id Software's Usenet Group Posts Archive!

id_notes/John C/1996-02-18_1996-06-21



=============================================================================


- the log as first released, up to april 16th (added dates) -- 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



= feb 18 =================================================



* page flip crap


* stretch console


* faster swimming speed


* damage direction protocol


* armor color flash


* gib death


* grenade tweaking


* brightened alias models


* nail gun lag


* dedicated server quit at game end



+ scoreboard


+ optional full size


+ view centering key


+ vid mode 15 crap


+ change ammo box on sbar


+ allow "restart" after a program error


+ respawn blood trail?


+ -1 ammo value on rockets


+ light up characters



vsync on high framerates



= feb 19 =================================================



* fixed vanished bmodels at startup


* fixed getting stuck problem


* fixed the sound out of range problem


* hack patched the dissapearing under water



+ remove look spring


+ fix radius damage


+ too many people on status bar


+ invis in water


+ multiple pain sounds started


+ shift jumps while in console


+ less blood time


+ gone armor icon


+ look up/down keyboard modifier



clamp velocity on respawn


clear damage flash on respawn


bad changeup


bob speed kept on restart


no puffs in sky volumes


id copyright seal


teleport screen warp



= feb 20 ==================================================



* rewrote sound packet communication


* fixed multiple pains from a single shotgun


* qcc -copy option for sounds and models


* fixed up pak file support


* removed .rc files


* screen size over status bar



+ monsters need to be pushed into teleporters


+ blue frag pieces


+ NaN impact time is a crasher


+ looking down on weapon bounces away from bottom


+ timing preventing attacks at startup



fix hardwired vid_uopdate


remove redundant death sounds


teleport warp


torches


cpuid?


monsterblock entity


multiple sky textures in a level



= feb 21 ====================================================



* frag bar


* start profile on late frame


* fixed relinking bug


* improved prediction bounding


* change weapon chooses supers first


* ammo pictures on status bar


* drop pain flash again and bound


* tweak armor and spike damages



+ don't pick up equal armor


+ ceiling doors don't cause damage


+ demons crash when jumping


+ monsters need to use bsp clipping


+ need to save memory...


+ Fatal error: NaN impact time from entity


+ change armor damage


+ drop weapons


+ face to face with nailgun does no damage


+ +pointfile from cmdline doesn't work


+ conglomerate hunk printing


+ shoot triggers


+ missing a Z update on rockets sometimes?


+ firing after net games


+ negative scores on frag bar and frag board


+ world backpack and armor model


+ weapon bounce down


+ center look key


+ check change levels in high res mode



show ammo counts in single player frag screen


radius damage should open secret doors


five point font on kills


rocket poke into walls


shoot open connected doors


gib bounce sound



= feb 22 ====================================================



* fix incorrectly updated origin bug


* added alias backpack and armor


* fixed weapons sticking into wall


* changed "connected to server" to "connected to map"


* fixed console


* armor skin numbers


* fixed "not shooting" bug


* changed sound back to origin based instead of entity based



+ swimming directions


+ quit scores are wrong


+ screen flicker crap


+ radius damage sight check


+ crushing issues


+ bodies stopping in midair



dimmed out weapons


follow killer


spin head inside gib



= feb 23 ===================================================



* fixed sound origins again


* fixed crushing stuff


* added "wait" to triggers


* added startup stuff for demo


* swimming direction stuff


* added '+' sizeup as well as =


* changed "unnamed" to "player"


* fixed skinnum clearing



+ gibbs need to fall after trap doored


+ ambient


+ make bubble sound while swimming forward


+ server speed


+ case insensitive on key names


+ hunk alloc


+ nans


+ better notify scrolling


+ final score dumping


+ negative frags


+ reconnect problems



backpack dropping underlava


"hostname" makes gane think it is a server


swimming models


weapon cycling


dedicated server stuffcmds



= feb 24 ====================================================



* added case insensitive key names


* skipped license check on dedicated servers


* changed prog score sorting some


* took out autofire


* fixed negative frags


* cleaned up connection management


* fixed hunk_alloc


* no sutch alias frame problem when leaving server


* "map test1" on system with enough memory


* flickering side crap when level restarting


* added base directory to path


* changed heads to tosstop



****** RELEASE QTEST1 ******



+ unupdated Z problem is still in there


+ flickering weapon icon


+ blood trail to respawn



= feb 25 ======================================================



* emit bsp files



+ idle loop on disconnect


+ key sticking


+ fix noclip in the water


+ modelgen scale option


+ run a single level for a long time, then connect hangs


+ grenade radius check



gibs stuck in walls in low G


flash blinding


turbulent texture direction


space in smiley talk message


talk sounds


full chat mode



= feb 26 ======================================================



* ogre sounds


* made 180 turns go left for better ogre dragging


* error checked and extended qbsp



+ drop green slime percentage


+ ram chip overlapps turtle


+ do DEC quote


+ nolerp update



caps-lock = full speed


no particle effects on sky



= feb 27 ========================================================



* expand qbsp to 32 bit values for edges and faces. sigh.


* fixed key sticking problem



seperate mouse sscaling values to allow negative up/down reversal


frag bar shows first two digits, not last two when >= 100


randomize head direction


slime less damage


drop to knees when crunched


check deathmatch flags before precaching



= feb 28 ========================================================



+ upper health bound


+ keyboard freelook


+ more air acceleration



can a hostile monster hit it's movetarget and turn away?


check scirk and smotte


don't cache player model in single player


"fair" mode with syncronous clients


kill timers on all spawned objects



= feb 29 ========================================================



* increased air acceleration



+ don't allow up/down move at all without noclip


+ weird fall out of level in sbad



= 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



= 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



= end ==================================================================


The log has been cut on april 28 here by John Carmack, to reduce


the unevitable finger bandwidth. See continued log. -- b.


========================================================================



=============================================================================


- continued log since april 17 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 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.


=====================================================================



=============================================================================


- 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.


=====================================================================



=============================================================================


- 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.


=====================================================================