id Software's Usenet Group Posts Archive!

id_notes/John C/1997-08-05_1997-10-09



[idsoftware.com]


Welcome to id Software's Finger Service V1.4!



Name: John Carmack


Email: johnc@idsoftware.com


Description: Programmer


Project: Quake 2


Last Updated: 10/10/1997 17:02:17 (Central Standard Time)


-------------------------------------------------------------------------------


Here is the last two months of my work log.



A * entry was completed on that day


A + entry was completed on a later day


A - entry was decided against on a later day.



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



----- at siggraph -----



aug 5


-----



* fix qe4 autosave


* merged qlumpy into qdata, save seperate files


* changed quaked to use texture directories



+ fix leaktest option


+ show texture directory on inspector window


+ show full texture name somewhere when clicked on


+ texture info overrides



remap maps to share common textures?



aug 6


-----


* qe4 texture directories


* fixed vid_restart


* hacked alpha colors for cards without src*dst


* fixed qdata vc compiler bug in arg parsing


* qe4 surface inspector



aug 7


-----


+ add animation frames to bsp file texinfos


- make bmodel frames just add to texinfo?


- should msurface flags hold the texinfo flags?


+ make window content implicit if any surfaces are trans


+ CONTENTS_ORIGIN flag


+ nodetail bsp


+ select face option in qe4


+ use monsterclips!


+ gl fullbright textures are still 2x brightness



moveable alpha surfaces


merge find texture dialog into surface inspector


fix qdata unix directory stuff


get rid of mod->skins, use mod->images



aug 8


-----


* added origin brush support to old bsp for raven



+ add edge planes for brush hulls


- rate is broken -- inventory fix




aug 9


-----


* combined bsp tools into a single vc project


* new texture animation solution


* make any com_error drop the loading plaque


* tools and quake2 work with new bsp format



+ combine project files of bsp tools


+ anything translucent is automatically a detail contents


- duplicate texinfo for animations?


+ store out contents from trace!


+ arbitrary visleafs mappings


+ scanmaps option for pak file building of textures


+ delta lightstyle controls from server


+ max moveleafs problem


+ make r_dowarp a server passed variable?


+ why is hunk_begin different in software?



don't forget to set SURF_NOSUBDIV on warps and sky!


compress ff in visdata as well as 0?


trinity idea: model light haze around every emiter


trinity idea: allways model volumetric lights by rendering back sides


CONTENTS_VOLUME


do a wavy specular water novelty


allow arbitrary chained lightmaps on a surface?


game.dll controlable particles


get rid of SURF_PLANEBACK


player sounds when moving? (breathing / footsteps / hitting walls)


rename .bsp to .bs2 ?


high frame rate run turn chunkiness



aug 10


------


* trans33, trans66, flow flags in gl


* damped warp modulation in gl


* ref_soft running with new data



+ shots are exploding on the sky again


+ auto set window contents if translucent


+ don't set qe4 texture unless notexture


+ try new console background


+ finish animation cycling



detail brushes could be extended to be destroyable


new texture specification by three points?


check -tmpin -tmpout in bsp utils


rename texinfo to surfinfo?


pitch change during jumping


minimized window notification when a new client joins?


should origin brushes be included in bsp file for completeness?


use nodraw flag


pitch change when ducking


qrad light bleeds



aug 11


------


* don't set qe4 texture unless notexture


* don't set qe4 texture on cancel unless changed


* grabbed new menu and console


* invert mouse off in default.cfg


* all software flags


* mist contents



+ imagelist command in software



trinity: save out projection outlines from editor for textures


add a 5th control axis (and 6th?) for spaceorb ducking


gl: don't keep lightmap blocks around in main memory?


entities not visible (or only visible) to owners


look in direction other than motion for hmd


quake as root directory problem


dir command


software surface / edge allocation issues



aug 12


------


* qe4 project on command line


* qe4 rshcmd replacement


* qe4 select face


* qe4 avoid multiple autosaves


* qe4 region selected brushes


* bindlist command


* imagelist command in ref_soft



+ leaktest


+ load game.dll from gamedir



pendulum motion


no jump on lava floor?


