Painkeep v3 - Blast your opponents with 3 times the Pain. Deathmatch mod - make other players "die." Disclaimer - this is a free product with no warranty - see disclaimer.txt for details. Number Six - welcome to the village.

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.plan 09 - 10 Archive (Games : Quake : Mods : Painkeep v3.0 : Forum : worldspawn() : .plan 09 - 10 Archive) Locked
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May 31 2010 Anchor

7.27.10

WIP: * ents, weps, armors, items (q3ents.qc, q2ents.qc, dooments.qc)
DONE: doom barrel zero so its not buried in floor from other barrel trans

7.26.10

WIP: * ents, weps, armors, items (q3ents.qc, q2ents.qc, dooments.qc)
DONE: move POWER_ & WAIT_ TIME vars to liveupd & init (various)
-- already in liveup, but inits were not done in default
DONE: ambiguous stuff has classname set in disambig fn (mc_disambig.qc)
WIP: item translates (pk_itm_translate.qc) -- still plenty to do here
XXX: respawn: time set in painkeep_touch for: Regeneration, time = (180) --- this time is wrong - should be 120
--- not a problem to fix - the map itself sets this value which can happen with q3 ents
--- from now on all reference testing (leading to debugging) must be done on test map

7.25.10

WIP: * ents, weps, armors, items (q3ents.qc, q2ents.qc, dooments.qc)

DONE: item admin over health requires a remap of classnames for this code to work
--- at some point in the past

7.24.10

WIP: * ents, weps, armors, items (q3ents.qc, q2ents.qc, dooments.qc)
--- much better doom health bottle mdl
DONE: base amounts of health & armor, ammo (various)
DONE: q3 regen needs to add q3 amount instead of rune amt (runes.qc)
--- q3 adds 5 to health, but not armor
DONE: q2/q3 item names (q3ents.qc, q2ents.qc, dooments.qc) -- check wolf, doom too
-- done for now, will need re-checked as items are added
scratched - XXX: slot favoring for new weps - pick diff slot if on
--- decided not to do this
CHECK: all code around PK & PK_ART contraction (many)
--- this was pretty much done a while back and all pk_art stuff seems to work correctly
---- probably do a once over when finalizing the pk 2.X release
DONE: clean up this list - remove stale or irrelevant entries. dang this is a bad sign.
--- for now anyway
DONE: item back snd wolf -- chose an odd little sound for this - cause wolf didnt have dm or respawns

7.23.10

WIP: * ents, weps, armors, items (q3ents.qc, q2ents.qc, dooments.qc)
--- doom pre-beta mdl
--- power armor code

7.22.10

WIP: * ents, weps, armors, items (q3ents.qc, q2ents.qc, dooments.qc)
-- q3 haste & regen new touch fn - fix rune server issues
--- doom pre-beta mdl, op code
FIXED: q3 haste & regen getting respawned from rune code - resp time is wrong

7.21.10

last date of chaos mod parallel dev. work, (3.29.10)
--- have decided the chaos mod v1.* code base is mostly unworkable and pretty much at an end.
--- the chaos mod ideas may be finished under the felix mod. some day.
WIP: * ents, weps, armors, items (q3ents.qc, q2ents.qc, dooments.qc)
--- v_w_knife
--- q2 rebreather, silencer
--- doom mdl - nightvis, automap
DID: some item translates
WATCHED: better fell out of level logic
--- seems to work great in many situations

7.20.10

WIP: * ents, weps, armors, items (q3ents.qc, q2ents.qc, dooments.qc)
CHECKED: dm2, 3, 4 - and respawns in SP
FIXED: dm2 armor & pkp items (items.qc, pkpitems.qc)
--- were still setting think to regen & had think time from item pos checks to fire it off
FIXED: dm3 armor & ammo wasnt detected by pk respawn code
FIXED: dm4 - q1 weaps were respawning, some boom boxes had no boom

7.19.10

WIP: * ents, weps, armors, items (q3ents.qc, q2ents.qc, dooments.qc)
DONE: genre ammo limits + server override cvar (*ents.qc, various)
FIXED: issues around deathmatch > 1 (various)
--- NEED op test of dm 2 - 4
FIXED: things still respawn in SP ! (various) -- test with SP from launch

7.18.10

WIP: * ents, weps, armors, items (q3ents.qc, q2ents.qc, dooments.qc)
WIP: q3 holdable mdl
DONE: rnd any code (pk_itm_translate.qc)
DONE: stand alone altarbeta map (woo hoo !)
DONE: extracted de1m1 q1 wad entry items for dual load mapping

7.17.10

WIP: * ents, weps, armors, items (q3ents.qc, q2ents.qc, dooments.qc)
WIP: q3 arts, holdable mdl

7.16.10

WIP: * ents, weps, armors, items (q3ents.qc, q2ents.qc, dooments.qc)
DONE: finish bfg (x_firecode.qc) -- fire code seq - still need green laser beam that doesnt dog the server
WIP: q3 arts mdl

7.15.10

WIP: * ents, weps, armors, items (q3ents.qc, q2ents.qc, dooments.qc)
WIP: finish bfg (x_firecode.qc)
FIXED: weird doom bfg issue where explode boxes got or didnt get cooked by traces even if no LOS or not in front
-- self.origin used by cht and it was not set right

7.14.10

WIP: * ents, weps, armors, items (q3ents.qc, q2ents.qc, dooments.qc)
WIP: take pk2.0 to pre-final (various - listed in txt file)
WIP: finish bfg (x_firecode.qc)
-- doom bfg beams

7.13.10

FIXED: megasphere sending heal & arm msgs (items.qc, chaosents.qc)
WIP: * ents, weps, armors, items (q3ents.qc, q2ents.qc, dooments.qc)
WIP: take pk2.0 to pre-final

7.12.10

WIP: * ents, weps, armors, items (q3ents.qc, q2ents.qc, dooments.qc)
--- artifacts doom. q2. q3
DONE: look into how runes rules work when RUNES is 0
--- runes do nothing special (besides serverflags deal) if RUNES is 0
FIXED: if rune powers rnd, map runes still have to set correct server flag for op (runes.qc)
FIXED: initial map load runes have issues with cvar vals not being set (runes.qc)

7.11.10

DONE: pk on inventory list & drop item (chaosents.qc) -- controlled by compile time var
WIP: * ents, weps, armors, items (q3ents.qc, q2ents.qc, dooments.qc)
FIXED: genre respawn times are wrong (doom armor & health for sure) -- should be done with var = .wait
-- lots of q3 changes, imp q3 weapon ammo supply deal
--- TEST
CHG: fixed some respawn time stuff - old code touch fn still needs changed!
FIXED: map runes spawn wrong if powers rnd (runes.qc)
-- map has correct rune no matter what the powers
NOTED: armor, health respawn times not == RSP_TIME

7.10.10

WIP: * ents, weps, armors, items (q3ents.qc, q2ents.qc, dooments.qc)
DONE: make backpack if MC_BACKPACK rndize select
DONE: inventory list (chaosents.qc)
WIP: convert all md3's for non dp q3 usage (admin override q3 weps deal)
WIP: q2/q3 item names (q3ents.qc, q2ents.qc, dooments.qc) -- check wolf, doom too

