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Progress to 11.7.14 (Games : Quake : Mods : Chaos Archon : Forum : exhortation() : Progress to 11.7.14) Locked
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Nov 9 2014 Anchor

As the bugs squashed increase, the severity level of the fix goes down (from bugs that break the server descending to purely cosmetic things.)

I'm getting down to things that just bug me...stuff players will likely never even find.
Really, I'm procrastinating from a ton of testing that needs done on all the new and fixed code.

Still this is a good sign.
And I've learned some new tricks.
Those will be showing up in .qc.

I also have two new note classifiers:

NIXED: for items that are removed from the process que with no action
NADA: for items where nothing needs done
IMP: was a few months back - this is an item that implements a mostly new idea or code set

old classifiers:
un- and re- are sometimes prefixes

FIX: a bug to fix - changes to FIXED when done
DONE: a task complete without fixing a bug
XXX: task removed with no action - predecessor to NADA
CHECK: a fix or issue that needs tested - changes to CHECKED when done
ISSUE: a bug or problem code that needs addressed
WIP: current process underway
NOTE: some bit of info I might want for future reference
TWEAK: a minor change in ops or code

no longer used:

NON: similar to XXX
RES: done even remember this one
HUH
FIN: same as DONE, but more final
IMPED: - when IMP was done
SCRATCH: removed from list
NATCH: prob. the same thing as SCRATCH - like this one better, might bring it back

11.7.14

-- this is not repeating - long run server test
-- and this could have been dying while connected to a cube
*** warning: player die - Max
*** warning: dead throwing for - Max
*** warning: dead threw - 0 - w-mc: 0 - slot: 0

IMP: set ambient sounds to self remove, _fluoro lights as well if not targeted

11.6.14

look at water freeze death of large bombs (deaths of bombs period - have seen some frozen explodes) -- think to remove issue?
-- look into dyn spawn & remove deal - yes and yes
-- fixed 3 separate issues with this - in many places

NIXED: scourge framing to new ai_frame system -- plan to go to generic framing code set revamp

IMP: chain thuderbolt now *sees* monsters - YAY!

11.5.14

NIX: also could not fire a cube on the that transit level -- eweapon link not kept
-- could not duplicate with human or vore (SP or DM after level change, hub off) - fixed?

NIX: savedgamecfg has 1024 off & starting listen server turns it back on - whats more sv_pk_hub isnt obeyed in cfg file
-- may have been fixed by pknextmap fix
-- this still happens, but sv_pk_hub is obeyed by the server, which is the correct behavior

FIXED: q3 mg runs out of ammo - no wep auto switch to gauntlet ? -- because bestweapon checks IT_SHOTGUN & we have shells
-- hacked in x_firecode - really need new bestweapon code

FIXED: sphere skins are wrong after annihilation (not lit properly) -- see 2832
-- YAH - yet another hack

Apparently this is fixed
NADA: wierdness with gremlin armor -- power armor bit is set, but cells are 0 - not in HUD
-- did removing armorsave fix this?

FIXED: weapon pickup override does not check builtin - ref gremlin and q2 shotgun

11.4.14

FIXED: growing rb was not annihilating once horizon was exceeded
DONE: when morphs die they must eject pk items - they dont leave packs -- eject a small pk cube, backpack code, is very nice
NIXED: morphs cant get pki out of packs

XXX: not annihilating heads - seemed to taker forever - may be because of bodyque -- needs tested again
-- heads and dead bodies are non solid, so they wont get touched - this is an HD pack item, where they are different

NIXED: holdable tele didnt set stack1 => HUD wont see it -- fixed below
FIXED: make hud see holdables in pk item area - NOTE: does not show as stored inventory, only when selected
-- using x_items bits for these

11.3.14

FIXED: telefrag loop dealy, and moving up thru level ceilings
-- tho this wont prevent the mega frag out, it should keep things in the level
FIX: sneak teleport happening way too often - only checked once per ent now
FIXED: not annihilating crates -- was reverse touch deal

11.2.14

Code research for cm-mIII

11.1.14

IMP: hot scourge - EM6X & Ultra can fire lava balls instead of lasers

FIXED: mega scourge has a bad fire frame where gun pods disappear = 20 - only w/reg nails
-- was partial conversion from weaponframe to walkframe usage

FIXED: telesphere doesnt always seem to keep its trigger in sync ?
-- some code (SoA ?) is setting think to sub_null
-- these were hanging out after annihilation because of confusion in dyn_rem timing

FIXED: SoA
-- also now dont seem to be annihi items - was reverse touch issue - when did this start ?
-- sphere annihilated telesphere, & not trigger - see poly fix

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