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[Pingus-CVS] r3436 - trunk/pingus


From: grumbel at BerliOS
Subject: [Pingus-CVS] r3436 - trunk/pingus
Date: Wed, 31 Oct 2007 12:08:42 +0100

Author: grumbel
Date: 2007-10-31 12:08:41 +0100 (Wed, 31 Oct 2007)
New Revision: 3436

Modified:
   trunk/pingus/TODO
Log:
- updates for 0.7.3

Modified: trunk/pingus/TODO
===================================================================
--- trunk/pingus/TODO   2007-10-31 06:03:25 UTC (rev 3435)
+++ trunk/pingus/TODO   2007-10-31 11:08:41 UTC (rev 3436)
@@ -10,6 +10,12 @@
 - make sure that the game still runs after install.sh
 
 - check NEWS, README, INSTALL.*
+
+Make a release:
+
+svn export ~/projects/pingus/svn/trunk/pingus/ pingus-0.7.2
+tar cvjf pingus-0.7.2.tar.bz2 pingus-0.7.2
+
 
 Stuff to do at all times:
 ~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -40,16 +46,12 @@
 
 - allow sprites as background
 
-- add a proper option menu
-
 - redesign main menu
 
 - animate the exit flag
 
 - a new worlds 
 
-- UTF8 support with MES-1 characters 
(http://www.eki.ee/letter/chardata.cgi?comp1=MES-1&comp2=)
-
 - split screen multiplayer
 
 - rework the UI, either go glas-like or use the blackbord style 
@@ -65,7 +67,7 @@
 
 - keep highscores for levels (number saved and stuff like that)
 
-- digger follows down slopes
+- digger (mean basher?) follows down slopes
 
 - trap in one tutorial level with two exits is in background, should be 
foreground
 
@@ -83,108 +85,87 @@
 - do we need z-pos for anything or does implicit object position serve
   the same purpose? Problem: Groundpieces all have the same z-level,
   the editor doesn't handle that and allows insertions inbetween
-
-- StringFormat does line breaking TeX-style, but that isn't useful
-  with the current s-expr format, which can handle explicit line
-  breaks just fine
 
