.plan ------------------------------------------------- Mr. Cataboligne ------------------------------------------------- chaos [at] cataboligne.org current projects: archon mod - beta release ______________ : quake-hack and maphack engine on hold: club doom (quake) mod halted: wdq generations mod - beta release tech: quake hybrid project using advanced quake 1 engine test engine(s): custom darkplaces port -- only dp now, x'ed - custom glquake, fteqw.gl ------------------------------------------------- test notes: ------------------------------------------------- maphack issues glquake issues NPR quake is here too -- will not load maps on my system! -- may have a /dev/dsp issue as well winquake issues test: -- look at maps / etc e1m1red extras ve-test1 (under quake-c in res) ------------------------------------------------- RELEASE notes: ------------------------------------------------- release these as addon enhancement packs ? - should we1m1 be included ? - include d2m7 & other maps -------------------------------------- TDO: frikbot morph attack tweaks (ref: scragg, shambler, lava, scourge) -- really most morph bot attacks are wonky in effectiveness \_ idea: some translation of the hitscan as a skill for bot morphs ? ISSUE: cloudkill & sphere have a serious problem together -- toned down a bit, but problem still persists --- recent test showed no observable issue TDO: needs check - no model showed up in demo - see oldone.qc -------------------- *** Notes - in general: -------------------- score board problems during live test ISSUE: weird vore touch stuff (slow to respond) -- mkII ** ISSUE: touch seems slow to react sometimes -- vore, any getting nodules - could this be some kind of bounding box deal ? issue with bigger dogs attacking ? -- dont always seem to bite - - features or bugs: - - ISSUE: set a gen on fire and it keeps burning - even during regen / null model states ISSUE: some monster respawns seem un-nailable -- check takedamage --- and this is still WAY borked HOLD: -- held for mk III code release 1 WIP: generations map set IDEA: crates could use .th_pain to throw off wood chunks IDEA: port NPR code to quakespasm or some engine, port bits qc++ uses too -- this just leaves maphack IDEA: any ent spawn (env, item, decor, weapon launch, etc) have a cvar_fields call option for override on classname IDEA: use cvar_fields on pre loaded viswep ent as loadout option - also allow existing slots to be deleted - the "loadout" idea - hash player name + wep classn or so & store as seta \_ player rename would require re-hash all stuff -- prob want some unique permanent hash assign for each player - how to do this? \_ find a way to assign each player a unique code for that instance IDEA: fold func_train2 (hip) into func_train on sfs 32 - make map ent work with cfg -- this might get nixed TDO: rand spawn / mh generators need bsp sub ents for use (we hope, had compile issues on these) \_ needs dynamic targeting on spawn - mh has this for func_maphack ents --- how do we use ? \_ the issue - new gens have no non-targeted mode NOTE: my rage free play weekend is coming up -------------------- *** Notes - Mod release test items: -------------------- CHECK: q3 mg test - see if bots do excessive damage -- mk II -------------------- *** Notes - New code: -------------------- magic spell fires clb - need non bolt indicator var make other stuff spells - walls (flame, ice, stone, wood, etc - some destroyable) -------------------- *** Notes - fixes: -------------------- Marvin was just plain killed with _-=* [Six]'s random weapon of choice -- these were both under mk II _-=* [Six] fell to his death -- killed by supervore SoA WIP: remove bit.mdl, check other unused mdl -- qtgib* -- have mdltest now WIP: remove test vw_* models --- at some later point --- ok its a year later - what even where these models? -- these are the code controlled models - axe, q2 rl CHECK: for any extra unused models - in all pak areas ----------- CHECK: are these fixed by the xwep level xlate fix ? -- mk II issues gremlin left a pulse nail vw holstered with changelevel test_c -- seen this with shotgun + human, tag_entity link is not present so holster wep gets lost - was reset when firing a pk item -- the dbl chg gun transtion below is doing the same thing - with an extra tagged viswep or two that do not animate properly ----------- ** 2nd player on listen server cant see ent 1 model (order) after changelevel *** -- this bug is alive and doing well - from test_c listen server - p1 morph to hk, took exit to pk12 - p2 can not see p1, not after respawn either -- can see after cl to original join level - even fails in ******** dedicated