NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the\r
hardware buffer (it is not freed automatically)\r
\r
+NOTE: A random to-do list saved here as documentation:\r
+A list of "active blocks" in which stuff happens. (+=done)\r
+ + Add a never-resetted game timer to the server\r
+ + Add a timestamp value to blocks\r
+ + The simple rule: All blocks near some player are "active"\r
+ - Do stuff in real time in active blocks\r
+ + Handle objects\r
+ - Grow grass, delete leaves without a tree\r
+ - Spawn some mobs based on some rules\r
+ - Transform cobble to mossy cobble near water\r
+ - Run a custom script\r
+ - ...And all kinds of other dynamic stuff\r
+ + Keep track of when a block becomes active and becomes inactive\r
+ + When a block goes inactive:\r
+ + Store objects statically to block\r
+ + Store timer value as the timestamp\r
+ + When a block goes active:\r
+ + Create active objects out of static objects\r
+ - Simulate the results of what would have happened if it would have\r
+ been active for all the time\r
+ - Grow a lot of grass and so on\r
+ + Initially it is fine to send information about every active object\r
+ to every player. Eventually it should be modified to only send info\r
+ about the nearest ones.\r
+ + This was left to be done by the old system and it sends only the\r
+ nearest ones.\r
+\r
Old, wild and random suggestions that probably won't be done:\r
-------------------------------------------------------------\r
\r
SUGG: Meshes of blocks could be split into 6 meshes facing into\r
different directions and then only those drawn that need to be\r
\r
-SUGG: Calculate lighting per vertex to get a lighting effect like in\r
- bartwe's game\r
-\r
SUGG: Background music based on cellular automata?\r
http://www.earslap.com/projectslab/otomata\r
\r
that the client can show them as cubes before they are actually sent\r
or even generated.\r
\r
+SUGG: Erosion simulation at map generation time\r
+ - This might be plausible if larger areas of map were pregenerated\r
+ without lighting (which is slow)\r
+ - Simulate water flows, which would carve out dirt fast and\r
+ then turn stone into gravel and sand and relocate it.\r
+ - How about relocating minerals, too? Coal and gold in\r
+ downstream sand and gravel would be kind of cool\r
+ - This would need a better way of handling minerals, mainly\r
+ to have mineral content as a separate field. the first\r
+ parameter field is free for this.\r
+ - Simulate rock falling from cliffs when water has removed\r
+ enough solid rock from the bottom\r
+\r
+SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface\r
+ stuff as simple flags/values\r
+ - Light?\r
+ - A building?\r
+ And at some point make the server send this data to the client too,\r
+ instead of referring to the noise functions\r
+ - Ground height\r
+ - Surface ground type\r
+ - Trees?\r
+\r
Gaming ideas:\r
-------------\r
\r
sectors that have very large amounts of blocks (on client)\r
- Is this necessary at all?\r
\r
-TODO: Flowing water animation\r
-\r
SUGG: Draw cubes in inventory directly with 3D drawing commands, so that\r
animating them is easier.\r
\r
SUGG: Option for enabling proper alpha channel for textures\r
+\r
+TODO: Flowing water animation\r
+\r
TODO: A setting for enabling bilinear filtering for textures\r
\r
TODO: Better control of draw_control.wanted_max_blocks\r
\r
-TODO: Block mesh generator to tile properly on smooth lighting\r
-\r
TODO: Further investigate the use of GPU lighting in addition to the\r
current one\r
\r
-TODO: Quick drawing of huge distances according to heightmap has to be\r
- tested once again.\r
+TODO: Artificial (night) light could be more yellow colored than sunlight.\r
+ - This is technically doable.\r
+ - Also the actual colors of the textures could be made less colorful\r
+ in the dark but it's a bit more difficult.\r
+\r
+SUGG: Somehow make the night less colorful\r
+\r
+TODO: Occlusion culling\r
+ - At the same time, move some of the renderMap() block choosing code\r
+ to the same place as where the new culling happens.\r
+ - Shoot some rays per frame and when ready, make a new list of\r
+ blocks for usage of renderMap and give it a new pointer to it.\r
\r
Configuration:\r
