Difference between revisions of "QTV ToDo"

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14) force pov change using TRACK if qtv is connected via udp
 
14) force pov change using TRACK if qtv is connected via udp
  
15) reverse connections (server connects to proxy)
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-------------
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possible:
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1) broadcasts when a new stream becomes available
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2) proxy locking
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3) reverse connections (server connects to proxy)
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 +
4) frag previewing. using the prebuffered data to calculate who will get the next kill and track that player until they score their kill. specifics need figuring out
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5) .observe map changes can result in the proxy hightracking someone that might not be in the game yet, positioning the camera at '0 0 0'

Revision as of 07:16, 7 January 2007

FTEQTV TODO List

1) free-float prediction to remove jerkyness

2) bug character fix when people quit

3) Announce client name changes

4) chat (when you are connected to a stream or demo, your chat should only go to those in the stream or demo with you).

5) Announce to players only in the main menu when another player goes off to observe/play somewhere (xxx has connected to yyy, or xxx is observing yyy, etc), and announce to players in the same stream when a player in the stream leaves or enters

6) Change names from "playername >" to "[QTV] playername" (or i guess different color so qtv text sticks out

7) Listen to client's rate settings

8) .clients and clients menu options to see who's connected to qtv (and see what they're doing, e.g.: client1 [watching this demo] or client2 [observing this game] etc

9) [MOLGRUM] change name from "FTEQTV" to "FTEQTV X" where X is the number of people connected to the proxy. Change name every minute or so as to not create problems. (x could of course be three digits)

10) [MOLGRUM] menu needs: (items 1-5 centered)

  1. FTEQTV build xxxx
  2. www.FTEQW.com
  3. ------------- (linebreak)
  4. hostname (ip:port)
  5. \n
  6. Connect
  7. Server Browser
  8. Demo Browser
  9. Clients
  10. Admin Menu
  11. Help

11) proxy <-> proxy chat (what the hell did I mean by this? anyone know? -Up2)

12) following commentators (works to an extent, bit buggy)

13) voice chat (current plan is to use speex codec. will depend on todo 11)

14) force pov change using TRACK if qtv is connected via udp




possible: 1) broadcasts when a new stream becomes available

2) proxy locking

3) reverse connections (server connects to proxy)

4) frag previewing. using the prebuffered data to calculate who will get the next kill and track that player until they score their kill. specifics need figuring out

5) .observe map changes can result in the proxy hightracking someone that might not be in the game yet, positioning the camera at '0 0 0'