server ******** for p2 - an unmorphed human -- 3rd player can see both, a - cl - dm4, p1 still not visible -- after cl ac1 - all 3 visible -- could this be related to csqc HUD code fscking view when cam active? sv_protocolname is "DP7" ["DP7"] selects network protocol to host for (values include QUAKE, QUAKEDP, NEHAHRAMOVIE, DP1 and up) -- try this with 2 player model visible issue ISSUE: had vamp & blue gear - could not drop -- happened with power amp - green spike - note rules 1 do not allow dropping runes new HUD cube display does not recog. poly spell as not cube bugs might exist in monster frame code - ShamClaw archon mk III quake hack as it stands - biome cfg script MUST run first, load map as final command -- be able to reload qone & hack levels with map command - have to reload _all_ sub models A fresh map would also need to call PRVM_ED_CallSpawnFunctions () to let the objects initialize themselves. -- look into this code for our fail to reload a hack map /= could also be used with charmed monster helpers - coop & frikbot - svx_coopbot_teledist - when bots are further away for x secs, teleport them back to player - select a random spot a distance away, in open space, over solid floor (no lava or freefall) - alt: set a bot beacon at players location - when beacon is clear of all players / bots, teleport in bot qone release followup: play through (quake HD) / promo video - e1 at least -- look for oddities -- live stream, twitch, patreon deal CHECK: fix bot race condition for frik - see d2m1 detail ???: pattern match override & copy - check before main copy WIP: compiler #ifdef spawn_func -- new weps, hip, x monsters - mostly done as of now TDO: countdown & remove timer -- what was this for ? -- could it be fade remove ? Archon implements: - autodetect expansion packs (turn off w/ cfg) -- this is file detect deal via .mdl, can be done on individual items w/ _qover - rune controls -- need tested IDEA: monster & morph cvar sets -- frame out, fn calls TDO: use swap drop code for deadthrow, etc TDO: cfg script __ pos1 & pos2 settings for all wsys6 ents+ --- is this really needed for release? also all target2 test match stuff ISSUE: when teleporting to a dest thats part of the base map, maphack_trigger does not follow *** \-- this has one easy fix: have no base map dest - otherwise need to have proper base origin for mh triggers, which comes from oh \- all map parts with dest need to be maphack loaded then REMEMBER: archon stuff moved to ideas.txt light outsides of k7a / x4c hacks NOTE: generic maphack load map to load any regular map module as a func_maphack - re: reality bomb level wipe -- requires map hack to work with map / cl commands Archon notes from pk3 code compare - checkpowerups uses hud_message, drop item checks -- has generic noise for powerups, so x_ents can use this code - cm2 painkeep_touch archon code handle -- doing this stuff in touched now -> does this need checked to see if all op is xfered ?? -------------------- WIP: Archon (_mark_III) release list -- -------------------- WIP: maphack world builder -- production line for outdoor map chunks next: & doom world - plus buildings and larger terrain features, an even higher hill set ???: code_xents remove spawn func & touch where obsolete -- flamer, portal gun, already completed xwep & other code that has spawns WIP: check these and see which can be wrapped in #ifdef _X_ -- qr "\.classname = " \_ possibles - bodyque, backpack, bubble, ExplodeShellsAttack, NoiseTarget, exploder, rubble*, bot_waker, bot_fixer, bot_lr ip_org change where ent is on a plat / train / door etc -- happens nowhere as of now - for later WIP: maphack world builder -- outdoor test biome cfg files, production line for outdoor map chunks WIP: DM maps & the hack builder - some chunk expansion for variety - FIX: shubs kill no work - not killed, screwed player inventory, info_intermix was bunk, exit causes cam bug \_ worse shubs telefrag death is happening for unknown reasons - player ent is nowhere near the trigger - could a monster be doing this ? TDO: make sure *0__ are always local use only - they will never be safe -- this may be causing freed ents showing up in bad places IDEA: inventory - use pk_currentitem - inv mask, touchable held mask items -- not in beta fire - throw, hold / grab impulse - drop, alt_fire - touch held touchable -- code is done for held item alt loop #s for inventory - can do with gen impulse too - fn call & # hack sp / coop - store vw chain in pack / chest etc. - have an inventory viewer -- after release could loop inventory, both touch items & untouch -- _mX300 deal & seq loop extras: osten mode: trophy, flair, siren, announcer