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
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.
=====================================================================