============================================================================= - continued log since april 1st to april 30 -- b. ============================================================================= [idsoftware.com] Login name: johnc In real life: John Carmack Plan: This is my daily work. 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. --- John Carmack = april 1 ============================================================ * added $flags to models for client side stuff (rotations, trails) * allowed coop play * started using Host_Error for client errors * lint + animating textures + NULL connect + connect while in a game crashes different sfx cache size for client only? frame chnaging while paused? item targets respawn in coop = april 2 ============================================================ * exploded wizard bombs on death * server optimization * fixed angle on loadgame and coop * average monster velocity for aiming * made wizard fall properly + running into nails + can still get shot out of the world + dynamically allocate color translation tables + pause work + backpack dropping water stair climbing check door linking , regarding the partial closing restart level spawn parms dead player save que quakeed magnified texture view ambient + gravity attributes load fames restart without killing server no-aim option = april 3 ============================================================ * made func_wall and removed the dm_only / not_dm + sky fuckups + single pixel movement quantization? + falling out of world auto aiming sucks remove superscaling s->relasecount error .cfg default for exec frame too fast bug causing lockups last request/reply registration trademark!!! explosion cores check side to side movement for big attacks like the shamblers? change backpack content messages combine model and sound cache! better PVS with more leafs? = april 4 ============================================================= + teleport flash is broken + order of monster fall to ground multiple input drivers (hard coded) save cfg bounce head gib? wall scaling is step up? = april 5 ============================================================= + sound loop points multi life / level demos precache_sound return string value make jump buffered edge triggered clipping hull lips hang after sitting overnight on dos = april 6 ============================================================= use PVS to speed line of sight checks? Is that any faster than doing the line check, because it involves two point checks? swooping ai movement by checking distance to impact with forward trace? make minimum frame time a cvar, so you could clamp to 10fps runmove() builtin for progs? draw triggers debugging option (z buffer it)? look towards killer when dead = april 7 ============================================================= * fixed tfog * fixed removal of entities over net = april 8 ============================================================= * fixed stray rocket trails * fixed coordinate integralization problem * identified the Aim() time sink * fixed smooth step up * got new clipping code running + sound looping prob is due to decimation + expand numtextures to a word from a byte + remove FL_ONGROUND after being pushed + still damage through walls + counting trigger + paused graphic + demon freeze jump add s and t vectors to the plane description in .map files remove the pad around bmodels bounds make pushmove area check instead of linear search server pass full pathnames to client dos crashes overnight (timing wraparound bug?) quake logo screen needs filtering shoot all the way through walls with objects wizard fireball plat problem in tim17 shambler lightning weird grenade launch spot auto pause on console hold "other" on delay triggers gib stuff = april 9 ============================================================= * fixed crash when -NXHost on quake * added +precache 0 option to speed up WAN loading * fixed sound loading bug * added loop lengths to sound loading * increased MAX_MAP_ENTSTING + quakeEd filter brushes + 16 bit looping sounds hang the dos game QuakeEd showed "Helvetica-Bold" in entity comment field. Scary. maake treading water better trigger to turn off spikeshooters save the entity string memory blocked bmodels are conveyors? = april 10 ============================================================= * made no-light levels auto fullbright * finished second clipping hull + zombies on the ground can't be gibbed + listen servers not working? error check all strcpy in QuakeEd slow slide clipping with ogre hull? grenades should trigger shootable triggers / objects looping sound that didn't stop = april 11 ============================================================= * fixed damage through walls * fixed gibbing downed zombies + KEY_SEMICOLON pointing? ten second max looping sound? integral sound stepping? the damage byte stream is what is causing packet overflows debounce jump is there a mouse call to find the number of buttons? fix palette after vid change... too many vid_palette calls DON'T FLUSH THE ENTIRE DAMN SCREEN! fix snd_next to be snd_none change sys_loadfile to com_loadfile "system is little endien" message as optional verbose debug sometimes shotgun sound doesn't play double doors independantly closing server speed went back up fix auto aiming no gun aiming no change to grenade launcher ogre grenades zombie gibs r_ambient fixed angle for grenades when stopped client side shambler lightning gravity on corpses pushed into blocking positions slime darkness value sky time problem integrate dirpack with qcc check precedence of test directories and pak files rocket auto aiming is not working right amtele2 teleport problem no save when dead memory fail to console, not dos still overrun nails = april 12 ============================================================= = april 13 ============================================================= = april 14 ============================================================= * fix 8 bit palette in NS * modified modelgen to allow multiple models in one file * fixed qbsp to detect cases of no entities placed and skip fill outside * new wizard spike attacks fix corrected palette at mode change make dos utility tree make QuakeEd's menu commands variable length debounce console debounce jump remote slist slist with user names fall out of world when dead s_releasesound: s->refcount < 0 sound cache parameters clear pause on restart check pak file overriding = april 15 ============================================================= * lowered slime cshift * wizard slide move * dog frames * fixed auto aiming when dead on * soldier less hp + tuning * various gibs * dynamically allocated scores structure * trigger_counter * door TOGGLE * fixed forking bug that trashed pointfiles * fixed sky fuckup + fix demon pop jump + zombie get up inside other + zombie gib throwing + lose onfloor when pushed + animating textures + schurch weirdness make light styles global prog vars base4 entrance door sucks back attack damage fix dynamic light values of players aim up at nearby monsters load pcxs in lbmlib text triggers swim slow straight up? temp entities client sound calls zombie heads bouncing bouncing monsters out of the world gib bodies between pushers = april 16 ============================================================= * reduced bodies to points on squash * turned off onground when pushed * new demon jumping * fixed zombie stand ups * fixed zombie standing off floor * fixed uninitialized vector in movestep * fixed scr_ofs cheat * fixed upjump cheat * _field names are ignored by quake * fixed bottom checking * fixed up fov * moved icons into view screen * added pause icon and showpause cvar * renamed SOLID_EDGE to SOLID_TRIGGER * delayed monster drop to floor + mbug.map texture toastage + save / loadgame start view angle + fix demon popjump + flickering ammo box on restart + weapons not following to next level? + knights not coming off paths when angered + load / save games are broken + pause veloicty spin + reset lightstyles on level load more screen turbulent warps default fields in /*QuakeEd header is draworder working in deathmatch? enforcer no melee attack, side step triangle transition size open secret doors with area effects alias model racing stripe shoot over grounded zombies activatable trigger wizard altitude changes enforcers need to drop ammo player torso gib shouldn't be used for most monsters teleportation issues some keyboard keys make it in while changing levels make a base directory variable for all util scripts? invisibility (remove weapon) flyjumping up slopes better polygon lighting track killer when dead allocate cl_entities on the hunk start dead zombies cvar changing buttons invulnerability powerup raise / lower weapons is qc pausetime needed? delay item drop to floor? run first second of game before entering player = april 17 (cut here on april 28 to reduce bandwith ==================== (april 17) * fixed memory trash in bsper and added error check for excessive textures * forbid savegame with a dead player * fixed memory trash bug in sound channel management (also the caching bug) * fixed 255 wrap around super shotgun ammo bug * fixed no/blinking ammo box on restart in a net game * added centerview command (bound to K_END) * removed impulse0, impulse1, ... in favor of "impulse 0", "impulse 1", etc * made shift a consolekey, so it doesn't do game actions * add K_SEMICOLON * added keyboard freelook * added mouse_yscale and mouse_pitchscale * fixed spawning angle from loadgame + teleport issues + keyboard freelook2 + button pushing underwater is difficult + shambler dropping from sky into player + jump down on ogre heads gets stuck + remove grenade randomness? + super slow console bug + backpack not dropping in tim18 block mouse movement on hitching frames > 0.2 seconds have server send fully resolved quake paths dynamically cache miptex vomitus spray with acid fix level transitions auto return to level start fix light runoff calculations! carry over movement after respawn? dissalow rotated bmodels alltogether are live monsters being squased to points? better lightning don't change palette until console is all the way down after death = april 18 ============================================================= * finished new bsp portalization process: 20% faster, 1/5 the memory * fixed monster repeat teleport * klook and mlook * fixed monster stepping up into mid air * what breaks switchable lights is a bsp->entities without running light * changed network startup to use signon ready flags * added extra face-on wall friction + fix ammo between levels + dark knight + message wasn't a nop + schurch zombie graves + sandy's bug1 + slow drifting spikes + kill wizard spikes after their death + s_refcount bug still exists + wizard spike starters spawn inside walls + plat dmg fields + longer pause for ogre first shot should demons step up before leaping? shooting spikes out of rockets need mouse configuration in the menus try removing bounding pad on bmodels add fadable light switches ability to bind specifically to key up / down ? bound ammo on weapon pickup lava damage for monsters error check add to reliable messages less accurate ogre tossing = april 19 ============================================================= * fixed world/entity clear allsolid flag bug * tracked down problem with zombies popping out of graves * fixed path follow when in combat mode bug * fixed standing on top of monster stuck bug * animating textures + don't report surface cache size when caching sounds + pick up items multiple times when on dropping plat + pause continues across restarts, but plaque doesn't + overnight lockups + debounce jump + wizard spikes start in walls overbright light palettes? slope auto pitch needs work secret area counters don't slide on slopes zombies need to be gibed by pushers