x_item_dm_giveaway -- was more complex in cm2 TDO: turn off nox & no cycles -- waht / why ? -- this is the no-exit found deal that auto sets fraglimit to 50 - it can be sort of irritating in testing TDO: initial load out / genre -- fakeload x_weps somehow -- ideal - in .cfg FIX: genre translate from q1 ammo boxes to others - origin is always off, which buries the others \-- one possible fix is to replace q1 ammo boxen w/ prorper centered, but then old q1 mapen will be wrong! \_ or setup special translate / qover items that use proper center boxen ! \_ possible to lift model up with lower _pos1 z values will x_load loop issue appear again ? FIX: slime flare needs a fade - a certain one after a timeout pk 3.0 update: stats pkg for dm players - some kind of master storage w/ seta store / cvar reads enhance pki - chain beartraps, 2 head sentry, nail bombs, bouncing bettys, mine fields - orphan ego (player died) goes wild, wanders around doing dmg maphack randomize maps & randomizing hub -- for now would have to use dyn hub features because of sub bsp model load deal expand arc_hub - maybe use archon radix map concept (needs maphack to work with reload) add in some wsys6 weps -- 3 phase, positron (done), bomb, demo charge akimbo: pulse nailg - ds gun?, other pistol types -- make generic code for this - ref dual chaingun d2m7 w/hidden bfg - need a new hub map op - load all hub maps w/ maphack & use a special loader -------------------- WIP: pk 3.0 release list -- -------------------- TDO: * progs.dat patch !!! pk1 & 2 - obit changes -- no explshell suicide - need to see what happened with some of the suicides that are not coded in pk1 on the fence: - monsters in dm -- code on this is ready - dead throw controls - noicide controls -- code ready, needs more through test ? - stuffcmd( self, "fov 110\n" ); // special intermission view - lock pov -- why was this added * notes say this is "crow vision" - that explains it all feature or bug: -- these all need a ruling at some point --- clb & lg makes blood on crates tomb bleeds - feature or bug ? ISSUE: swap wep drop for q1 weps - incomplete stats -- bug or feature? ltn sentry doesnt damage owner ? (might be an engine thing) -- make sure wasnt dmg rune IDEA: died / fell out feature - remove corpse / head on respawn ? note: pk*bot have voted, have no model, have invuln on +glowing, and are in bot_run() moving around -- looks like a will-o-wisp \_ likely was from changelevel issue noted elsewhere runes relo right away after dead eject silencer does not affect rune op sound --- leaving as a feature - runes are more powerful than artifacts : q2 grap no silenced -- used CHAN_AUTO & silencer only works on CHAN_WEP dbl shot doesnt load xplode shot (should under pk1 mode) NOTE: if a random monster gets shot before going through monster_start, monster_go it gets the no-turn issue TESTS tested - cl_bob - on hook pull -- it bobs - been fixed tested - hub load sets def PK -- it does tested - swap wep eject - some weps seem to not eject -- x_wep do not eject tested - sfx again - hub just tested -- pk_sfx turns back on, but needs a manual reload tested - fakeload & level transit -- this is now the best its been tested - maploop, mapload, mapi, amap1, loop1 -- seems legit tested - every case of a slot having more than 1 pk_currentitem store -- cycles & single impulse tests - all seem good tested - impulse list testing - verify runes work as intended + admin controls -- on & off cfg works testing - bots & pki -- bots are throwing pki test - obits past std test - pk xtreme -- have a revision of the cm2 version test - all rcon cmd from a remote client everything new that goes in packs x obituaries that will be used in pk3 update (all need done eventually) -- cfg file check looks decent runes & power ups & cary weps - "No such file or directory" -- is this a test we need to run against ? check all HUD ops - mcode, weps, items, etc test ClearSpawnPoint in dm 2 check all items crates, cubes & x_weps will use for missing models check: did a cl dm4_x - went to arc_hub, pk*bot were not visible & not on scoreboard - verify painkeep ops & code + 3.0 release -- how deep to run with this TDO: a few real playtests from a true client test maphack stuff that used .movetarget after chaos_tele change to .oldenemy just fixed q3_disambig - running altarbeta -- Host_Error: server runaway loop counter hit limit of 10000000 jumps on relativity_q - HUD was showing a frag count for player, frags = 0, was this a "catchup" value ? -- see screens id1/mh_000994 \_ not seeing this on pkn8 ISSUE: long run server slow downs -- on this for some time, happens on maphack & normal maps, tried slowing touch for t_botpath