To do list:
->TDPGameInfo.uc
-->Create Themes (Look in TNMGUI.ColorTheme)
-->Remove World Corp theme
-->Add another PDX color theme
-->Remove TNM and Add TDP color theme
-->To edit, Add some augs and skills, items, ammo and weapons with Command "Give("ItemName")"
-->Add the cheat IamDarma

->TDPMenuScreenCustomizeKeys.uc (from 'MenuScreenCustomizeKeys.uc')
-->Add bind:
--->Remove scope (need to set a function in TDPWeapons)
--->Remove Laser
--->Remove Silencer
--->Cheats but the key binds appear when the player finded all the easter eggs.

->TDPLevelInfo.uc
-->add the bool Binternet to DeusExLevelinfo.uc
-->If false, some stuffs can happen like the cheat IamDarma change you into the real Darma if Binternet=False but into Darma Avatar if Binternet=True

->Mapping
-->Create TDPOnly.dx
-->Create TDPDenouement.dx

->Script 
-->Create TDPDenouement (Script)
-->Finish The script
-->Re-Make TDPIntro with convos and all

->TDPMenuMain.uc (GUI)
-->Make the main menu

->TDPCredits.uc (GUI)
-->Make the credits
-->make tdpCreditstex01 and tdpCreditsTex02 for TDP Credits
-->Add TDPQuotes01 and 02

->WeaponExcalibur.uc (WEAPON - UNIQUE)
-->Make Excalibur 3rd and in-hand
--->the weapon animation is like the nano-sword and the weapon movement must leave a green trace (like the nanosword).
-->the weapon sends a wave of destructive Dark-green energy.
--->Energy which kill immediatly (as destructive as Deus Diablo's fire sword).
-->The weapon has 2 fire modes: Melee, Energy

->Piranha.uc (PAWN - ANIMAL)
-->Make the piranha eat pawns and add animations

->Clock.uc (DECO)
-->Upgrade the clock (textures) and make it show the real hour when we frob it

->WeaponIDGrenade.uc (inventory destroyer grenade)
-->it's a grenade which make that who is around the grenade drop all his weapons (only weapons).
-->Model need to be made

->TDPWeaponMod.uc
-->edit key binds To add a
--->Remove Silencer key
--->Remove Laser Key
--->Remove Scope Key
---->If there isn't enough room in the inventory to get a augmod, just make it dropped.

COMPLETED ->TDPBeams.uc
COMPLETED ->IKLaser.uc
COMPLETED ->PoisonLaser.uc
COMPLETED ->TeleportLaser.uc

->Hacking skill (TDPHacking.uc / TDPComputers)
--> New hacking system: When the player press the "Hack" button, the Hacking screen show the passwords and usernames in the computer
http://img34.imageshack.us/i/clicktozoom.png/
http://img3.imageshack.us/img3/3034/hackingmenu.jpg

--->Untrained, 	//Can't see the Hacking screen and can't hack at all
--->Trained,  	//Can see the Usernames/Passwords noticed as Trained in the computer
--->Advanced,	//Can see the Usernames/Passwords noticed as Advanced in the computer
--->Master,	//Can see the Usernames/Passwords noticed as Master in the computer
--->Unhackable	//This isn't a capacity of the player, it just don't allow the player to see the username/password noticed as Unhackable in the computer.
-->The time for the hacking depends of the capacity of the player and take the same time as the normal hacking system

->TDPActorTeleporter.uc
-->make a trigger (simple trigger, non-visible in the game) which teleport a class to a point.

->InexiliumAug.uc
-->when it's activated; the suit generate a "bubble" of inexilum (use texture FireTexture'TDP_Effects.Electicity.Inexilium_tex') which is invincible and which can go thought the IKLaser.
-->When the aug is activated, it protect the player but the player can't shoot (he can shoot but the bullet won't go further than the bubble) because the "Bubble" completely surrounds the player.
-->It use an independent energy source of inexilium. The player need to frob a inexilium barrel to get 100% of inexilium for the aug.
-->The Line of inexilium (like bioenergy) appears only afther the player get the aug.

->BarrelInex.uc
-->Make it rechage the player of inexilium (ONLY AFTHER THE PLAYER GET THE AUG)

->MatrixAug.uc (Slowmotion)
-->Replace all instant hit tracefire weapons with projectile-firing ones so you can dodge bullets.
-->Slow down time for everybody (including you). The higher you have the augmentation upgraded the less you are affect by it.
-->Some boss can use it. Means that if you don't have it, you need to find another way to kill them.
-->Could use inexilium?

->Clothes.uc
-->You can find clothes, disguises to get in a base secretely (they won't shoot you) but if you got detected (add a detecting HUD to let the player see if ennemies got suspicious) if it reach the limit, ennemies will shoot you.
-->You can take body clothes (not womans) that change your mesh/textures into the carcass (alive) mesh/texture and your clothes got dropped into a bag with name, you can change back by using it. The carcass texture change into a naked texture (with underclothes)
--->Like hitman, you can disguise but guys can discover you. (Like the hitman system)

->WeaponmodPoison.uc
-->Works on weapons like shurikens, knifes, darts.
-->Add a damagetype to the weapon = Poison

->NPCHelicopter.uc
-->Let some helicopters have an AI to kill player (don't bleed and explode), 
-->fly
-->don't land
-->Shoot the player if ennemy with a machinegun.
-->2 skin colors which change the mesh/texture/sound (Black/green)

->weaponWFGrenade.uc
-->White Flash
--->Create a flash when explode and NPC has the animations like when they have gas in the eyes, they don't move for a moment which depends of the distance between them and the grenade. Same for the player, he has white screen for a moment depending of the distance between him and the grenade.

