General Todo List
The Marine Project
===================

Versions 0.99.4 / 0.91
----------------------
+ Optimization problem? Gibbet showdown-room doesn't entirely work
+ maximum sprite alignment: no alignment with small vpitches, but with
  large ones there will be a maximum angle the sprites can turn to
+ "listbindings" argument: R for +-*R events, etc.
+ (heretic) armor in the "HUD" 
+ mana in the HUD: option to move it down to, above health
+ think of a better way for Heretic ring color / Doom green-goggles
+ rain additive (why not...)
+ too small flares shouldn't have secondary flares
+ lens flare Y offsets for better positioning (for lamps, etc.)?
+ (heretic) P_FindNextHighestFloor() shouldn't use an array
+ intelligent light quad sizing: if the whole quad fits in the subsector, use
  a rectangle instead of the subsector image; clip when needed? (clipping 
  doesn't have to be 100% precise)


Version 0.99.5 / 0.92
---------------------
+ fast monsters option

JHeretic:
+ "explosive pods" view aligned
+ choose and use (from hexen)
+ tome of power timecounter/end sounds?
+ ccmd warp: also accept episode and mission as separate arguments
? "cannot bind the PgUp (PAD9) key"
+ texture types 
+ .dlo 
+ a simple webpage (until somebody==Brenton has time for a new one)

JHexen:
+ multiplayer menu (from JHeretic)
+ investigate the problem in the Gibbet/release version


Doomsday 0.99.6
---------------
+ (0.99.5) on-boundary clipping bug 
+ option/cvar to dump conprintf to .out
+ mouse wheel
+ invert mouse, config glitch?
+ probs with keypad? (doomsday key convs)
? resolution changes with D3D? (augh...)


JDoom Porting Plan
------------------
+ raw screens aren't used, only drawpatch
+ mlook
+ player sprites
+ sky
+ correct light offsets
+ spy mode (place into a ccmd, currently still in G_Responder)
+ status bar (remember psprites)
+ palette flashes
+ POV look
+ sbarscale (remember psprites)
+ automap
+ intermissions
+ finale
+ pause
+ menus
+ multiplayer menu
? load, save, etc. icons (where???)
+ saving/loading games (player/mobj conversions needed)
+ netgames
+ chatting
+ sounds 
+ 3D sound/reverb
+ more intelligent way of detecting the version (look at the lumps)
+ key look (and lookspring==lookcntr)
> viewalign/brightshadow flags
+ next/prevwpn
+ cheats in the console
+ HUD health/ammo/armor/keys (customizable, to a degree)
+ frags in the HUD
+ power-up effects (invuln., goggles)
+ shooting up/down with 'no autoaim' option


Future Versions
---------------
+ network menus
- bots! (players that get their ticcmds from a Bot Thinker func, runs on the 
  server)
- saving/loading netgames (urgh)
- player 'skins'?
+ copy new sound code from JHexen to JHeretic
- "texture reduced to a line" bug
? simple shadows from objects: black, round light texture underneath the object
  if the floor is close enough (needs more subsector/mobj checks)
- 3D models with skeletal animation (!), custom model format (files composed of
  blocks: vertices, triangles, normals, etc.) triangles can have special 
  features like alpha or metallic shine w/specular lighting (?); each triangle
  block defines a set of triangles with similar properties
- enhance torch effect (viewplayer->fixedcolormap in VertexColors)
- torch should make the player luminous
- sound reform: create a buffer for each channel, load in data when needed?
- sloped surfaces?
- sectors above sectors? (like in Dark Forces)


Doomsday 1.0
------------
+ ccmds that modify cvars (inc/dec for ints, add/sub for floats) !
- MD2 support
- special 2-player peer-to-peer for modemists (should be the fastest solution
  for them)
- demo recording, a complete new way? (with support for old demos)
- mus player: use midi streams (optionally?)
- D3D: textures default to 32 bits, if possible
- menus: TCP/IP, what's going on?
- seams between walls and floors/ceilings (more inaccuracy)
- pantherxl?
- there may be some kind of a sky bug (missing, not changing?)
- option to disable mouse X/Y
+ forget savemobj_t, saveplayer_t etc. in savegames, use something like the
  Msg_* routines
- horiz/vert walls: +1, -1 light
+ midtexture drawer bug: lower unpegged gratings go over the top (testmap.wad)
+ disable fog while rendering flares
- masked polys could be lit with vertex lighting
- break large sectors to help in distance darkening
- DLaunch: static linking to avoid mfc42.dll version glitches
- textures: load as 1:1 without stretching, leave a 1 pixel border if 
  possible, precalculate texture coordinates
- special "invisible floor" effect: for instance: E3M2, switch lowers floor 
  around exit teleport -- lower textures missing, floor not drawn
- wall/floor decals (bullet holes, blood stains, etc.)
- shadows of negative light (under mobjs)
- particle effects/clouds (but *NOT* for the rocket, sheesh!!)
- fullbright flag for textures (lava!)


JDoom 0.81
----------
+ armor icon turn blue when >100% (armortype)
+ always run: pressing Speed means walk (do this for JHexen/JHeretic as well)
+ health bonuses: emit light (armor bonuses are too dark)
+ doomfont
+ textypes
+ DLaunch support
+ test with shareware Doom
+ when more than one IWAD detected, choose none
+ berserk filter, what's is going on? (nothing :-))


JDoom 0.82
----------
+ dpatch_t <= width & height
+ higher mouse sensi to GUI (up to 40 now)
+ automap: prevent bindings for +/- (or make the zooming a ccmd) [?]
+ multi-level demos (don't stop them at level exit)
+ switches not switching? (very first on E2M1?)
+ monster respawn in netgames, working? (I don't see why not)
+ pressing F6 for a quicksave would also switch weapons (to the chaingun)?
+ next/prevwpn being confused with saving/loading!
+ glBSP support
+ sky in Ultimate Doom?? (sky texture must be set in G_DoLoadLevel())
+ moving under/over things (Z checks in mobj collisions) (zclip)
+ melee attacks Z clipping with zclip=1
+ jumpPower (not in netgames)
+ red filter less red (like when shot with the shotgun in the face)
+ -plutonia and -tnt options (they're IWADs)
+ a real -iwad option (stops DetectIWADs)
+ remove random sound at exit
+ weapon autoswitch at pickup option? (disabled in demos/net)


JDoom 0.83
----------
+ AM_Responder(): accept keyrepeats, good man!
+ savegame/jump/use button mixup fixed (I hope)
- quicksave/load without confirmation (optional?)
- more accurate crosshair 
- incompatible demos option? allows saving view angles and stuff
- still a grating problem (extend to walls, testmap.wad!)
- "secret area found" message to the player
- goggles: weapon needs fullbright


JHexen 1.0
----------
- stained glass particles transparent
- disable certain items in netgame (urn,chaos,porcalator,wings)
