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Pre-2004 Posts

Replies:

To •M... (Also! Announcement on subject of E0!)Me_43 2/18/05 1:50 p.m.
     Re: To •M... (Also! Announcement on subject of E0!sd 2/19/05 12:07 a.m.
           Re: To •M... (Also! Announcement on subject of E0!Me_43 2/19/05 12:34 a.m.
                 Will it work with existing maps? *NM*Steve Levinson 2/19/05 5:11 a.m.
                       No, no and no. Converting, though... *NM*Me_43 2/19/05 11:07 p.m.
                             Re: No, no and no. Converting, though...Steve Levinson 2/20/05 3:23 p.m.
                                   Re: No, no and no. Converting, though...Me_43 2/20/05 11:57 p.m.
                 Re: To •M... (Also! Announcement on subject of E0!sd 2/19/05 12:12 p.m.
     Re: To •M... (Also! Announcement on subject of E0!Ori 2/19/05 9:14 a.m.
           Thanks! *NM*Me_43 2/19/05 10:58 p.m.
     Re: hunter walky•M 2/20/05 5:14 a.m.
           Re: hunter walkyMe_43 2/21/05 12:26 a.m.
                 Re: hunter walky _-[tr4nsl4tor 4ctive!]-_•M 2/21/05 7:25 a.m.
                       Re: hunter walky•M 2/21/05 12:35 p.m.
                             Re: hunter walkyMe_43 2/21/05 11:31 p.m.
                                   Re: hunter walky•M 2/22/05 11:46 a.m.
                                         Re: hunter walkyMe_43 2/22/05 7:12 p.m.
                                               Re: hunter walky (and a musicquiz)•M 2/26/05 12:27 p.m.
                                                     Re: hunter walky (and a musicquiz)Me_43 2/26/05 9:46 p.m.
                                                           Re: hunter walky (and a musicquiz) *NM*reni 1/26/06 5:43 p.m.
                 Re: hunter walkyD-M.A. 2/24/05 12:50 a.m.
                       Re: hunter walkyForrest of B.org 2/24/05 5:02 p.m.

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Pre-2004 Posts

 

 

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