 Roadmap for Pingus 0.7.3
 ~~~~~~~~~~~~~~~~~~~~~~~~
 
-Important:
-==========
+New Features:
+=============
 
-- Levels: All levels lack description
+* add cheats: all actions, unlimited actions, skip level, these must
+  be triggerable via maintainer-mode, not via commandline switch
 
-halloween1-grumbel.pingus - circle save - finished - needs testing (easy) - 
demonstrates a Faller bug
-halloween2-grumbel.pingus - rescue by jump - finished - needs testing (easy)
-halloween3-grumbel.pingus - digg tunnel - finished - needs testing (medium)
-halloween4-grumbel.pingus - wall bomb - finished - needs testing (easy/medium)
-halloween5-grumbel.pingus - join-jump - finished - needs testing (hard++)
-halloween6-grumbel.pingus - jump high - finished - needs testing  (easy)
-halloween7-grumbel.pingus - rescue - finished - needs testing - number of 
pingus wrong (hard--)
-halloween8-plouj.pingus - bridge broken - (hard+)
+* implement option menu
 
-Meduim Important:
-=================
+* rewrite Config file support, make game automatically write a default
+  config file, use s-expr, goes hand in hand with the new option menu
 
-- resource system needs a review/rewrite
+* generate MES-1 fonts and add UTF-8 support to the Font system
+  (http://www.eki.ee/letter/chardata.cgi?comp1=MES-1&comp2=)
 
-- "core/misc/404sprite" should be returned for missing graphics
+* CollisionMask can't handle RGBA images and likely shouldn't (due to
+  them being animated and stuff like that), we however don't have
+  seperate colmask for those images
 
-- The goal should be to provide fullscreen support for most common
-  monitors:
+Bugs:
+=====
 
-Monitor Resolutions:
---------------------
-  1920×1200 (WUXGA)
-  1920x1080 (HD-TV)
-  1680x1050
-  1600x1200
-  1400x1050 (Widescreen LCD)
-  1440x900
-  1280x1024 (19" LCD)
-  1152x864
-  1024x768
+* resource system needs a rewrite/implementation
 
--> 1920x1200 means fullscreen for almost anything today and would work
-   for all halloween levels, not so much for tutorial levels
+* "core/misc/404sprite" should be returned for missing graphics
 
-Level Resolutions:
-------------------
-Minimal-Horizantal: 1000
-Maximal-Horizantal: 2500
+* Level Converter needs to be finalized:
 
-Minimal-Veritcal:  600
-Maximal-Veritcal: 1200
+  - level converter has a bug that causes some object types to be
+    ignored (startpos and likely the other more excotic worldobj
+    things)
 
-data/levels/halloween/halloween1-grumbel.pingus:       (levelsize 1400  950)
-data/levels/halloween/halloween2-grumbel.pingus:       (levelsize 1700 1000)
-data/levels/halloween/halloween3-grumbel.pingus:       (levelsize 1600  800)
-data/levels/halloween/halloween4-grumbel.pingus:       (levelsize 1900 1000)
-data/levels/halloween/halloween5-grumbel.pingus:       (levelsize 1700 1000)
-data/levels/halloween/halloween6-grumbel.pingus:       (levelsize 2000 1000)
-data/levels/halloween/halloween7-grumbel.pingus:       (levelsize 2500 1000)
-data/levels/halloween/halloween8-plouj.pingus:         (levelsize 1500  900)
+  - level converter writes 0/1 instead of #t/#f
 
-data/levels/tutorial/basher-tutorial-grumbel.pingus:   (levelsize 1900  700)
-data/levels/tutorial/bomber-tutorial2-grumbel.pingus:  (levelsize 1200 1000)
-data/levels/tutorial/digger-tutorial2-grumbel.pingus:  (levelsize 1400  700)
-data/levels/tutorial/floater-tutorial-grumbel.pingus:  (levelsize 1230  900)
-data/levels/tutorial/jumper-tutorial-grumbel.pingus:   (levelsize 1200  600)
-data/levels/tutorial/miner-tutorial2-grumbel.pingus:   (levelsize 1000 1100)
-data/levels/tutorial/snow10-grumbel.pingus:            (levelsize 1400 1200)
-data/levels/tutorial/snow11-grumbel.pingus:            (levelsize 1200  600)
-data/levels/tutorial/snow12-grumbel.pingus:            (levelsize 1300  800)
-data/levels/tutorial/snow14-grumbel.pingus:            (levelsize 1200 1000)
-data/levels/tutorial/snow15-grumbel.pingus:            (levelsize 1400  600)
-data/levels/tutorial/snow16-grumbel.pingus:            (levelsize 1270  600)
-data/levels/tutorial/snow17-grumbel.pingus:            (levelsize 1700  600)
-data/levels/tutorial/snow19-grumbel.pingus:            (levelsize 2100 1000)
-data/levels/tutorial/snow20-grumbel.pingus:            (levelsize 2000  600)
-data/levels/tutorial/snow21-grumbel.pingus:            (levelsize 1400  600)
-data/levels/tutorial/snow22-grumbel.pingus:            (levelsize 1400 1200)
-data/levels/tutorial/snow7-grumbel.pingus:             (levelsize 1824  600)
-data/levels/tutorial/snow8-grumbel.pingus:             (levelsize 1216 1000)
-data/levels/tutorial/snow9-grumbel.pingus:             (levelsize 1500  600)
-data/levels/tutorial/solid-tutorial-grumbel.pingus:    (levelsize 1000  700)
+  - fix the level convert script and write test cases for it
 
-- start_pos is missing in editor (worked around by centering the view
-  on the entrances)
+  - Loading data/levels/playable/chouser02.pingus in Editor and saving
+    it again causes the background to be at the wrong position (caused
+    by level lacking position and editor setting a different fallback
+    then in-game) [Currently worked around in editor code, should be
+    fixed in the converter]
 
-- implement option menu
+  - convert all levels and check all classic levels for issues (run
+    branches/pingus_sdl/contribl/levelconvert.sh from SVN toplevel
+    dir)
 
-- Regenerate Courier fonts for latin-1/2/9
+* GUI doesn't behave well if the user for example clicks a menu item
+  twice in a single frame, leads to duplicate Screens on the stack ond