7.9.10

WIP: * ents, weps, armors, items (q3ents.qc, q2ents.qc, dooments.qc)
-- q3 rot
FIXED: using class_select to id items bufed q3 rot & other health / armor limits (various)
FIXED: issue with cyc chaining all -mcode sub items (pk_itm_loopcyc.qc)
---: wep/item convert (finish q2, doom)
DONE: mcode handle all items (mcode.qc, pk_itm_dynamic.qc)
--- mcode # now calculated dynamically - no gaps, but have to be carefull with hard coded stuff - like func_make on maps
DONE: item_keyX doesnt play nice with pic - might need map codes (mcode.qc, pk_itm_dynamic.qc)
DONE: upped barrel code here to include doom & q2 (pk_itm_dynamic.qc)
FIXED: rndize not catching non mcode items
DONE: include axe / shotgun in rndize eventually
-- able to do this, just not done yet

7.8.10

WIP: * ents, weps, armors, items (q3ents.qc, q2ents.qc, dooments.qc)
-- flamer, health, armor
DONE: common item convert (q2 / q3 maps) - such as weapon_rocketlauncher -- when wad == "q2.wad" || ""

7.7.10

WIP: * ents, weps, armors, items (q3ents.qc, q2ents.qc, dooments.qc)
-- bfg * 2
CHK: muzzle flash - qaud shot, eweao hitscan --- all seem ok
DONE: fix loop cyc -666 to not make 666 spawners (pk_itm_loopcyc.qc)
DONE: map code replaces all list with that code

7.6.10

WIP: * ents, weps, armors, items (q3ents.qc, q2ents.qc, dooments.qc)
-- q2, q3 armor, q2 blaster
DONE: vw_q2_blaster - jnk frames, fix prone
FIXED: bunch of issues (face sphere tex, q2 mgun flare, etc) --- was 2nd client partial download saving old mdl in user override progs

7.5.10

WIP: * ents, weps, armors, items (q3ents.qc, q2ents.qc, dooments.qc)
-- knife, doom armor
mc script - includes copy command now
FIXED: saw hum deal (various) --- added HUMLOCAL deal

7.4.10

WIP: * ents, weps, armors, items (q3ents.qc, q2ents.qc, dooments.qc)
-- gl bounce sounds
-- q2 hand grenade - generic think code
DONE: load more than 1 wep per inv slot (x_firecode.qc)
DONE: FL_MELEE & FL_RANGE detect eweapon setting (viswep.qc)
DONE: sound override flag for vw (x_firecode.qc)
FIXED: hgren frame - try dead fr (q2_ents.qc)
FIXED: eweap noise3 override sound (x_firecode.qc)
DONE: 1pv q2 rail tex -- seems to have little effect
NOTE: sounds on some things that fire every other frame might need to be every frame (x_firecode.qc)
--- mostly machine guns - tested sounds better
FIXED: pistol was slipping an odd frame when exiting fire seq - switched to player_stand1 (x_firecode.qc)
--- frame research code
float frt;
if (self.frame != frt)
{
frt = self.frame;
bprint(" frame = ");
bprint(ftos(self.frame));
bprint(".\n");
}

7.3.10

DONE: copy q2 wep snds back from bkp dr
DONE: rg spiral - rail trail test - particles / sprites
WIP: * ents, weps, armors, items (q3ents.qc, q2ents.qc, dooments.qc)
-- hyperblaster, q2 mg
-- disabled rubble from rail - not ready yet

7.2.10

WIP: add doom weapons - support full de1m1_cm
WIP: * ents, weps, armors, items (q3ents.qc, q2ents.qc, dooments.qc)
--- q2 heal snds
DONE: plasma guns (various)
DONE: q3 lightning gun (various)
DONE: q3 BFG (various)
DONE: railguns --- massive code change!
- (chaos.qc, railgun.qc, weapons.qc, q*ents.qc, hiprubbl.qc)
--- this includes a few chaos mod fn xfers
FIXED: rails not using ammo (x_firecode.qc, pk_weapons.qc)
DONE: hum & wep sw (pk_weapons.qc)

7.1.10

WIP: fire rate testing & recording - new weps (dooments.qc)
DONE: recraft of archon 1 arena (test_c.map)
CHG: new saw map mdl (dooments.qc) -- better

6.30.10

DONE: func_model (chaos.qc)
WIP: q2 ents, armors, items, keys, barrel (q2ents.qc)
WIP: q3 ents, armors, items (q3ents.qc)
WIP: common item convert (q2 / q3 maps) - such as weapon_rocketlauncher (q3ents.qc)
DONE: has ammo for new weps (pk_weapons.qc)
---: cant select w_chg x 1
FIXED: getting dual chg when starting from doom or q2 chg (dooments.qc)
--- fixed: dual cg - doesnt take item 2nd time? vw issue with 1st cg

6.29.10

FIXED: doom barrel sound (dooments.qc)
WIP: q2 ents, armors, items, keys, barrel (q2ents.qc)
DONE: rest of var chg for throwables (re: turret)
-- bear trap, grav, tomb

6.28.10

FIX: moddb sigs
WIP: q2 ents, ammos (q2ents.qc)
FIXED: q2_grenades.mdl - used quark 5 to export
FIXED: pk*bot viswep sync issues (botthink.qc)
FIXED: hitscan multi ammo shot issues (dooments.qc)

6.27.10

WIP: add doom, wolf weapons - support full de1m1_cm (dooments.qc)
WIP: q2 ents, ammos (q2ents.qc)
FIXED: chgs had inf ammo if button held
DONE: wolf dual chainguns ! (dooments.qc)
DONE: remove mdl red gun flash from wolf weps v_*

6.26.10

texs for pylon (c2.wad)
DONE: XENV var sv_c_xenv - turns off env stuff (pk_player.qc, painkeep.qc, player.qc, pk.defs.qc)
--- upd: drip.qc, sparks.qc, splash.qc
FIXED: on hub1, voted & new weaponmodel code set clight - see last scrnshot (pk_weapons.qc)
--- attemp - chg PK_SetCurrentAmmoOnly, PK_SetCurrentAmmo
WIP: add doom, wolf weapons - support full de1m1_cm (dooments.qc)
--- shotguns, chainguns

6.25.10

sandstone texs for pylon (c2.wad)

6.24.10

WIP: wep/item convert & no convert (various)
CHG: turret parm reset (painkeep.qc, turret.qc)
FIXED: next turret death loop (turret.qc)
FIXED: 0 skin doom ents (keys, spheres) didnt set skin - need to with rnd & trn (dooments.qc)
FIXED: rune relocation code got borked somehow (pkitems.qc)
FIXED: wolf -> doom, boomstick has no model set (splash.qc) --- was falling item reset stealing think
FIXED: had ring & mortar was shooting rockets (viswep.qc) -- get ring first then mortar - eweapon does not get set
FIXED: wep switch while invis no longer announces (viswep.qc)

6.23.10

FIXED: pk*bot can o beans code moved to right places (botthink.qc)
FIXED: pk_place_item 1 to 0 - barrels (pk_itm_dynamic.qc)
-- was boom box return after create call - cant exit like rest of items
???: blvl & pk_hub* losing pkbots --- still needs tested under non dp engines
WIP: wep/item convert & no convert (various)

