id Software's Usenet Group Posts Archive!

id_notes/John C/1997-11-01_1997-11-11



[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: 11/12/1997 17:33:47 (Central Standard Time)


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nov 1


-----


* interpolate prediction error


* fixed farthest respawn


* removed backspeed


* no pickup weapons when dead!


* multiple crosshair pics


* fixed dropping items in wall


* disabled auto weapon switching in deathmatch


* respawn_time


* mroe precaches


* removed doubles



+ pitch around bug


+ ping calculation


+ are demos broken with prediction?


+ no footsteps if moving slow?


+ kill self command


+ no toss weapons in wall


+ footstep doubletap


+ clear gib flag on respawn


+ faster weapon deop times



precache talk wav


qbsp: MAX_MAP_AREAS when leaking?


flies effect on hyperblaster???


no slide under staircase


make blaster bolt move faster


BECOME_FLASH effect?


make dedicated server sleep


connect to other server while playing bug


bit code net messages?


win95 joining


changeweapon work better when out of ammo


pop in maps?


highlighted numbers


sort image_t lists?


switching rules


brain effect


monsters source shots before testing line of sight


secret doors


obituaries from monsters


warp gate effect


teleporter effect


increase max switched lights


max lightstyles bug


shorter wav latency


beep beep on pc icon


blood jets from pain skins


gibs shoot up out of lava


savegame in water bug


font outlines not sharp in gl


weapons vanishing on toss?


longer pause after death before respawn


temp invulnerability after respawn?


telefrag not always working?


step up in water?


clear powerups on death


don't hold a grenade when none left


l_health item precache?




nov 2


-----


* fixed pitch clamping


* Com_PageInMemory


* fixed menu cursor time


* net connect when playing bug


* custom skins


* fixed server update without game update bug



+ bump version numbers


+ don't go to half console until connected


+ delay before firing bfg


+ stairup allows wall climbing now


+ previous frame issues


+ don't copy all of frame.packetentities



no server pause in dm


normalize skin texture coords for software


splashing sound when swimming in water


ipx


software underwater surfaces


nopredict option at server


scroll inventory


smooth step up


remove rand1k


fire func_explosive targets when starting in deathmatch




nov 3


-----


* fixed divide by zero in kickback


* fixed overflow


* fixed walkmap up slopes


* bumped versions


* grabbed all cinematics


* fixed abort intro issues


* kill command


* fixed server status command


* more weapon precaches


* noexit by default


* autoremove some stuff in deathmatch


* make game initialization like -- sound --


* pumped message loop during caching


* client persistant data



+ no drop weapons without ammo


+ no footsteps when walking


+ saved across kills


+ saved across levels in single player


+ client levelstate


+ clear client times on level change


+ shouldn't be dumping unreliable messages


+ palette changes on cinematic



laod game should throw loading plaque immediately


not pausing when menu is up!


"don't need" sound for no pickup?


min_intermission cvar?


run key should be a toggle


dropped items respawn


auto use items


powerup sounds


print sound precache pacifiers


sendkeyevents during loading?


better pingservers


alias models are lit outside ofdlight ball


sv_shownet


"killed by" icon on scores?


don't allow dedicated without deathmatch


map transitions, but gamemap doesn't?


intermission spots with deathmatch


blinking health indicator


blinking computer indicator


move swapbuffers and add flush to glquake?


chaingun sounds off on NT?


test ping on serial port to serial port connection on win95


console prog commands


lower the scoreboard readout so you can read the obituary bessage



nov 4


-----


* allowed bad sky textures


* cinematic tweaks in gl


* high res skins


* fixed duck speed issues



+ names are messed up


+ not disconnecting cleanly?


+ cinematic GL wrapping problem


+ cinematic quality issues


+ cinematic sound


+ cinematic end frame marker


+ switch sound to high quality for cinematic


+ is idlog aborting early on menu?


