Added my stuff to todo list
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@102 8092fc87-c524-0410-9efc-e669fe64eaf9
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@@ -41,7 +41,7 @@ Glitches (don't crash the game, medium priority):
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- savegames created in a game from debug and release compiles are not
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- savegames created in a game from debug and release compiles are not
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interchangable
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interchangable
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- discolouring of progress slider in commander discussion after having just
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- discolouring of progress slider in commander discussion after having just
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killed the Ilwrath ship (or is it supposed to be like that?)
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killed the Ilwrath ship (related to colormap problem)
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- momentary slowdown of scrolling in hyperspace about once per second
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- momentary slowdown of scrolling in hyperspace about once per second
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You can see this if you look very closely, or increase the resolution of
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You can see this if you look very closely, or increase the resolution of
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the frame counter to 10 times per second and start with -ttl.
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the frame counter to 10 times per second and start with -ttl.
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@@ -50,9 +50,20 @@ Glitches (don't crash the game, medium priority):
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- Shipyard is using the PC background but the 3DO layout.
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- Shipyard is using the PC background but the 3DO layout.
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- Shipyard's PC background is not animating.
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- Shipyard's PC background is not animating.
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- When selling biological data to the Melnorme, the palette for your SIS
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- When selling biological data to the Melnorme, the palette for your SIS
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display is scrambled.
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display is scrambled (related to colormap problem)
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- QuasiSpace coloration is off - the shinies and your ship are red instead
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- QuasiSpace coloration is off - the shinies and your ship are red instead
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of blackish
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of blackish (related to colormap problem)
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- Colormaps aka. palette support doesn't work like it should, because some
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important data was lost when 3do .ani were converted to .pcx
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- Only solution is to parse 3do ani files again, add the missing byte
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which indicates what colormap entry each image should use
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- At the same time, we should prolly remove hotspot etc. information from
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pcx files and instead add them to new text-based ani files where colormap
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entry will also be stored
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- When landing to planet surface, crossfaded image is wrong compared to
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landing position (and so 'flashes' when crossfade ends)
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- Flashing rects aren't perhaps always exactly the size of actual 3do version,
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it should be checked (for example when selecting ship in fullgame battle)
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Implementation bugs (low priority):
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Implementation bugs (low priority):
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- The main thread is still created by a direct all to the SDL function,
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- The main thread is still created by a direct all to the SDL function,
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@@ -75,6 +86,7 @@ Stuff still to do (large):
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extensive poking around the 3DO game to make sure that the Human Captain's
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extensive poking around the 3DO game to make sure that the Human Captain's
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lines are all correct, too.
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lines are all correct, too.
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- Match timing between subtitles and speech clips
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- Match timing between subtitles and speech clips
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- Intro and end credits (both 3DO and PC version ones)
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Stuff still to do (medium size):
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Stuff still to do (medium size):
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- oscilloscope
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- oscilloscope
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@@ -121,3 +133,8 @@ Questions:
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which we can free when no more memory is available, to allow an emergency
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which we can free when no more memory is available, to allow an emergency
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save.
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save.
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- How about an ISO image for a self-contained linux CD which boots into SC2?
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- How about an ISO image for a self-contained linux CD which boots into SC2?
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- Currently speechs and mod music doesn't sound very good as SDL_mixer
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doesn't interpolate them in any way.. 11khz data really needs that,
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compare the wavs to winamp for example.
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Should we add that functionality to SDL_mixer ourselves, or implement
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all mixing from scratch using only base SDL audio, or what?
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