--------------\r
\r
FIXME: When disconnected to the menu, memory is not freed properly\r
\r
+TODO: Investigate how much the mesh generator thread gets used when\r
+ transferring map data\r
+\r
Server:\r
-------\r
\r
* Fix the problem with the server constantly saving one or a few\r
blocks? List the first saved block, maybe it explains.\r
- It is probably caused by oscillating water\r
+ - TODO: Investigate if this still happens (this is a very old one)\r
* Make a small history check to transformLiquids to detect and log\r
continuous oscillations, in such detail that they can be fixed.\r
\r
FIXME: The new optimized map sending doesn't sometimes send enough blocks\r
from big caves and such\r
-\r
-* Take player's walking direction into account in GetNextBlocks\r
-\r
-TODO: Map saving should be done by EmergeThread\r
-\r
-SUGG: Map unloading based on sector reference is not very good, it keeps\r
- unnecessary stuff in memory. I guess. Investigate this.\r
-\r
-TODO: FIXME: Make furnaces handle long step() times better; now a 10-day\r
- dtime for a bunch of furnaces will take ages\r
-\r
-TODO: When block is placed and it has param_type==CPT_FACEDIR_SIMPLE, set\r
- the direction accordingly.\r
+FIXME: Block send distance configuration does not take effect for some reason\r
\r
Environment:\r
------------\r
\r
-TODO: A list of "active blocks" in which stuff happens.\r
- + Add a never-resetted game timer to the server\r
- + Add a timestamp value to blocks\r
- + The simple rule: All blocks near some player are "active"\r
- - Do stuff in real time in active blocks\r
- + Handle objects\r
- TODO: Make proper hooks in here\r
- - Grow grass, delete leaves without a tree\r
- - Spawn some mobs based on some rules\r
- - Transform cobble to mossy cobble near water\r
- - Run a custom script\r
- - ...And all kinds of other dynamic stuff\r
- + Keep track of when a block becomes active and becomes inactive\r
- + When a block goes inactive:\r
- + Store objects statically to block\r
- + Store timer value as the timestamp\r
- + When a block goes active:\r
- + Create active objects out of static objects\r
- TODO: Make proper hooks in here\r
- - Simulate the results of what would have happened if it would have\r
- been active for all the time\r
- - Grow a lot of grass and so on\r
- + Initially it is fine to send information about every active object\r
- to every player. Eventually it should be modified to only send info\r
- about the nearest ones.\r
- + This was left to be done by the old system and it sends only the\r
- nearest ones.\r
+TODO: Add proper hooks to when adding and removing active blocks\r
+\r
+TODO: Finish the ActiveBlockModifier stuff and use it for something\r
\r
Objects:\r
--------\r
\r
SUGG: MovingObject::move and Player::move are basically the same.\r
combine them.\r
+ - NOTE: This is a bit tricky because player has the sneaking ability\r
- NOTE: Player::move is more up-to-date.\r
- NOTE: There is a simple move implementation now in collision.{h,cpp}\r
- NOTE: MovingObject will be deleted (MapBlockObject)\r
TODO: Mineral and ground material properties\r
- This way mineral ground toughness can be calculated with just\r
some formula, as well as tool strengths\r
+ - There are TODOs in appropriate files: material.h, content_mapnode.h\r
\r
TODO: Flowing water to actually contain flow direction information\r
- There is a space for this - it just has to be implemented.\r
\r
-SUGG: Erosion simulation at map generation time\r
- - Simulate water flows, which would carve out dirt fast and\r
- then turn stone into gravel and sand and relocate it.\r
- - How about relocating minerals, too? Coal and gold in\r
- downstream sand and gravel would be kind of cool\r
- - This would need a better way of handling minerals, mainly\r
- to have mineral content as a separate field. the first\r
- parameter field is free for this.\r
- - Simulate rock falling from cliffs when water has removed\r
- enough solid rock from the bottom\r
-\r
-SUGG: Try out the notch way of generating maps, that is, make bunches\r
- of low-res 3d noise and interpolate linearly.\r
-\r
-Mapgen v2 (the current one):\r
-* Possibly add some kind of erosion and other stuff\r
-* Better water generation (spread it to underwater caverns but don't\r
