============================================================================= - continued log, march 1st up to march 31 -- b. ============================================================================= [idsoftware.com] Login name: johnc In real life: John Carmack Directory: /raid/nardo/johnc Shell: /bin/csh Never logged in. Plan: This is my daily work, starting about a week before qtest was released. 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 = march 1 ======================================================= * added ping command * fixed time warp from overloaded dedicated servers * rotate binaries * respawning items + clean model flags on remove + tim's color + weapon ammo not redrawn sometimes + no sutch alias frame after gibbing + give more feedback during the connection process + set absolute screen size command safe allocation failures from vid / zbuffer send full pathnames from server to client, not findfile make all commands remote if priveledged unique names inquire about server rules (teamplay, fraglimit, timelimit, maxspeed, gravity, ticrate) is vid still flushing the entire screen? empty path causes error in quake? don't need to update frame of target entity = march 2 ====================================================== * wrote sgi test demo = march 3 ====================================================== * added precache_file qcc option for -copy files * capped health at 250 + solid, invisible brushes + don't send linear entities in signon message + write a message trace printing mode + is 256 angle quantization from client hurting us? + sky animations use the wrong time base + centralize the connection process weapon switching is wrong no twitch in god mode if a linear update entity doesn't get an update in a packet, remove it bound upper client message sends properly RELEASE: bump protocol version numbers just before releasing = march 4 ====================================================== * got new internet code running * server protocol number * stopped printing name change message for first message * put usleep back in + an entity model is being cleared out from underneath it + rotating body parts + binary bit fields + damage in datagrams + push back at edges when moving slow? + twirling gibs + bit fields for binary objects + never reuse binary object slots + fix connect to a bad map + noticed water to dm only clipping prob in tim13 + no sutch alias frame problem magic8ball.rogue-ent.com = 38.252.190.8 ability to make custom plat activation triggers = march 5 ======================================================= * basic zombie actions * added dog * fixed bug in QuakeEd that caused a crash when setting a bad classname * changed health stat to a short to fix negative numbers * added binary object bit update + zonbies need to change size when down + secret doors need to crush damage, and return to open negative health fish have problems cycle general updates in wasted badnwidth = march 6 ========================================================== * fixed all network play issues * better monster combat * monsters don't activate plats * shambler shoot up * stubbed enforcer * soldier standing frames * monster use function makes them hostile towards activator + drop ammo + monsters see farther + negative ammo + extra friction near edges + fracs aren't right in single player + use monsters = wake up set ideal yaw upon first sighting temp object updates check size on teleport destinations player only teleporters puff of smoke when shooters fire weird high look up on romero's level step on grenades flyers look down eagle eye checkbox monsters not trigger plat flying change height monster jumping make tents for shotgun puffs leave level running too long problem shambler range = march 7 ========================================================== * increased max portals on edge in bsper * NT gl testing * fixed path walking + clear static objects for restarts = march 8 ========================================================== * dropping ammo * zombie gib non-solid * all zombie attacks * scrolling notify text * shooters that fire superspikes * keys * increased monster sight distance * fixed noclip in water + fix sound code + item only in dm flags + shoot through complex bmodels + NaN stuff + change impulse over to impule # instead of impulse1 + dog frames + demos! fix noclip underwater all zombie pain issues duplicate impulse events status bar art needs work jrbase3 teleporter can be hit behind dmonly do pain well on all monsters don't blit the entire screen when sized down! clean up headers = march 9 ========================================================== * wrote cl_shownet 2 dump * rebuilt qcc to take $scale parm * worked on demon * cleaned up obsolete utilites * fixed super shotgun size for sbad * moved wadfile to hunk * added colormap grab to qlumpy and got rid of vid_256.h * finaly gave dec quote * spread monster thinking times + fix angle on spike shooters + pick up super nailgun == illegible server message? + damaging trains + sandy: sally, don't put all the weapons on it, and help the PVS at start + get rid of surface->drawnframe now? fix weapon switching fix sound mixing climb out of water weapon pickup can overmax ammo staticly define sound arrays lightning client entity fly move to goal checkbox stop repeat jump check DAMAGE_YES on dead bodies func_oscilating teleport warp is surface->texmultab[MIPLEVELS] worth the space? combine surface->texture and ofs into texinfo? = march 10 ========================================================== * fixed static object update bomb * fixed crazy speed guys * allow restart after objerror * fixed bug with restarting droped out of world messages * spread standing frames more for groups + remove precache_item + ogres