The TO-DO list for EDuke32 and Mapster32

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This list is supposed to be list where everyone can add and discuss wishes and bugs of EDuke32. This place will keep known bugs/problems and suggestion which will hopefully be considered to be implemented by the developers. The purpose of this place is to collect all information and provide links to the discussion at the forums.

EDuke32

Add the "goto" command for CON.

The getcurraddress and the jump commands have one significant drawback: the address must be know before jumping which makes it virtually impossible to jump down. CON needs the proper "goto" command in order to optimize CON code and especially condition expressions.

Improve model animation for HUD.

The animation isn't as smooth as model animation of ingame model and there is no support for interpolation for HUD models at the moment.

Optimize the precache route.

It wastes time and loads unnecessary stuff which isn't used: It load all pal and generates pal1 textures for all tiles regardless of that if they are necessary or not. Also it duplicates data instead of reusing it.

EDuke32 and Mapster32 have a lots of memory leaks and accesses wrong memory.

Using Valgrind, one can see that the programs regularly access wrong memory even if the user doesn't do anything special. Keep in mind every access to the wrong memory can course a crash if the memory belong to other program.

All CON commands should accept gamevars.

There are still some commands which accept only constants.

Eliminate display bugs in 32bit mode like when blowing up enemies sometimes causes stretching of jibs

so they cover a big part of screen, also jibs and bodies on sprite bridges should not allow to see through them.

Mapster32

Some commands should be able to work with selected walls/sprites/sectors.

At the moment some commands work only with single object ignoring the selected group of objects. Below is a list of commands which should work for selected objects:

2D mode commands

  • rotate all highlighted sprites, presumably around the "center of gravity". There are some special cases to consider: what if a sprite gets rotated into another sector or out of valid player space?

3D mode commands

Add integrated help.

On first run, there should be appear an introduction help window with the option "Don't show this again". It should be based on keyboard shortcuts(Build/Mapster32 Keyboard Commands) and briefly explain the basics of mapster32.

The keyboard shortcuts page needs:

  1. Improving picking of the words to make it as clear as possible.
  2. Make message as compact as possible without losing information. Is it possible to omit the articles(an/a/the)?
  3. Uniformity.

In latest snapshot: reads "m32help.hlp" at startup, which is formatted as "pages" seperated by blank lines. The first of these pages is the table of contents.

Add ability to assign a sector to the new sector after its movement.

Currently mappers have to use the workaround to make such manipulations.

Add the ability to define certain sprites as 'monsters' and 'effectors' that can be hidden with the ' & W key combo.

Improve consistency of 3D mode sector/wall/sprite alteration messages... the messages are currently in all 3 of the following formats: "blahblah property blah = value", "blahblah property blah value" and "blahblah property blah: value". They should be unified into one format.