monsters trigger plats trigger_notouch warnings on coplanar brushes in bsp? only disable auto center when head is under water, not feet debounce escape lightstyles in savegames sticky bsp corners wizard partical centers make triggers use BSP models? better sky management = april 20 ============================================================= * added hell knight * Hunk_ReportSurfaceCache() instead of automatic * fixed multiple touch on items riding plats * helped non-solid and trigger items push better * cleared pause on map restart * fixed level change parms * dynamic lights! * special wide box for missiles against monsters + larger rocket radius + slow motion screwups + nailgun stops rotating when riding a plat + stuck roll angle use knight kneeling frames zombie crucified frames looping sound while invisible make running direction changes smoother error check all file opens? load temp file on stack if possible? remove SOLID_SLIDEBOX put auto aiming back in? move rule checking to end of frame quicksave / quickload dissallow spawn parms on deathmatch make connect to server send version number make temp entities auto remove no body que? water up swim speed tim was getting stuck in deathmatch = april 21 ============================================================= * fixed texture animation cycling roundoff bug * fixed up missile clipping * fixed super spike -1 ammo and use 3 ammo bugs * checked deathmatch before precache on monsters * jump out of water * debounced jump + check extranious messages on connect + continuous looping sounds + button texture changing + state textures for buttons? + remove the legless / headless player death frames why is shambler lightning funny colors under NS? extra point radius shoots through walls big sound cache for deathmatch abort load command? is max_health ever used in progs? don't go to frag scoreboard when single player dies clipping against surfaces causes multiple slime damages in multiplayer only? treading water less bouncy jetpack model is saved wrong super size boss = april 22 (release of log ) ================================================ * server now sends clientdata in first spawn message * S_LocalSound + overnight lockups! + half damage from own grenades + QuakeEd isn't linking + clamp superhealth on level change + forced direction change when another client enters the game + mode X sets don't work on sandy's machine dump all cvars into savegame? make strafe not a default mouse button? noclip shouldn't activate triggers debuglevel cvar for more messages add escape character parsing to commands for bind / alias? bindings for ctrl-key or alt-key? swimming / flying frames make monsters not walk into water/slime/lava make client connections persistant through server changes restart from different search path option? combine cvars with qc globals? shooting spikes in flight some spikes come out with the wrong angle messages stoped working after a while disconnect messages aren't allways making it PLAYERS_ONLY flag for all triggers no ] prompt when not key_toconsole need to cut down network packet size = april 23 ========================================================= * changed network update to client PVS specific * fixed broadcast svc_setangle on player connect * fixed "Message was extranious" connection bug * partical fields * invisibility model switching * effects passing from server * invincibility + self.modified is no longer needed with PVS updates + empty space back fill Z buffer bug vertical aiming sometimes shoots at a farther object over long latency lines, should shots come from the position the player was viewing, or the true position? combine client->active and client->spawned into a client->state backpack message should include weapon gainsed throw monsters around from explosions drop wizard by half gravity make tri subdividing rasterizer based on screen size! (huge models go slow) american got a prog to crash allow listen servers to have a sys_ticrate? cut back on use of global host_client new teleport surface warp body que is broken = april 24 ============================================================= * muzzle flashes * eat keys between levels * added new pain frames for soldiers * fix savegames with PVS update * new status bar updates * fixed packet overflow and noclip with PVS update * synced zombie throws from exact position * put in new ogre grenade * no span lighting in subdivided triangle code * better gibbing code * vid_size for nextstep * determined the hang is in the sound mixing loop never exiting + auto pause with console + more time for ogres before launching grenades + is restart doing a progrestart? + fix gib head bbox + head outside level + backpacks don't drop when floor is pulled out + movetype_missiles need to be intangible against owners + gib dogs + teleport flashes aren't in the pvs + soldier3 new pain frames + fix high framerate bug minimum ambient light field for bmodels make it easier to jump out of water default water treading better discrimination of slime and water need to cycle allocations of temporary entities to prevent false reuse repeating bounce sound on dropping plats crush monsters extremely by plats about to drown warning noise load last savegame by default monsters burn in lava float particals from tport pads don't switch to frag bar on single player death slope lookup got stuck in a downed zombie make an error message in qcc for function calls inside a parm list polygon torches need to make impulses reliable, or looping sounds may not be killed restart game with entrance spawn parms allways test demos and savegames after a net change! option to match ping times for fair deathmatches? get bonus items on top of doors spawning deterministically selective cheat for testing = april 25 ============================================================= * increased spread on super shotgun * rewrote sound loading and mixing * fixed sound refcounting bug * fixed