ISSUE: after long run slowdown, lag persists after cl / hub votes, but otherwise runs smooth ISSUE: dob code ran with world as self via bots -- not repeating so far -- make sure dob works right w/real player, check bot logic _ / _______ this may all be cleared _____ test x_ent / std q1 wep transit fix & issue -v ISSUE: wep select slot 1 several times now - cant get to some pki, even with direct impulse \_ seems only happening when playing bots so far -- make sure 301 & m1300 arent getting bonked oddity: HalVM_isfunciton: null value: VM_callfunciton: null value: accepts Codename: blizzard's shaft LoreVM_isfunciton: null value: VM_callfunciton: null value: got shot in the arse by his own autosentry KrosisVM_isfunciton: null value: VM_callfunciton: null value: felt the luminous heat from Clan LOLZ [w00ps]'s laser \_ these are engine warnings for the given call *** WARNING - eweapon ent (I'm a bot 6 was freed! research: dp .viewmodelforclient entity -- acts as weaponmodel in 1pv \_ put r / c / l wep hold op in cfg & alias -- new mode - make r_drawviewmodel position the 1pv model with an offset via engine code NOTE: * beartrap, tomb, pulsenail inf ammo -- in user id1/config.cfg /---------- backlog list ----------- WIP: backlog item clear -- many tdo & check items need cleared out TDO: q3 item keys -- wait, random, target_give ent (now can be replaced with targeted spawn_loop maker ent) --- .wait has been set on all map spawn ents TDO: remove nondp TDO: code_painkeep vs. code_painkeep_ -- old code can be removed when confirmed mk III code matches release beta ops WIP: missing alpha item code -- some of this is now done - vampire, speed whats left - unmaker, dark claw, evil book, skull stick, bayonet, probjectile -- not alpha, and not done: automap, light amp visor, also possible berserk not work right ISSUE: changelevel & map sometimes makes dyn_item, sometimes makes map_item -- map_item.cfg called in server.cfg - prob. runs after items spawned - spawn_x_ cvar command sets -- believe this to be admin alias shortcuts for activate / deactivate CHECK: weps that general use VW?_ projectile positioning - fi bfg uses plasma shot code CHECK: allow runes & arts to transfer to cary weps -- think this is done for sentry - method is to set theowner on inflictor TDO: add hud icon select to cfg for xweps - figure out how to have that detectable from vw ents -- use mcode & set __mc{n}_vwicon "{model}" TDO: fakeload of initial wep / ammo -- use x_decparm & x_encparm \_ how to remove a wep ? -- perhaps a gave style touch that removes instead of add ? -- should this be blocked in pk1, pk2 ? \---------- backlog fin ----------- VERIFY this -- void() PlayerDead --// a frikbot voted on a hub - dont let him respawn -- if (self.stack1 == "botvoted") return; TDO: fix HUD scaling for generic width / height of console & video MAYBE: move ammo to hud_message ? WIP: infinite ammo and pki + other x_weps -- tested beartraps \_ !!! make sure this doesnt get out on releases ** - list of cfg items that could have $ren deal: distance, style, blocked, dmg_take, lip, pos?, pk3 stats (button stuff) -- check: path \_ dmg_save - ammo used, dmg_take - damage units for hitscan (i.e. shotgun pellets per blast), lip - ammo type AMMO_{S} IDEA: load a difficulty .cfg during a given server start: exec diff$skill.cfg -- in cfg, commented out IDEA: skill factor in enhanced monster code -- can be done with sf 256, 512, 1024, 2048, 1792 bits, cfg can be set with $skill IDEA: move to T_Damage -- if (self.owner.flags & FL_0DAMAGE) --- not sure it would make sense in every context of inflictor vs. targ IDEA: use cursor_trace_ent for magic reticle selection IDEA: cvar_fields setup method for x_encparm, x_decparm -- would need for new inventory method TDO: port engine mods to latest source & test -- leave out the item (is it droptofloor) update that scuttles x_ents so badly CHK: mk II drop to floor -- void() dtf_handle \_ what was the deal with dtf_handle ? found gauntlet sound on midway install ! more feature or bug stuff: note: harpoon is out & hooked -- legit temp ents (bubble, sparks, lavaballs) are locating near player ???: rvel in fire_missile only for eweaps - ?? should this change -- morph shots are not getting haste accel here flight has no HUD timer -- no rune power arts do wetsuit HUD icon is boots for rad suit oddly now a infrequent event happens where lavaballs show no visible model -- no thoughts on this --- not seen recently pain frames also block morph fire by frames -- this is better now the move frames dont block fire bug where had no nails, got lava ng - not selectable, got lava sng, can select sng...but not the lavang \_ -- this may