carmack_plans
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Link | rowid ▼ | date | contents |
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1 | 1 | 1996-02-18 | * 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 |
2 | 2 | 1996-02-19 | * 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 |
3 | 3 | 1996-02-20 | * 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 |
4 | 4 | 1996-02-21 | * 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 |
5 | 5 | 1996-02-22 | * 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 |
6 | 6 | 1996-02-23 | * 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 |
7 | 7 | 1996-02-24 | * 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 |
8 | 8 | 1996-02-25 | * 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 |
9 | 9 | 1996-02-26 | * 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 |
10 | 10 | 1996-02-27 | * 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 |
11 | 11 | 1996-02-28 | + 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 |
12 | 12 | 1996-02-29 | * increased air acceleration + don't allow up/down move at all without noclip + weird fall out of level in sbad |
13 | 13 | 1996-03-01 | * 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 |
14 | 14 | 1996-03-02 | * wrote sgi test demo |
15 | 15 | 1996-03-03 | * 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 |
16 | 16 | 1996-03-04 | * 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 |
17 | 17 | 1996-03-05 | * 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 |
18 | 18 | 1996-03-06 | * 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 |
19 | 19 | 1996-03-07 | * increased max portals on edge in bsper * NT gl testing * fixed path walking + clear static objects for restarts |
20 | 20 | 1996-03-08 | * 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 |
21 | 21 | 1996-03-09 | * 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? |
22 | 22 | 1996-03-10 | * 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 |
23 | 23 | 1996-03-11 | * 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 |
24 | 24 | 1996-03-12 | * 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 |
25 | 25 | 1996-03-13 | * 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 |
26 | 26 | 1996-03-14 | * 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 |
27 | 27 | 1996-03-15 | * 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. |
28 | 28 | 1996-03-16 | * 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) |
29 | 29 | 1996-03-17 | * 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? |
30 | 30 | 1996-03-18 | * 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 |
31 | 31 | 1996-03-19 | * 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 |
32 | 32 | 1996-03-20 | * 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 |
33 | 33 | 1996-03-21 | * 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 |
34 | 34 | 1996-03-22 | * 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 |
35 | 35 | 1996-03-23 | * 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 |
36 | 36 | 1996-03-24 | * 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 |
37 | 37 | 1996-03-27 | * 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? |
38 | 38 | 1996-03-28 | * 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 |
39 | 39 | 1996-03-30 | + 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 <cycle 2> [23] from profile clean up search path syntax fix style lighting on alias models more #ifdef PARANOID |
40 | 40 | 1996-03-31 | * 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 |
41 | 41 | 1996-04-01 | * 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 |
42 | 42 | 1996-04-02 | * 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 |
43 | 43 | 1996-04-03 | * 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? |
44 | 44 | 1996-04-04 | + 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? |
45 | 45 | 1996-04-05 | + 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 |
46 | 46 | 1996-04-06 | 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 |
47 | 47 | 1996-04-07 | * fixed tfog * fixed removal of entities over net |
48 | 48 | 1996-04-08 | * 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 |
49 | 49 | 1996-04-09 | * 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? |
50 | 50 | 1996-04-10 | * 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 |
51 | 51 | 1996-04-11 | * 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 |
52 | 52 | 1996-04-12 | <at raven> |
53 | 53 | 1996-04-13 | <at raven> |
54 | 54 | 1996-04-14 | * 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 |
55 | 55 | 1996-04-15 | * 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 |
56 | 56 | 1996-04-16 | * 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 |
57 | 57 | 1996-04-18 | * 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 |
58 | 58 | 1996-04-19 | * 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 |
59 | 59 | 1996-04-20 | * 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 |
60 | 60 | 1996-04-21 | * 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 |
61 | 61 | 1996-04-23 | * 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 |
62 | 62 | 1996-04-24 | * 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 |
63 | 63 | 1996-04-25 | * 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 |
64 | 64 | 1996-04-26 | * 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 |
65 | 65 | 1996-04-27 | * 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 |
66 | 66 | 1996-04-29 | * 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 |
67 | 67 | 1996-04-30 | * 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 |
68 | 68 | 1996-05-01 | * 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 |
69 | 69 | 1996-05-02 | * 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 |
70 | 70 | 1996-05-03 | * 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 |
71 | 71 | 1996-05-04 | * 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 |
72 | 72 | 1996-05-05 | * 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? |
73 | 73 | 1996-05-06 | * 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? |
74 | 74 | 1996-05-07 | * 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? |
75 | 75 | 1996-05-08 | * 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 |
76 | 76 | 1996-05-09 | * 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 |
77 | 77 | 1996-05-10 | * 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 |
78 | 78 | 1996-05-11 | * 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 |
79 | 79 | 1996-05-12 | * 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 |
80 | 80 | 1996-05-13 | * 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 |
81 | 81 | 1996-05-14 | * 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 |
82 | 82 | 1996-05-15 | * 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 |
83 | 83 | 1996-05-18 | * 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 |
84 | 84 | 1996-05-20 | * 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 |
85 | 85 | 1996-05-21 | * 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 |
86 | 86 | 1996-05-22 | * 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 |
87 | 87 | 1996-05-23 | * 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? |
88 | 88 | 1996-05-24 | * 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 |
89 | 89 | 1996-05-25 | * 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 |
90 | 90 | 1996-05-26 | * 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 |
91 | 91 | 1996-05-27 | * 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 |
92 | 92 | 1996-05-28 | * 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? |
93 | 93 | 1996-05-29 | * 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 |
94 | 94 | 1996-05-30 | * 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 |
95 | 95 | 1996-05-31 | * 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 |
96 | 96 | 1996-06-01 | * 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 |
97 | 97 | 1996-06-02 | * 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 |
98 | 98 | 1996-06-03 | * 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 |
99 | 99 | 1996-06-04 | * 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? |
100 | 100 | 1996-06-05 | * 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 |
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CREATE TABLE carmack_plans(date,contents TEXT);