From: Florian 'P. S. <flo...@gm...> - 2000-12-26 19:37:50
|
> > 4.4. Maybe another way for saving, because the savegames can't be as big on > > the DC memorycard. Maybe we can get away with zlib compression. > > Also for in-game joining, which is what would make the client/server stuff > interesting, we want *tiny* savegames so the state can be transmitted > to new clients fast. There are huge savings to be made, I've been planning > this for a while; and zlib will be a useful last stage. How small does DC need? The Standard DC memory card has 128kb. I have just made a Savegame of a fairly big level (Artifact - The Return by TeamTNT) and it's 450kb, zipped it's 65kb. That's really big. Maybe we should add a mechanism to allow one savegame where everything is saved and more others where only the start of the level is saved. So we can get away with a few stats like ammo, health, time and which level (with which WAD-File for DC, because there everything is on a CD and the content can't be changed). > > 4.5. Ingame switching between different IWADs and PWADs. > > Reloading the table of lumps in w_wad.c is the easy bit; forcing other parts > of the code to reload cached data is the hard part. I've simplified a few > bits of code with this in mind in the past, but there's a way to go. Things like the font and statusbar etc., maybe we only have to seperate the loading functions for them. > Also, the interface for choosing WADs from the in-game menus would be > a significant amount of work. We can do some simplifications I think. > > Now to the questions. Should we do a new development branch for it, so we can > > easily fix bugs in the current version? > > Yes, I would, the networking in particular will be a massive overhaul. Do you know how to do that best in CVS? I haven't done that before, just read about it in the manual etc. > >What about the version numbering, as far as I understand it, the version > > 2.1 is a development version, because 1 is an odd number. > > This is a widely used convention in open source projects (which lxdoom > followed). > > > Should we release a 2.2 version and then work on the 2.3 version... > > I would go for this option. > > I say we finish the sparc fixes (I've done all but one of those I took), then > make a new release. Then hopefully we can begin the overhaul :-) I think we should do a 2.1.2 release, ask if all bugs till now are fixed, and then make a 2.2.0 release. The development branch is then 2.3.0. > > Colin: What about the new cvs directory for the editing docs? I would like to > > see them ;) > > The docs source is in CVS, module "doc". It's in SGML. I'll put an HTML > version on the website as http://prboom.sourceforge.net/editing/ for you > to take a look. I will take a look. > I'd say the first steps of the overhaul would be: > > - rip out current networking > - redesign the ticcmd_t structure (dump chatchar, add jump flag and > field for look up/down) (with the old version kept around and translated > for old demos) > - reduce savegame size, implement zlib for savegames Ok, it seems like you know most about that part of the Doom source. If I can help you in any way, tell me. Proff -- Florian 'Proff' Schulze - flo...@gm... Homepage: - http://proff.fly.to PGP-Key available from - http://www.keyserver.net/en/ |