have been fixed by the fix for the frame bork ???: altar touch - few quals, an Archon could drain thier own soul vessel not ported yet: splash.qc -- the noway, lava, slime, fallen out loop code in CheckWaterLevels --> much of this is done in various modules (runes, watermove, ip_chk) {pk_}client.qc -- {pk_}player.qc -- morph.qc -- GibMorph painkeep.qc -- all the liveupdate code - much of this is replaced by spawn_loop & thinks setup in cfg painkeep.qc -- NoExit_save (was this moved to cfg ?) m-enforcer -- some xwep fire frames are funky (laser cannon) * -- DeadThrowWeps, DEAD_GIBPACK, Rocket_Wash release cfg build items - skill based cfg sets - adjust monster health, health pack vals, wep damage, timers, etc - remove all test elements - restore / set game element timings -- revoke all test timing / settings - set spawn lists - cubes, crates, nodules, flags, runes, items, monsters, sequences for these possible Archon mk III sequences: start out with pk cubes, crates, rnd weps / items XP for - power items, open cubes, trade for frags (somehow - buy stuff guy ?) roc map set has seq. ascending frag point where exit appears (no frag_limit) reg maps can be played, but dont count towards progress nodules / altar / morph cubes appear after certain frag level - scale up as things go \_ archons get more pts from nodules -- not accd to mk2 touch fn \_ redo archon point system for start / morphs gp starts out after 3 highger pt. morphs @ 500 pts, scales up with higher pt. morphs archon spirits appear after 2 demi-archon transforms inventory notes - use viswep storage - limited slots - can hold multiple of some things - use .count, like lavaball - could have "5x lava balls" - bigger things have smaller limits, i.e - 24 lavaballs, 2 small health boxes - use hold toss code to throw out - big items can only be carried (mk1 hold code) - bigger items can only be pushed -- no code yet - need some kind of management system in HUD - should use models - also need mcode assign to all things - use .mdl as model will be blanked - turned off for DM, SP / coop only (prob option on this, maybe limited DM inventory) - the only way to get an Archon soul vessel to the altar is the hold / carry system -- done how things can be moved harpoon grav well air cannon player carry / monster pickup teleport water / floating (note: bouyancy value req.) blastmove earthquake spell ? frozen - cant move inventory flags not_inventory (prob = 0) push only held only 1 per slot stackable viswep displayable (need animate ref) throwable w/ damage (uses cary throw) lava rune - swim / heal in lava, throw std. lavaballs, walk on lava, burn touchers at cost of mana, immune to lava weps ???: .scale and ThroGib with supers -- ThrowHead should already scale TDO: check all hip weps - check IT_? stuffq -- again, check for what exactly? CHECK: models / sounds on some maps (ac1, de1m1, d2m1) -- for what ? (sounds are prob. doors / buttons / teleports ) CHECK: viswep, drw -- if (self.class_select == "class_player") \_ see if that code seg applies to bots, that selects humans only \_ check over all the _player _bot select code CHECK: code that does self takeover mid fn() TEST: fire_missile adjustment - some of the stuff that uses it, see if its correct now \_ -- this may be from: "se 1 morphy 7" withoug setting height -- or not CHECK: trace_ent.class_select == "chaos_item" \_ -- Chaos Archon spell made items arent getting set to this \_ -- star burst chaos items should have this CHECK: m-chaos had set: eweapon entity 7 vwepent entity 7 -- this a design choice ? CHECK: HEADSKN_* WIP: touch mask + items -- where is this? - may have to check this on an item by item basis, in map, or by cfg files test items - all enh & supers, speed effect \_ _xp "++" fix, solid 2 fix on mass tr does beta 2 need these ? TDO: monster method to ignore watermove damage for map monsters -- some monsters were intentionally placed in water / slime (besides fish) TDO: add monster stuck tests -- this is the 'not able to move code' from cm2 --> splinch code TDO: think to check rest of fallen ents (not players nor monsters) -- partially done in ip_chk, but only catches respawnables / map_items FIX: art_runes dropped std haste rune on dead player -- fix for this & HUD deal is a second set of flags TDO: shubs didnt get speed or speed_div = 1 TDO: enhance new gremlins - wep usage, jumping, magic TDO: monster have CB_ or IMP_ to compare to morphs easier \_ respawned monsters dont chase the player ? -- may have think set to SUB_regen & stuck there morphs shooting missile ents - we need this ? -- good in friendly fire cases newmis.morphy = self.morphy; ISSUE: viswep double up - see reggun screen