Updated todo.txt with new bugs, ideas and features.

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richard 2008-10-07 19:26:25 +02:00
parent ce0895a454
commit fd837b0974

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Section content is listed in order of importance. Some of these can be ideas too.
* Zombie dont have fall damage (damage by player 0 = server should always work) -> make it a CVAR, so for example zombies can't kill themselfs on same maps by going through lasers.
---- CRITICAL/IMPORTANT ---- ---- CRITICAL/IMPORTANT ----
* When you turn off zvision it's remembered to next time you get zombified, but
not the nightvision. Make it remember the last nvgs state as zombie too.
Got some complains and it's a bit annoying too. Should be an easy fix.
* FIXED -- fix spawn protection * FIXED -- fix spawn protection
players gets invisible, but not protected against zombies. players gets invisible, but not protected against zombies.
the array pProtect isn't used at all, just set to off and on. the array pProtect isn't used at all, just set to off and on.
* DONE -- classes.inc:GetClassKnockback * DONE -- classes.inc:GetClassKnockback
change class knockback to be a miltiplier of the default knockback (like the old ZR), not absolute values: change class knockback to be a miltiplier of the default knockback (like the
old ZR), not absolute values:
knockback = default * class knockback knockback = default * class knockback
---- LOW PRIORITY ---- ---- NORMAL/GAMEPLAY ----
* Make a gloval CVAR for setting default zombie. Must work with per-map configs.
* Make it possible to disable certain classes on certain maps.
* Make a global CVAR for both nightvision (and maybe zvision too) that works
with per map configs. On bright maps it's disabled, and enabled on darker maps.
* Make a function for overriding class knockback (and maybe other settings too),
by directly modifying class data in the array after the classes are loaded.
To be used on per map configs.
SetClassKnockback(classname, data)
zr_class_knockback classname data
This one is a bit important because the maps can be better balanced by adjusting a single zombie class.
* Zombie dont have fall damage (damage by player 0 = server should always work)
Make it a CVAR, so for example zombies can't kill themselfs on same maps by
going through lasers.
* zombie.inc:KnockBack / cvars.inc * zombie.inc:KnockBack / cvars.inc
make cvar for shotgun/hegrenade knockback boost. Make a CVAR for setting shotgun/hegrenade knockback boost. The zombies don't
fly away that much.
* make a admin command for reloading class data. useful when fine tuning knockback.
and even better, if worth it:
make admin commands for getting and setting each class knockback, like:
SetClassKnockback(classindex, knockback)
GetClassKnockback(classindex) - already there, just need to hook a admin command too
cvars.inc:EnableHook
another solution:
zr_enable: disable: a "round draw" occour, then it's regular cs.
enable: a new "round draw" occour and it's back.
not sure if classes are reloaded. if LoadClassData can be executed twice there's no problem.