->TDPFlag.uc
-->Remake Belgium flag
-->Add DL flag
-->Add one flag??
-->Add forumcity flag?
-->Add DXO flag????
-->Add flag for country of each member

->TDPWeapons (each fire weapons)
-->Change tracehit into bullets for bullet time (augmentation)
 
->TDPaugPM.uc
-->If not in real world, show the original DX text for transmitions

->DXO HQ:

-->Frist Floor:
 - Elevator
 - Exit
 - Main Hall
 - Scretariat

-->Second Floor:
 - Nanotechnology researchs labs
 - Inexilium storage (Cannot get in in 1st day, can for day 2 if completed the mission on day 1. If he didn't completed it: the floorplan (Computer) just show "Storage", if yes it show "Inexilium Storage & Research labs")
 - Genetic Labs

-->Third Floor: (On day 1: a notice say that it's closed, day 2 is in full-sun day then it's opened.)
 - Security
 - Offices
 - Managing

->WeaponSLGGrenade.uc
-->Stun Laser Generator
-->Anim the model (SLG)
-->Generate a laser that stun ennemies and do not affect the player
-->Stop effect when someone reached it (NPC)
-->Disable bots (EMP effect, the bot need to be in for +-5 seconds or multiple lasers)

->TDPNeo.uc (PlayerPawn)
-->Take a look at the GUI
-->Add a note in the Datavault (Some infos about the kidnaping) when the player start (TDPDataVault.TDPDV_KidnapNote)
-->Add the key of his office in PDX Bank
-->Add a note about the kidnapping and another about his account number and another about his password at the PDX Bank.
-->Edit Die, pain and all sounds with the new voice actor
DONE -->Edit Player Textures (With/without a trentcoach, sunglasses, visor) 
-->Make him can remove silencer/laser/scope of the weapon he has in is hand (see TDPWeaponMod)
-->Allow him to heal others
-->Allow him to give weapons to allies

->TDPMedkit.uc
-->Allow you to heal yourself or someone else if the other = allie.

->TDPPawn.uc (subclass of TNMPawn.uc)
-->Allow player to heal them and receive weapons.

-->Some special powers to set here but each one need to be activated with a bool:
--->Respawn to a spawn point if he die called "RespawnPoint.uc". Don't play die animation, Set his texture to Inexilium, is being translucent, Disapear, reapear to "RespawnPoint.uc"
---->The pawn has a limit of lifes (can be setted in the UED)
---->The player can't take his weapons if he die.
--->can teleport to the class "TeleportPoint.uc"
--->can teleport in front/back of the player.
--->Can change his scale: being really small to get in some secret places or bigger.
--->Regeneration

-> DarmaAvatar.uc
-->Invulnerable to Fire, Poison, knockout.

->Food system, I don't put this in the TDPPawn/TDPNeo to-do list because that's quite complex to explain.
-->There need to be a food & toilet system (Idea from WCCC's WCCC.uc code which is cool).
--->A float set up the hunger amount. from 0.0 (all is fine) to 1.0 (die).
--->Pawn have to eat, some don't need to (= enemies). They are setted up with a bool (like bCanBeHunger)
--->Pawns can steal food if the bool is setted up (they steal the one they found on the world and player's inventory)
---->They only do it & eat it if they are damaged or hunger AND they have no food on them (inventory).
---->They can also use medkit if they have some (that willn't have any effect on the hunger).
---->The hunger amount is growing up and need 2.00 hour to reach 1.0 (that make the pawn die).
----->For the player (or pawn), if the hunger amount reach 0.5; display a message saying that he should eat something. If it reach 0.7, same. If it reach 0.8, he's slower at walking firing and all. If it reach 0.9, the screen start shaking like if he was drunk. If it reach 1.0, he die
---->Each food/drink downgrade the hunger amount of a different amount (need to make new food classes?).
--->Pawn start looking for food if they reached 0.5

->Toilet system, same reason.
-->Only works on the player.
-->Each 1.15 hours, he need to get to the toilet.
-->There is also a Toilet Amount from 0.0 (all is fine) to 1.0 (he don't die).
-->Up too 0.8, the screen start shaking.
-->If the amount reach 1.0, the amount get back to 0.0 and bDontSmellsGood is setted to true the pawns can detect him (he don't smeels good) which is bad for silent approachs. And the screen stop shaking.
--->If he reached 1.0, going to toilet won't change anything because it's supposed to get back to 0.0 and bDontSmellsGood is setted to true (pipi yup).
---->To smell better, he need to take a shower or getting in a water zone.
-->to downgrade the amount, he can get in a water zone (pipi in water), take a shower (same) or use the toilet (flush).

->Ghosts (is a special power for TDPPawn, activatable with a bool like bcanbeghost = true)
-->They can be ghost by dying or they are already ghosts when the game start (bool bisghost = true)
--->If they are already a ghost, they can get back to humans if the bool bcanrevive = true but they need to wait a bit of time (float revivetime) during this time, they are getting less translucent until being solid.
--->Being a ghost by dying: They spawn the carcass but they are then making the dying animation reversed and they are already translucent. They keep all settings they were having before dying.

->TDPContainers2.uc
-->They give you an item if you frob them. Just like carcasses

->New autoturred that use the alliances system (hacking = set alliance to hacker to 1.00).
->New SecurityCamera with the same system
->New pawn generator: let mapper choose what'll spawn

->Compatibility with others mods:
-->Cannot be compatible with Smoke39 so need to ask Smoke39 to bring stuffs into TDP (if we are allowed)
-->shifter (Y|yukichigai) & Shifter+
-->Biomod
-->TNM 1.04+

->Bec Bunsen:
-->Spawn a fireball at the top of the mesh (small one) if Bactive = true.