that won't wake up + spawn flags pause turn speed army guys don't wake up by touch? jump velocity shouldn't make head bob = march 11 ========================================================== * fixed backpack dropping in deathmatch * fixed monster sighting PVS problem + fix dos qcc + demon landing frame + trigger activated train + enforcer + dog + -1 ammo, 1 ammo on super shotgun, etc + invisible brushes for clip hull + grenade launcher shouldn't aim move update ammo when picked up grenade launcher with rocket running damage value on trains and secret doors player stayed on console after leaving jctest1 door fuckups grenade open secret doors = march 12 ============================================================ * got new alias stuff sort of working + pause message needs to stay up + change level trigger + knight bodies are solid lighting hidden objects level loading pacifier weapon switch button doors that stay shut on some multi levels? mouse button stuck down monster shouldn't get key door messages = march 13 ============================================================== * got new alias stuff (mostly) debugged * optimized BoxOnPlaneSide * stoped generating backwards planes * demon jump higher, fixed melee attacks * made knight corpse non-solid * crunched progs.dat file structure * culled unused edict fields + shoot trigger + alias clipping still isn't right + reverse dmonly / not_dm? combine with spawn only flags? + work on sound code! + fixed secret doors stop working + make objects fall when floor is removed make #ifdef PARANOID checks lightweight entities to save space? grenade / rocket damage to triggers = march 14 ============================================================== * new trigger code with delay + jrbase3 spawn problem jump triggers dragon path uncache player on single player monster missile checking for race relations gib pack wizard partical trail multiple sky maps non-bleeding takedamage = march 15 ============================================================== * made an execution stack for progs * spawn flags + fix NaNs! + proper level changing door no backup option PVS for net update check entity relinking for excess good tempents. = march 16 ============================================================== * made -1 wait doors not return when blocked * made secret doors and trains do damage * added edge friction * fixed reset self bug that caused jrbase3 not to load * loading pacifiers * split out some of the physics code + do from-the-beginning demos + why are NeXT fullbright colors still bad? + not starting up at american's house? + move the if(deathmatch) remove (self) statements before monster precaches + trigger start trains shambler and wizard need idle frames bump all version numbers before final release, so no maps work with qtests! general sound objects? mouse button sticking win95 startup with map eliminate MAX_FACES from qbsp? (johncm1.map) = march 17 ============================================================== * triggered trains * began work on sound code + edge friction jumping + edge friction in air? ambush guards temp ent precache does pacifier not work on net games? = march 18 ============================================================== * fuxed button triggered delays * added classname to light error message * demon more damage * sounder objects * light_switchable + grenade proximity explosions + fix jumping off edges + wizard fast shots + target lights for controling them + plat hit on head bug + ambient light spiral the view when gibbed level based gravity = march 19 ============================================================== * switchable lights + changed light program to unique switchable styles + target usable monsters + toggleable doors + leaf lighting + F2 reload crashes + grenade radius + spikeshooter directions + sound cache shouldn't be cleared all the times + demon jumping + demon death frames + chain activators for monster deaths + crawl out of water + ambient from map autosavemap? different teleport flash linked doors still have problems work on swimming control triggers for player only, or with monsters better knight code turn off regular shooters when used? once trigger on door_start_up? ctrl-alt-delete reset? remove r_fullbright in deathmatch sound streaming fix "couldn't allocate Z buffer" error reduce sound latency = march 20 ============================================================== * deathmatch onyl spawn doesn't work * drowning damage * changed QuakeEd to get progs from id1_ * added colors to QuakeEd entities * got rid of /lquake, moved QuakeEd caches to /qcache + don't take datagrams until acked second message + not-dm is intangible + sally torches not spawning + client called twice? + combine damage messages from super shotguns + gib zombies lying down? + more water friction + swimming bubble noise + light the weapons differently in bright areas + keyboard freelook + move QuakeEd start position to playerstart stop wall climbing sleeping pause raise rocket launcher with 0 ammo = march 21 ============================================================== * fixed quakeed bug to allow carrying selection to new map * fixed updated static bug + demons that fall through world + "wait" exec command + end of line exec bug do style lighting for alias models for release: Id Trademark graphic = march 22 ============================================================== * fixed bug with "alias" command that failed to add a newline * fixed bug in command execution that sometimes mashed commands together * added "impulse #" command to replace impulse0 impulse1, etc * allowed "bind" and "alias" to grab the rest of the line, not just arg(3) * don't clear impulse events every frame, so a weapon change will wait for attack completion * added "wait" command. These changes allow: bind g "impulse 5 ; +attack ; wait ; -attack ; impulse 2" * got demos mostly working + worry about shutting down listen servers before connect / demo playback + remove item precache + finish switching lights + keyboard freelook + do clients need keepalives? spikes coming through walls explosive nails change thresholding on trimapper in higher res!!!!! muzzle flashes = march 23 ============================================================== * lots of cleanup in cl_ code * killed looping sounds at disconnect * faded palette back down at disconnect * fixed bobj miscount and added bobj count error check * interpolated angles and velocities for low update connections * finished demo code + sound caching.... + looping sound still doesn't work on my system + can't throw out spawned sounds too far away, because of teleporters + ammo box on sbar doesn't allways update after death + two state door + allocate translations on the hunk to save single player memory remove headless / legless death frames swimming frames server viewpos problem relinking by size still isn't right explosion core precache_auxsound for non-essential don't cache player model in single player = march 24 ============================================================== * level to level transitions * finished light modifications for switchables * fixed bug that caused some entities to not appear + weird field trashing bug + don't clear sound precache on non-progrestart + stuff not showing up in jccode + savegames + nail angles are wrong + cought on buttons in johnc99 + is anything confused by sv.active on clients during a net game? stereo positioning is wrong nograv handle coop games make lightning a tent worry about security risks with pathnames for demos and savegames need to save lightstyles in savegames non-convex bsp output = march 25 ============================================================== * fixed bug with bobj miscount * most of savegame working + ambient levels + -1 flechettes + hunk isn't getting cleared properly + proper switchable lighting demo fast forward connect spectator weird pauses in demo recording death follow = march 26 ============================================================== * no BLASTER variable equates to -nosound * fixed up/down spike angles * dynamic sound caching * removed drip sound + send view angles to client + telefrags + interpolated angles + soundlist explodes + decimate drip fuckup? multi-level demo record are fakeplayers not working? checksum levels and progs for savegames alias model texture stripe problems with /r from dos save files fake dma shouldn't be called don't use fread / fwrite mip level changing on floor when dead missing sprites sound latencies lru models too, but never cache out bsp models compact sound memory before failing totally precache priority mouse button sticking = march 27 ============================================================== * fixed soundlist * explosion through walls doesn't damage * monsters don't melee through walls * fixed memory trash from restarts * changed signon messages to more client requests, removed buffers * invisible clip solids + wake up monsters through walls + is vid palette setting fixed? + remove up/down movement from non-noclip + entity bsp clipping for shots and monster moves + make QuakeEd center on start position + climb out of water + light switches? bsp sticking point no aim key don't include trigger and clip mip textures in files? = march 28 ============================================================== * fixed efrag allocation on restart (really) * fixed static sprite placement * fixed light casting from torches * fixed spawning angles * fixed savegame and multi player baseline object startup * made QuakeEd go to info_playerstart at level load + fix damage trace through entities + keyboard freelook spinning gibs on floor very high framerates mess up extra back attack damage buffered IO problem on romero's machine stereo still isn't right partical puffs = march 29 ============================================================ B(CGDC was from march 30 - april 2) = march 30 ============================================================== + dynamic lights.... + grenade activation size + entnum optimization + make progs use pointers for edicts? + sideways spikes esc = floating menus, with console option remove avelocity? track down the _SCR_UpdateScreen [23] from profile clean up search path syntax fix style lighting on alias models more #ifdef PARANOID = march 31 ============================================================ * changed edicts from indexes to pointers * fixed byte order problem in qcc * fixed backward movement dies after many savegames * fixed bus error in edict linking after a model remove * cleared rotate flag on CL_SetModelFlags * made items move with pushers + animating textures + vis problems out of water in jrbase2 + get trail characteristics from model name? (now a model flag) + switched lights don't work right after restart + aiming at fast moving entities + center view key light filter in quakeed is broken per-entity ambient light value don't play door trigger sounds if full up shoot over fallen zombies no changeup to grenades add targets to doors auto pause when console player gib packages null bobjmodel in singleplayer wizard bombs through walls drowning time? shambler lightning hang when starting a mistyped level (time based?) old deathmatch rules? lockup overnight don't hook keyboard on dos dedicated server cycle edict allocation so spikes aren't reused frequently make spikes rotate ===================================================================== - I do another cut here, monthly -- b. =====================================================================