-game


16 bit wall textures



aug 13


------


* cls.fixedimage support


* no frame before cinematic fix


* menu during cinematic fix



+ ingame cinematic state


+ indemo cinematic state


- move fraglogfile into game dll


+ layout language beyond simple centerprint


+ killserver needs to kill demos as well


+ must kill cinematic after menu, or restart palette


+ disconnected can be either at a console or running the demo + intro cinematic needs to be part of the game



force nolerp lag?


put ip filtering in game dll


handle localmodels explicitly, rather than as *num


don't send heartbeats if not running a network game?


move viewmodel for all accelerations, including jumping and landing


fade out centerprints


design quit screen to allow addons to get credits


be consistant with window title bars


mp3 audio


qe4: downsample option, nomipmap option




aug 14


------


* qe4 project dialog fix


* intermission spots and movement


* hud transfer framework



+ micro levels that just play cinematics?


+ BUTTON_ANY option



remove oldorigin


use static arrays for map elements in renderers?


unit level statistics



aug 15


------


* smart background clear


* worked around 100% viewsize floating point bug


* increased base surface cache size


* unified server commands and prog commands


* fixed same level reload bug in ref_soft



+ are lightmaps allways being saved, even if all black?


+ is notify box used for anything?


+ toggleconsole when connected to a net game


+ server needs to be able to send staticpics


+ draw to front buffer without swapping option


- can game.dll register commands?


+ direct sound and keyboard restart so ref can destroy window


+ loading plaque on local system doesn't wait for hud erase



frame flicker option for evaluating missed VBL?


way to add remote commands on client side by scripts?


check client entering during intermission


moveable transparant bmodels


use sneaking in shadows to let players get a good look at more monsters


translate cinematic to greyscale instead of blanking?


remove zombietime?


are userinfo updates getting sent?



aug 16


------


download static screen images?


+ how to change semi-protected variables without killing server?


+ how do demo servers progress to the next server?


+ how does the client distinguish between a demo server?


parm to map command?


+ demo servers have special console behavior and don't warn on game restart


+ do not allow remote connects to a demo server


+ no loading plaque if fullcon


+ cinematic trailing pic for victory


+ demo view angles?


+ text before next level after completed


+ replace draw_beginrawscene with setpalette?


+ keys should go to game when running cinematic, not console


+ does the console key serve as a skip-demo key on real servers?


+ need to flag unit ends for stats, vs simple transfers


+ pause demos and cinematics while menu is up



visible que on players when typing and when lagged?


make sure there is never a server running if client is fullcon


must force full graphics reload on game change


don't require full precache of all weapons?


demo servers won't work for remote connections, because packets can be dropped


prevent map / demomap changes without killserver


map demo1.dem during game messes up


victory freeze



aug 17


------


* demo angles


* fixed initial lightmap cache value


* disconnect now does an ERR_DROP to kill server as well


* button_any support


* bad fov problem



aliaslist


never nextserver on finale


blaster autorepeat problem


end cinematic loading flicker



aug 18


------


* lightmap builing errors



+ qe4: build in detail mode


+ animating textures


+ no different quantities on items?


+ target_secretcounter



the inherant problems of simplicity by complexity



aug 19


------


* leaktest



+ min clamp extents



------------ Kansas City ---------------



aug 23


------


* cluster code



- boxcontents?


+ dump rgb lightmaps for software?


+ alias model aspect ratios different in software and gl?



share data between cmodel and ref


triangulate mightsee on vis?


malloc all cmodel arrays?


DONT_PRECACHE flag for player weapons?


make an ERR_DISCONNECT that doesn't print ERROR: ?


don't load entire map twice in cmodel and ref!


show clusterviscount for bsp time optimizations?


server/client communication for skin overrides



aug 24


------


* qe4 slow startup


* qrad



+ detail clip brushes?


+ extra brush clip planes



change qdata colormap to not use 0 and 255 for win palette




aug 25


------


* fixed water bsp bug! yeah!