6.22.10

DONE: finish hub[2-3] maps in mode (painkeep.qc)
DONE: some if (PK) should perhaps be if (!Q_100) ? --- this may not matter
DONE: slim back PK & PK_ART mode select and division in code (various)
DONE: Q_100 re-impliment (many)
DONE: go over code in meld vs. 5.14.10 - look at PK & dp / chaos qualify on all new code (various)
DONE: verify glquake cvar vs qc -- was missing pk_explbox_resp (pr_edict.c)
DONE: use translation to q items if no wad = "q1" for doom items && pk_100 or q_100 (pkitems.qc, painkeep.qc, pk_itm_translate.qc)
-- test
DONE: map entities.*.def q2_* & q3_* entries
TWEAK: regen rune for q100 (pk_client.qc)
FIXED: new pk*bot code fail (botspawn.qc) -- was start think for bot, not getting stats

6.21.10

DONE: Q_100 re-impliment (many)
WIP: slim back PK & PK_ART mode select and division in code (pk_client.qc)
CHG: moved client stuff (pk_client.qc)
FIXED: hmap2 using quake101.wad entry for a q2.wad item (test_c.map)
--- normally wont happen with q2 only maps
--- fixed this instance by copying tex to q2_{tex name} in wad

6.20.10

WIP: Q_100 re-impliment (client.qc, painkeep.qc)
CHG: pk*bot level chg improvement (botspawn.qc, bot.qc)
DONE: doom key cards (dooments.qc)

6.19.10

DONE: pk*bot have class_select (botspawn.qc)
WIP: Q_100 re-impliment (client.qc, painkeep.qc)
CHG: enhanced rune print to ind. spawned / regen runes + map / func runes (runes.qc)
CHG: loopcyc wont op on rndize items with loop or all items removed (pk_itm_loopcyc.qc)
FIXED: some pkpitems control issues (pkitems.qc)
DONE: cvar to rndize pkart items when turned off (pkitems.qc)
FIXED: pk*bot classn stuck = player vw upd fails (only with rndize so far)
XXX: pk*bot classname reassign --- canceled - too risky
CHG: subdivide code (pk_itm_translate.qc)
DONE: look for more use of item_call_save (pk_itm_dynamic.qc, *.qc)
FIXED: pk_place_item 1 - boom boxes (pk_itm_dynamic.qc)
FIXED: pk_place_item 1 to 0 - map runes - wrong scode - had to move ent check (pk_itm_dynamic.qc)

6.18.10

WIP: map item translation (dooments.qc, pkitems.qc, painkeep.qc, pk.defs.qc)
WIP: add doom weapons - support full de1m1_cm (dooments.qc)
WIP: Q_100 re-impliment

6.17.10

FIX: super shot has inf ammo (both) when rotated into from above -- was inf ammo from png
--- was this bad logic:
if (e.weapon == IT_LIGHTNING || e.pk_currentitem == PK_IT_CLIGHT)
WIP: Q_100 re-impliment
DONE: more ammo_con code (pk_weapons.qc)
XXX: some instance of inf ammo fail on split ngs
--- inf set for clg - both on map & clg ran out
--- seems to be fixed now ?
WIP: wolf sounds (dooments.qc)
WIP: add doom weapons - support full de1m1_cm (dooments.qc)
DONE: wad == "q1" dual map item operation & pk_q_100 (dooments.qc, pkitems.qc)
FIXED: damage skin call from regen code (runes.qc)
NON ISSUE: on test map - grabbing rnd stuff - got quad & all vw disappeared
xxx had invisible but player mdl not gone, did again, had 3 arts
--- from doom items which are not funct
FIXED: invisible vw restore fails on mortar (viswep.qc)

6.16.10

FIXED: strange weaponmodel deal with eweapon in 1pv (viswep.qc)

6.15.10

DONE: added explode boxes to mcode (mcode.qc)
DONE: respawnable boom boxes (misc.qc) --- from chaos code
FIXED: barrel stuck in floor ? --- by restoring movetype none - so droptofloor is prob doing the stucking
FIXED: barrel rndize has issues --- item call now creates new ent for everything every time
CHG: chaos code respawning boom boxes had increasing health (misc.qc)
DONE: most of mortar & doom rl (dooments.qc)

6.14.10

CHG: fell out of level removal logic (splash.qc)
--- after 7 tries, setting move none
CHG: enhanced func_make to handle randoms, count, & timer (mcode.qc)
FIXED: turrets eventually freeze up in turret_attackEnemy (turret.qc)
FIXED: bug where 2+ bot freezes stuck pkbots (bot.qc)

6.13.10

CHG: better fell out of level removal logic (splash.qc)
CHG: multiple rad q1 mode ent files & qent switch script
DONE: special dm4_pk12 wad & radiant tex dir
FIXED?: keep grounding when flying deadcam - splash check on fallen items ? droptofloor deal ?
--- took dcam out of splash - havent seen this since, seems to have worked
DONE: merged unique q2 ents into *.M.def
CHG: doom ent map calls better organized
UPD: *.def files, maps & chaos code
DONE: map bkp from q1lab
DONE: chaos mod completed doom & wolf spawns for pk 2.0

6.12.10

CHG: added turret to fall from grace removal (splash.qc)
DONE: (for now) test map upgrade - still will need complete ent sets (test_c.map & bsp)
DONE: entities.def incls most q1 map ents for bucku mods (/home/Quake/.qbr/q1lab/bsp/entity)
DONE: painkeep.wad from unique pk tex from v1 maps (+ tga override dir)
ISSUE: radiant wouldnt display *lavapk1_1 - was an indexed image, needs to be rgb
FIXED: radiant issue with q2 texs - was same problem from wallys convert - used q2cv --- ran thru 100 qual jpg & back to tga with -colorspace RGB

6.11.10

DONE: pk_art map item live control (various)
FIXED: bug in rune_id print routine (runes.qc)
FIXED: bug in ip_checkForMovement restoring fallen items (pkitems.qc)
DONE: hell trying to fix rndize ejecting stuff from level because of height diff (pkitems.qc, splash.qc)
--- fixed in pk_item_position_init by eject up 300 vel_z
TEST: removed code to rotate rotating things off base angle - fail (pkitems.qc)
if (self.mcode != MC_AEXPLSH && self.pk_touch != ammo_touch && self.pk_touch != health_touch)
self.angles_y = floor(18 * random()) * 5;
else
self.angles = ' 0 0 0';
WIP: Q_100 re-implement (client.qc, painkeep.qc)
DONE: wolf.wad from wolf tex from maps (+ tga override dir)

6.10.10

WIP: slim back PK & PK_ART mode select and division in code -- mostly done
DONE: rndize should resp !pk_art (pkitems.qc)
CHG: rndize better with runes (pkitems.qc)
CHG: removed PK_ART_DEF - was redundant (painkeep.qc)
WIP: kill or fix stuff that falls out of level (pkitems.qc, splash.qc)

6.9.10

ISSUE: ents fell out under pic 2 & ip org was tracking (various)
fix attmpt - tracking code upgrd --- still fall out, but now get restored
DONE: bot freeze for dev
WIP: slim back PK & PK_ART mode select and division in code

