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