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authorzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2006-05-04 23:58:08 +0000
committerzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2006-05-04 23:58:08 +0000
commit29ce2df227e4c556707ae482d4391c7eb700121d (patch)
tree603efbdfe59a166743ab60e17d46985e18948987
parent407ff50f25602e42165e3469019da14464a40b06 (diff)
downloadioquake3-aero-29ce2df227e4c556707ae482d4391c7eb700121d.tar.gz
ioquake3-aero-29ce2df227e4c556707ae482d4391c7eb700121d.zip
Hm, thought I added this earlier.
git-svn-id: svn://svn.icculus.org/quake3/trunk@740 edf5b092-35ff-0310-97b2-ce42778d08ea
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+Things we won't ever be doing!
+Autotools.
+
+Scons
+
+New build system of the week.
+
+Punkbuster (unless even balance wants to work with us)
+
+Modifications to the core Quake 3: Arena/ Team Arena gameplay. Put that into
+your great mod, don't screw with this.
+
+Removing the CD Key/pk3 checksums, yes jerks are going to do this on their own,
+no we aren't going to support them. Obviously that doesn't apply if you're
+making a total conversion. That is, if you're not using any id data from the
+pk3s from either Team Arena or the original game itself.