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Progress to 10.4.13 (Games : Quake : Mods : Chaos Archon : Forum : exhortation() : Progress to 10.4.13) Locked
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Nov 2 2013 Anchor

More legacy painkeep stuff is gone. The HUD & spellcasting system are coming along nicely.
Archons will soon be fully playable.
Did some cosmetic stuff like faces. Instead of doing a damage set for each face, I figure I'll use overlays.
The albin chase cam is gone. As cool as it was (and a major addition to all my mods) the darkplaces cam is much better now.
Heck, the 'albin - viewport updates freeze when your 1/2 way in non-vised liquid' issue was good to leave behind.
Now if only I could get rid of server side cam management and just leave that preference to the client...

10.4.13

WIP: archon spells & HUD
DONE: faces for HUD
FIXED: confusion with ammo_nails in chaos -- code doesnt seem to be used?
DONE: order skin for mdl

10.3.13

WIP: archon spells & HUD
DONE: more documentation updates
DONE: pk_* to it_* - various items -- docs up to date
DONE: superscrag needs bigger bbox -- needs tested
DONE: melee mode - crates, cubes, powerpoints
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
DONE: planned nodule designs
DONE: grav well power, monster slow, fast

10.2.13

WIP: archon spells & HUD
DONE: catch aliases file up, make more bindings aliases to impulses
DONE: weapon slot alternates in impulses.txt - key bindings in readme.txt
FIXED: cubes disappearing when touched -- DOH! - pkitems.qc, pk_dyn_touch
DONE: dmg, haste ok, resis, vmp need code in
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
DONE: all melee wep mode vi TR_ option in translate

10.1.13

WIP: archon spells & HUD
TWEAK: how quickly nodules appear and build up on a map
DONE: targeter non monster / non client exclusion, refuse client targets
DONE: nodule concept models
DONE: repeat polymorph other to last monster id
FIXED: some targeting issues with new spells
DONE: artifacts confer continuous power
DONE: hud_message - 3 line status for cfg scripts
DONE: rune spell powers for archon - turn off powers below 1500 pts

9.30.13

WIP: archon spells & HUD
FIXED: weapon chaos reflective shots fail
DONE: nodules - mark I -- IMP: models based on the excellent M.C. Escher
FIXED: dyn_remove never used REMOVE_DV if called in time was 0
DONE: nodules, GOD PARTICLE !
FIXED: user menu culling broke drop inventory -- which is actually a decent interface
FIXED: drop armor failed to clear .items
DONE: polymorph other, pretty much anything targetable - need to test bots & players

9.29.13

WIP: archon spells & HUD
DONE: voluntary archon return from morph
DONE: de-morph for archon in combat when health of morph < 0 - death (killed) morph returns to archon
DONE: user_menu basic removed -- drop_inv still uses user_menu code
DONE: de-archon called from move & combat damage routine
FIXED: become human was missing stuff
WIP: albin cam removal

9.28.13

WIP: archon spells & HUD
WTF: collected q3 regen then green regen - when q3 expire, green is gone -- this DOES NOT happen - rune collect is blocked while has regen
-- nor haste
DONE: remove pk user status display & duty check -- removed void() extraWeaponsDisplay - motd.qc
DONE: remove old pk_inventory - impulse 38

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