============================================================================= - continued log since may 1 to may 31 -- 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 = may 1 ============================================================= * background noise track code * fixed swimming nan bug * fixed Sandy's quakeed crahser * QuakeEd: turn region off when going to new map * automatic sound decimation based on available memory * explosion sprite cores * QuakeEd: don't go to worldspawn * qcc is now fully recursive * buttons only pressable by player + the explosion cores are still MOVETYPE_TOSS, not MOVETYPE_NONE + set gravity on secret level + host_framerate cvar is broken + shootable buttons + wizards on paths go to wrong heights + make knights not move when in melee range + light styles in savegames + QuakeEd: filter world + QuakeEd: remove check for filtered brush fish fly out of water make door triggers not box sized check respawning on tim5 armor that drops down make an end of frame call for each player allow sprites to have a faked forward Z value? allways? key alias models = may 2 ============================================================= * changed grenade cores to MOVETYPE_NONE * set gravity in worldspawn * fixed host_framerate * stopped sounds before server shutdown * clear all controls on first client frame * view.map, viewmodel, viewframe, viewprev, viewnaext commands * dropped ogre backpack to 2 grenades * fail soft on video mode memory allocation * checked console resize in vid mode set, so size messages never get lost * shootable buttons + edge light seams + increase max packet size during development? + rotate dogs slower? + monsters drop to floor after teleport + need very obvious sound for sequence completion + model viewer inside quake + cache alias models, if only to help level to level change speeds + cache heap compaction + remove bsp->leaktest from QuakeEd + dog leaping + sight sound on monster use + allways switch to picked up weapons + blink weapon icons on status bar when picked up + climb out of water bug + water warp option in all vid modes + make qcc 64 bit clean by using doubles instead of floats on 64 bit archs? intermission levels spritegen has funny pathname determination demo fast forward seperate impact from damage combine some of the state flags in both client_t and server_t ambient light option on bmodels palette should be reset whenever console goes full creen should all +- binding have the keyname prepended to avoid the multiple downs? seperate mouse scaling for turning and moving make a "soundshot" option fortesting soundcode in ansi spec makefile? raise / lower weapons change weapon after firing last round flying fish change entity flags to effects should host_error try to cleanup aborted servers and clients? how many hunk allocs are there? save memory by combining? QuakeEd: filter based on skill levels check trigger firing when spawned inside one remove input line completely when not accepting input data checksums for remote servers shrink net packet sizes = may 3 ============================================================= * reduced rocket refire rate * removed ogre wait after awake * added shambler pain finished time * new caching code + staircase rail on tim6 needs to be taller + normal server disconnect is reported as a host_error + jrbase1 up arrow out of slime is near a step + bad changeup to green armor from yellow? level transition? + are demo playback speeds correct? + stair walking underwater + ogre explosions need cores + teleporting monsters left a statues + shootable buttons don't anger monters properly + cycle weapon command + pain channel is same as weapon channel - cut swimming speed some - go through more get up frames on zombie before failing + got stuck in a dropping zombie + wizads on paths drop to ground + torch models + remove keys on use - different keys on status bar for different levels + all items in inventory need to blink on pickup + soldiers seeing into water on tim6? savegames cause enemy items... different color console fonts monsters need to hear from farther away think about patch / update plan precache_ambient alternate surface warp killing ogre while on falling platform left him in the air better treading water better search path handling make a progs / models test directory for kevin blink key icons on doors default.cfg allways goes to knwon state animate key icon on doors when failing to open = may 4 ============================================================= (may 4) * allow "quake f:\quake\id1" for better ISDN development * dynamic caching of alias models * fix the surface cache size instead of letting it fluctuate * explosion cores for boxes and ogre grenades * transfer monster anger from button press * fix trigger message printing for secret level * added notouch flag for triggers * added nomessage flag for counter triggers * fixed secret counter triggers that are fired instead of touched * fixed fired button activator handling * fixed wizard path following + alias model torches... + don't spawn triggers for key doors, just use touch + make sound channel 0 never match + jrbase1: don't put guard inside ammo box, superhealth at end is no good, bridge delay is wrong, can still fall into slime + debug the stdio library problems! tim5 armor drop on ogre fucks up remove UPDATE_BINARY and pushmove make +_ key commands pass source as second parameter cace console background? more alert monsters? demo cycling breaks netgames automatic treading water squish to bloody paste on interference = may 5 ============================================================= * removed player entity from own entity set * fixed memory trash bug from not flushing surface cache before changelevel * use all memory between the hunks as dynamic cache + dump time between levels + sticky bsp corner + fix wall jump scaling + better backpack messages QuakeEd is doing something over the net on NXPings bloody face health indicator? crosshair? don't pass angles, frame, etc on viewentity rockets spawn past point blank Single player names on qsockets are backwards make dead player still solid to monsters to prevent seeing inside models? = may 6 ============================================================= * removed MOUSE1, MOUSE2, MOUSE3, added K_MOUSE1, etc for binding * check for spurious mouse buttons * fixed stair climbing underwater * trigger_onlyregistered * fixed door sound loopinhg problems * button configuration * made monsters stand still at point blank range * idle view motion * monsters get mad at each other on any damage + cache movement on hunk allocs + hi res modes with new code are broken + dead guy still firing / pushed into floor + fake pause causes problems when map from console + zombie shouldn't go into pain frame when down + change weapon command + is DMA left enambled in sound code? respawning of items that dropped down with a plat rocket points block plats don't clear text on vid mode change grenade bounced off ogre bind # option for weird controllers key sticking investigate the vis problems make monsters head for their spawn points after they kill the player camera follow killer destroy backpacks when doors close on them lightning gun model lightning gun no damage to shambler does shambler bolt hurt monsters? = may 7 ============================================================= * fixed point / point missile interactions * don't change weapons on pickup in deathmatch * made vis 30% faster * fixed falling in floor * fixed and armor plated the jump out of water code * fixed jump monkey climbing * dissalow "kill" when allready dead * all hell knight actions * COM_LoadStackFile * cache movement * fixed shambler pain frame + stair climbing clipping against walls is messed up a bit + monsters need to drop to floor after teleport + menu01 + loading on stack causes errors on dos + flashing disk icon + make caching perfect + monsters not fight each other if not seen player yet + make lighting gun consume cells + falling into floor bug + zombie clipping + cycling channel allocation + no Host_Error: for valid disconnect + body que isn't working shooting rockets at point blank deathmatch switch to better weapon again lightning needs to pitch control animating texture speed need to cut the update message size sfx volume option player only checkbox for doors and triggers launch lightning from exact spots finalize HMD interface repeating grenade bounce on some slopes jump out of water automatically when swim up to an edge, no need to jump new ground explosions auto pitch went into look down for no reason gib velocity reletive to damage? = may 8 ============================================================= * fixed crash on machines with no sound card * made texmake grab new palette * removed tent generated soudns from progs * fixed enemy anger on damage * sound channel 0 never overrides another sound * basic blob * light styles in savegames * Cash's fix for savegame slowness * door messages * fixed door retriggering sound and mixed size letdowns * changed zombie pain / clipping code * enforcer backpacks and alt death frames * trigger monsters play awake sound * longer ogre aim time * fixed checkattacks crossing water * new bit coding on entity updates + lightstyles in savegames + broke multiple message triggers + key door sounds + messages on double doors + messages on secret doors + 3 digit frag bar + light edges + change weapon command + center print messages + hell knight slice + more wizard death frames + underwater noise make gib entity rotation client side only ambient level on doors decouple weapon animations from pain, etc light bmodels point blank rockets look at killer monster swing weapons down turn view when axe fighting grenade destroy bodies