to do list for bzflag --------------------- * encapsulate stuff requiring platform #ifdef's: networking API into libNet.a. fork/exec (used in menus.cxx) into libPlatform.a file system stuff (dir delimiter, etc.) user name stuff * windows makefiles currently have microsoft visual c++ projects only * auto-generated dependency support in makefiles manual dependencies cause too much trouble * move robots to separate binaries and allow either the client or server to exec them. Have a server option to keep n players in the game which auto spawns/kills enough bots to do it. Get rid of bot player type completely. bots should get all message types. * smarter robots * add type of shot (normal, gm, sw, etc) to killed message * more flag types * mines: not necessarily a good idea. if mines are visible then they're fairly useless. if invisible then they're not fun because you're destroyed without warning and no amount of skill will help you. someone suggested making them visible within a certain range. another possibility is damage before destruction. * radio chat: allow players to communicate via low-quality audio. already some support built into the server for this. * pre-game waiting room: provide a means for players to gather before and after a game. basic text chat facilities. allows players to wait for enough players for a game and to discuss strategy, etc. could build this into bzfs easily. * spectator mode. Possibly only through a relay server so as to not load down the normal server. * one tcp port. Tim Riker is working on this code. 1.7e4 should include playerid mangling support to get ready for this patch.