cap -- NOT really fixed after all - cfg gave weapon seems to be culprit FIX: frikbot still has fryguy issue ? -- this clears eventually, but hang time is minutes ISSUE: enforcer firing railgun returns to stand frames sometimes -- how even ? what about fast / slow monsters and their attack_finished times ? doing m-chaos poly test - somehow ended up with eweapon ego + mask \_ need exit to clear out & exec $v_def -- HUD does this, but seems to have slowdown issues in some cases \_ poly monster / item -- diff than poly player testing: 2nd player came in when 1st morphed to: scourge then gremlin - 2nd was scourge on entry-spawn -- on re-test not happened REMOVE: cfg/morph/m-hdr_q2_cprint.cfg tested - fakeload & level transit -- seems a bit wonky now ISSUE: got a cube, could not fire it -- viswep ents keep chainging now? -- on re-test this works ok, what gives here is it connected to level transit ? TDO: resume "HOLD:" items -- see 6.25.18 1000 *** WARNING - viswep long loop! -- no longer crashing, but does not get cleared ISSUE: "holding" god particle makes it untouchable - stuck in toth_delay() -- looks like a 2nd hold touch wacked the orig think ISSUE: deepsleep cant shoot a crate under liquid surf when above ? https://github.com/six-of-one/Quake-documentation/blob/master/.plan --- START of .plan daily FIX: chaos.wad, q3tex_tmp.wad issues - missing tex TDO: disable for coop pack ownership NOTE: do we want coop packs for QH2 run as setup TEST: test_c map - manga has no think on ded TDO: compile win maphack with "self.think is missing" fix IDEA: Q-one style for mission paks - MP-one Archon:: 1- map set, 6 maps 2- morph ops - not all function xfer cm m1 3- monster survival wave idea 4- never ending corridor DM idea TDO: chan pt reward - FPS session on an interesting map vs bots or real players doom oblige map -- figure this out CHECK: q3 aux models ISSUE: can harpoon mess up func_maphack origin_z - grim & trying to spear trees TDO: core (3 specific & 3 general) for all maps fog test on OA fog 0.6 0.2 2.0 0 0.4 60 5000 31000 9.28.020 WIP: archon (mega 7z) release build WIP: vars decor & core realm features WIP: martian chron scenery WIP: grim gravestone forest 9.23.020 WIP: archon (mega 7z) release build WIP: vars decor & core realm features WIP: martian chron scenery WIP: grim gravestone forest 9.22.020 WIP: archon (mega 7z) release build WIP: vars decor & core realm features WIP: martian chron scenery 9.21.020 WIP: archon (mega 7z) release build WIP: vars decor & core realm features WIP: henge as killy core #3 -- really 2 - re-henge - a generic core WIP: martian chron scenery 9.20.020 WIP: archon (mega 7z) release build WIP: vars decor & core realm features WIP: map chunk relocater script - added wad file line accumulator DONE: sorted q1 make dir - all hacks in subdirs, major project divs, cleened up 9.17.020 WIP: archon (mega 7z) release build WIP: vars decor & core realm features - reactor_1 WIP: map chunk relocater script - make a composite of * hack resources cat clk_6.map|tr "\n" "@"|sed -e 's/.*brush 0//' -e 's/}@}.*/}@/' |tr "@" "\n" 9.16.020 WIP: archon (mega 7z) release build WIP: vars decor & core realm features - reactor_1 WIP: map chunk relocater script 9.15.020 WIP: archon (mega 7z) release build WIP: decompile slayers progs.dat testing WIP: vars decor & core realm features - reactor_1 9.14.020 WIP: archon (mega 7z) release build WIP: vars decor & realm features WIP: vars core - pom style from madmaraca art ISSUE: grap screws up hack triggers when grapping off trees / tall stuff ? -- and this mysteriously stopped while Dances was here \_ I dont believe its over 9.13.020 WIP: archon (mega 7z) release build WIP: vars decor & realm features DONE: added cut of ice crystal forest to remorhaz FIXED: rhb_x2.map crash - has peek-a-boo brush WIP: vars core - pom style from madmaraca art 9.12.020 WIP: archon (mega 7z) release build WIP: vars decor & realm features WIP: vars core - DONE: archon radix - container maze core -- done fn 9.10.020 WIP: archon (mega 7z) release build WIP: vars decor & realm features WIP: vars core - WIP: archon radix - container maze core 9.9.020 WIP: archon (mega 7z) release build DONE: set trees movetype 6 to land them WIP: vars decor & realm features WIP: killy core - the forest collenade DONE: rotating (doom tex) door on corrug container 9.8.020 WIP: archon (mega 7z) release build WIP: Spectre Vitriol - cover terrain 9.7.020 WIP: archon (mega 7z) release build WIP: Grimlock - more corridor 9.6.020 WIP: archon (mega 7z) release build WIP: Grimlock - tested silent/stealth/nodeath teleport for loop trick - works - used .punchangle to stop droptofloor removing falling map