lightning/rocket shooter swimming frames teleport warping teleporter surface warp blow up corpses get all visible enttites into low 128 or 256 = may 9 ============================================================= (may 9) * fixed door linking / messages / targeting * remove onground after teleport * fixed zombie pain and getting up inside players * hell knights don't anger each other * added source entity to prog traceline * fixed point blank rocket bug * new light sample point determination + no host_error on proper disconnect + change weapon + powerups + cell packs + fix pausing on menu / console + make key doors touch activated instead of triggered + lightning gun use ammo + word wrap consoke + monster jump triggers - blob spit attack is turning not happening when in contact with monsters? client side lightning lightning gun enforcer bolt more pain feedback setting up the vid mode then changing levels can cause out of memory give a spike when hit by spikeshooter monsters burning in slime hknight throw a spike occasionally when charging demon jump down from higher higher demon jumps enforcers still see underwater = may 10 ============================================================= * fixed undead demon bug * new main menu * everything splashes on entering water * bounded ammo on weapon pickup * added cell models and stats * Cash's screenshot error check * Cash's Host_EndGame * Cash's net packetsize bump * disc icon during IO * monster jump triggers * cache optimizations in edge refresh + cycle new allocation numbers + make qcc do pack files to a destination + dog leaping + wizard death frames + death popping + step up wall clipping + crucified zombie + nudge weapons with sized down screens + 64 bit clean qcc remove drop to floor? make Quit go back to demos and reset controls for E3 lots of demos slime damage for all monsters pass PVS list to refresh instead of passing efrags remap stupid entities (item_weapon) sound for all monsters hitting ground reset the bonus items in monsters refix the rocket stuff after demo = may 11 ============================================================= * wizard death frames * dog leaping * make key doors touches * increased air time by two seconds * new keyboard pitch aiming aids * crucified zombies * cemter printing + tally monster deaths at end instead of counting at kills (monster on monster) + parse \n out of messages + status bar feedback + klook weapon dropping weapon jumping mess with configuration screen move all messages into a language qc file fix frag bar some side velocity on death check monster full turn before firing check exit hang on beta machine puff+light for spike shooters tim5 armor fall on ogre bug view track killer enforcer bolts less monster alertness when high or low blob spawn ceiling fix coop = may 12 ============================================================= * catch overbackoff in movement sliding code * extended key/value size in utils * added flame alias model * \n in epair text * fixed slope by wall false step in movement code * hacked around sticky corner problem * weapon/item flashing on inventory bar * fixed soundinfo exploded on a no sound card system * optimized snd paint and transfer + change weapon + jrstart: no fall in water by medium + demo loops + player stats on frag bar + nail gun alternating + cycle edict allocations + jrstart: light up black corners + clear center print when console drops axe view tilt better underwater bubble control track killer kick monsters off edges in pain/death jump landing frames new explosions = may 13 ============================================================= * weapon cuycling command * trapped bug with maps without textures * increase key/value size in QuakeEd * qcc -pak option * "flechettes" to nails * added "killtarget" on all SUB_UseTargets * secret doors do SUB_UseTargets * secret door touch messages * cycle entity allocation * versioning in savegames * save skill in savegame * don't set onground when standing on another monster * fixed loadgame during demo bug * put falling crunch on voice channel so it overrides pain sound * fopen demos inside packfile * automatic ambient sounds + bad recursive explobox? + ambient sounder tents + tab stats + center print sequence stuff + demo files in packfiles + powerups + underwater looping sound + pass source as parm for +defs coop start spot don't accept mouse view when paused "you got # shells" for item messags precache_ambient visbug.map seperate impact from damage create pak files with search path? tim5 drop item on monster bug texture animation speeds squash to paste doubled "clearing memory" parse /* */ comments in config files explosion has bad colors in it proof of purchase lightning gun treading water looking down towards ground bug deathmatch level transitions better lava balls is zbuffer precision maximized? alias subdivider used wrongly in zoomin mode