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Status Owner Prior.  Date  Description                                                      
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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.


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Legend:                                                                                         
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Status:                                                                                         
       Work    = Work In Progress                                                               
       Done    = Done                                                                           
       Killed  = Cancelled                                                                      
       Hold    = On hold (see notes *)                                                          
       Pending = Needs some other item completed first (see notes *)                            
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Owner:                                                                                          
       NCN     = Nick Newhard                                                                   
       PMF     = Peter Freese                                                                   
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Priority:                                                                                       
       ******  = I'm an anus-sniffer and can't use legends.                                     
       *****   = Now. ASAFP. Must be done                                                       
       ****    =                                                                                
       ***     =                                                                                
       **      =                                                                                
       *       =                                                                                
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