⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 todo

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

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -