============================================================================= - 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 sound when pressing an unbound key? escape back through menus loadgame removes enemy state? deathmatch intermission texture animation speeds variable use different exiting water sound = june 7 ============================================================= * three levels of gib velocity * accumulate damage to allow gibbing with shotguns when powered up * radius damage opens secrets * get Michael's bmodel lighting code * moved notarget check into progs code * removed self.running from progs * fixed weapon fov nudges, moved super shotgun * status bar faces * fixed single player loading plaques * auto center if on bmodels * sound and cd audio have big banners if not configured * grunt muzzle flash sync with attack * darkened blood * dog head * moved sound and cd init into non dedicated startup * moved message printing to SUB_UseTargets (buttons get messages) * moved delay to SUB_UseTargets so all activations can delay * trigger_relay entity * clear notify and center print when in menu * added svs.changelevel_issued to prevent possible double changelevel * changed NaN velocity / origin checks to warnings with clear to 0 + take away stuff in jrstart + player head gib now has wrong view ofs + the tim5 bug + exactly position enforcer bolt launch + status bar faces + save game with powerups + monster target finding with prespawning is messed up make activator a parm to use functions instead of a global write a tool to search all maps for boolean queries on key/value pairs reformat console with vid changes start past skill select when returning to jrstart connect to bad map, then to a good map gives no free clients lava damage for monsters shambler hand lightning fade to intermission? meat spray from axe attack gamma prob at intermissions make a model fullbright flag for torches Add -safe for nosound, vidmode 0, exec default -nocdaudio, -nonet kill zombies with axe teamplay totals doesn't auto center if head out of water easier jump out of water can't record net demos any more solo status bar in dark font key config names in dark font print savegame comment line on save screen are you sure? for quit spawn explosion for lightning gun pop invis face, invis + invuln face monsters aren't allways facing target when firing make the message prog functions take a destination: broadcast, static, single = june 8 ============================================================= (june 8) * teleport triggers UseTqargets * fixed once triggers * cleared static sounds between levels * right justify options menu text * cells became rockets on level cross * changed teleport humm attenuation * lookspring checkbox * lookstrafe checkbox * mouse y invert checkbox * allways run checkbox * made fov not a saved cvar * wizspike and knightspike t ents * take away stuff after completing an episode * end of episode text * head gib eye in floor bug * blink cursor after messageboxes + everyone goes through the return teleporter in episode 4 jrstart + is bgm volume not working for cd? + make zoom a default configuration? quad damage shotgun doesn't gib zombies bonus item flashes no menu sounds when disconnected teleport ambient sound is no good auto center when treading water monster drowning blaster mismatch warning is misformatted axe kill zombies new game loading plaque not showing change zombie knock down code reformat console on vid change grenade launcher kicks too much surface cache size in weird aspect ratio modes prevent vid from allocing a big enough buffer to cause the next load to fail deathmatch invis eyes monster reduced accuracy during invis push for red super spikes monster death bubbles underwater? change name back to quad damage disconnect from netgame isn't being sent remove coop cheating centerprint time reletive to length? centerprint "entering ..." on level entry = june 9 ============================================================= * boss damage only by lightning * enforcer bolt positioning * all gibs centered * lava splash * boss stop throwing when player is dead * fixed cl_backspeed for always run checkbox * fixed double talk sound on triggers * retain options menu cursor pos * nightmare mode: no attack_finished limits, and five second pain interval * triggered door message bug * weeded out the unused entities in misc * consolidated the four remaining sprite scripts into a single file * modified sprgen to allow multiple grabs in a single file * grabbed new explosions + level 1 gib needs work + is clipping detection for asm sound mixing working right? + items falling through other items bug + item on moving object respawn bug + models aren't checking dlight decay time + fix drop.map + status active/max is reversed coop against boss make qlumpy parse qc files as source? combine particals and temp entities fix gib rules slime burn down check edict return type flash weapon icons = june 10 ============================================================= * more velocity on level 1 gib * no pain sounds when invincible * reduced lava coor shift * deterministically spawn items on bmodels * objects on blocked train no longer fall through * hell knights need muzzle flash * fixed flame offsets * three levels of screen update * erase exact lines of centerprint * shareware non-finale transitions * crash in _SV_TouchLinks * escape puts away console * laodgame from demo * backpacks in coop * floating gibs * made beta3 CDs "restart" in coop game drops to dos word wrapping needs to count extra notify lines telefrag isn't working sometimes put a save plaque up when game is saving demon died on top of player, left in air when moved door sounds are broken registered message shouldn't print at all menu hotkeys should return to