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