by Baker » Fri Jan 28, 2011 5:02 pm
I'm just jotting this down because playing with FitzQuake () and adding a few extras to it got me thinking ...
Tutorial Ideas
1. Adding external texture support for q1 mdl to FitzQuake. FitzQuake supports external textures but just for maps.
2. Adding 5 button mouse support under Windows.
3. Adding 5 button mouse support under the SDL scheme. (Does Quakespasm have this)
4. Making FitzQuake source code 64-bit friendly (Quakespasm did this)
5. Adding a "-tc" command line option to an engine to keep the engine from using -id1 folder.
6. Double gamedir support via command line. This does have its uses if you are serious about modding.
7. Adding leileilol's engoo implementation of palettization via code from q2 lumpy or whatever util source that was.
8. Adding some engoo pitch alteration fun to an engine
9. Adding contrast control to FitzQuake (steal from teh RMQ Engine?)
10. Making palette flashes in FitzQuake instead of using hardware gamma control, use the old "GLQuake" draw an alpha blend over the screen at least as an option to get more consistent FPS.
11. Maybe playing with FitzQuake to speed up dynamic lighting which I believe MH/metslime said had to do, in part, with upload lightmap size being unnecessariily big in some situations (4 bit RGBA instead of 1-bit gray?) or using RGBA instead of BGRA which the gfx card has to convert?
Other Stuff
1. A tutorial to add Kurok support
2. A tutorial to add Nehahra support without support for those .xm music files (I'm not a fan of fmod).
3. Making a high quality backwards compatible prototype of non-linear travel
4. IP6 support.
5. Rewriting the network stuff in Quake without altering the protocol, but making it less crappy
6. Separating the client from the server in Quake single player.
7. Some mechanism to store "base" options somewhere other than config.cfg for immediate load of video options/mouse preferences and establish a 2-tier "cvar" system where certain cvars are not considered gamedir related (video mode, dinput)
8. Playing with frag machine's chase_active 2 to achieve some extra camera control functionality
9. Fixing FitzQuake SDL so that menu.c isn't messing with the mouse capture and instead putting that code in some sort of equivalent of GL_EndRendering (or whatever it is) like Windows does. Or perhaps moving that stuff out of GL_EndRendering into a separate function and calling it immediately after GL_EndRendering since it really doesn't belong in there in my opinion.
10. Separating libcurl functionality out in Qrack so it doesn't require the .dll but merely is optional like in, for instance, DarkPlaces.
11. Taking libcurl functionality and creating a very simple single file download.
12. Making a DarkPlaces-like "show the model names during map loading" as they load bar at the bottom.
13. Split screen rendering tutorial
14. Fixing in particular menu.c to correctly set the key_dest state.
15. Document viewer
16. Entity browser and client entity browser
Will likely add to this list.
Last edited by
Baker on Fri Jan 28, 2011 5:22 pm, edited 3 times in total.
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