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Progress to 11.1.13 (Games : Quake : Mods : Chaos Archon : Forum : exhortation() : Progress to 11.1.13) Locked
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Nov 2 2013 Anchor

Woot. Progress log now caught up.
Some icky stuff is fixed. Still got a few bugs before the alpha release.
Why is it weirdo bugs start showing up before a big release?? WHY?!
Really cool update to mjolnir. I noticed it never hits a monster more than once.
I found out why and fixed it. Now that lightning strike fan of 16 bolts does wicked cool stuff.
Added fists to the pistol. Wicked awesome.

And (oh criminy) all these test items:
test - bots not getting guantum
retest banished
retest respawn monsters death frames
retest scourge obit (all missile morph obits in fact)

test - power drain & non players
test - de-archon and imprison
test - archon made points and bonus for Archon with use
test - hub rnd score map load -- logic in the random select says this should not happen..
test - order restore poly monster
test - de archon with xweap and cl map change
test - super vore
test - new scourge
test - alien infestation
test - _become messages & lava morph / cthon transit
test - everything... check modified monster code

11.1.13

DONE: deprecated cvar.txt - replaced by default.cfg set cvar section

10.31.13

DONE: check hammer non cell strike dist - seems to be short
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
TWEAK: moved all "has become" messages to morph.qc

10.30.13

FIXED: console messages for fists
FIXED: batt1.mdl in m-chaos
DONE: map tex override file copier
tested - berserk & fists & 4x -- seems to work as intended

10.29.13

deprecated - ISSUE: manually setting sv_cam_def between 1 & 2 mucks def 1 cam vars with def 2 ones
-- cam is being removed from code controls
DONE: find some way to ID infinite ammo weps -- testing mcodes
DONE: fix hammer cells & lots of pki - dont flash hammer when cells low -- used mcode
-- also fixed all current ininite ammo weps

10.28.13

TWEAK: hammer ability to strike monsters & players
DONE: - fix hammer ltn damage - monsters, test players -- see no reason why this should fail - was the way it was coded

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
DONE: time on HUD

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
DONE: removed h_scourg.mdl -- integrated head
DONE: cube instruction .cfg - clean up print code around cubes - add cvar to control instr display
TWEAK: XP convert on HUD now displays conversion rate during op
FIXED: hand grenades not processed by xover -- needed entry for valid_wep_mcode

10.26.13

DONE: removing if (ENHANCED) constant logic
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
TWEAK: q2_m_jorg issues
DONE: added st - left out of 8 some how
DONE: scourge skin issue - fix head, fix skins, add tracks for super tank
DONE: scourge, fin mdl splitdown - fin seq: upain / bpain, head, pod, expands - fix treads
FIXED: w room texs -- wad was not linked into build dir
DONE: fix pulse_touch, superspike_touch with #ifdef
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
DONE: split down scourge models

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