permanently shifted view angle on restart optimized single channel ambient mixing are 0 volume sounds hanging around? jrbase3 old bsp explosion auto jump out of water demo file version numbers = may 14 ============================================================= * fixed recursive barrel death * new characters * better ambient name parsing * con_dpritnf for developer messages * start messages out of maps * directional touch triggers * remove qtest license stuff * fixed off by one error with ambient leaf calc * level spawning messages * clear input line every time console goes up * moved all non-refresh vid.buffer access into draw.c * removed alphalumpy -- use qlumpy * automatic extension and dest file creation for qbsp * merged id1 and id1_ development hierarchies * Made QuakeEd projects directory independent + raven's bug map + static point ambients + hell knight smash + flameb1 - 11 + explodes on manually going to bad map + play humm1 for teleport textures + parms for all + commands to identify source blood/chunk spray direction from claw attacks shootable base texture needs an off frame lint the utilities cache console background make all jump trigger targets have a land sound center menu in high res slipgate animations loading plaque, no console between levels supress input line fix timedemo with cycling demos gun jerking !cl.worldmodel is no longer valid? mike signon messages stay in notify lines break off anger at another monster if can't reach in ten seconds debounce all keys? center print level messages still dropping pack in single player? debug alpha modelgen = may 15 ============================================================= * fixed bug with cl.disconnect not clearing worldmodel * linted and asnified qbsp/light/vis * changed sbar update model * powerup colors and icons * fixed console ] gets messed up with escape/escape * fixed weapon icon flash going from level to level * solo console * blob fly1-4 + QuakeEd: don't allow retexture in wireframe mode + QuakeEd: clear wad on bad load + unfork qbsp + body que remove any remaining static limits in qbsp split client state into level - game - invocation eyes on status bar for invisibility accumulate damages so quad dmg shotgun can gib fix spit.map optional FOV cull for modem? super armor number server send prog checksum to clients fix hard coded location of status bar numbers in wad Cash's teleporter issue fake some angles to hide latency on movement faster mouse forward/backward + QuakeEd: clear brush heights on new level more edicts +strafelook toughen up shambler no demon/demon blob/blob violence hell knight anims dopg death frames outside level plays all ambient sounds cl.active isn't good anymore demo loops crew multiplayer give for powerups make clip brush only models work fix bug_numpoints_on_hp.map = may 16/17 =========================================================== (wrap around day) * added stack checking support to sys_dos * moved trigger notarget checking to after setmodel * limited monster / monster fighting to other classes or soldiers * centerprint sequence messages * tracked memory trash with stack loading * remove keys when used * alternate spike positions during firing * hell knight magic needs to go up/down * hell knight only charge when level * new menu gfx * make modelgen store name in frame and add to viewprev/viewnext * new hknight magic animation * snd_noextraupdate for better host_speeds * got all flames in * static sounds * found alpha fp exception in qbsp * increades MAXEDGES/MAXPOINTS in qbsp * changed vis error to note on unable to open portal file * ported qbsp/light/vis to win NT + QuakeEd: remove clicked on regioned brush message + smoothly center with centerview + automatic ambients for torches is "paintedtime chopped off" ever happening? sound mixing subdivides more often than it should make an r_pos command client side object spin load all sounds as 8 bit and tablify viewcycle command make builting commands auto increment in qcc change prog state definitions to automatic shorthand? make utils load pcx clear all powerups between levels rotate and bounce lava balls need to get automatic alias cycling going agsin why do menu sounds sometimes not play? one noise track bombs noisetrack in world entity put trigger back on key doors? better alias bboxes for efrag determination of huge models Tim's NaN impact nan.map parm checking isn't done in progs??? loading = may 18 ============================================================= * make func_wall toggle frame on use * QuakeEd: remove bsp->leaktest * QuakeEd: filter world * QuakeEd: remove clicked on regioned brush message * QuakeEd: don't allow retexture in wireframe mode * QuakeEd: new brush heights are now snapped to grid * default .bsp extension to bspinfo + enforcer bolts + sound for all monsters hitting ground + 64 bit clean qcc + parms for all + commands to identify