game on escape, not main menu quickload shouldn't drop to console quit/end game confirmation split door is playing talk wav sound looping pop weapon frames should be decoupled from pain frames door touch take the k_ out of configs velocity between levels fish shub display key bindings command deathmatch intermission door messages zombie statues constant look down pitch bug is multi player related permanent head tilt in coop mode endscreen connect while in demo is a bug secret counts aren't broadcast half dead player frozen demon when dropped on player head swimming frames map e1m1 from a coop game gives loop qsocket used all player model axe frames sw version shouldn't allow path changes unless pop = june 11 ============================================================= * fixed the vis portalization order problem! * allow attack to respawn as well as jump * fixed faulting * removed sprites directory and all references * new qcc code for damage, should fix statue monsters * new zombie pain code hang on laptop sound init boss needs to scan for coop players centerprint powerup messages change origin offset on fish for more fin fish move fail on tcross surface should still allow xy move fish should pull treading people underwater make good spot for weapon change rules 8 bit sb output isn't using volume scale slider sounds (esp for sound volume) is e1m1 nailgun a trigger, or is it duplicated? play sound or something after intermission will allow exit? systems that translate blit need to update entire screen on palette changes = june 12 ============================================================= * limit sound buffers to 4k, add extra mix points and mix full buffer * fixed only registered trigger messages * boss shouldn't spawn in deathmatch * cleared move commands across level transitions * 8 bit sound output volume scaling * key configuration didn't work for changeweapon "impulse 10" * options menu now resets string values of cvars * talk drawing properly updates with sized down screen * clear net connection ques on new connection * f5 cheat or's in items * removed error for unconnected buttons * power up status bar faces * armor number * increased surface cache size * end of game text * menu up/down wrapping * Sandy's menu suggestions * jrstart alternate start point if returning * play track 3 on intermission * drop backpacks in coop * got deathmatch invisibility working clip into sky problem demon smashed a player stuck into a sloping wall no cheat in coop automatic listen 2 talk message printing code door sounds check fly/float move code check weapon changing while firing check messagemode bound keys "restart" on a client of a net game crashes serverflag only trigger gib head positioning ability to specify cd track on demo recording coop use solo scoreboard two presses to exit intermission deathmatch intermission screen harder nightmare name and color should be saved as cvars undead players? fixed with new death code? QuakeEd: trigger texture setting should be automatic add colors to dm scoreboard forward changelevel commands? good POP add "serial/modem configuration" menu = june 13 ============================================================= * slider sounds in menu * trigger counter's don't require targets now * fixed blaster mismatch warning message * net start menu * enter on full key config clears * ogre gib * quad damage face * quad damage powerup cheat * all gib heads * removed K_ from key names * bind with no parms reports the current value can't give try partical effect for teleporters remove forward to server commands, use impulse for all? old rule deathmatch option in menu head in wall again no cheat in coop connect from demo checksum pak directory for shareware version shambler, wizard, ogre, voor heads allow arrow key repeats? item respawn on bmodel bug pitch jerk at startup sometimes. stuck heads bug "no messages" option axe weaponframe switch problem make "dropped datagram" a developer only printf player thump for ogre falling? centerprint entering message variable ceterprint wait time double nightmare attacks disallow new game during multiplayer? no player crush to point sinking into plats coop through episode end allow typing in savegame comment fix talk message display code keep commands in doubly linked MRU list to avoid linear scan? multiplayer end of episodes hang? centerview doesn't work in water make sure all menu vars are in default.cfg = june 14 ============================================================= * removed all use of ai_dead in progs * fixed nailgun fire order * fixed double press to exit intermission * fixed sliding dead player bug * fix bonus item respawn on dropping plat * zombies don't go down again if already on the way down * fixed ambient sound looping problem * show looping sounds lin soundlist * combined rocket impact and explositon damage for reliable gibs * fixed stuttering on dropped packets * set teleport death size properly easier gib from rockets for players check telefrag for multi players stuck is sound buffer not being properly cleared? menu sounds dissallow some server forward messages internet reliable messages getting backed up? check for hard packet overflows flash items on status bar stop using gfx.wad? pickup rules teleport into monsters bug change away from axe bug = june 15 ============================================================= * handle escape special to prevent unbinding, and pass through to menus * allow attack to restart as well as jump * copied more cmd_argv through recursion * boss lead player in hard mode * removed blaster warnings on v4 cards * blinking icons * protect all cvars and commands that could be deathmatch cheats * mvoed squish obit before fell to death * fixed static sound false combining bug * randomize axe swings * never go into