$Id: Todo,v 1.35 2001/03/22 19:54:34 roderick Exp $ - unsorted - QW bug, death spot explosion causes no damage, from Ben Webber - QW custom map rotation via infokey(world, mapname) - QW bugs from Doug Alexander - Phoenix rune occasionally won't respawn; seems that after player is fragged, the respawn point gets thrown into a point on the map where spawning isn't possible. - fire walking shows up in non-LAN mode? - Shamblers and zombies don't attack in teamplay (we play two teams, and they remain passive even when opposing team members run by) - Phoenix rune doesn't respawn when player dies *in water* - the key variable, we've found, is the water. - Gravity wells don't work on occasion - sorry I can't be more specific here, but from time to time we've placed gravity wells that simply don't suck. :) - ideas from Doug Alexander: - "Radar Rune" - scope pops up that shows locations of other players relative to player with rune. All other players glow regardless of whether they have Quad. (I know this was done in other mods, so perhaps the code could be borrowed from those.) - "Sniper Rune" - gives player sniper rifle instead of shotgun and zoom capability when button is pressed. Laser sighting? Railgun like capability to go through multiple players (don't know if this is possible in Quake engine)? Short reload time for sniper. - "Slow cloud" - player can place "clouds" that act like midair quicksand to slow other players down when they run through. Plant at a door and wait for another player to run into it... - release goals - comment about compiling in poq or qw directory, not src directory. Somehow get a more intelligent failure mode there with common compilers? - team mode in which top dog gets a different shirt color or something, idea from Slot - games like DM Plus had with its variations of "It" - bomb/pet bug from Slot Zombies or shamblers with bombs attached being removed will remove the bomb as well. I guess it pulls it outside the level cause the explosion can be felt throughout a good portion of the level. - bad movetype bug from Slot ZoviraX discharges into the water Error: SV_Physics: bad movetype 3 - phoenix bug from Crazicracker > If u pick up the phonenix rune just before the level ends and > DO NOT die...you will lose the rune the next level....it's > gone! - Slot says observers can trigger some switches in QW On E3M3 (Tomb of Terror), you can trigger the switch that will bring up the stairs below the RL and RA. - super shotgun bullets are grouped together. this is probably an artifact of using just one te_gunshot (probably isn't affecting damage). Fix it. - BFG through walls bug, from Slot Zero: You can shot BFG through walls. Even if it doesn't go through, it will still do damage to people around the area (on the other side of the wall). On really thin walls, it will break through the other side. - you will recloak while attacking with nail/lightning gun if you aren't hit - convert docs to a format which can generate text and HTML - if the guy you are riding drops between levels you stay an observer, even in a tracking mode - easy way to get old teamplay 1 rules? - alternate rune-delete behavior, via new command and toggle to change existing one - bug from Slot Zero: > If you ride a player, enter admin, change level, and then > join the game, you join with the player your riding. You can > see through his eyes, yet you're in the game. The server > occasionally crashes too. > > You have to enter the level before the other person does > though, or it won't work. - crash from logs RETURN 2362(IMMEDIATE) 1.0 rjs.qc : weapon_it_have_min_ammo rjs.qc : CycleWeaponCommand^M weapons.qc : ImpulseCommands weapons.qc : W_WeaponFrame client.qc : PlayerPostThink runaway loop error Host_Error: Program error - document startlevel.cfg - phasing change - change mortar -- larger radius? - phoenix bug from Baxter (john ) I have noticed a bug in the marlinspike quake server. If someone with a phoenix rune gets killed like point blank, then they respawn instantly because they are hitting the fire button, and they kill themselves instantly after respawning, the whole thing crashes, and it starts over at the introduction. This has happened about 4 different times when I have been the one right in front of the phoenix rune holder. - coordinate more extensive forwarding? - occasional lavasplashes from radiation? - does enviro protect from vamp? - vamps shouldn't be able to bleed zombies - cloaked bfg makes launching sound - change example.cfg to use the modified random rune variation - QW list - delete rune ice on death? - screen shots and game description for web site - drop weaker armor when you get better (powerbilt saw this somewhere) - Athlete running with some pre/post think trickery? If not that, why doesn't a direct velocity manipulation work? It works for too much