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Code update: (1.0.5a) 6 (Games : Quake : Mods : Chaos Archon : Forum : feature_report() : Code update: (1.0.5a) 6) Locked
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Nov 2 2013 Anchor

1.0.5 (alpha) ** no release ** [ 11.2.13 ] - just a record of fixed bugs so far

Ton of fixes. And it all needs tested. I need play testers.
Well, here we go.

Most of this is with recent code. Archons, magic spells, etc.
Major bugs were crushed that are very significant:
Monsters dying and corpse frames not finishing - this was latent monster respawn code to remove old corpse.
Tarbaby / Lava scrag shots fizzling out - new scrags shoot so many they wack each other - had same problem with super scourges.
Random / cube spawn monsters that could not be killed.
Just a cosmetic, but dead thrown weps are now no longer deeply buried in the ground.

10.31.13

FIXED: dead throw weps in ground
FIXED: Soldier skin messed up - goes back to original, may be engine related -- qme 3.0 also showed the skin issue

10.30.13

FIXED: console messages for fists
FIXED: batt1.mdl in m-chaos

10.28.13

FIXED: random monster death frames issue -- morph.qc - random monster loop code
FIXED: monster respawn - need time for corpse to fall down -- same issue as previous item

10.27.13

FIXED: ** de-archon and NULL fn call on ._run - maybe this isnt the player call ?
-- was a butkis armor - should not have been created! - newmis usage in de-archon was faulted
FIXED: hand grenades not processed by xover -- needed entry for valid_wep_mcode

10.26.13

FIXED: *** becoming archon with aspirit did not take pts ! -- also morph cube
FIXED: *** not returning properly after de-archon -- was not self for polymorph back
FIXED: w room texs -- wad was not linked into build dir
FIXED: ** rune powers may turn into runes when de-archon
-- keep rune with de-archon, makes rune when returning to archon
FIXED: banish teleport doesnt kill trigger

10.25.13

FIXED:armor display was red - 0, check this - e 1 is up right now

10.24.13

FIXED: tarbaby shots & setsize
***: - fizzles out before hitting target -- lava scrag missiles
-- not actually always fixed

10.22.13

FIXED: was de-archoned and cl changed back into archon, but has xwep (ds)
FIXED: xweap xover load - flamer didnt have default ammo load
FIXED: didnt have enough archon power for banish - HUD did not display spell
FIXED: order cant make a chaos teleport

10.21.13

FIXED: blaster fire block on test_c -- was size being non v0, v0, was hitting world
FIXED: order restored thing polymorped monster is still thinking as monster

10.20.13

FIXED: ammo using melee slot (doom pistol) 4096 is an issue - we need access to pk items, & can switch off gun for impulse 1 rotate
-- only doom pistol so far
-- using fists to punch would be a classy solution
FIXED: turrets shooting each other (lasers) getting blood -- this was a laser touch issue

10.19.13

!!! - dyn_remove monster issue was NOT - its just coincidental left over dyn_rem catching random monsters

10.18.13

FIXED: imprisoned monsters were not released when killed (not same as negelect)

10.16.13

FIXED: imprison fails on monsters
FIXED: issues with Archon created power point

10.15.13

FIXED: random altar had wait issue - used delay
FIXED: ** dead body from player

10.14.13

FIXED: power drain was targeting things with mask_x == 3 -- should only target archons - players

10.13.13

FIXED: this impulse is deprecated -- 1778 - admin.qc
FIXED: reflective nail-icide "_-=* Number Six died" -- should also fix obit for pulse turrets
FIXED: q2 mech hook pos wrong on fall pain frames -- frames are not set to melee

10.12.13

FIXED: body que issue on banish player

10.11.13

FIXED: trans non damage vores that appear on bot tests -- looks by research to be a failed remove_fade
-- self.button13 = 0; // dont let dyn_rem wack the *_start_go from setting takedamage, etc. --- mcode.qc
FIXED: string_null & null_string deal -- removed string_null
FIXED: M*nstAr was just plain shot with Pain [disciple]'s experimental weapon -- pk*bots "shooting" portal gun
FIXED: banished - set player think to remove_fade ? -- missing else logic, m-chaos.qc
FIXED: target not cleared after banish succeeds
FIXED: dead.cfg multi run

10.10.13

FIXED: attacking an imprisoned monster frees it
FIXED: bfg 3 not rotating ? --- was a second model in main mod progs dir! - not sure what it was doing there
FIXED: chaos tossed turrets attack chaos, same for explosives -- not getting ownership on turret, explosive code is diff from mk I

10.9.13

FIXED: reticle problem & players
FIXED: issues with pp clearing targets

10.7.13

FIXED: things an archon got: - You got the Flight - You got the Holdable Teleport -- was bad PK_IT_CARY logic in touch
FIXED: heal / weaken was wrong

10.6.13

FIXED: banish does not work right with sentries - banishing base

10.5.13

FIXED: laser beams, plasma bolts affected by light levels

10.4.13

FIXED: confusion with ammo_nails in chaos -- code doesnt seem to be used?

10.3.13

FIXED: translate was failing after map load
FIXED: somehow melee is getting rune pk_touch void on first touch -- with a typical qc hack
FIXED: pk range weps werent getting pk _weapon_touch

10.2.13

FIXED: cubes disappearing when touched -- DOH! - pkitems.qc, pk_dyn_touch
FIXED: targeter HUD issue where target1 was 4 char
FIXED: skin on v_ hammer needs fixed! - checked, looked ok, made qme copy -- the copy failed miserably
- got original, looks good, -- re-edited hand out

10.1.13

FIXED: some targeting issues with new spells

9.30.13

FIXED: weapon chaos reflective shots fail
FIXED: dyn_remove never used REMOVE_DV if called in time was 0
FIXED: user menu culling broke drop inventory -- which is actually a decent interface
FIXED: drop armor failed to clear .items

9.29.13

FIXED: become human was missing stuff

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