pain frames during weaponframes * combined axe damage frames * prevent bmodel teleport * registered trigger only accepts players * fixed activated door beeping * fixed linked door messages player crushed on e1m2 bug make enter play slide noise on menu item adjustments no head bobbing when dead gib head look around sink into rising plats hack check for stuck no such frame for gibbed dog head bmodel dissapearing problem in e4m6 gib by damage isntead of negative health option for listen servers to send out less packets? crank menu3 sound up in volume teleported monster flag fill sky volumes differently? shambler lightning hand frames top line of console is not clipped correctly door sounds / messages weapon change rules no gravity when in solid volume double shots for monsters in nightmare mode use multiple help screens swim bubbles on forard move as well as jump = june 16 ============================================================= * removed hard coded number order for sbar * moved palette and colormap to discrete lumps * all help screens * delay enter sound until after menu frame drawn * delated recursive spawn death * changed sound override rules to prevent monsters from eclipsing player snds * delay monster use reaction to guarantee sound after teleport * added reliable_datagram * fixed powerup respawning * clear all of sv in spawn server * heads bounce from telefrag * fixed sizing bug with telefragging * fixed force retouch bug * bodyque objects get movetypes player lightning source 16+ higher check dead player coop transition talk message needs to clear background dissallow save from intermission different default player colors? kick clients off if unsent message gets too big powerup flashes demon and shambler rethink between claws make boss face direction of throw deathmatch weapon switching double shots for monsters in nightmare mode hot key menus should return to game with a single escape item respawn with no pickup problem floating heads view center snapping deathmatch intermission screen directory checks no frame bug with eyes head floating in air reliable broadcast no exit option for persistant deathmatch servers statue monsters change pak files to pakS0 pakR0 triggered teleporters aren't working reliably play sound when menu goes away local sounds die sometimes teleport effect sounds on locked doors pops at end of sound buffer: not mixing entire thing? exp.tri spawn explosion frame func_episodegate print messages teleporter articles fix "load failed" message coop savegames lightning gun on secret doors. explain "kill" in manual explain dedicated servers for large coop games in manual = june 17 ============================================================= * lighttning gun always activates secrets now * fixed coop level to level bug when player is dead * added final character animations * only server can changelevel or restart * fixed scoreboard color bars * fixed spawn death * changelevel from client faulted * pop verification * pak crc * min shells on level transition * voor spike * coop use solo scoreboard * teleport particals * menu sounds * frag.map *? view center snapping * scoreboard flags in higher res * dm weapon pickup rules * easier jump out of water * cd track change at finale boss * changed center print position for very long text messages * force cd track on demos + -14 cells???? new sky filling client enter time end of e4 text crash deathmatch game exits should stay at intermission multiplayer boss ai axe impact sound rock ogre stuck spawn shambler recheck coop savegames talk message drawing broke teleport sounds stuck problem water stuck different pak naming structure combine mo strip build = june 18 ============================================================= * fixed cells dropping below 0 with new lightning gun animation * tighteneed teleport particals * big hack to catch rare stuck occasions * prevent save in intermission * unbindall command * fixed strip makefile solo scoreboard not centered jump out window while looking down looses auto-centering? drop zombie, then crush it = unkillable zombie changelevel with a dead server can take away shotgun/axe knight first damage is too early = june 19 ============================================================= * fixed "no such frame" invis bug * coop target tradeoff * boss target tradeoff * moved knight damage frames by one state each * cl_signon messages are now developer only * changed hell knight hit sound to sw data * allow onolyregistered triggers to be used as killtriggers * fencepost bug on name lengths * added S_ExtraUpdate to Draw_FadeScreen * ignore nointermission in deathmatch * notifications for quit and new game * created 0.9 SW RC distribution tilde key doesn't type (unbindall) monster counting bug net can fuck up with a join don't let demos change while in a menu menu sounds still don't work in all cases play menu sound on escape from menu stuck spawn disallow angle change during demo nail messages say "fell to death" rewrite buggy centering code rewrite buggy point squashing code color coded backpacks no finale when deathmatching fish credits = june 21 = (Shareware release, june 20th missing) ============ (june 21) * fish do damage * fixed lightning prog crash after killing boss * added ctrl-alt-del check in key_event * found problem with saving com port enabled in config files * drop fish hp * added samelevel flag for persistant servers * auto advance to next level in ruled deathmatch * deathmatch rankings show for 5 sec minimum new game should bring up loading plaque rewrite buggy screen management big t dest pain field on shub stand in in center turn off messages option ===================================================================== - finished - -- b. =====================================================================