6.8.10

--- ISSUE: no longer making splash spray ---v
FIXED: admin sfx toggle was backwards after pk_bas_flags recode becase flag op is backwards (various)
FIXED: lost new hub tracking -- because of above?
NOTED: rnd izer turn off may requier checking every item - some items are escaping the proper restore to save code --- map reload should fixes this
\- redid rndize code, seems better now, but bears watching
DONE: warning msg toggle cvar (various)
WIP: slim back PK & PK_ART mode select and division in code

6.7.10

DONE: runes always move in 10 - 15 mins (pkitems.qc, runes.qc)
CHG: item code subdived: pk_itm_loopcyc.qc, pk_itm_dynamic.qc (pkitems.qc)
FIXED: infinite ammo on one wep of set deal - needs implemented at ammo subtraction level
-- TEST
DONE: pk_place_item = 1 to = 0 & restore items that were removed (pkitems.qc, runes.qc, items.qc)
-- plus live upd of this, also sp runes & orig map runes
NOTE: touch issues with runes if relocated ? - touched while holding another rune
--- fixed this as setorigin issue, we hope

6.6.10

FIXED: pk*bot not regening
DONE: pk*bot not hasted
test code removed:
if (time & 2 == 2)
{
bprint(" ------ regen used by: ");
bprint(self.netname);
bprint("\n");
}

6.5.10

FIXED: expiry was killing all runes in multi (runes.qc)
FIXED: runes exist across death (client.qc)
DONE: rune op code lvl 1 (various)
-- TEST, mostly, bot test wip
CHECKED: spawn 1 of each rune -- seems ok
CHECK: turrets targeting turrets ? -- seems like they can target other pl turrets
DONE: folded pk_art_T_Damage into T_Damage (combat.qc)
FIXED: turret death loop --
: turret_deathAnim : statement 53
: turret_deathAnimBase : statement 1
: Killed : statement 55
: pk_art_T_Damage : statement 130
: T_Damage : statement 10
: T_RadiusDamage : statement 48
FIXED: no waypoints from observer (bot_way.qc)
FIXED: turret going solid code (turret.qc) -- again

6.4.10

DONE: rune bit mask (runes.qc)
DONE: rune cnt change recfg (runes.qc)
ADD: q3 items - obvious
-- holdable_medkit item_painkeep_can
-- holdable_teleporter item_pkplus_phone -- tested g
-- TEST
CHG: added bit mask & value to pk_mapcode output (painkeep.qc)
WIP: rune op code

6.3.10

concise vis wep demo video (concise except for the phone)
FIXED: rune_print wasnt updating bits once randomized (painkeep.qc) bit_print added (admin.qc)
CHG: RUNE_MASK default from 0 to 15 (or max runes) (painkeep.qc, pr_edict.c)
CHG: enhanced rune print to include more cfg info (painkeep.qc)
DONE: impulse for rune info ? --- not doing add to pk info menu
CHG: moved rune stuff (runes.qc)

6.2.10

DONE: adjusted make_way to kill bot if its been in solid for a while (bot_way.qc)
DONE: rune touch for rune_maker (pkitems.qc)
DONE: one of each rune until they are all made - works on first 4 runes (pkitems.qc) -- limited test
DONE: runes move around if not touched - drop out if not touched for long time (pkitems.qc) -- limited test
FIXED: no botpath from observer (botroute.qc)
FIXED: stdv_rndloc wasnt getting vector x & y init properly - also min radius calc was faulty (pkitems.qc)
-- TEST
FIXED: NOT: rnd izer turned off & still seeing rnd ?? (pkitems.qc)
--- infinite ammo set for nailgun with no other control bits - wacking all nail boxes + other stuff in item_repm
DONE: randomize rune powers & manual config (painkeep.qc, pkitems.qc)
-- TEST

5.32.10

DONE: rndizer not setting pk_touch on regular q1 items when rndized, sometimes...not logical (pkitems.qc)
FIXED: pk_touch not set - reload these items with item_call, no logic to fn not set
--- maybe make this a chaos mod feature?
FIXED: grav well pulling on chasecams - looks dumb
FIXED: SV_ModelIndex("progs/turtop2.mdl"): not precached (fix your code), precaching anyway
WIP: sv rune code

5.31.10

FIXED: frik bot fell out of level & made shit load of way points going down forever (bot_way.qc)
FIXED: SV_SoundIndex("enforcer/enfstop.wav"): not precached (fix your code), precaching anyway
DONE: tests for enough for cycling -- seems good
DONE: random cycle ents if parm 0 < 0 - abs(parm 0) count made at random locs (pkitems.qc)
---: upgrade spawn - dont take over existing, make new at random locs - dyn?
FIXED: randomize items on map load (pkitems.qc) -- limited test, looked good
FIXED: ISSUE: dynamic items in cycle loop - these items go away ! (pkitems.qc)
DONE: cycle master mode (pkitems.qc)

5.30.10

DONE: sv for pk admin items - menu 24 --- idea "dynamic these" option on selected bits -- limited testing
ADD: pk_place_item mode 2 - randomize all items --- fail!, FIX

5.29.10

DONE: sv_c_adminlock (painkeep.qc, admin.qc, pk.defs.qc, pr_edict.c)
FIXED: loopcyc_think, exits if 0 & 1 zeroed - restores items (pkitems.qc)
DONE: live update from sv_ (painkeep.qc)
DONE: pk basics sv_ & advanced set code (painkeep.qc)
DONE: pk_make, pk_mcode (painkeep.qc)
DONE: chglevel that preserves pk*bot (impulse 25? + changelevel) - alias cmd
- NOTE: pk*bot tween levels counts not always same ? (feature?)
--- still seeing this issue with changelevel or something. needs pinned down, because it doesnt always happen
--- got to be a bot_changelevel issue - thats what sets bot renew on level changes, map cmd totally fails this, and not so with frik

DONE: include dyn items in upgrade loops (pkitems.qc)
DONE: rand pent on level for inf turrets if no pent (turret.qc)

5.28.10

even more video of turrets
DOING: q1 constant controls (painkeep.qc, pk.defs.qc, pr_edict.c)
DOING: pk_* item loop vars (painkeep.qc, pk.defs.qc, pr_edict.c)
DONE: turret pent blow, crit mass blow & quad con -- tested
DONE: color pk*bot comments sporatically -- fail (even sub bprint with botsay2)
DONE: ffw limit (painkeep.qc, pk.defs.qc, client.qc, pr_edict.c) -- limited testing
DONE: no suicides sv_pl_* -- limited testing
DONE: upgrade cycle on classname -- sv_up1_rl = "weapon_rocket"; sv_up2_rl = "weapon_chlightning" ... - use #25 upgrade type deal
--- needs more testing

DONE: map codes & xlate for item_call -- limited test ok
--- code
{
local entity e;
local string sc;

sc = item_by_mcode(cvar("saved1"));
if (sc != "")
{
sv = self;
self = spawn();
self.wad = sc;
setorigin(self, sv.origin);
item_call(sc);
self.velocity_z = 300 + 100 * random();
self.velocity_x = -170 + (random() * 340);
self.velocity_y = -170 + (random() * 340);
self = sv;
}
else
{
bprint("\b *** map code with no item translation:\n");
bprint(" --------------> ");
bprint(ftos(cvar("saved1")));
bprint("\n");
}

}

5.26.10

DOING: implement rest of pk constant control for sv_*

5.25.10

turret video making code
{
local float f;
f = cvar("pk_tur_variety") * 2;
if (f > 16) f = 1;
cvar_set("pk_tur_variety", ftos(f));
}
FIXED: turret rocket direction & launch point
WIP: super turret test on pkn10. amazing.