+  other weird issues
 
-### Loading font file: system://data/images/fonts/courier_small-iso-8859-9.font
-Font: datadir://images/fonts/courier_small-iso-8859-9.png
-  Error: glyphs found: 188, expected 189
-  Format: bpp: 32
+* frameskip seems broken
 
-- integrate install command into scons (maybe), use 'install' instead of 'cp'
+* bridging gets more complicated has graphical error (background?!)
+  surface background doesn't handle larger res due to the Playfield
+  being offsetted (might be solvable with new DrawingContext that
+  features Rect)
 
-- FPS: issues: 
+* parallax scrolling is funky where background tiles are small. When
+  scrolling right, the leftmost column of tiles gets overlapped by the
+  next column a little bit. See the last tutorial level for an
+  example. (likely rounding error float/int)
 
+* hurry-up should be removed and replaced by something less heavy
+  (isn't used in tutorial island, since those levels don't have time)
+  (have a blinking clock and tick sound or so)
+
+* StringFormat does line breaking TeX-style, but that isn't useful
+  with the current s-expr format, which can handle explicit line
+  breaks just fine
+
+Wishlist Stuff:
+===============
+
+* The goal should be to provide fullscreen support for most common
+  monitors -> levels should have a minimum size of 1920x1200
+
+* FPS: issues, SDL_Delay() calls should be limited to ScreenManager: 
+
   - Editor:     27fps - 20%
   - Main Menu:  30fps - 50%
   - Worldmap:   50fps - 22%
@@ -192,73 +173,30 @@
   - Game:       32fps - 14%
   - EndScreen:  50fps - 19%
 
-- Loading data/levels/playable/chouser02.pingus in Editor and saving
-  it again causes the background to be at the wrong position (caused
-  by level lacking position and editor setting a different fallback
-  then in-game) [Currently worked around in editor code, should be
-  fixed in the converter]
+* integrate install command into scons (maybe), use 'install' instead of 'cp'
 
-- frameskip seems broken
+* remove --verbose or make it an alias for --debug all
 
-- remove verbose
+* add dynamic resize for the game, problematic due to scaled
+  backgrounds, might be easier to do if backgrounds would be handled
+  more flexible (seperate background gradient from cloud objects and
+  stuff like that)
 
-- add dynamic resize for the game
+* Liquids/water is 32, others are 64, this is causing trouble with the
+  collision map
 
-- main menu crashes when you click a little wildely:
+Undecided stuff:
+================
 
-  decide whether to ignore cached_action != CA_NONE in
-  ScreenManager::pop_screen. This causes the game to crash if [ESC] is
-  quickly pressed repeatedly
+- start_pos is missing in editor (worked around by centering the view
+  on the entrances)
 
-  currently worked around by:
-  assert (cached_action == CA_NONE || cached_action == CA_POP);
+- implemented input/ComboButton for Shift+Tab combinations
 
-  but the menu still acts funky if one clicks heavily (i.e. two
-  screens get added instead of one or stuff like that)
-
-- rewrite Config file support, make game automatically write a default
-  config file, use s-expr
-
-- level converter has a bug that causes some object types to be
-  ignored (startpos and likely the other more excotic worldobj things)
-
-- level converter writes 0/1 instead of #t/#f
-
-- bridging gets more complicated has graphical error (background?!)
-  surface background doesn't handle larger res due to the Playfield
-  being offsetted (might be solvable with new DrawingContext that
-  features Rect)
-
-- rework command line parsing so that it actually works properly and
-  doesn't depend so much on the order (setting datadir causes trouble
-  with translation, since translation need datadir to work)
-
-- parallax scrolling is funky where background tiles are small. When
-  scrolling right, the leftmost column of tiles gets overlapped by the
-  next column a little bit. See the last tutorial level for an
-  example. (likely rounding error float/int)
-
-- CollisionMask can't handle RGBA images and likely shouldn't (due to
-  them being animated and stuff like that), we however don't have
-  seperate colmask for those images
-
-- convert all levels and check all classic levels for issues (run
-  branches/pingus_sdl/contribl/levelconvert.sh from SVN toplevel dir)
-
-Less Important:
-===============
-
-- implemented ComboButton for Shift+Tab combinations
-
 - add something like FileReader::must_read_int() for cases where a
   value isn't optional, something that can figure out values that
   havn't be used would be nice as well
 
-- fix verdana11 for latin2 and latin9 or go UTF-8
-
-- Liquids/water is 32, others are 64, this is causing trouble with the
-  collision map
-
 - some people like auto-scrolling in window mode, in 0.6.0 it worked
   even when completly out of the window, in SDL the mouse coords don't
   get updated when the mouse isn't in the window (need to switch from
@@ -278,10 +216,6 @@
 
 - walker speed looks wrong, other actions might need fine tuning as well
 
-- hurry-up should be removed and replaced by something less heavy
-  (isn't used in tutorial island, since those levels don't have time)
-  (have a blinking clock and tick sound or so)
-
 - write a README.input
 
 - LANG=sr ./pingus|grep language shows "English" but ingame text is not English
@@ -293,10 +227,6 @@
 Roadmap for Pingus Editor 0.7.3:
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
-Important:
-==========
-
-
 Medium Important:
 =================
 





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