Back | Last changes: 2000-01-20 | Contact Maddes |
Wish | done in |
---|---|
Memory for aliases handled dynamically | not yet |
The tell command shouldn't need a player's name to work as fun names are nearly impossible to type. Reported by David Gerhart Jr. |
suggestion: use with a player's number instead of his name |
possibilty to use inner quotes in bindings. example: bind x "impulse 1; bind x "impulse 2; echo shotgun;"; echo axe" |
suggestion: use a double quote ("") for inner quotes) |
console history function a la DOSKEY in dedicated server like in client | not yet |
dynamical memory allocation through the game, eg. for entities (currently 600), greater progs.dat, etc. Wished by many people |
suggestion: some new startup parameters would be a good temporary solution, until everything is done dynamically |
combo version of Quake and QuakeWorld, including noaim, skin support, serverinfo, spectator/chase mode, 32 clients, prediction, frag logging, DEM/QWD support, etc. | not yet |
reading textfiles in QuakeC (for MOTD, skin names, etc.) | not yet |
transparent water in software a la Quake 2 | not yet |
skin support like in QW plus possibility of addon defined event skins | suggestion: new WriteByte function for event skins, to keep compatibility with old addons |
string manipulation Wished by Daniel "Athos" Olsen WriteString() with no automatic 0-byte termination. Allows cool stuff like centerprints with multiple variables and not having to build the strings byte by byte with WriteByte. The standard WriteString terminates the string with a 0 byte automatically, not allowing you to append stuff to the expected string. Wished by Ryan "Frika C" Smith |
not yet |
centerprint function should work like bprint and sprint functions Wished by Daniel "Athos" Olsen |
Here's a workaround by Yun Zheng "Zhenga" Hu and a additional workaround by Dirk "VoodooBug" Gerrits |
multiple skins on player's view weapon model Wished by Daniel "Athos" Olsen |
suggestion: new WriteByte, to keep compatibility with old addons, or ".weaponskin" |
180 degree turnaround | not yet |
support for multihomed computers | not yet workarounds: QuakeWorld supports this or you have to specify which ip address Quake should use with the -ip <address> parameter. Use Windows' WinIPCfg to determine your current ip addresses. |
combination of dynamic lightning with light balls through gl_flashblend (e.g. 0.5 or 2) Wished by Philip "Kryten" Martin |
not yet |
possibility for coloured lightning Wished by Philip "Kryten" Martin |
not yet suggestion: use of entities colormap |
possibility to set clear color in use with gl_clear (e.g. gl_clearcolor <rrggbb>), to avoid holes caused through missing r_waterwarp Wished by Dennis Castle |
not yet |
ingame gamma/brightness correction for OpenGL a la Quake 2 Wished by John "TheoryZ" (lost last name and email address, sorry) |
not yet |
Possibilty to enter an IP address in Multiplayer in QW menu similar to normal Quake, maybe even an address book a la Quake 2 | not yet |
serverinfo minfov and maxfov | not yet |
QW listen server | not yet |
Integrated bot AI functions accessable from QuakeC | not yet |
Support for more than 256 sounds in the game. Wished by Daniel Pierce "All sounds in the game are put in a pre-cache list that only uses a byte as an index. Also, all sounds referenced over the net use that same one byte index. As todays processors are a lot faster, net speeds faster(?), Quake could easily go to 2 byte (64k) indexed sounds. Those of us who still make levels would love to be as creative with the sound as we are with the textures." |
not yet |
Signed integer variables | not yet |
Support for binding custom impulses through the menu (similar to Half-Life) | not yet suggestion: definition file for all impulses or delta to standard impulses |
Support for more than 256 impulses | not yet |
Possibility to stop VIS and resume processing later. Wished by Gonzo |
not yet |
Stack for local vars in functions, useful for recursion, see t_radiusdamage bug | not yet |
Support for a Q2 style maps.lst Wished by Ryan "Frika C" Smith |
not yet |
Native (or via QuakeC through some file I/O commands) support for the Logging Standard Wished by Ryan "Frika C" Smith |
not yet |
Progress indication when displaying the "Loading" banner (Hexen 2 has it) Wished by Ryan "Frika C" Smith |
not yet |
QuakeC commands to read client cvar Wished by Ryan "Frika C" Smith |
not yet |
Terminal displays Similar to Sin's terminals. Wished by Loren Petrich |
not yet suggestion: These could be implemented as a map entity which reads the text and pictures from data files, for example. |
Support for 16/24bit textures Wished by Loren Petrich |
not yet suggestion: External data (tga/jpg) like Quake 3 shaders (render script). Internal data (8bit paletted MIP) will keep backward compatibility. Unfortunately this would result in bigger downloads, but external data could be provided as an level addon. |
Bump map support | |
Support for alternative model types (e.g. MD3) Wished by Loren Petrich |
not yet |
real constants in QCC (no memory usage) | real constants are currently not possible, a pr_global is always needed. MEQCC provides compiler directives which can reduce pr_globals if used wisely. Frika C wants to develop his own FrikQCC which will be able to optimze pr_global usage automatically. |
cvarlist and cmdlist console command a la Quake 2 | added to the released sourcecode here |
End frame function | added to the released sourcecode here solution: Here's the solution for the Quake engine |
multiple "-game" parameter to extend the path like "-hipnotic"/"-rogue" (prove it with the path console command) |
fixed for the released sourcecode here |