* new tools in production


* view pitching with running


* weapon turn lagging


* debug graph



+ screen sizedown is not clearing again


+ animating textures


+ weapon change sounds should be server side


+ QE4: surface inspector apply is slow



qe4: seperate "make current texture" from "make and set all"


currentmodel name problem in gl_model


userinfo changes




aug 26


------


* debuggraph on top


* better bobtime / bobcycle


* face seperation overrun bug


* fast surface dialog


* show detail on camera title



+ link commands for playing from the cd



qe4: view menu checkboxes are wrong




aug 27


------


* fixed off-by-one cluster count


* fixed surf/content bit mismatch


* gun bob cycles


* falling pitch change



- make a fat pvs for rendering?


+ trace needs to return contents


+ fix BUTTON_ANY


+ rendering beams


+ delta lightstyle controls from server


+ finish animation cycling



QE4: deleting brushes doesn't count as modified?


initial time on spawn Tent


underwater caustics


make all bobbing effects cvars


title on inspector is broken for textures


moveable alpha surfaces


don't forget to set SURF_NOSUBDIV on warps and sky!


freeze map just sets a HUD of the victory screen


server scoreboard



aug 28


------


* fixed entity culling on gl


* sorted axial and edge bevels on all brushes



+ entity culling in GL


+ imagelist should have the downsampled sizes


+ software should dump rgb lightmap data



an origin brush will never change a texinfo?


NO! the offsets can change


are brush numbers messed up because of removed brushes?


plat push into floor


use textureisresident in imagelist?


load mip levels seperately


duplicate planes


make set detail not work on entities


trinity: pivot feet! general atmospherics!


ray trace: texture+s/t for each sample, hardware reconstructs


walk up stairs by slope hitches up


animating textures


QE4: use gentextures


QE4: flush all textures option




aug 29


------


sick




aug 30


------


* changed snapnormal


* fixed BUTTON_ANY


* unix makefile


* pic server


* runcinematic call


* console over cinematic fix



+ console key during game cinematics


+ version number for quake 2?


+ cinematic set palette needs to clear screen



use cluster level leafs for sound radiosity


jittered texel centers?


trinity: continuous textures, surface cache on all


make net, pause, and drawcenterstring HUDs




aug 31


------


* fixed trigger_always


* game dll by search path


* cinematic NULL bug


* help computer



+ get rid of datablocks?


+ dll init must clear the persistant data


- savegame needs to save game.dll name


+ save directory?


+ put pcx_t into qfiles.h?


+ unify all hud work into g_hud.c



set command with flags?


should "path" be renamed to pathlist?


trigger_allways should be fixed size


gameversion


somehow don't resend big deltas (scoreboard hud) until ack?


client side feedback


glgentextures



sept 1


------


* QE4: bug with texture attributes on non-visible surfaces


* stack bug for initial light maps



+ pink lightmaps?


+ alt-tab should only minimize if full screen


+ version as command and var?



splashing sound when swimming at surface?


brains make view roll around


wasted polygons outside maps


vis decompression overruns?


INVISIBLE_TO_OWNER INVISIBLE_TO_OTHER


make * model names visible


GL_MipMap overwriting?


trinity: proper biped walking


increase range of mouse slider


gun shock based on damage source



sept 2


------


* serveronly semeaphor close check


* error during initialization messagebox check


* software rendering default wall image


* unify slidestepmove



+ progress bar


+ roll angles are getting set on rotating models


+ blinking lights on bonus items


+ alpha test fix



bug with loading a new map after an errored out map


qe4: turn region off for new map



gun should show vertical acceleration on lifts


view angle turning based on impacts


muzzle flashes


trinity: fully compressed textures need to compress the mip


levels as well, instead of generating them from the most


detailed form.


trinity: different packing options to layout all the texture


blocks. Square, thin, individual, etc.


trinity: investigate performance of background disk paging and


clustering of texture blocks into disk allocation units


trinity: texture connectivity graph for prepaging?


trinity: speculatively upload things that might be seen next


frame to balance uploading?


max upload, use lower mip levels if needed?



get rid of all the gl lightmaps in main memory!


allow jump up off bottom of water floor to give more velocity


merge net_udp and net_wins



slippery slopes


learned something: upload mip levels backwards




sept 3


------


* fixed scalloc size 0


* box on planeside fix


* remove 0 and 255 colormap references


* don't allocate texinfos for empty texture names


* fix the initial teleport spawn timing bug


* sinking into plats


* exaggerate stepping when crouched?



