=============================================================================
 - 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