============================================================================= - continued log since june 1, occasionally updated -- b. ============================================================================= [idsoftware.com] Login name: johnc In real life: John Carmack Directory: /raid/nardo/johnc Shell: /bin/bash On since Jun 12 17:56:42 12 hours Idle Time on ttyp2 from idnewt Plan: This is my daily work log. When I accomplish something, I write a * line that day. Whenever a bug / missing feature is mentioned during the day and I don't fix it, I make a note of it. Some things get noted many times before they get fixed. Occasionally I go back through the old notes and mark with a + the things I have since fixed. A - means I decided it wasn't a good idea. --- John Carmack 4-28: I removed the older entries to reduce finger bandwidth. 6-10: removed more old stuff = june 1 ============================================================= * tracked loadgame problem to stack overflow * removed console cursor if key_dest != key_console * ignore all autorepeat keys except backspace * removed the extra unit of padding around bmodels that caused them to clip * build entity list for refresh instead of pushing efrags * fixed cells not carrying from level to level * nightmare skill item spawning is fixed * old deathmatch rules by setting deathmatch 2 * options menu sliders * moved gamma correction out of vid systems into view + shambler lightning needs pitch - stop demo when menu comes up? + nightmare skill + integrate spritegen with + lookspring checkbox + make sure all menu options get saved + clear notify lines when in menu increase surface cache size? do knight swords do meat chunks? centerspeed slider = june 2 ============================================================= * fish don't leave water * merged new CD code * shambler lightning pitch correct * cut number of cells in half * beam weapon entities only on client side * fixed sliding death/no retart bug * muzzle flash for wizards + regrab gold/silver keys on sbar + accumulate damage over a frame + dissalow more than two bindings to the same action flymonster in wall test jump cause center? non-linear mouse movement reponse? use 3 frames of gib3 start using pcx for all utilities use slight for shambler setup replace all item_weapon lava damage on monsters transition to intermission warning sound on about to drown don't end demo when player is in menu = june 3 ============================================================= (june 3) * gate_boss, gate_episode * item_sigil * fixed demo transition forcing console and menu away * setup for server transitions with connected clients + grab new explosions + console screen isn't coming down in deathmatch + non-pickup nails again + console cursor + check tim21 + coop player starts + flip mouse y as a checkbox option monsters aren't telefragged? aim lighting gun up/down connect while demo is running fucks up sound for quad damage attack accumulate damage shoot flying gibs? add new gibs deathmatch intermission screen talk message buffer doesn't erase with sized down screen = june 4 ============================================================= * allowed host_framerate to explicitly exceed the normal bounds * reduced cls.state to ca_dedicated, ca_disconnected, ca_connected * got consistant on when memory is dumped -- only at start, not end * increaded MAX_VALUE to 1024 for longer text messages in entities + dlight bmodels + escape with console down brings up menu in addition to removing the console + s_init should not be called on dedicated server + sound channel droppoff when lots going? combine torch sounds? + only allow two bindings to an action from menu + delete in options menu to unbind all + carry serverflags from level to level + make all items fire triggers + coop respawn check dedicated, listen, loadgame, recorddemo, restarting, timedemo, and demoloops with new server setup make hit ground sound entity reletive filling sky volumes causes rockets to explode on sky. fix somehow make all teleporters have an "inactive" flag so an event makes them active QuakeEd: top trace for shearing is at 2048, increase to 8192 remove relight for quad damage remove leading K_ from keynames player swimming frames flash ammo counts after picking up bonus items? shalrath doesn't attack zombies? = june 5 ============================================================= * coop is mostly working * made snd_show give a total count * combined static sounds of the same type * demo record is now reord [demoname] [map] * intermission takes all players in coop * all players are invisible for coop intermission * coop telefrag * dead players are respawned on level change in coop * don't bound clinet only systems to sys_ticrate * fixed bug with monsters not sighting players after some level changes * keys aren't picked up in coop * moved colon on intermission * cleared effects on player respawn * fixed players 2+ not saving stuff on entering level * coop colors follow from level to level + backspace / delete to remove bindings in options screen + coop quit doesn't send disconnect + super spike: s_spike deathmatch weapon switching rules blue sparks for lightning check for splash before playing thump center or scale menus in hi-res change "gamma" to something else because of name clash with new djgpp angle jump at demo start coop should use solo scoreboard alphabetize cvars / commands for tab completion look for "backup past 0" fix "gravity changed" message powerup blinking frozen demons? timer on monsters mad at other players = june 6 ============================================================= * carry serverflags from level to level * items fire targets when picked up * different spikes for super, knight, and wiz * removed requirement that triggers have a target * removed all references to update_type * lightning gun underwater explosion removes currentammo * fixed bug in fat pvs that caused entire world to show on some frames *.5 trigger only teleporters * delete key bindings and prohibit tripple bindings * blured savegame line * don't allow cmd buffer sizebuf overflow * behind menu fade * seperate cursors for console and menu * changed entity spawning to spawn-as-loaded * move light entity hack to pogs * draw sigils on status bar + remove self.running? + portal creation bug + make lightning gun more damaging again + sigil things on status bar + signon1 when at 1 + weapon nudges + player faces + put talk.wav back in + wait before allowing intermission exit + teleport ambient sound? quad damage liughtning explosion menu4.wav for slider make a generic signon stream and subdivide svs.signon more velocity through levels? all projectiles need a t ent finish axe up pickup weapons while firing bug tick soun