+ allow pics off screen (status bar off bottom of screen)


+ check control configuration


+ make moveup jump


+ animating textures


+ base window not very noticable


+ any flowing?


+ fix deltaangle hack in putclientinserver


+ move copytooldorg to prepworldframe


+ demos


+ r_speeds include particles


+ escape should pause demos



reduce acceleration on low grav levels


moving translucent objects


timedemo leaves console in attract key mode



underwater speed is too great


flex legs intentionally on plats?


forward when facing an obstruction directly should not slide


clip brush fragments in base


exit button clip stuck problem


no such oldframe -1


melee attacks out of range


rename g_client to p_client


merge cl_fx and cl_tent


deal with oldorgs better


software menu black screen flickers


rethink scrap allocation


crouchwalk up slopes is fucked up (stair uping)


r_stats include bind counts


change lightmaps into images


make gl_bind() take an image, so it can reference sizes


script parsing should take /* */ and \ line continuation


reduce skies?


3dfx opengl: detect thrashing and split the cache?



demos don't read from pak files??????



muzzle flashes


forward / backwards airlocks


better button representations


brighter primary colors




sept 4


------


* mcd alphatest workaround


* gl_finish


* gl_dynamic


* fixed crash without basedir



+ savegame harness


+ loading plaque


+ proper alias bbox in gl


+ light feedback for server


+ 3dfx vid_mode problem


+ remove MAX_SCRAPS


- arbitrary skin support needed for power armor



sort entities by texture


segment skies up more to get better caching?


circle monsters pvs


are gl sprites double bright?



sept 5


------


* fixed all angle clamping issues


* allow look up / down to exactly 90 degrees



red numbers on status bar




sept 7


------


* timedemo attract flag bug


* multiple model entities


* 8/16 bit updates


* merged delta with baseline



+ destroy windows on each ref start


+ server time clamping issues


+ client light level different between refs


+ remove version command


+ animating textures


+ run from cd option


+ toast mergedemos



flags not used in entity-state?


airborne frames for everything?


don't send player entity to owner in most cases


client quit dropping prints extra messages?


trinity: track and field style extra fast running?



sept 8


------


* fixed time clamping issue


* removed win32isms from snd_mix.c and snd_dma.c


* optimized dsound locks



+ scale texture stats by texture size


+ not autodetecting PII for mono lightmaps?


+ put swaps from ref into qshared?


+ walk backwards when looking straight up?



seperate #define for asm code?


swim up with jump key


window close box


reload textures only on context recreation


do a stereo gl implementation on intergraph?


item using....



sept 9


------


* freed textures on gl shutdown


* fixed pitch bounds check merge bug


* cleanup sound code


* cut default maxclients


* cut update_backup



+ soft fullscreen failure on ingr


+ error not closing window


+ cds window set on top of taskbar


+ fullscreen in mode 0, set mode 1 = crash


+ alt stuck down after alt-tab



fix vis expansion problem


trinity: shimmering heat atmospheric effects


need a remove command builtin for game logic


get all texture extension numbers into gl_image


vis decompression overrun


window doesn't offset in non-fullscreen modes




sept 10


-------


* don't precache player model in single player games


* dynamically change maxplayers



+ move null files into a seperate directory?


+ alt sticking


+ maxmoveleafs error



teleport in flash is still wrong on second level


stuck on wall with low grav jumping


allow minimize?


win95 memory paging


still have some tjunctions




sept 11


-------


* cddir



+ must save status upon entering a level if it was a new spawn


- each map has a unit number and a level number



is changing skill/etc going to be a problem while demos are running?


demos in pak file


don't use virtual alloc!




sept 12


-------


+ tag_game, tag_level


+ new game must clear


- need to save game state at last level entered as well as exact current


+ save level on exit...