5.24.10

some video of new code
CHECKED: if pk*bot messages are "said" like frikbot --- pk uses bprint, but the effect seems the same

DONE: turret enhance
--- ligtning, lasers done
--- pulse nails, light rockets (33 pts dmg)

5.23.10

DONE: sv_dmstart (like sv_qstart) & cfg file load - d_server.cfg, set that to 0 to cont. reload or reload after map load cfg
DONE: turret enhance
--- load PK_TUR once from in fire fn (instead of everytime) - for chaos controls - do this with rest
--- test self.* not PK_TUR_* in code
--- silence turret after 30 secs no target - re sound when targ acq
--- if not inf ammo, chance to reload
--- dont blow both parts - just non-track part (~head)
FIXED: turret no health blew up because of base

5.22.10

DONE: update release

5.21.10

DONE: coded package builder
???: cam & water issues - not tracking thru non trans water (not re-vised)
--- not qc - this is an engine issue?

5.20.10

FIXED: more hub deadcam issues - this time on actual death - respawn
--- think these are all done now
DONE: standard include file *** before update release
DONE: new airgun mdl from .8 to 1.0

5.19.10

FIXED: all bots voted do not cause exit (hub.qc) --- really seems fixed, hard to tell
DONE: new air can map model in arc -- built, install
FIXED: hub spawning multiple dead cam in wait for votes think (chasecam.qc)

5.18.10

FIXED: fixing single player (start.bsp)

5.17.10

release pk2

5.16.10

completed pk2.0 package - started u/l

5.15.10

DONE: spell check txt files in release

5.13.10

DONE: moving dest2_ cam stuff to cam_
FIXED: punchangle in cam view needs turned off

new gfx card - 285 gtx

5.12.10

FIXED: glquake runaway loop error - increased runaway from 100000 to 5000000 in pr_exec.c
--- may want to qualify this with some research - print counter at vars levels, track it
DONE: when bots vote for a level they should mostly stay "voted" - pkbot.qc, frikbot bot_ai.qc
--- seems like pk*bot will already do this... needs button push to do something

this was in botdead (pkbot.qc) apparently doing nothing

if (theHub && self.map != "") // Cataboligne - 5.12.10 - bot voted for a level in pk hub, mostly stay voted
if (random() < 0.9) self.nextthink = -1; // IDEA - think fn to recheck every so often.

FIXED: bots firing all the time on hub when inv for 30 secs -- for pk*bot - checks invincible time
--- TEST
DONE: mod chase cam notifys to recog chase_active if dp is loaded --- TEST - working
--- TEST: dead cam in voted wait
DONE: pk*bot fake vote when dead - so player doesnt see a bot vote & disappear without hitting a hub portal
--- TEST
DONE: sv_botmatch activation should 0 cvar when run

5.11.10

FIXED: (0): Invalid player skin #4
--- check for solid
FIXED: cacheRouteTarget-Msg loop fail - added master safety 5000 loops
BEENDONE: bots have chance to "believe" an actor enabled player/bot --- already a fact
FIXED: pk*bots dont obey level exit / intermis -- moved bot_changelevel to exec changelevel (client.qc)
FIXED: after initial load, pk*bots are all skill 0 --- by above apparently, tho occasionally skill 0 bots still appear
CHECKED: pk admin menu bad digits after \24267\n23\n13\n3\n -- seems like this is gone
FIXED: pkplus under dynamic item, precache
FIXED: hub ignores wait on pk*bot votes
DONE: painkeep objerrors mitiaged unless var set
DONE: bot objerrors mitiaged unless var set - q100 deal

5.10.10

TEST: mega long 24 hr + bot test - 6 bots

5.9.10

TEST: did a 2 hr play test, things look pretty solid.

5.8.10

DONE: bots updated to use pk artefacts
FIXED: improved vw_ remove code a bit
DONE: doom map music added to pk 2.0 for doom1_e1
FIXED: pk art didnt have all precache for actor
DONE: de1m1_q1 has music - sounds 2 - cd soundtrack 2 ogg needs included in distro

5.7.10

FIXED: no vw (new) code bug
FIXED: obj errors in rotate code changed to remove / print / returns
DONE: sv_ for dynamic items

5.6.10

DONE: sv_botmatch - to make bot fight easy

5.5.10

INFO: winquake eng, player frames wrong - not using player.mdl?
--- winquake was not using player.mdl over the one in pak0.pak - had to unpak
DONE: count bots / jafos in votes for hub mesage after voting
FIX: pk admin menu bad digits after \24267\n23\n13\n3\n
--- clear .lefty on bot add - should fix problem
DONE: observers can vote on hub if they havent...
-- TEST
DONE: added more bot talk messages - Monstars mob & a couple extra

5.4.10

FIXED: potential problems with bots using deadcam / chasecam code
--- likely to have fixed this - ISSUE: slowdown on end in jafo with 6 bots

FIXED --- live bodies zombies - is this a bot issue? - frikbot standing corpse
- frikbot & chasecam dead_cam_set deal
DONE: eliminate admin telefrags, short test done

5.3.10

FIXED: player 1 wep issues after changelevel & was | was not dead / jafo ?
-- setchangeparms had issue with dcam view setting health to 1
DONE: better conditionals on VW_ARMOR in viswep.qc

-------- chaos mod stuff:
scrap:
TEST: q1 mode

FIXED: laser targeter light in SP not functional

5.2.10

FIXED: when respawning with chasecam on, view does not update to new location!
- viewport not always reset correctly from death cam - view sometimes not with respawned ent ?? (is this still happening ?)
--- this was a respawn before death_cam_move code had control, the other code didnt set viewport
FIXED: cam did not seem to keep state on respawns, was SetNewParms_PK called from client.qc respawn code dealy
--- sv_pk100 - doesnt work on chv_hub?
- tested, seemed to work ok
DONE: nail refl anim vw - was finished at some point

5.1.10

FIXED: chasecam deathcam back to no cam def view --- NEEDS TESTED
--- test fails, cl_* not avail in connected clients
FIXED: disconnect leaves vw extras
DONE: config.cfg does not have all bindings we use
DONE: cross1.mdl not found - only mdl not found issue, copied from tmp - will be used in cam code for laser targ
--- this is not used right now, just left precache in - commented out for now
--- make sure its the new "red" model when put back in, add more skin colors & extend loop to include
DONE: toggle chase cam avail - sv_cam_off, cl_cam_off

4.29.10

FIXED: glquake issue with carried weps apparently doesnt set model to null properly or something
DONE: retooled map menu item 61 to give info a little differently because of target message fuzzy search results, custom hubs have accurate results now
FIXED: map cmd 61 has an issue on chv_hub (no model portals not reported correctly: pk12, trg: You have fallen into the depths of despair : Z > 25

