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Joe's TODO - Printable Version +- Forums (https://www.vdrift.net/Forum) +-- Forum: Project (https://www.vdrift.net/Forum/forumdisplay.php?fid=4) +--- Forum: Development (https://www.vdrift.net/Forum/forumdisplay.php?fid=9) +--- Thread: Joe's TODO (/showthread.php?tid=423) |
Joe's TODO - joevenzon - 11-14-2006 EDIT: This is now out of date. Use http://code.google.com/p/vdrift/issues/list instead. This is a list of things I could work on. The things to work on first are at the top. Just because I have something on this list doesn't mean someone else isn't working on it. I'll try to keep this up to date. This post is unlocked for now, but I might lock it later if it gets too long. * support for H-gate shifters: http://vdrift.net/Forum/viewtopic.php?p=4190#4190 * fix bug with writing replays from 64-bit platforms that crash 32-bit platforms * create experimental career mode concept * linear tracks: http://vdrift.net/Forum/viewtopic.php?t=428 * speedo based on output shaft of the transmission (on either wheel would disregard the other drive wheel slipping) * control profiles * add back fixed camera placements (will need trackeditor modification?) * downshifting protection (don't allow downshifts if revs are too high) * improve reset: move car to center of last road patch * add ghost car replays back, semi-transparent * auto ghost replay (start recording a replay after the starting point is passed once. Then after the car passes the starting point the second time, it can begin playing back the replay from the beginning) * add crash sound, wind sound, engine start sound * different sound/particles for spinning out grass/sand * add tire/road contact sound and make it sound different for different materials (including kerb) * different sounds if inside the car (introduce concept of sound packages?) * custom gauges in the car dash * tire wear * add tire skid marks * tire smoke based on heating of tire, not just on tire slip * displacement bitmap for little bumps on tracks (or for big bumps on rally tracks) * add driver sprite or model * more camera modes: left, right, front, back * car parts API * way to set weather from the menus * add a car information page to the select car screen * add a way to embed car configuration and possibly track MD5SUM into replay files * improve replay menu (manage replays, add API to get replay info (car, track, length, etc) * recode multiplayer * headlights * better tire smoke (that doesn't intrude into the car -- could just draw car over smoke if the camera view is set to inside) * add autocross support, autocross level editor - joevenzon - 12-02-2006 Quote:* separately adjustable deadzone, gain, and exponent for each control complete, rev 1409 - joevenzon - 12-03-2006 Quote:* both view positions specified in .car file done, r1412, added optional hood-mounted-view-position setting to .car file (see G4.car). if the hood mounted view isn't specified, it defaults to 1 meter in front of the driver's view and centered. - joevenzon - 12-03-2006 Quote:* the lap timer is tripped every time the player goes around as well as every time the robot goes around. We need to set up some kind of timing tables class to put lap data in for each of the robots (as well as the players...this should eventually also work into the player profile) Done, rev 1413. Improved the timer class. Track records are now kept in trackpath/records.txt. Last times are kept on a per-sector basis, as are best times. Best times are also separated by car. These values are loaded and saved automatically. AI cars do not affect this file. - joevenzon - 01-07-2007 Code: * fix G4 frame and driver sticking out of roof: http://vdrift.net/Forum/viewtopic.php?t=492 Should be fixed, rev 1463. - joevenzon - 01-15-2007 Code: * implement lighting/reflection system with 4 or so levels of detail (adjustable in vid config screen): lighting - [low (normal opengl) med (static texture based lighting - cube map) high (lores dynamic texture based lighting - cube map) very high (high res dynamic cube map)] ... reflections - [low (static spheremap) med (static cube map) high (high res dynamic cube map) very high (high res dynamic cube map)] Partially complete. "Medium" detail, as defined above, is complete. See http://vdrift.net/Forum/viewtopic.php?p=3198#3198 - joevenzon - 01-26-2007 Code: * improve camera pan controls Done, R1497. |