+ spawnpoint to game dll wrong?


+ collapse sv_phys into something else?


+ skip all pixelformat stuff on minidrivers?



get rid of Com_SetServerState() ?


ERR_DROP?


status command that prints out server and client state?


don't allow anything but CRC checked pak file access in a demo


client userinfo change updates


worry about cvar info string lengths


make sure IP is visible to game


track deaths as well as fregs?


directmouse?


view shaking from explosions?



sept 13


-------


+ skill levels need to be archived with server state!


+ angle clamp on server is broke again


+ don't shrink status bar with window


+ make sure all char * in edicts are copies, not just references


+ difference between reentering a level and reloading it



check all savegame files for disk space errors.


current is automatically updated whenever a level is exited


archive the level being exited if not leaving the unit


save the map to be entered, SKIPPING ANY CINEMATICS!


end of game will not have a final map, so don't save


savegame does NOT update current, the level archive and server


is written directly to the new directory



new game



single player game


on death + press, bring up loadgame screen


deathmatch


on death + press, respawn


coop


on death + press, respawn



need to have the game start up without TCP/IP unless asked for



dir command with sys_find*


ping equalization?


set userinfo->ip on each server connect


high quality / low quality sound option in menu, create a special sample for testing


fix svs / sv to be more game/level oriented


make coop games allways four player?


wav lag seems worse



sept 14


-------


* qdata grab alias numeric suffix


* menu architecture



+ make a portal entity


+ connect doors to portal entities


+ treat portal contents like windows


+ flood fill leafs, but stop at portals to count areas


+ if actual leaf with portal contents should chose any area next + to it


+ each portal brush should have exactly two areas bordering it


+ server sends over a bit vector of areas visible to player


+ use area visibility as fast reject for line testing?



+ should portal entities remain seperate, or just add a portal + field


+ to doors?


+ builtin: SetPortalState (int pnum, qboolean open);


+ portals MUST go in the structural bsp!


+ each leaf has an area field


+ each portal has two areas it connects


+ all other data can be derived


+ areas have the list of portals


+ area * area * 2^portals == too large!


+ must do dynamic flood fill


+ most portals will be closed, so flood fill is fast



+ game pause


+ no status bar after death



allow higher precision bmodel angle specification?


put v_idle back in?


super crouch jump?


establish a client connection at startup to avoid localconnects?


more bright areas in the game for contrast?


throbbing health status pic


weapon cycle command


bigger font?


allways have visible blood particles by face when hit?


bounce health status around when hit?


radius of alias model dlighting is greater than surface dlighting



trinity: use mouse curssors for ui stuff?



menu_move, menu_down, menu_up, menu_change, menu_slide



trinity: software trilinear with second pass?


only works if vertex lighting



sept 15


-------


+ cinematic paking!


+ r_dspeeds should include translucent time


+ alt key stuck donw after alt-enter


+ bonus flashes



texture releasing from maps isn't uniqued


scissor triangles


faster z clip


make autoexec.cfg work differently because of demos



sept 16


-------


* finished box sweeping code


* fix the automenu key problem on bad cinematic


* blinking black screen palette set issues


* send dowarp over from server


* fixed color 0 grabbing


* bonus flashes


* Q_fabs



+ dedicated server



drop stair climb in air height




sept 17


-------


* fixed qe4 texturepath bug


* qe4: show in use textures even when showing a wad


* utils: fixed gamedir to allow nested quake2 directories


* moved env out of gfx, so gfx is all source files



malloc tags for game and level


clone detail brushes should remove detail flag


make timedemo a server connect thing


ktest.reg bad model



sept 18


-------


* finished code dump


* dedicated server


* removed all dash parms


* texture paging research



+ examine ambient sounds


+ key clear events doesn't clear everything



sound streaming


bsp hint brushes (SURF_NODRAW?)


autoexec.cfg


ip cvar for multihomed servers


ip userinfo for clients


report dash parms on cmd line?


menu on top of cinematic leaves crap


color 0 is still broken on NT



allow clients to connect to the server even if it is not


running a level?


local client is allways connected


clients are only kicked when the entire server is shut down


or they connect to a remote server





sept 19


-------


* basedir / cddir exec problem


* moved edict allocation into game



+ only change yaw on riding bmodels


+ city3 software crash


+ odd pause before connecting to map


+ !!!SV_PointContents needs to check entities!!!


