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Progress to 10.25.13 (Games : Quake : Mods : Chaos Archon : Forum : exhortation() : Progress to 10.25.13) Locked
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Nov 2 2013 Anchor

Some long standing items are being cleared up. I really need to avoid massive feature creep in future releases.
Added #ifdef enhanced to tests and warnings. This stuff is always on anyway and I really dont
see anyone re-compiling with it turned off. It is all the cool new stuff. Still, might be a purist out there.
(Whatever that means - this is a major mod...)
It mostly affects obituary messages and enhanced monsters. Some weapon effects.

10.25.13

WIP: more than 1/2 way through removing if (ENHANCED) constant logic
TWEAK: DrawAmmo special color code
FIXED:armor display was red - 0, check this - e 1 is up right now
TWEAK: hud flasher for numbers & icons at below certain values
DONE: warn on ( - ) archon result of spell casting - red # or such -- flashes archon pts

10.24.13

WIP: more than 1/2 way through removing if (ENHANCED) constant logic
DONE: more server control data vars
DONE: more monster frame re-coding
FIXED: tarbaby shots & setsize
***: - fizzles out before hitting target -- lava scrag missiles
-- not actually alawys fixed

10.23.13

DONE: 3 headed large dog - demon jump att, diff snd -- model done, need new skins
DONE: ai_frame base coding
WIP: 1/2 way through removing if (ENHANCED) constant logic
TWEAK: altering (now constant) server control data vars on enhanced monsters
TWEAK: moved ldmg, delta locals to ent .vars for monsters
TWEAK: Monster_JumpTouch
DONE: wizard using ai_frame

10.22.13

WIP: archon spells & HUD
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
TWEAK: HUD now handles ( - ) archon pts
DONE: Vorerel could summon helpers, DK could summon knights, wiz can summon too
DONE: chaos throw off "chaos flag" - give archon pts, altar style from xp

10.21.13

DONE: live ammo count by active weapon on HUD
--- ammo cnt by weapon icon on hud (blue larger numeral than ammo area) - not blue or large yet
TWEAK: grap_firetest set on ent - dont let harpoon move it
FIXED: blaster fire block on test_c -- was size being non v0, v0, was hitting world
DONE: order beam strike magic
DONE: order beam - orders purpose is to maintain / enforce status quo - take away special weps & powers, heal -- mk I implemented
FIXED: order restored thing polymorped monster is still thinking as monster
TWEAK: archon beam sounds temp
-- chaos beam / order beam sounds - temp stand in

10.20.13

TWEAK: changed artifact messages from print to hud_message
DONE: finish berserk - only affect melee (later fists)
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
DONE: doom berserk even more special - 4x only for fists
DONE: silencer set hud_message - switch silencer from group msg to his area
DONE: idea - blood from fists when hitting wall - and sound
FIXED: turrets shooting each other (lasers) getting blood -- this was a laser touch issue
DONE: SpawnBlood now has ent refer and test for bleeders
DONE: archons should not bleed -- SpawnBlood mod
WIP: dog enhanced

10.19.13

!!! - dyn_remove monster issue was NOT - its just coincidental left over dyn_rem catching random monsters
FIXED: double sound when getting some deepsleep guns - translated -- hard to figure given fire system -- need repeat of this, debug
-- was actually sounding fire twice
DONE: fists when pistol out of ammo
DONE: add ac1 to map vote

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