4.28.10

FIXED: does not match above test - will always cause qld if armortype & VW_ARMOR = 0
FIXED: vwep bug for axe when pk100 true
FIXED: (attempt) hub_control has no way of detecting custom hub under PK100 if it loads first: causes issues on time out
--- viswep hung(s) - is this a bot issue? (no) --- fixed for now
--- frikbot do not hunt pk*bots?! --- done, frik now track pk*bot

4.26.10

DONE: link all finished wv_* sets in 1 dir
DONE: viswep pk - at some point

4.23.10

WIP: stonehenge, original Ariochs Castle

4.17.10

wolf3D fire rate trials

20 sec. interval
pistol: 43, 43 --- 2.15 per
10 sec interval
knife: 23 --- 2.25 per
mg: 58, 60, 57, 59 --- 6 per
chaing: 8.6 = 99, 8.3 = 99, 8.8 = 99 --- 11.5 per

STARTED: wolf sounds - dir game capture

4.15.10

FIXED: vw_chain seems to fix orphans & bad vwepent chain ents
- 2.0 FIXED viswep occasionally get stuck, usuall with this: "setorigin: can not modify free entity", "setmodel: can not modify free entity"
--- next item should now be fixed - FIXED-MAYBE
- have seen frikbot w/no vw_ displayed ( items 5139, weapon 16, pk_items 4015, pk_currentInventory 1 )

scrap - redo pk2.0 viswep updater & maintain code - get rid of vwepent

4.14.10

chaos mod: v_w_* models done?...

4.13.10

chaos mod: finishing v_models, prepping for only & no convert modes

4.12.10

chaos mod: doom pistol done, cart eject (pistol, chain gun)

4.11.10

implemeted pk2.0: DARKPLACES var, d_server.cfg, {mapname}_server.cfg

4.1.10 - 5.10

2.0 debug: hanging viswep bug hunt

3.29.10

chaos mod: add in q3_extra tweak so healths completely go away
-- mega health cross fails... hur?

3.*.10

2.0 package test
--- good excepting links issues in win & case of .pak not unpaked - need to include files, or offer sep. download
2.0 run test - notes above

3.10.10

2.0 package - re-built, fixed #slime.tga, added doome1_e1 mapcmd
-IDEA: random weather patterns via wthcmd_(x)
-sounds.bat for win support

3.7.10

2.0 package - built, needs tested

2.1.10

2.0 package - rebuilding some wavs not to crash glquake (Exe: 15:18:48 Jul 9 2006)

1.27.10

func_rotate_entity - with gtk_radiant - must cut / paste in brush pieces
- origin is same as target - brushes / ent can be elsewhere for lighting (0, 0, 0 suggested per editing specs)

1.26.10
1.25.10

new sky for chv

1.24.10

chv rebuild for hub
- not getting rotator

1.23.10

vanilla quake install for testing
recompile of de1m1_q1 with pk stuff
sort of working glqauke (doesnt load painkeep v1.11) - need to test on win?

1.22.10
1.21.10

building 2.0 package

1.20.10

FIXED: not PK_100 & sp - random spawns
- sp still respawns items & needs hub turned off

1.19.10

v1.11 repack built, readme done

1.18.10
1.17.10

back to 2.0 beta release

1.16.10
1.15.10
1.14.10

2.0 package build - new goal, total build out

1.8.10
1.7.10
1.6.10
1.5.10
1.4.10

2.0 package build
- mdl, wav *
- notes
- file structure

1.3.10

2.0 package build

1.2.10

2.0 package build


10.18.9

FIXED: free entites deal - logic check
--- setmodel: can not modify free entity
--- setorigin: can not modify free entity
TEST: stuffcmd deal - didnt see this again

10.12.9

WIP: vw_ animate - pkplus arts
tested - looks good

10.12.9

WIP: vw_ animate - pkplus arts, keys, sigils

10.10.9

WIP: vw_ animate - pkplus arts, keys, sigils

10.8.9

WIP: vw_ animate - pkplus arts, keys, sigils

10.7.9

WIP: vw_ animate - pkplus arts, keys, sigils

10.5.9

WIP: vw_ animate - pkplus arts, keys, sigils

10.3.9

FIXED: vw_armor skin issue, logic change

10.2.9

UPDATE: moddb site
FIXED: viswep left behind bug, multiple vw bug
DONE: death cam needs a timeout - dont want long term viewers
- needs sv_ / admin control

10.1.9

TWEAK: projectile launch points
DONE: v_ to match fire point changes
DONE: fold in chaos mod grap improvements like loop protects
- fire point origin - harpoons

9.30.9

FIXED: frikbot viswep bork
DONE: fire point origin - nails, lightning, rockets, grenades

9.29.9

DONE: models - cpnb, pulse, airgun
FIXED: rotating barrel on sng & cthunder
FIXED: intermission, admin / user menu leaving visweps behind
FIXED: observer code null assign error
DONE: vw_armor, code + mdl
DONE: bots using pk items (pk*bot & frikbot)

9.28.9

FIXED:
- axe not in hand in non pk mode
- carryables not using axe frames
- extra shotgun with items == 4129, was setting 1st vwepent items + using it for logic
WIP: viswep
- finished pk / custom hub / q levels logic
- pk_100, q_100 modes

FIXED: pulse nailgun to nailgun on non pk levels w/ custom hub or map loads

9.27.9

WIP: viswep

9.26.9

WIP: viswep

9.25.9

FIXED - new method of handling item + grap on custom hub non pk map deal
- touch pointer was corrupted by bot_linx
FIXED - body frames wrong with custom hub & non pk maps & carried pk items (grap, airgun, etc)

9.24.9

DONE - removed check grap from items.qc & impl. pk_chub_touch to handle grap check on non pk levels

9.23.9

FIXED - was observer mode
- enemy killed by cube & no score! (was dead) - against frikbots?

9.22.9

retro tested - below worked
- try some stuff from haze cfg folded into other cfg

8.28.9

- looking at urqp code sets (Ultimate Regular Quake Patch)

8.27.9

WIP: qw qc research into supporting qw version
- more fte cfg stuff

8.25.9

server testing, need notes
updated admin tut on moddb
FIXED: admin map changes did not always clear admin light levels | menu
FIXED: SetNewParms_PK was not clearing pk items
FIXED: map cfg from dedicated
- {mapname}_cmd alias system - when dedicated need to run in client console, not server

8.24.9

DONE: chaos mod bob height for q3 items
WIP: fte cfg testing
TEST: compiled latest fte src - not great

8.23.9

TEST - hub start msg on non pk maps - looks ok for now
FIXED some more: - chasecam cant jump out of water deal (checkwaterjump)
FIXED: q3 translated q1 artifacts no worky - need classname
FIXED: hub_control_status logic loop death
FIXED: bots stuck in jafo
WIP: custom env cfg fte - can put multiple cfg in one string "..."