+ areaportal numbers


+ move spawn/free into game logic?



are sound starts lagged by 0.1? only lag offsets?


get all cvars for game into one place


send objects only to owner or vs versa flag


loading plaque from post cinematic "you win!" screen


QE4: fix the idle redraw problem


vis decompress overrun


get rid of zombie state?



sept 20


-------


dead air conditioning



sept 21


-------


* areaportals!!!


* model contents for moving water



+ use different decompression buffers for pvs and phs?


+ fix headnode issues



get rid of fat pvs completely?



sept 22


-------


* fullsend headnode done properly



+ animating textures


+ must check all cluster areas for doors



-1 cluster issues?


more dramatic railgun spray


check all the trace flags to see if they are still needed



sept 23


-------


* fixed bmodel cluster overload


* double areas for doors


* drawworld 0


* bmodel sound origins



+ rename "globals" in game to ge?


+ remove limits on max entities in packet?


+ better way of tracking static sounds, so they can be turned off?


+ object looping sounds?


+ machine sounds in fact2


+ fix look up / run back bug


+ add more packet buffers to avoid "dumped packet" warnings?


+ dll basing information for function pointers



finish status bar and inventory


use areas for multicast


hint brushes


eliminate baselines by allways tracking client's knowledge of all ents?


qdata model frame auto-number issues


snap stuck view when dead?


set_ex command to set info status


game dll version number?



sept 24


-------


* fixed area bug for headnoded entities


* fixed noclip outside world view with areas


* fixed gl_lienar getting stuck



+ cull sound spatialization by area?


+ don't save level if going to a new map instead of gamemap


+ put .pak format into qfiles


- make chaingun do less damage per bullet than the machinegun?


+ check entity sound overriding in fact2


+ software glitches with areaportals


+ move spawn and free into game


+ weird blaster trails


+ make sure doors open / close areas properly reletive to sound starts



guarantee string fields are never NULL?


linksequence


client userinfo updates


software skybox rotation


unlinkentity?


make -ip work as a cvar


ip as userinfo


areaconnected game primitive



server engine manages


communication


connection establishment


collision detection


console interface


map/game transitions



cache pvs/phs expansion


falling damage


manual mipmapping on skins?



sept 25


-------


+ should loadgame allways unload and re-init game dll?


+ load level with spawnpoint is different than load game


+ good sound control instead of staic sounds


+ move use / drop into game code


+ texpaint autosave


+ noreadlevel cvar?



localconnect sometimes needs to be reissued


non-axial triggers


rename and g_client to p_*?


don't nextlevel from "you win"


userinfo visible to progs


too many edicts in an area for sv_world?


spawn flashes are still wrong



--------- in seattle -----------



sept 28


-------


+ pain sounds?



window crunching on win95, due to order of DX operation?



sept 29


-------


* texpaint: backup files


* texpaint: size dialog on new skin


* texpaint: auto save


* normailized translucency level in gl


* fixed func_group entity miscount


* fixed target_changelevel use clearing


* fixed pointcontents with moving entities


* fixed spawnpoint storage


* use areas in multicast


* removed ambient sound calls



+ >512 entities


+ view kick even without move kick


+ blaster spawn point


- include sky, skyaxis as player_state variables?


+ transfer player health on each spawn and level exit



set spawntemp strings to "" instead of null?


alias save sequence number issues in qdata and texpaint


client userinfo


different blaster flash against flesh


rename edict_t to entity_t


init without IP


never same pain animation twice in a row?


map during loading bug


remove old_origin


makeuserinfo / makeserverinfo?


makeclientcommand?


auto-loop entitystate sounds?