- fill dungeons that don't touch big water masses)\r
-* When generating a chunk and the neighboring chunk doesn't have mud\r
- and stuff yet and the ground is fairly flat, the mud will flow to\r
- the other chunk making nasty straight walls when the other chunk\r
- is generated. Fix it. Maybe just a special case if the ground is\r
- flat?\r
-* Consider not updating this one and make a good mainly block-based\r
- generator\r
-\r
-SUGG: Make two "modified states", one that forces the block to be saved at\r
- the next save event, and one that makes the block to be saved at exit\r
- time.\r
-\r
-TODO: Add a not_fully_generated flag to MapBlock, which would be set for\r
- blocks that contain eg. trees from neighboring generations but haven't\r
- been generated itself. This is required for the future generator.\r
+TODO: Consider smoothening cave floors after generating them\r
\r
Misc. stuff:\r
------------\r
-* Move digging property stuff from material.{h,cpp} to mapnode.cpp\r
- - ...Or maybe move content_features to material.{h,cpp}?\r
+TODO: Make sure server handles removing grass when a block is placed (etc)\r
+ - The client should not do it by itself\r
+ - NOTE: I think nobody does it currently...\r
+TODO: Block cube placement around player's head\r
+TODO: Protocol version field\r
+TODO: Think about using same bits for material for fences and doors, for\r
+ example\r
+TODO: Move mineral to param2, increment map serialization version, add\r
+ conversion\r
+\r
+TODO: Restart irrlicht completely when coming back to main menu from game.\r
+ - This gets rid of everything that is stored in irrlicht's caches.\r
+\r
+TODO: Merge bahamada's audio stuff (clean patch available)\r
+\r
+TODO: Merge key configuration menu (no clean patch available)\r
\r
Making it more portable:\r
------------------------\r
\r
Stuff to do after release:\r
---------------------------\r
-- Make sure server handles removing grass when a block is placed (etc)\r
- - The client should not do it by itself\r
-- Block cube placement around player's head\r
-- Protocol version field\r
-- Consider getting some textures from cisoun's texture pack\r
- - Ask from Cisoun\r
-- Make sure the fence implementation and data format is good\r
- - Think about using same bits for material for fences and doors, for\r
- example\r
-- Finish the ActiveBlockModifier stuff and use it for something\r
-- Move mineral to param2, increment map serialization version, add conversion\r
+\r
+Doing currently:\r
+----------------\r
\r
======================================================================\r
\r
\r
#include <iostream>\r
#include <fstream>\r
-//#include <jmutexautolock.h>\r
#include <locale.h>\r
#include "main.h"\r
#include "common_irrlicht.h"\r
#include "debug.h"\r
-//#include "map.h"\r
-//#include "player.h"\r
#include "test.h"\r
#include "server.h"\r
-//#include "client.h"\r
#include "constants.h"\r
#include "porting.h"\r
#include "gettime.h"\r
#include "config.h"\r
#include "guiMainMenu.h"\r
#include "mineral.h"\r
-//#include "noise.h"\r
-//#include "tile.h"\r
#include "materials.h"\r
#include "game.h"\r
#include "keycode.h"\r
+#include "tile.h"\r
+\r
+#include "gettext.h"\r
\r
// This makes textures\r
ITextureSource *g_texturesource = NULL;\r
std::locale::global(std::locale("C"));\r
// This enables printing all characters in bitmap font\r
setlocale(LC_CTYPE, "en_US");\r
+ setlocale(LC_ALL, "");\r
+ bindtextdomain("minetest-c55", "./../locale");\r
+ textdomain("minetest-c55");\r
\r
/*\r
Parse command line\r
// Initialize porting::path_data and porting::path_userdata\r
porting::initializePaths();\r
\r
+ // Create user data directory\r
+ fs::CreateDir(porting::path_userdata);\r
+ \r
// Initialize debug streams\r
#ifdef RUN_IN_PLACE\r
std::string debugfile = DEBUGFILE;\r
\r
DSTACK(__FUNCTION_NAME);\r
\r
- // Create user data directory\r
- fs::CreateDir(porting::path_userdata);\r
- \r
// Init material properties table\r
//initializeMaterialProperties();\r
\r
\r
// Set device in game parameters\r
device = device;\r
+
+ // Set the window caption
+ device->setWindowCaption(L"Minetest [Main Menu]");
\r
// Create time getter\r
g_timegetter = new IrrlichtTimeGetter(device);\r