sound not playing bug * fixed sound hanging bug + axe colored lighting sample lightning gun light bmodels don't let the view model go full dark = april 26 ============================================================= * bringing down console auto pauses in single player * fixed ultra-slow motion console movement bug on bad bat file startup * fixed slow motion when > 72 hz framerate * added axe * never change up to grenade or rocket launcher * added lower sample rate and bit sound loading * stored the fullbright index out in the colormap lump * new enforcer pain frames / code * added alternate animation sequences for textures + still running into spikes + fix host_framerate + drop backpacks when floor removed bound ammo maxs on weapon pickup as well as ammo diminish sounds through walls partical puff and light flash from spike shooters do a disk icon when caching proper alias model bbox efrags allow monster hearing at farther distances animating texture speed control slipgate lightning sprite winking out door in tim6 pusher problem on smotte (climbing out of water on a bmodel) need to allocate as large a sound cache as possible wizards die on top of spikes in mid air? doors shouldn't start move sound if blocked open don't slide down slopes cache alias models ============================================================== (april 27) * alternate texture animation sequences for depressed buttons * dropped knight and ogre melee damage * arbitrary texture axis on surfaces through all the utilities + remove .modified + need to make qbsp do 256 subdivision based on texture axis + monsters still hit pathcorners when hostile + demon jumps don't do damage triggering an open door still makes a noise allow turning off styled lights QuakeEd texture x size field is clamping at 64 min faster mouse forward/backward? is it jumping higher when running? gun puffs still hit sky get all visible entities into the low 256 or 128 edicts force low quality sounds on low memory machines still have some light edge blobs = april 28 ====================================================== 4-28: I removed the older entries to reduce finger bandwidth. * QuakeEd: added texture rotation / scaling * QuakeEd: fixed entity panel up/down angles * QuakeEd: make brush select also set current texturedef * QuakeEd: texturedef modification resets firstresponder to quakeed_i * QuakeEd: added -extra to relight command * QuakeEd: cmd-shift-click entity connect now works in camera view * QuakeEd: entities now draw with solid color in rendered view + make counter triggers ignore extra events + missiles shouldn't clip against owner... any key in demo playback should bring up the menu make func_wall and func_illusionary toggle frame on use make clipper tool use current selection height? floor textures at start of tim6 alias change numbers on weapon icons cliphull.map has a problem = april 29 ========================================================= * fixed light sample determination for all rotations and scales * pulled wizard shot starts inside bounding box * fixed demon jump damage * objects never clip against their owner, and vice versa * ogre pain frames * fix pathcorner bug * don't let monsters see into water * don't allow dead monsters to be used by triggers * reset player's gib head to proper bounding box * gib dogs * killed avelocity when bounce objects stop * toss objects drop with plats now * remove progrestart * wizard spikes don't fire if dead * make wizard drop altitude * better stereo seperation + check message triggers alpha qlumpy still has wrong type numbers help screen? auto reload savegame add pak building to qcc let doors target other items guys gibbed by boxes go to no such frame? is axe view skipping frames? do player pain frames cause weapon frame skipping? highlight current weapon in status bar dynamically light bmodels swimming motion explosions need to reveal secrets = april 30 ========================================================== * clamp health and ammo on level changes * removed modified field from edicts * added pause before ogre first attack * counter triggers don't fire on -1 or less * added "give" command for testing * added highlight on active weapon on status bar * fixed message triggers * styled light now correctly light alias models * restart level with entering items * increased rocket radius damage * new swimming code * changed sizedown aspect ration to mimic full screen instead of status bar fix progrestart sound streaming klook is broken don't slide on slopes optimize server code more get fakeplayer spots working again as monster targets longer pause for ogre first shot knights run up ramp on tim7 and stand in air style light alias models ogre only fall down when surprise pain monsters should get angry at each other more often increment sound channels so items never collide powerups vomitus hell knight blobs work on dogs monsters sim up/down jump triggers low grav aiming ogres throw monsters with explosions per level-gravity setting explosion cores monsters take damage in lava turn towards killer when dead slope lookup needs to match stairs no monster pain frames in ultra-hard mode monster moves after killing player disk icon during savegame smooth center instead of snap center sometimes multiple death sounds don't start don't use stdio lib from savegame "player switches to " messages info bar in single player: current secrets, kills, level name, etc load game unpauses pick up own grenades without explosions? monsters fight each other after player death allways switch to picked up weapons switch to super weapons automatically? light styles in savegame prog access uninitialized edict field causes bus error get 64 bit clean (progs overlay pointers and floats) allow multiple pack files ===================================================================== - I do another cut here, monthly -- b. =====================================================================