8.22.9

FIXED: respawn call to PK_SetNewParms bufu
FIXED: entire scroller msg appearing before scroll out
UPDATE: new startup & hubstart messages / scrollers-crawlers
FIXED: - chasecam cant jump out of water deal (water check?)
FIXED: - hub start msg on non pk maps

8.21.9

.evar & .evar_fm formattion for entity var listing
eocl script - way cool
improved fbdate buku

8.20.9

DONE: - hub map message for hub2 & hub3 - should these be included ? (since admin has partial map support)
Mostly DONE: cfg for fteqw - issue: crashes with haze cfg
FIXED: turret firing, so a wall fail (too close to wall) doesnt eat ammo
- moved ammo reduction from pk_weapons.qc to turret.qc
FIXED: pain frames bug with PK logic
FIXED: - non axe have axe stand / run frames (harp, clg, horn)
FIXED: - pk_items not cleared out on death ? - wasnt clearing parm10
FIXED: cam deathmove was setting frame - still controlled body, so left death frames
FIXED: lock fov at intermission
DONE: - check bugs fixed in 1.12 - this is qw code, gonna call it done for now

BACKUP:
set1 (2.6 Gb) - Quake { - Arc, - Q branch }
set2 (5.5 Gb) - Q Branch
set3 (5.6 Gb) - Arc { - Arc/Quake }
set4 (5.1 Gb) - Arc/Quake

- going thru old bkps, qcd is most extenisve

8.18.9

CHANGE: removed chasecam from pk_100 mode
FIXED: cam parms was running & setting bit - code blanked weaponmodel
FIXED: pk_100 hub inv not turning off - pk_art code test
FIXED: - lightning discharge water death makes body after gib?
- no idea how, moved health=1 hack to cam_deathview
FIXED: pulse nailgun is regular on non pk maps with map mode, but v model was wrong
FIXED - grap fails if carried to non pk level
- all pk range weps run by pk (pre|post) think
FIXED - touch check for grap doesnt occur on non pk levels in map mode
- put this in items.qc
DONE: - {mapname}_cmd
FIXED *** - frikbots shoot jafo - looks like a good fix

8.17.9

FIXED: admin (m 5) goto next map would ignore custom hub if .map = start
FIXED: quad (pent?) lit deathcam spot
FIXED: parm decode always decodes PK & ART unless compat mode says no
FIXED: cycle wep loop bug
FIXED: dcam wont respawn intermissions, hub & exit looks good
*** - deathcam borks hub if only player ? jafo deal ?
*** - hub doesnt exit if in observer after death & alone
- above entry is worse with dcam respawn now
- we hope
FIXED: item bits stuck in dcam thus affecting view - quad, pent, etc
FIXED: ammo screwup after death cam respawn
FIXED: custom_hub & carry pk items to non pk level in pk map mode & use them
FIXED: start hub failed if admin loaded from maps using custom_hubs

8.16.9

-pk100 - admin.qc
FIXED: some issues around admin map load commands, cleaned up client.qc map loading
-Q_100, Q_99 - quake 1 compat modes
FIXED: observer fly fast
FIXED: no user menu when on non pk map from custom hub
FIXED: pk goodies & custom hubs & non pk levels & keeping pk goodies in the bag

8.15.9

DONE: admin items - health boxes
-health on items menu
-pk100 - compatability to painkeep v1.11

8.14.9

FIX: dead cam issues
FIXED - impulse 11 (enter) giving runes - SERVERFLAGS compile var
jafo / deadcam - need a consensus
- went with jafo
FIXED: many death cam issues
- cant use observer code for dead cam ? - too complex
- set size from deathcam - fsk sizes after respawn
- recode of deathcam
TEST: pent /quad seemed ok
- pent sounds wrong (new actor code ?)

8.13.9

WIP: pk_art - merge with pk_bot_qc
--- DONE ?
FIXED - pk_items now failing axe select - again, after adding pk_art support
- put bit code additive in pk_CIS
aligned user item inventory
- frikbots shoot jafo - fixed ?

8.12.9

WIP: pk_art - merge with pk_bot_qc
-fixed potential prob. where frikbot code still used dmbot instead of pk*bot

8.11.9

WIP: pk_bot_qc
- artifact support

8.10.9

WIP: pk_ccc
- in pk_bot_qc

8.9.9
WIP: pk_ccc
- deathcam, DONE: need conduit jerk check - looks ok

FIXED: pk_ccc issues
- dead move moving corpse not cam? - set viewport in deathmove
- respawn not locked to new body - set above fixes this too
- fixed frame bork stand to run

8.8.9

FIX: painkeep admin - had to incr think for admin code by 0.1 to 0.3 - wasnt getting code
TESTED: pkitems in place of ammo when inf & PK
- bit 7 is set, ammo boxes for weps selected inf ammo will be replaced with random pk items
DONE: pk_ccc updated to new code
pk_bot_qc.0 - purified version of multi-bot code
q3 support extended

8.6.9

WIP: tech beta release
-wtf? issue with prox bomb stick...this is an engine issue with the new dp
-fix: sv_gameplayfix_slidemoveprojectiles 0

8.5.9

WIP: tech beta release
- checked build dirs
- adding DEVMSG selector

8.4.9

cleaning tmp out to build release
- mdl, sound
WIP: q3 - netnames
FIXED: reggun shell eject

8.3.9

WIP: q3 sounds
- railgun, rocket, grenade, plasma
DONE: reg gun mod code, md3 for map mdl
CHECK: attack_finish time limits on vars weps (doom weps)
- seems to be in hand now

8.2.9

WIP: q3 health
- using alpha with q3 mdl, mdl fix, test w/q3
WIP: q3 sounds

8.1.9

DONE: base, map, v model for reggun - need vw
WIP: q3 health

7.30.9

WIP: viswep supp, doom, wolf weps, q3 weps

7.29.9

FIXED: fix de1m1 ent issues with repositioner - controlled by map item stats
WIP: q3 support

7.28.9

WIP: viswep supp, doom, wolf weps, q3 weps
DONE: doom plasma gun
DONE: plasma override tga's set
FIXED: d_plasma_sht override tex not working for arachnotron
FIXED: imp base weps borked
DONE: adjusted cyber daemon missile fire point - moved to inv defs setup
DONE: arach gibs
FIX: guns sticking in gremlins head in run frames
--- might bork hand positions on some carried weps?
WIP: fix de1m1 ent issues
- 2 shotguns not appearing, plus chaingun
- got rid of spawnflags

7.26.9

WIP: viswep supp, doom, wolf weps, q3 weps
- bullet firing guns, high rate
- DONE: v_ model animation

7.25.9

WIP: viswep supp, doom, wolf weps, q3 weps
- bullet firing guns, high rate
- DONE: doom chaingun

7.24.9

WIP: viswep supp, doom, wolf weps, q3 weps
- bullet firing guns, high rate

7.16.9

WIP: viswep supp, doom, wolf weps
- trying to add q3 weps & map models

7.15.9

WIP: viswep supp, doom, wolf weps
- trying to add q3 weps & map models

7.13.9

WIP: viswep supp, doom, wolf weps

7.12.9

WIP: viswep supp, doom, wolf weps

7.3.9

WIP: visage - tex remip

7.1.9

WIP: visage - tex remip

6.30.9

WIP: visage - tex remip
- restored old vents with proper tex aligns
- fixed some tex align (beams, etc)
- redid some func_ill
- FIXED: catching on pavement edge by white stripes
- added club fx - fails compile

6.29.9

WIP: visage - tex remip
- more doors

6.28.9

WIP: gremlin (monster+morph)
- audio
- growls_2a_2 - pain2.wav
- grr_amp - pain3.wav
- laugh7_amp_ - pain1.wav
- billy_amp_2 - sight2
- yum_yum_3 - sight1
- laugh1_ - idle1
- laugh4_2 - idle2
- laugh6_2 - idle3
- gun_2 - sight3 (monster getting gun?)
- water_ - sight4 (monster near water?)
- carol_ - gsight

WIP: video experiments

6.27.9

DONE: chance per sec (rnd) of rocket stalling in water / slime - also ignite slime as flame...