+ dropping items makes them respawn in deathmatch


+ crouch strafe is faster than forward


+ sink in plats bug


+ lower paused icon on screen


+ min firing ammo for dropping weapons


+ spawn explosions with a random yaw



gun puff animations wrong?


no status bar during intermission


sv_showcmds


are sky images freed properly?


wading sound


use 16 to 8 table is ref_soft for tga loading?


savegame off pak file


demo file parsing from pak?


check replace alpha value for mcd hack


screen update timer for software opengl?


instant items


item sounds


include texture source size in texinfo so other scaled versions can be made?


are cinematics using color 0?


send pak checksum to server?


fix dedicated_start


print dm rules on connect?


blink f1 and play sound


skill values!


loadgame from console


input based demos for profiling




nov 5


-----


* fixed sink into plat bug


* fixed scoreboard display between deathmatch levels


* seperated game dll definitions



+ clamp low cin times



clear angles on loadgame


check client entering during intermission


seperate headers for monsters and players




nov 6


-----


* s_testsound 1


* fixed streaming sound on 95


* streaming sound at full volume


* removed multiply from mixing


* khz change for cinematics


* blaster precaches


* fixed cinematic from pak streaming


* don't use primary sound buffer option



+ precache blaster


+ dropped grenades on death shouldn't respawn there...



set hostname by ip hostname


timegraph not right


rename map to start


check entire game without asm code


no mouse cursor when fullscreen


die with grenades needs to stop ticking sound


high quality sound directories




nov 7


-----


* flag reorg


* teleporters


* put holdangles into pmove.pm_type



+ pm.touchents holds duplicates


+ damage anything flag


+ precache chat sound


+ teleporters at player spawn points


+ remove rocket fragments in dm



rename entity_t to rentity_t ?


teleport sequence bit to make ef_teleport reliable?


turn any event into a temp entity? (with or without angles)


unify sound starting as temp entities?


is time being over quantized by timegettime?


order events by priority


login / logout as events?


all sound channels as extra events?



trinity: objects should have enabler inputs as well as multiple


impulse targets




nov 8


-----


* make random respawn option default and work


* don't drop empty weapons


* teleport angles


* teleporters at player spawn points


* fixed telefrag self on respawn


* fixed userinfo on initial entering


* precache land sounds


* don't change console height until connection packet


* a disconnecting client shouldn't generate a badread


* remove rocket fragments in dm


* damage anything flag


* don't call duplicated pm.touchents


* client parse entities array


* no weapon toss in single player



sound dies after several hours?


scoreboard faces


show killed by face on scoreboard


deal with old_origin properly


delay cdtrack play until connected


can't escape out of loadgame menu when dead?



nov 9


-----


* no client pmove at all with prediction off


* railgun crashes


* fixed rub stuck bug



+ gravity in pmove


+ control config is messed up


+ seperate client event processing from parsing


+ are baselines not working right?



make-item-selected command


notched look up / down commands


keyboard look


map name is messed up on start server


deathmatch character weapons


unify uses of ent / client / etc in source?


no player actions when paused


check incoming_acknowledged for pings


master servers


dm respawn isn't clearing pitch?


teamed teleport destinations


teleport angles


# form for kicking players


make showinventory a stat bit, like layout


unify all data file references for easy downloading?


how to handle different quality versions?


if crushed in dm, respawned outszide world?


shadows


rename entity_t->flags to renderfx


checksum client to server messages


smooth out step up


does spectator work?


trinity: coarse radiosity source lattice for dynamic lights?


oldorigin issues


replace with a previous state send?



nov 10


------


* qe4 bad class parse bug


* grenade bounce generates two sounds


* playerstate delta


* qdata variable sound rates



check the replace mode alpha bug


replace all muzzle flashes with events


lower railgun




nov 11


------


* cinematic playback at variable sound rates


* qdata multiple video in single file fix


* only one token huffman bug


* demowaiting


* allowed individual reliable overflows


* make all clients invisible at intermission point


* mask high bits in client_t->name


* full delta compression



don't show paused plaque in dm


check all serverinfo flags (skill, nomonsters)


crunch the scoreboard data a lot


dedicated net thread


random-not-nearest option


"public" variable


check the "using previous_origin" notes


echo chats to console?


weapon icon when hand is centered


game skills


better console keyboard editing


are demos broken with current delta compression?


should client string commands be ties to usercmd_t, to fix drops?


why is ref_gl.dll as large as it is?


allow round up and >256 textures on gl


mouse during cin


echo chats to console


is the dedicated server sleeping?


get mins/maxs from pmove



warn at startup if any spawn point is in a wall


make teleport pads glow?


never make water solid for entity cull purposes?


get sound position needs to check the valid count on entities


make secondary sound buffers the default?



pak file sorting by traces?


no colored lighting with mono lightmaps!!!



option to make picking up items not select



change stretch-raw to a dedicated full screen blit for better performance?



bsp to do:


=========


robustness


water problems


increase MAX_MAP_ENTSTRNG


allow any number of light styles


MAX_MAP_AREAS when leaking?