============================================================================= - continued log since april 1st to april 30 -- b. ============================================================================= [idsoftware.com] Login name: johnc In real life: John Carmack Plan: This is my daily work. When I accomplish something, I write a * line that day. Whenever a bug / missing feature is mentioned during the day and I don't fix it, I make a note of it. Some things get noted many times before they get fixed. Occasionally I go back through the old notes and mark with a + the things I have since fixed. --- John Carmack = april 1 ============================================================ * added $flags to models for client side stuff (rotations, trails) * allowed coop play * started using Host_Error for client errors * lint + animating textures + NULL connect + connect while in a game crashes different sfx cache size for client only? frame chnaging while paused? item targets respawn in coop = april 2 ============================================================ * exploded wizard bombs on death * server optimization * fixed angle on loadgame and coop * average monster velocity for aiming * made wizard fall properly + running into nails + can still get shot out of the world + dynamically allocate color translation tables + pause work + backpack dropping water stair climbing check door linking , regarding the partial closing restart level spawn parms dead player save que quakeed magnified texture view ambient + gravity attributes load fames restart without killing server no-aim option = april 3 ============================================================ * made func_wall and removed the dm_only / not_dm + sky fuckups + single pixel movement quantization? + falling out of world auto aiming sucks remove superscaling s->relasecount error .cfg default for exec frame too fast bug causing lockups last request/reply registration trademark!!! explosion cores check side to side movement for big attacks like the shamblers? change backpack content messages combine model and sound cache! better PVS with more leafs? = april 4 ============================================================= + teleport flash is broken + order of monster fall to ground multiple input drivers (hard coded) save cfg bounce head gib? wall scaling is step up? = april 5 ============================================================= + sound loop points multi life / level demos precache_sound return string value make jump buffered edge triggered clipping hull lips hang after sitting overnight on dos = april 6 ============================================================= use PVS to speed line of sight checks? Is that any faster than doing the line check, because it involves two point checks? swooping ai movement by checking distance to impact with forward trace? make minimum frame time a cvar, so you could clamp to 10fps runmove() builtin for progs? draw triggers debugging option (z buffer it)? look towards killer when dead = april 7 ============================================================= * fixed tfog * fixed removal of entities over net = april 8 ============================================================= * fixed stray rocket trails * fixed coordinate integralization problem * identified the Aim() time sink * fixed smooth step up * got new clipping code running + sound looping prob is due to decimation + expand numtextures to a word from a byte + remove FL_ONGROUND after being pushed + still damage through walls + counting trigger + paused graphic + demon freeze jump add s and t vectors to the plane description in .map files remove the pad around bmodels bounds make pushmove area check instead of linear search server pass full pathnames to client dos crashes overnight (timing wraparound bug?) quake logo screen needs filtering shoot all the way through walls with objects wizard fireball plat problem in tim17 shambler lightning weird grenade launch spot auto pause on console hold "other" on delay triggers gib stuff = april 9 ============================================================= * fixed crash when -NXHost on quake * added +precache 0 option to speed up WAN loading * fixed sound loading bug * added loop lengths to sound loading * increased MAX_MAP_ENTSTING + quakeEd filter brushes + 16 bit looping sounds hang the dos game QuakeEd showed "Helvetica-Bold" in entity comment field. Scary. maake treading water better trigger to turn off spikeshooters save the entity string memory blocked bmodels are conveyors? = april 10 ============================================================= * made no-light levels auto fullbright * finished second clipping hull + zombies on the ground can't be gibbed + listen servers not working? error check all strcpy in QuakeEd slow slide clipping with ogre hull? grenades should trigger shootable triggers / objects looping sound that didn't stop = april 11 ============================================================= * fixed damage through walls * fixed gibbing downed zombies + KEY_SEMICOLON pointing? ten second max looping sound? integral sound stepping? the damage byte stream is what is causing packet overflows debounce jump is there a mouse call to find the number of buttons? fix palette after vid change... too many vid_palette calls DON'T FLUSH THE ENTIRE DAMN SCREEN! fix snd_next to be snd_none change sys_loadfile to com_loadfile "system is little endien" message as optional verbose debug sometimes shotgun sound doesn't play double doors independantly closing server speed went back up fix auto aiming no gun aiming no change to grenade launcher ogre grenades zombie gibs r_ambient fixed angle for grenades when stopped client side shambler lightning gravity on corpses pushed into blocking positions slime darkness value sky time problem integrate dirpack with qcc check precedence of test directories and pak files rocket auto aiming is not working right amtele2 teleport problem no save when dead memory fail to console, not dos still overrun nails = april 12 ============================================================= <at raven> = april 13 ============================================================= <at raven> = april 14 ============================================================= * fix 8 bit palette in NS * modified modelgen to allow multiple models in one file * fixed qbsp to detect cases of no entities placed and skip fill outside * new wizard spike attacks fix corrected palette at mode change make dos utility tree make QuakeEd's menu commands variable length debounce console debounce jump remote slist slist with user names fall out of world when dead s_releasesound: s->refcount < 0 sound cache parameters clear pause on restart check pak file overriding = april 15 ============================================================= * lowered slime cshift * wizard slide move * dog frames * fixed auto aiming when dead on * soldier less hp + tuning * various gibs * dynamically allocated scores structure * trigger_counter * door TOGGLE * fixed forking bug that trashed pointfiles * fixed sky fuckup + fix demon pop jump + zombie get up inside other + zombie gib throwing + lose onfloor when pushed + animating textures + schurch weirdness make light styles global prog vars base4 entrance door sucks back attack damage fix dynamic light values of players aim up at nearby monsters load pcxs in lbmlib text triggers swim slow straight up? temp entities client sound calls zombie heads bouncing bouncing monsters out of the world gib bodies between pushers = april 16 ============================================================= * reduced bodies to points on squash * turned off onground when pushed * new demon jumping * fixed zombie stand ups * fixed zombie standing off floor * fixed uninitialized vector in movestep * fixed scr_ofs cheat * fixed upjump cheat * _field names are ignored by quake * fixed bottom checking * fixed up fov * moved icons into view screen * added pause icon and showpause cvar * renamed SOLID_EDGE to SOLID_TRIGGER * delayed monster drop to floor + mbug.map texture toastage + save / loadgame start view angle + fix demon popjump + flickering ammo box on restart + weapons not following to next level? + knights not coming off paths when angered + load / save games are broken + pause veloicty spin + reset lightstyles on level load more screen turbulent warps default fields in /*QuakeEd header is draworder working in deathmatch? enforcer no melee attack, side step triangle transition size open secret doors with area effects alias model racing stripe shoot over grounded zombies activatable trigger wizard altitude changes enforcers need to drop ammo player torso gib shouldn't be used for most monsters teleportation issues some keyboard keys make it in while changing levels make a base directory variable for all util scripts? invisibility (remove weapon) flyjumping up slopes better polygon lighting track killer when dead allocate cl_entities on the hunk start dead zombies cvar changing buttons invulnerability powerup raise / lower weapons is qc pausetime needed? delay item drop to floor? run first second of game before entering player = april 17 (cut here on april 28 to reduce bandwith ==================== (april 17) * fixed memory trash in bsper and added error check for excessive textures * forbid savegame with a dead player * fixed memory trash bug in sound channel management (also the caching bug) * fixed 255 wrap around super shotgun ammo bug * fixed no/blinking ammo box on restart in a net game * added centerview command (bound to K_END) * removed impulse0, impulse1, ... in favor of "impulse 0", "impulse 1", etc * made shift a consolekey, so it doesn't do game actions * add K_SEMICOLON * added keyboard freelook * added mouse_yscale and mouse_pitchscale * fixed spawning angle from loadgame + teleport issues + keyboard freelook2 + button pushing underwater is difficult + shambler dropping from sky into player + jump down on ogre heads gets stuck + remove grenade randomness? + super slow console bug + backpack not dropping in tim18 block mouse movement on hitching frames > 0.2 seconds have server send fully resolved quake paths dynamically cache miptex vomitus spray with acid fix level transitions auto return to level start fix light runoff calculations! carry over movement after respawn? dissalow rotated bmodels alltogether are live monsters being squased to points? better lightning don't change palette until console is all the way down after death = april 18 ============================================================= * finished new bsp portalization process: 20% faster, 1/5 the memory * fixed monster repeat teleport * klook and mlook * fixed monster stepping up into mid air * what breaks switchable lights is a bsp->entities without running light * changed network startup to use signon ready flags * added extra face-on wall friction + fix ammo between levels + dark knight + message wasn't a nop + schurch zombie graves + sandy's bug1 + slow drifting spikes + kill wizard spikes after their death + s_refcount bug still exists + wizard spike starters spawn inside walls + plat dmg fields + longer pause for ogre first shot should demons step up before leaping? shooting spikes out of rockets need mouse configuration in the menus try removing bounding pad on bmodels add fadable light switches ability to bind specifically to key up / down ? bound ammo on weapon pickup lava damage for monsters error check add to reliable messages less accurate ogre tossing = april 19 ============================================================= * fixed world/entity clear allsolid flag bug * tracked down problem with zombies popping out of graves * fixed path follow when in combat mode bug * fixed standing on top of monster stuck bug * animating textures + don't report surface cache size when caching sounds + pick up items multiple times when on dropping plat + pause continues across restarts, but plaque doesn't + overnight lockups + debounce jump + wizard spikes start in walls overbright light palettes? slope auto pitch needs work secret area counters don't slide on s