source + body que isn't working teleport effect global sfx volume option frag bar highlight permanently shifted view angle on restart goddamn dos \r text shit in output from NT tools messes up NeXT tools check for small area polygons and portals = may 19 (QuakeEd source release ) =================================== * enforcer bolts * snd_showambient * automatic hit ground sound for all monsters * spread start time of identical sounds started at same time * put QuakeEd.tar.qz on ftp://ftp.idsoftware.com/idstuff/source * added -src option to qcc * added DEF_SAVEGLOBGAL to qcc globals * archive prog globals in savegames * send current killed_monsters and found_secrets at connect time * increase size of exec buffer to 8k * removed last use of zone load file from cmd * converted all prog pointers to offsets to make 64 bit clean * QuakeEd: fixed crash when misselecting an entity angle * dynamically cache console background, paused, and loading * loading plaque between levels * fixed ambient sound fade down * laser shooter option on trap_spikeshooter * min light and dlights for view model + get noisetrack from world - fix bubbles - shoold spikeshooters have a model associated with them? load/save menu position all missile launches unify monster missile attacks make ambient area sounds into cvars ogre jump landing frames investigate high pitch whine in fire sound quaddamage attack sound coop copy directories for Michael's bug do attenuation before stereo scaling more weapon motion why is quad damage on jrbase1? tim's corner bug monsters are definately still shooting you while underwater no ambient sounds in leaf 0 faster ambient texture tracking "map" should maintain connection to server for coop monsters need to die in slime is stairstepup in effect at level load? remove all continuous trap_shooter? (tim10, spit, sally) faster missile speeds on super-hard = may 20 ============================================================= * server sounds parameter specifies soundtrack * fixed cursor bug when clearing input line on console raise * fixed problem with e4 ambient (32 bit overflow) * ambient teleporter sound * snd_show debugging tool * fixed underwater grenade sounds * fixed shambler hold attack until in range * ogre chainsaw on side swing * claw meat spray * f1 toggle help * no end of level stats on empty levels * fixed tilted head savegame bug * don't drop backpack in single player * wrote unpack utility + teleport static sound + refix rocket point blank + make fire animations non-syncronous make MAX_PACKNAME define and error check against it dissable qcache for release? death/restart from loadgame should mouse forward/backwards cause an auto-center? unpackdir load/save should not take full paths ambient val on bmodels dynamic lights on bmodels finale fix demo cycle problems player corner clipping can take too long option to report any unfilled pixels (jrmed2) QuakeEd: goto point in command window monsters shooting you underwater = may 21 ============================================================= * passage research * fixed static sound start with -nosound * optimized SV_CheckBottom for easy case * sound optimization * fixed kill coutners for world kills * pop blood trails up higher * key doors need to have touch removed * added volume cvar to post scale all sound * underscale sound + make hell knight only send one dynamic light out + tim6: wordtype typo + bmodel pvs issue in tim6 shotgun sound has dead time at end damage amp in jrbase1 is pointless easy to use "is drive readahead" test listen server bugs menu sounds weapon offsets are wrong again damage amplifier bug check cd removal issues tighten muzzle flash phantom nail boxes in tim6 heads get stuck in ceilings sometimes is lightning owner set properly? sandy got stuck using the lighting gun = may 22 ============================================================= * complete mouse configuration: m_pitch, m_yaw, m_forward, m_side * m_filter sample smoothing option * split non clearable parts of client_state_t into client_static_t * clear items at level exit * make hell knight only send one dynamic light out * fix klook * smooth centerview * properly handle multiple inputs on a button, got rid of +forward2, +attack2 * exit game text screen * gave name to unconnected clients + make torch animation client side!!! is near Z clipping of alias models a bad idea? allow multiple packfiles to override one another better ideal pitch on slopes mouse pitch/strafe combo look at redbook audio restart shouldn't drop console. check for reloading the same level. noambient flag for low memory systems check zone memory allocation for bindings differentiate reconnect allow up/down in water swimming frames print bindings option more edge friction? reletive volumes for each ambient sound explicit bindings for key up / key down? teamplay totals level name in solo scoreboard = may 23 ============================================================= * fixed body que * Michael's client side alias animations * Cash's fix for net connects * fixed bobbing pvs problem * fixed on-edge water grey problem * fixed console keys generating double release events * fix new pitching recenter * changed powerup effect to dim light partial screen updates bloody face? player induced meat chunks seperate soudntrack files into seperate download? check sighting into water scroll water textures? accumulate shotgun damage for powerup gibbing override help/sell and finale in registered pak victory music append sample rate to music filenames to match best rename jrstart to start rename the last I_ functions to sys_ cache textures? dim out screen when menus are up? comment line on menu screens del in save field scan for all id1*.pak at startup reclaim entity string space after spawning change mins/maxs from floats to shorts in bspfile cut vertex numbers to shorts? marksurfaces to shorts? remove view model in weird FOVs ammo boxes not vanishing after reload change dynamic light attenuations for tighter spheres prog def for shareware only version? = may 24 ============================================================= * added lookspring back * fixed client PVS for checkclient to be from viewofs * fixed no sighting underwater * no tarbaby damage to each other * blob explosion core * cleared prog stack on prog error, so recursion pverflow doesn't give error * fixed shalrath pain frame bug * settriggermodel() now does angle, movetype, and solid init * reduced client to server packet size * trigger_changelevel fires targets * end of level stuff write a multi-platfirn C shell script for makefiles 360 jump trigger shootable triggers? take away all screen effects at completion intermission code more monster awareness to nearby carnage reduce monster accuracy with invisibility high res centerings remove counters if cheating rename cheat codes generalize button0 button1 to button 0 - button 7 dynamically reconfigure listen clients weapon movement with screen aspect is broken option to not pause the game while console is down? longer underwater time in easy skill? set registered flag menu sound (pause issue?) remove shootable invisible triggers? go over all the prog code gamma in options menu allow attack to respawn as well as jump? put end screen in gfx killed by box restart bug video mode set bug finish invisibility in deathmatch intermission cameras QuakeEd view pos button save polygons by filling inside of sky volumes load / save game monster on plat issues fish shalrath good lightning gun escape twice to remove console centerspeed not used? optional center on mlook release need bigger surface cache in higher res modes run direct from cd working path option cull distant sounds / partical effects on the server side? change vector view_ofs to scalar viewheight is the view model pitching backwards? non-thrashing precache? rename host_client to sv_client check surface cache size performance figures = may 25 ============================================================= * fixed savegame / phantom box bug * fixed underwater * allow monsters to sight other just-damaged monsters as clients * fixed lookspring + secrets and kills are backwards tighten dlight radius/attenuation copy center prints to console the portal bug cue music on completion = may 26 ============================================================= * flipped secret and kill plaques * finish solo scoreboard * finale * optimized CL_CalcAmbientSounds * optimized ResampleSfx * reduced index sizes in .bsp files * flood filled away outside sky fragments in bsp files + fix cache dir demo loop issues modify qbsp to allow entities only option to generate new triggers randomize intermission spots conditional bars in jrstart? teleport sprite fish registration key light bmodels different quad damage effect slipgate animations lightning gun general "no move" flag for player server C code scaled texture lighting still has bugs = may 27 ============================================================= * moved ambient sound calculations to vis program * moved file caching option to host_parms * removed keybindings[1] * added ambush flag to monsters * made precache_* functions also return their parameter * added precache_*2 functions for the registered version seperation * modified qcc for -pak / -pak2 option to build shareware / registered * random intermission_info selection * automatic configuration saving * angle 0 jump triggers * fixed solo map name centering artifact blinking before removal deathmatch invisibility blinking cursor for configuration screen automatic config saving sum quad damage for gibbing shrink cl_entities to be cl_update_entities + cl_baselines tim5 armor fall through bug radius damage opening secret doors only surpress autocenter when not on ground, not water check clearing