6.25.9

WIP: gremlin (monster+morph)
- audio

6.24.9

WIP: gremlin (monster)
- audio
- expanded spawning controls

6.23.9

WIP: gremlin (monster+morph)
- audio

6.21.9

WIP: gremlin (monster) animate new mdl effects
- most framing done

FIXED: *slime3 override issue - done at some point
- was darkplaces override tex = #slime3

6.20.9

WIP: gremlin (monster) animate new mdl effects

6.11.9

WIP: visage - modded hmap2 more than a few times - stopped at modding dp
DONE: visage - prev to date
- roof access, roof details, tardis details, kegs, neon signs, pool table, pool tb light, parking lot details, surrounding areas, sg room access

5.31.9

WIP: visage - modded hmap2 again
- suppressed "too many light styles on a face" warning after 1st display
- 2x max map miptex
- 2x light chains max map faces mult (32 to 64)

5.5.9

WIP: visage - last 2 months
fixed hmap2 light seg fault - funky door brush from laser light special

4.2.9

WIP: visage
- demingrm2c darker
DONE: next club map - center tt rotaters
- somewhere along the lines


11.23.8

WIP: visage
- tt-rec spin fix, lit proj screens, prep light effects, truss prep - tri2

11.21.8

WIP: visage
- tt-1200 spin fix

11.20.8

WIP: visage
- door trigger tweaks, simulate rotating doors w/o rotation - outside doors
- tex tweaks - minor, light board, all light switches, master switches, house lights

11.19.8

WIP: visage
- door triggers, light & big door switches, redid marqee, rafter beams
arachnotron gibs * 2
DONE: d2m1q1 - fix on moddb - not q2

11.18.8

WIP: visage
- speakers, glass, outside walls

11.17.8

WIP: visage
- ceiling

11.16.8

WIP: visage
- re-tex, re-efx, re-tech, re-design

11.15.8

WIP: visage

11.14.8

DONE: clubshub DM release
- redid over rides - found some missing in install check

11.13.8

WIP: clubshub DM release
- audio mix track, clubshub rezip, shubnight.tgz

11.12.8

WIP: clubshub DM release
- DM test - so so vs. bots, too much advantage for them
- bar awning, beer boxes, bar tweaks

11.11.8

WIP: clubshub DM release
- tjunc error - tracked to one of truss bottom 45 deg pieces. moved to first truss in map solved problem
- fog 0.06 0.08 0.08 0.2

11.10.8

WIP: clubshub DM release
- tweak ball texs, redid truss, more lights, player clip, truss eff occlude, tunnel clip

11.9.8

WIP: clubshub DM release
- strobes, light truss, beam disco fx

11.8.8

WIP: clubshub DM release
- disco ball tex, wall fx, lites, no lite above ball

11.7.8

WIP: clubshub DM release
- lasers from spin light, disco effect on texture - attempt 1

11.6.8

WIP: clubshub DM release
- spin light effect & gfx
- tweaks

11.5.8

WIP: clubshub DM release
- added booth lift, more flyers, added hood lites over workstations
- recomiled hmap2 - 2 x MAX_MAP_MIPTEX

11.4.8

WIP: clubshub DM release
- more gfx set, fixed some animated tex
DONE: turning tt, level lights on mix

11.3.8

WIP: clubshub DM release
- scanned flyers, tt, mix done

11.2.8

WIP: clubshub DM release
- dj booth

11.1.8

WIP: clubshub DM release

10.31.8

DONE: d2m1 q1 release
WIP: clubshub DM release

10.30.8

WIP: d2m1 q1 release
FIXED: tar: ./id1/textures/brnsmal1.tga: Cannot stat:
DONE: sky box - remod crimson tide

10.29.8

WIP: d2m1 q1 release
DONE: light tweak, q1 ents, black tex under sw, door sounds

10.28.8

WIP: d2m1 q1 release
DONE: fill wad, override, most corners, leaks from corner fix, light

10.27.8

DONE: de1m1 q1 release
DONE: door sounds, tweaks, upload
WIP: d2m1 q1 release

10.26.8

WIP: de1m1 q1 release
DONE: slime color, exit button, light tweaks, tex tweak bunker, skyup fix, cd track 2 + ogg, bot test

10.25.8

WIP: de1m1 q1 release
DONE: lite exit sw, nuke trim, yel armor room top issue

10.24.8

WIP: de1m1 q1 release

10.23.8

DONE: ah_1_62
- uploaded
WIP: de1m1 q1 release

10.22.8

DONE: fix 8ray, add 16stone tex, align rest of grates, loadsky on spawn, fixed +*ni
WIP: ah_1_62

10.21.8

WIP: ah_1_62

10.20.8

WIP: ah_1_62

10.19.8

DONE: dm4_dark + lava flow grate
- uploaded to moddb
WIP: blah conversion

10.18.8

WIP: dm4_dark + lava flow grate


ARCHIVED: 04 - 08 .plan
Map release 08 included above

Edited by: numbersix

Jul 16 2010 Anchor

WOW, that is one detailed Work Load, I love the way you write all the detail. its like professional Project management

Jul 21 2010 Anchor

Well, been a pro coder before. But then that gives me the habits, it isn't why I keep the log.
Not even really inspired by the other popular coders .plan files.
Its really so I can keep track of what needs done, figure out what I've already done and where my ideas came from.

The .plan file is really important because I don't get to do this constantly. I've set the code base down many times, anywhere from 3 months to 9 months at a time.
Been working on this mod in one form or another since I took up 3 or 4 years of notes in '01 and started writing the quake-c.
When I started the notes for the basic ideas behind it quake 1 was the development platform of choice.
When I started coding none of the emerging engines were of interest.

If it wasn't for darkplaces updating the q1 engine with better effects and loading q3 maps I would probably have moved on to some other game by now.
Many times I've had to look back in the notes to see where a dev. idea or thread started just to understand stuff I did.
I get really inspired and code like crazy...really amazing sometimes to do that. I can make anything work.
But not always easy to understand after not working with the code base for a few months.

Right now has been a good time for dev. With a broken wrist healing I can't yet follow up on most of my other summer plans.
I think the next release wont be under the painkeep 2.0 base though. It isn't entirely painkeep. Its not the chaos mod either, or the tentatively codenamed "Felix" adventure game builder server idea I got a couple weeks ago. What I'm thinking is darkplaces generations (if the gen.s team doesn't mind) with painkeep and possibly hipnotic support.

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