!!! must include full path of predicted positions in fatpvs !!!


muzzle flash effect in entity_state?


jail4a iris door problem


MOTD console variable


QE4: scrub out partial detail brushes



sept 30


-------


* better host_speeds


* fixed bsp slowdown bug


* made Draw_Pic: bad coords not an error


* avoided double game init on loadgame


* moved serverflags into game


* fixed pause on initial connect from dumped loopback


* inventory rate bug


* client view rolling bug on level change


* RF_GLOW


* texture animation



+ more barrel explosion damage


+ archive all sensitive server cvars


+ fix inventory system


+ target_goalcounter


+ get rid of packet_entities_t as a structure


+ cinematic message name bug


+ up as jump?


+ more light!


+ weapons need to be more obvious in the world. light pulsing?


+ make first backtrack into an area with known landmarks



fade center printed text


still have color 0 problems under NT


allow game to select a client slot for connections?


combine g_player with something else


save view angles in savegame somehow


more function pointer checks in loadgame


watch out for different maxclients on loadgames


increase alias model shading level?


use userinfo_sequence


HUD strings need to be tag_game, not level


make ping time available to game?


different faces on status bar for male/female characters?


save health across levels


stuck in water currents in base2?


clamp max fly velocity


fish in ait on base3


guys shooting through force field sometimes in bunk


rename gl_mesh to gl_alias? or r_alias to r_mesh?


jump / crouch key placement


auto view centering


more edge on mipmapping in software?



oct 01


------


* EF_ANIM


* got rid of precache_


* got rid of SV_Error


* !!! config strings !!!



+ are lightstyle strings being dynamically freed properly?


+ pause


+ remove SV_Error?



!!!move timedemo to server


should setmodel take an index?


smart precache of weapons?


long crawls are annoying


skin reference counting


does leak test work?


bad surface extents levels


make sound and image names include extensions?


!!! how to download implicit images ??? !!!


!!! demo recording with deltas needs to wait for full update !!!


make timeout at least a minute?


multicast_all_r for configstring should go to connected as well as active clients


string encode SKY_AXIS and SKY_ROTATE in SKY?


it will be possible to get an index for an item not yet known


because of reliable / unreliable issues


block_until_reliable option?


supress flag on HUDs to allow cheap blinking?


rename "map" to "start"?


extra packet dumps still happening on map start


remove CL_MapEntity


move baselines into a parallel array?


don't expose svc_tent / muzzle flash numbers to game?


dropcommand cvar to restart crashed servers?


better box top walk jumping


full death cycle for player


inventory is persistant, per-client state.


no high step jump out


pain and death animations should be based on impact direction and


total damage in that frame


check on virtual alloc / commit issues


weird bmodel edge stream problem


increase numstacksurfs / numstackedges


clear sound buffer on loading plaque




oct 02


------


* don't lerp blends


* sum damages for end of frame


* damage kicks scaled by health


* don't run more than one frame at a time


* fixed alias model brightness in software


* equalized light feedback value between refs



different console background


infantry melee attack?


still get stuck sometimes


mono lighting should not color alias models


put away restart game menu


rename qmenu and menu.c to something common


numeric keypad controls?


monster hearing not right?


walk into player = allways attack


are infantry fullbright flashes not working?


level to level health


lighting feedback still different in software and gl


player pain sounds


animate translucent textures


better monster sight / hearing


make sure switches are animating


echo center prints to console


PHS or PVS activated guards?


rotate with textures option in QE4 for crates


do mynoise entities leak on level transitions?


crouch strafe is still full speed




oct 3


-----


* game pause


* pain sounds


* save health between levels


* moved baselines to a parallel array


* software screenshot directory


* 1.4k packets only!


* map command while paused?