items - illusion is lost when masked teleporting \_script_to_rndize origin_z: 1grep origin vortex.map |g " [0-9]*\""> /tmp/c grep origin vortex.map |g " [0-9]*\""|sed -e 's/ [0-9]*\"$//'|sed -e 's/ [-][0-9]*\"$//' > /tmp/c2 for f in `cat /tmp/c2`;do let z=$RANDOM;y=" ";if [[ $RANDOM -gt 16000 ]];then y="-";fi;if [[ "$f" == "\"origin\"" ]]; then echo $y${z:1:3}\";fi;echo $f;done|sed -e 's/"origin/#"origin/g' > /tmp/c3 vi and [SHIFT]-j till done cat /tmp/c388888888u9|tr "#" "\n" > /tmp/c4 scite /tmp/c & /tmp/c4 sed -i 's/"origin" "1344 1952 136"/ and "origin" "1344 1952 777"/' paste -d '\n' "/tmp/c" "/tmp/c4"|sed 'N;s/\n//'|sed -e 's/$/ vortex.map/' DONE: messaged all map cores 9.3.020 WIP: archon (mega 7z) release build WIP: Grimlock - initialized 9.2.020 WIP: archon (mega 7z) release build WIP: Grimlock - initialized - zerstorer wad, editor tex set, hq8x override .pk3 file 9.1.020 WIP: archon (mega 7z) release build WIP: Remorhaz Bane - cut 2 -- struct core pretty much complete TDO: core (3 specific & 3 general) for all maps XXX: swamp wont load from .cfg ?? -- not seen lately 8.31.020 WIP: archon (mega 7z) release build WIP: Remorhaz Bane - cut 2 FIXED: skins on wolf rocket & smg ammo reversed WUT: blubeta.2 -- where this keep croping in?? malloc(): invalid size (unsorted) Received signal 6, exiting... recursive shutdown 8.30.020 WIP: archon (mega 7z) release build WIP: Remorhaz Bane - cut 2 8.29.020 WIP: archon (mega 7z) release build WIP: Remorhaz Bane 8.27.020 WIP: archon (mega 7z) release build WIP: Remorhaz Bane 8.26.020 WIP: archon (mega 7z) release build WIP: rest of Archon map design FIXED: tree slags FPS too low \_ issue is transparent tree_top1.tga TESTED: map perm grav well for vortex 8.25.020 WIP: archon (mega 7z) release build DONE: quake 3.4.3 spec WIP: rest of Archon map design 8.24.020 WIP: archon (mega 7z) release build WIP: rest of Archon map design -- image & map tour WIP: Spectre Vitriol - init & mh design - cut 1 near complete 8.23.020 WIP: archon (mega 7z) release build WIP: Killmoulis Arcana - less tris -- still heavy on new hardware DONE: demo play on vars new maps - mod info given 8.22.020 WIP: archon (mega 7z) release build DONE: dragon {rogue} -- partial qc update done - #ifdef on this code WIP: Killmoulis Arcana -- basic forest done 8.20.020 WIP: archon (mega 7z) release build DONE: krachmacher -- __c_weapon_krach_tro idea to spawn this item in works WIP: DM chaser -- initial test of chase wall A-OK - stats: movetype 5, velocity_y 66, solid 6, touch door_blocked, dmg 30 - will need a think to maintain velo - solids 3 & 4 stop it WIP: dragon {rogue} -- need qc update 8.19.020 ` WIP: archon (mega 7z) release build DONE: mumles fin state WIP: krachmacher 8.18.020 WIP: archon (mega 7z) release build CHECKED: MP-one -- does not work \_ "-hipnotic" engine command line option fails maphack PROJ: quake arcade tournament -- operational & tested - checked mdl - few diffs - checked qc - nearly same - prize system not implemented here - saved html docs 8.17.020 WIP: archon (mega 7z) release build DONE: drone & cyberd in entities.def, place on test map TASK: monster survival wave mode -- initial cut done WIP: MP-one -- does not work 8.16.020 WIP: archon (mega 7z) release build WIP: ulitm mod monsters - (yellow model) DONE: research on no coop spawn frags for NationwideMoose DONE: qc forum post of same DONE: qcmanual.html update on github.io for frame macro link 8.15.020 WIP: archon (mega 7z) release build DONE: ulitm mod monsters - cyber demon (yellow model) WIP: research on no coop spawn frags for NationwideMoose -- need FvF code to check FIXED: speed issues lavaman & morph 8.13.020 WIP: archon (mega 7z) release build WIP: ulitm mod monsters - cyber demon (yellow model) DONE: chaos archon mkIII demo for NationwideMoose 8.12.020 WIP: archon (mega 7z) release build WIP: gtk-radiant w10 WIP: relativity biome -- the causeway - cut 1 - not well matched with other pieces - prob have to put all piece in editor & then cut them out matched DONE: check / fix cfg file copy list WIP: ulitm mod monsters - cyber demon (yellow model) DONE: rogue monsters - lavaman -- except attack fn confus \_ renew fails here -- gib code NOTE: test tomorrow 8.11.020 WIP: archon (mega 7z) release build WIP: gtk-radiant w10 DONE: code cleanup - some local entity missile - local vectors in rogue monster code DONE: ulitm mod monsters - drone DONE: rogue monsters - morph -- has fast run but not move issue WIP: rogue monsters - lavaman WIP: ulitm mod monsters - cyber demon (yellow model) \_ both need reframing 8.10.020 WIP: archon (mega 7z) release build DONE: rogue monsters - s_wrath DONE: rogue monsters - eel WIP: ulitm mod monsters - drone CANWE: have a script controlled / specced generic monster set ? 