coffee. - have hook head think for all the links, factor out common calculations - no "was ignited" message when the guy is killed (redundant with "tripped" obit) - on the swamp i saw a vamp rot health at double speed, he had good health before getting vamp? - cap damage done back by vengeance by health/armor - twalk telefrag shouldn't leave backpack at your old position - monk pushing fails in water? - pending initial investigation - make zap rune holders proof against electricity (maybe have it heal them), idea from BrickLayer - let you be the vengeful shambler? idea from homer - Futureworld-RJS at 24.115.22.144 was up briefly then down when I went to get its version for the server list, check up on it again - allow stealing quad from shambler? - check out frikbot, http://www.mdqnet.net/frikbot/ - There are scratch[1234] cvars! - When do non-player entity thinks happen? Perhaps do player-tracking movements in the player's post think rather than in the entity's think. - make people in lag invulnerable if possible (checking last_thought?) - Xavier says he was kicked for team changing when top dog - kick message usually doesn't get to kickee - Why was Deacon telefragged? Lightning Jack feels Satan's power deflect a telefrag from Deacon Deacon was telefragged by Lightning Jack - why do you sometimes popped into the air when you spawn? - Chris Tuttle says this happens when you spawn before your head comes to rest when you're gibbed; you inherit the velocity your head had - RSS for news - make spawn selection random as an anti-camping measure? - vengeful zombies - do shielding with regular pent code - new runes - rune stealing - from Homer - random rune - any model - undroppable - gives you a random rune every X seconds - ? nullification - idea from army of me aka [Kh4m3130n]lOa - nullify the effect of people's runes in your fov - ? Rune of Good Luck/Lucky Life/2nd Chance/9 Lives/? - from Powerbilt - Whenever you normally should die, there is a percentage chance that you will instead be blinked out of harm's way. You could also make it so that projectile damage you do to others has a "critical hit" chance like the ninja attacks in FVF. If the critical hit chance comes up in your favor then any damage you do will kill the opponent regardless of their health and armor. The chance of this would need to be set very low. - ? Rune of ??? Thick Skin? - from Powerbilt - The only way you could kill the Diety in FVF was if you could do 80 or more damage in one shot. You might could create a rune based on this. Give them a max health of 120 and a min health of 80. - ? camping rune - from Chuck - Anyway consider this, a certain percentage of players are going to habitually camp, for whatever reason it's a fact of Quake gameplay. How bout if you make a camping rune where the player could go wherever he wants to camp or maybe only certain spots and execute impulse 100 and a nice assortment of weapons spawns around him. kinda like in some ctf mods ive seen. they would spend more time looking for the rune than actually camping and when camping they would have a valid excuse. oh, did i mention i don't like campers. just an idea. Chuck - ? mirror/copycat rune - idea from Crazicracker - you get the powers of the person you last shot - implementation could use infrastructure of random rune - multiple runes at once, but only 1 active at a time - check out light rune at king.kong.net (from War) - stop burning (all T_Damage()) at intermission - shambler killed me, I became observer, shambler attacked me as observer - shamblers/zombies won't attack monsters unless attacked first - become observer while glowing, stay glowing to your self - mirror damage done to holograms? idea from Chuck - start servers automatically after reboot - have shambler attack owner if you drop the rune - backpack dropping command - "unconnected became an observer for idling as a corpse\nJoe connected to the server" - impulse dropping is still a problem - crash from Corrupt: - d1 is random, widomaker isn't, both are by nplayers > FindFile: can't find startlevel.cfg > couldn't exec startlevel.cfg > Server sees 0 players, running small level (57%) > ======SERVER ERROR in sized_map: > invalid arg > > EDICT 0: > modelindex 1.0 > movetype 7.0 > solid 4.0 > classname worldspawn > model maps/dm6.bsp > message The Dark Zone > sounds 5.0 > wad gfx/tim.wad > Host_Error: Program error > Host_ShutdownServer: NET_SendToAll failed for 4 clients > Client [00]d[13][02][05][05][05][05][05][05]admin removed > Host_Error: Program error > Sys_Error: - think about goal-oriented game, Powerbiltx's team idea: Create a special rune that looks different than all the other runes (2 runes hooked together or something; Suck's mods does something like this). At the start of a level, spawn it in a random location but don't spawn any other runes. The first