* pos sound overriding


* sound area testing


* seperate pvs / phs static arrays


* cleared sound buffer when disabled for loading


* PHS calculation bug



sound improvements since q1


respatializing on moving entities


sub frame start commands


looped sounds are deterministic


sounds are removed by area and PHS


looped sounds sum



muzzle flashes!


bullet impact puffa?


why can't you fire a single machinegun bullet?


avoid loading the map file twice for server and refresh


option for multicast to PVS for effects instead of PHS?


remove sbar2 sounds


centralize all communication between client and server sides


warnings for improperly looped sounds


multiple speaker entities with the same looped sound


will just increase the range


target_speaker checkbox for player locals (voiceovers)


base1 - base2 - base1 - base2 -death goes to base1


paused level to level bugs


yaw towards killer


monsters not going to ideal yaw when shooting?


blood jet muzzle flashes


iventory update on level change


keepalive messages while precaching


no red flash on deaths?


initial and final trail parts


server quit doesn't get the disconnect message out


option to have dlights backface cull


extended sound bytes


release mouse when paused?


nver let server be connected without local client


!!! possound needs to also take an entity number !!!


slow water wading



oct 4


-----


* map_noareas


* target_speaker



handle bmodel origins on client side, search for good area


check localsound pos starts


make the server read the demo configstrings and baselines


and spit back to the client like normal


water wading sounds


sound streaming option


remove cl_mapentity


sync camera pain motion to sound length?


give all sounds a max volume area isntead of instant diminish


quakeworld style shotgun handling



oct 5


-----


* !!! autolooped entity sounds !!!



make all tools into 5.0 projects


combine SZ_ and MSG_


allways mkdir gamedir?


pause dumps packets?


clear all background all the time flag


player physics


MD4 each map file?


print version number on console bottom


select a different cd track if all goals accomplished


get rid of alphalight



oct 6


-----


* larger bsp token length



goal sound, secret sound, help sound


remove pushmatrix/popmatrix


less shademodels


sound mixaheads


flies should be a sound field


trinity: two pass texture checking to avoid thrashing?


lose links and $ macro expansio?


lose Com_SetServerState


blinking flags on huds (blink F1)


!!! rotating object view changes not in yaw !!!


save configstrings in level to get lightstyles


better armor feedback


armor sounnd?



oct 7


-----


* pitch snap clamping


* clamp at 89


* kill sounds when loading plaque


* no fov or null pic problem during prep refresh


* wounded faces



die then bring down console over menu bug


death


windows key


make sprite files text format?


all explodables and breakables should be pre-broken in dm


flash stats on change?


send email to j sturges


inventory names


super tank skin


variable delay on centerprint


timedemo


demo tests


flies as entity sound


release mouse when paused?


centerview


peak to peak view bobbing


counter items


infantry skins



menu sounds


secret sound


goal sound



sound when low on health?


respawn muzzle flash event still wrong


falling damage


rotating sky in software


color 0 on NT


transparent water insides




oct 8


-----


* fixed entity numbers 512-1024


* combined baselines and oldorgs


* demos working again


* MAX_SFX bug



spawn invisible allways starts at 256, so visible get bytes?


check goal counting


any key puts away help?


muzzle flashes


make cl_entities dynamic?


removed mergedemo on client


remove all client demo playback


finish savegame / loadgame UI


finish cinematic sound


check demo fopen spawning for cddir



weird palette issues?


more red



minimum health


infantry muzzle sounds?


remove blaster hit flashes on flesh


no savegame when dead


mine2 dissapearing problems


use key problems



qrad: infinite styles on face



allways have two secrets


allways select new items


do demos need a precache command?


timegraph



!!!save lightstyles in savegame!!!


!!!save areaportal state in savegame!!!



are loadgames doing 10 second prerun?



move say and say_team into game


sentity_t gentity_t


more blood



areaportals in software - bad sort keys?




oct 9


-----


* removed MAX_PACKET_ENTITIES limit


* used areas for beam culling


* centerprint to non client not error


* don't rotate roll when pushed by entities


* areaportal fragments in software


* F_CLIENT fix


* KEY_ANY fix


* save areaportals


* save lightstyles


* fixed secret double counting


* up as jump



color 0 on NT


water wading speed


water jump out



centerview


no savegame when dead


mroe damage blend


putclient in server shouldn't reference weaponmodel


userinfo issues


IP cvar for servers


IP userinfo for clients


remove sv.viewpos?


make max_entitites a noset cvar


don't use PHS?


up / down issues


broadcast centerprint


intermissions


flickery lights


free mouse when paused




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