memory twice, allow baselevel to move if not connected = may 28 ============================================================= * QuakeEd: forbid dragging position / direction when textured * constrained all file writes to the game directory to close security holes * allow multiple pak files intermixed with directory trees in the search path * full specification with: -basedir, -game, -cachepath, or -path * moved demo list to cls, fixed efrag bug on second demo playback + bring up menu on any input during demos + do "loading" plaque from demo to demo + demo transition problem + automatic pak grabbing frame game dir + saving while in a trigger field kills it? bump edicts again acknowledge all - command line parms as they are accepted? QuakeEd: don't explode if /qcache isn't present qcc option to re-bsp models and maps shambler lightning needs to be exactly positioned joysticks keybinding saving isn't right claim all args from command line, or print warnings? = may 29 ============================================================= * any key in demos brings up menu * demo transitions bring up loading plaque * added timeout for loading plaque * forced console away with loading plaque * regular restart uses loading plaque * disabled triggers now work properly after a savegame * cleared edict before parsing to fix door beeping bug * testing if(string) in qcc is not reliable, change to if (string != "") * fixed loadgame cursor problem after saving a typed in name * fixed dos savegame crash bug * automatic pak0.pak pak1.pak etc loading from game directories back to start after finishing each episode episode finished items ogre jumping frames load bmodels by lumps for less memory damage? does quake.qpr have to be in the root of the development directory? crosshair option wait on jump triggers? drowning warning cmd line load reformat text on vid mode change deathmatch level crossing nightmare mode death restart needs loading plaque map name on savegame comment line regular restart after a load game doesn't work bound load pointer swing up weapons lightning gun safe edict allocation failure remove view model in wide FOV modes give 9 faults = may 30 ============================================================= * automatic setting of the registered cvar * demos play from pak file * delay SCR_EndLoadingPlaque until after cache report * added -minmemory parm for testing entry case * stopped demo loop on demo load error * stopped demo loop on connect and map * zbuffer torch dropout bug fixed * changed all remaining I_ functions to Sys_ * chase network issues * colored light gel demo remove bspleaktest from quake.qpr can trigger_changelevel stuff two commands sometimes? remove powerup shifts before intermission gib code for the big monsters give wizards (hknights?) need a muzzle flash last_damage on zombie for cumulative gibs new explosion check min memory with large number of clients better treading water escape at a fulls creen console to restart demos? allways run checkbox in options instructions on configuration screen fish attack fish not leave water finish invisibility conditional registration message in jrstart monsters die in slime longer message triggers in jrstart take dogs by ramp out in jrbase1 easier jump out of water remove jsilly rbase1 bonus items smotte light at start loadgame from pulldown menu amlev98 shambler needs red armor on easy level for release: don't forget to remove "developer 1" cvar and bound cheats = may 31 ============================================================= * based load plaque removal on framecount instead of updates * fixed crash bug with zerod notify lines * load / save game menus converted to slots instead of file names * end1 / end2 shareware / registered end screens * triggered monsters no longer awake on invisible or notarget players * broke out default.cfg from quake.rc * fixed five way counter trigger message * fixed push triggers to be frame rate independent * translated spaces to _ in savegame comment to make stdio happy * escape in keygrab now justs turns it off * protected against recursive loop when Con_Printf inside SCR_UpdateScreen is model name caching being done correctly for the flushed world model name? centerprint message delay times fade screen behind menus gib big monsters cl itemgettimes aren't saved. do they need to be? weapon nudges on different view sizes slime ambient sounds center everything in higher res modes got stuck by explosion near zombies return to jrstart stuff amtest98 needs new teleport textures reset defaults option reset to defaults option track down load failed comments why do menu sounds ometimes not work? combo look/strafe fix lightning push trigger directionality wierdness ===================================================================== - I do another cut here, monthly -- b. =====================================================================