8.9.020 DONE: rogue monsters - invis_sw DONE: rogue monsters - wrath WIP: rogue monsters - s_wrath WIP: archon (mega 7z) release build 8.8.020 DONE: airquake DONE: def q dirs on win - mh & qss CHECK: xmas jam 17 & 19 maps - some very awesome maps - a few ideas were acquired DONE: rogue monsters - invis_sw WIP: rogue monsters - wrath 8.6.020 WIP: rogue monsters - invis_sw DONE: hq8x -- improvements 8.5.020 DONE: quake software screens to match hq8x posted -- can use dosbox WIP: hq8x research $other options FIXED: beacon start issue FIXED: pk mode skin has no face in HUD WIP: rogue monsters - invis_sw 8.4.020 WIP: mod release builder \_ copied off w10 -- needs cleanup FIXED: audio jack issue on dev system -- coming out of speaker vol control - moved to MB main jack split w/speaker audio CHECK: hq remap texs DONE: hq8x tools built WIP: converting textures 8.3.020 WIP: mod release builder rsync: update existing files and prevent creation of new files in the destination, we utilize the --existing option # Output to the user what we propose to do rsync --dry-run --itemize-changes --files-from=$tmpfile "$@" && # Alternatively, we could just output $tmpfile... but whatever... read -p "Continue? (y/n)?" && if [[ $REPLY = [yY] ]] then { rsync --files-from=$tmpfile "$@" } fi 8.2.020 Doom stuff: roguelike arsenal mod - 12in1 - oblige 7.7 -- deathly_gateway.wad CHECK: win qone run had no cdtrack ogg play - got newest DLL -- no worky TEST: can 2 -game launch with engine use diff ents - custom qc ? so far - fails FIXISH: manga death - Host_Error: SVVM_ExecuteProgram: QC function self.think is missing -- changed this in engine so it no longer bombs down 8.1.020 DONE: moar crates FIXED: doom crate (std size) box too small 7.31.020 Q-one: complete full slospd run WIP: moar crates 7.30.020 DONE: respawn func_breakawaywall ops DONE: mod showcase - perq, ultim, painx, zerstorer, stlk, shrak, ypod, nehahra DONE: blue bottle flamer fly-type tweak to use MOVETYPE_FLYMISSILE & timeout to MOVETYPE_BOUNCE WIP: ultimate mod weps - add to archon mk-III 7.29.020 FIXED: harpoon moves health dmg triggers ISSUE: seen on qh2 & qone run - lava nails / laser cannon not doing dmg NOTE: __biome_ must be set for maphack open lvl FIXED: -- but no like setting a blank __biome_ same \____ XXX: vars touch fn() on qh2 maps - nails, explode morph shots, harp -- issued map {reg map}. touch seems work ok FIXED: ammo_cells is negative (check bfg 10K) 7.28.020 DONE: tunr off all random items DONE: dmsp mod source -- not needed - archon already does random DM monster spawns WIP: qone re-cfg for slospeed run NOTE: cube & crate random lists need to set "rnd_" read in value (bubble_count) 7.26.020 quake-c requests: -How can ? add ledge grab in quake 1 with quake c ? -How can ? make player legs when chase_active 0 ? --- can be done but will be less than optimal appearing -how can i add a new weapon? -How can i add a new monster? -How can i add a new entity? -How can i make flames from sprites? -how can i make gibbable cropses? -how can i make locational damages? -How can display ammo on weapons Q: -How can i add a glass function? DONE: use hiprubbl.qc and modify for sounds / texture override 7.25.020 CHECK: quake 2 monster code Promo: weapon system 6 7.22.020 CHECK: porting NPRQuake to maphack -- notes NPRQ: gl_rsurf.c R_RecursiveWorldNode - R_DrawSequentialPoly (surf, lightmap_textures, lightmap_modified, lightmap_rectchange, lightmaps, lightmap_bytes, solidskytexture, &speedscale, alphaskytexture, gl_mtexable, currenttexture, cnttextures, realtime, qglMTexCoord2fSGIS, gl_lightmap_format, qglSelectTextureSGIS, r_origin); GLQ: gl_rsurf.c R_RecursiveWorldNode - R_DrawSequentialPoly (surf); Maphack: gl_rsurf.c R_Q1BSP_Draw gl_rmain.c R_DrawWorldSurfaces - -- R_QueueWorldSurfaceList R_ProcessWorldTextureSurfaceList R_DrawWorldTextureSurfaceList R_DrawTextureSurfaceList_GL20 RSurf_DrawBatch -- R_Mesh_Draw gl_backend.c R_Mesh_Draw - qglDrawRangeElements ? WIP: relativity maphack build 7.21.020 WIP: relativity maphack build - 90_, 180_, 270_ rotate pieces DONE: cut qone run e1 & e2 - uploaded DONE: cut maphack / qone promo - DONE: qc auto-version system with "version" alias in console REVIEW: smc (by seven) feature grab -- way complex code things of note: - monster cloning & random position - monster spike launch 7.20.020 DONE: moddb forum updates WIP: relativity maphack build - added rel_bd{1,2,3} -- need transition pieces? a bridger ? a more open piece - a teleporter block ? 7.19.020 DONE: per teleport / start cd play cmd -- uses .cfg which are set in retarget --