Map tech: most non complex ents are done. Many complex things now work.
Working towards total map operation.
Once quake-hack is done, I'll start work on the Archon realm maps.
Estimate of map tech to do:
- complex trigger sets, logic puzzles (keys / buttons, etc.)
- boss areas and boss fights
- whether or not to add a "buy stuff guy" and portion out some of the niftier items
- make a shit-load of map chunks to make the super-level
- perfect map population methods
Still out to lunch on:
- whether to include outside areas
- how to handle some aspects of difficulty (should game skill increase as level deepens?)
- balancing monsters, weapons, ammo and artifacts
- should HD pack tweaks be included?
And - its vacation time! woo!
Hopefully I can make some of these decisions then.
8.14.14
WIP: quake hack chunks
FIXED: many hide hack logic bugs -- not hiding or revealing things, re-hiding, hiding placeholder orig spawns
DONE: dont locate / relocate stuff on hiddnen hacks (see svthink)
FIXED: still re-hiding
8.13.14
WIP: quake hack chunks
DONE: hide everything in a hack when it is hidden -- non solids with models (corpse) might be an issue
8.12.14
WIP: quake hack chunks - some improvments on trap areas
DONE: map hack needs to adjust noway above & below as levels go up & down
- .event on random copy works - 0000 was missing the filler piece
8.11.14
FIXED: rotate tests logic was wrong
FIXED: delete_hack was self deleting
8.10.14
FIXED: latest dp - does not droptofloor on all items, new map compile of test_c has repositioned items (down to floor on bbox) bonkers
-- this is model centering issues, not droptofloor - editor boxes do not match models
DONE: lock out - spawnflags 32 - tomb_time lock time, test in tomb_death_time
8.9.14
FXED: 2nd button deal on 2 button lift
IMP: hack signage on start map
WIP: quake hack chunk - dbl layer
- fixed place holder map hack solid
DONE: 2 hack chuck delete
8.8.14
DONE: secret door no rotate
WIP: quake hack chunk - dbl layer
8.7.14
WIP: quake hack chunk - dbl layer
DONE: darkplaces mod - "r_sjy_always" - sky is always displayed on void, no matter what chunks contain
8.6.14
WIP: hack chunk recraft
WIP: up & down levels
8.5.14
FIXED: alt target2 event items werent firing
FIXED: sub_usetargets loop with aflag 666
FIXED: randomcopy .event alternate fail
8.4.14
WIP: copy triggers
DONE: make non rotate tag for sub items (4 doors in 1x33)
FIXED: fix sub copy
FIXED: spawning random things in map_hack source space -- used v_angle to detect
FIXED: secret doors now shoot open
FIXED: teleports now working
8.3.14
FIXED: scrouge spawnflags are off from map editing flags because of no 16
- +256 are map excludes -- use height to code in these
CHECKED: re-adjust flame2.mdl and see if it fixes monsters in floor issue, and doom items too high
-- this is new engine not doing droptofloor
-- issue: doom items relocate - check special relocate code
\\ strongly suspect this is the new engine bufing things
FIXED: flame2.mdl q1 flames and d torches
CHECKED:
- happened touching a morph cube with 0 archon pts
-- assignment to world.owner (field 95) in server
is this line:
world.owner = world; // bug - world had owner == 1
WIP: removing un-needed globals to cut down on hemorage of - 20401 numglobaldefs (of 32768)
WIP: system_hash triggers, maphack teleports
WIP: random maphack_copy event alternate
DONE: rebuilt main map from sub maps (ugh, this takes a lot of time)
8.2.14
WIP: hack chunk recraft
IMP: v_angle changed to movement
8.1.14
WIP: hack chunk recraft
7.31.14
FIXED: 270 deg xlate as wrong
WIP: hack chunk recraft
WIP: new biome ideas for out doors
7.30.14
WIP: doors, target copy rotates
7.28.14
FIXED: secret doors fail - no think -- was regular door trigger field spawn in copy
non vertical doors have issues on occasion
IMP: "stunt" to stop scourge (or any evolve monster) growth - for small map areas (under dark) so we can keep scourge small
7.27.14
WIP: quake hack chunks
IMP: worldspawn biome
FIXED: view_ofs failed on monster copy - switched to v_angle