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Progress to 10.24.14 (Games : Quake : Mods : Chaos Archon : Forum : exhortation() : Progress to 10.24.14) Locked
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Oct 27 2014 Anchor

Still in serious bug fix mode...no new features, except on the HUD client side.

A server test with 6 bots is uber-stable, so I feel good about a release soonish.
Unless one of the bugs I fix this week causes major breakage.

10.24.14

IMP: note: dead players -- changed to class_select, so dead players vp is now covered

IMP: stopped hack hiding / revealing triggers

DONE: HUD indication for cubes, holdables

10.23.14

TEST: not hiding hacks for bots

- pretty sure this was done -- verify no frags for soa kills

DONE: SOA needs balanced - can go wild, suck up random things, maybe occasionally teleport a thing, living, or player
XXX: adjust q3 shell colors -- color seem fine on the 3 main shells

CHECKED: texture fix on _telepad _dmpad from q2.wad for glq issue - maps & override tga need updated --- looked good for now

XXX: for holdable tele & med viswep_ld will have to add a hidden ent for morphs -- natch - morphs are not getting these, thats just it
FIXED: just hard to tell in 1pv what you have selected -- have v_* now - work great, gremlin & human

Moved bunch of general (non fix item) notes to compile stats file

10.22.14

DONE: SOA needs balanced - occasionally teleport a thing
-- added move code, testing

SEEN: loop counter bust from a prox gren on pkn12 - 6 bots, pl was chaos
-- hasnt happened on new server run, player is not chaos tho

10.21.14

DONE: count morph energy expended by cubes & polymorh - only make a random archon morph device after X amount used (3200)
- note - bots add pts in a different place
-- testing

WIP: release docs

10.20.14

FIXED: sv_pk_hub "0" -- did NOT turn off hub system, contrary to popular belief

this item should be cleared now - even hand grenades work, and transit to hub
ISSUE: x lvlchg may no play nice with all x weps - saw this again in 2 player test
-- all known issue are fixed excepting the dbl chg

FIXED: dbl chg turned into lg - it was the drawn wep ** - dbl chg is not a spawned wep, but mcode should leave player with chg
-- dbl chg exit - dont convert to lg -- code is in, but testing is a biatch
FIXED: transit in SP removes wep, & leaves 50 ammo -- was parm1 assign to .items

sp - nomonsters, climbing on gens - they go away, and they just go away sometimes
-- this is not happening now, not sure if it was tele-frag case (tho no monters were coming out) or what

FIXED: flamer ever animate vw fire frames - a: no -- was a case of overcoding with EWEAP ref

m-gremlin respawn issue - dcam not setting code right
-- did not repeat on 1st try - can not duplicate, whatever it was

ISSUE: m-hkn in lava w/autodoc - not getting lava damage ! - see screen 1298
-- can not duplicate - wondering if this is a "sweet" spot that we accidentally found

WIP: release docs

10.19.14

.plan file cleanup
FIXED: gremlin hud - claws have shells -- there are other morphs that get ammo amts in various places
-- cs HUD morphs set bits for builtin test

10.18.14

CHECKED: nails ran out on ogre w / pnail - 1 bolt of ltn fired !
-- did not repeat - this was likely the items flag issues with testing transtions between morph forms by dev ops

CHECKED: after opening a cube a cell loaded scourge can fire clg ! -- may leave this as a feature
-- could not replicate - likely same issue as above

TESTED: cant touch pk cube in SP (it changes wep selection) -- test with ogre, scourge, human - no dice
-- not duplicating - could this also be an items / viswep / eweap issue?

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