person to find this special rune becomes the "Artifactor". Put a rune or something over his head or on his back like the key in CTF so everyone knows who holds the special rune. The "Artifactor" is able to generate runes (under some type of rules: time, ammo, health?). His teammates must protect him so that he can stay alive long enough to start generating them some runes. Only teammates of the "Artifactor" can pick up the runes that he tosses out. The only way the other teams can get a rune is to kill someone that has one (it pops out and they pick it up). Or, they would have to kill the "Artifactor", pick up the special rune and start generating some for their own team. - wrapper bug: usage: unrecognized flag <-=air attack=- was gibbed by joker 's rocket "deathmatch" is "223" > while executing "send_user $expect_out(0,string)" invoked from within "expect -nobrace -re "^deathmatch\r\n" { debug "got text sent\n" exp_continue } -re "^\"deathmatch\" is \"\[^\"\]+\"\r\n" { debu..." invoked from within - have wrapper or qsmack prevent duplicate names - allow admin functions without riding (via player numbers from status probably) - make it so fix-angles is unnecessary WRT weirdness at least - huds and centerprints aren't working right - check XXX comment in draw_hud() - automatically switch away from lightning (and flame/lava?) when going underwater (and back when you come out)? - check quake.ptw.com for rune ideas - check http://linux.mit.edu/quake/runes.html ("Suck") for rune ideas - programmatically generate print functions - 8th bit is stripped before kibitz sees it - work around lan_mode by not re-creating the entities? study network specs - s/TICK/sys_ticrate/ - you can stick somebody in your shambler by placing it on them? - bugs - fire traps can sometimes live under water, spray them into the water from near the top of the lift by pentagram in e2m5 and you'll occasionally get one which isn't extinguished - a dead but not respawned person sitting on a side trigger in e1m7 keeps tripping it (this also happens in id's code) - do something about rider choppiness - change shield not to use takedamage - change "shambler ran back to master!" (but not rune-use) not to put it right on you (so you don't kill yourself with rockets mid-fight) - bugs with dropping a rune and picking up another of its type with death spots, freeze traps, radiation, etc, when they expire or are used they try to decrement your current count - shamblers don't get properly frozen - team - team mode changes shirts at level start? - pick losing team when same number of players - make team shirts optional - mode to make the fraglimit the team score? - "suggest team" mode, switches you to a team when you join but doesn't enforce it - handling for "unconnected"? - provide versioned documents on the web page - if you connect during intermission you don't get the menu at the start of the next level - you can get stuck in a lift (or the floor, with gravity) with ice traps - output server list in shutdown progs - convert ammo checks to use new function - weird use of self.weapon in shotgun frame code - weapon mover moves replaced quad on way to red armor in azure incorrectly - switch to using ... protos for the print functions? - merge PutClientInServer() and Resurrect() - hud - hud mode should not come from ridee - indicator for admin mode and riders - don't change HUD for switchfiring - commands to reposition HUD - hook - parameterize hook pull speed - prevent jitter when hanging from hook - if jitter is gone, maybe blank out hook and chain for hanging people with camo? - fragme has problem with aim getting off-center up/down and springing to that position - player detection might still be off, show-players showed empty names - don't reset resurrection count at start of level for phoenix rune (requires saving runevar accross levels, is it worth it to use the extra var?) - runes (particularly zap!) can appear in lava/slime just above the surface - fix teleport shuffle - something about wrong scream sound - enviro in radio in lava still yells when not hurt? - flight in radiation with env suit makes slime scream noise - features - way for pack rat to steal runes - teleporting weapons - optionally kick idle observers (idea from Madsybex) - Quake World version, notify: Michael Brian - user config menu - hud positioning - mode in which best-weapon selects explosive weapons - gender - ability to have cycling commands skip alts - quick rune description - auto-config at connect via aliases - player identify - rune identify - level-aliases commands to set an alias for each level which changes to that level - observer command to toggle noclip - ride prev command - fix riding observers (how?) - have +moveup make swimming noises - remove some map centerprints (nightmare skill, shoot windows, etc) - teleport for bottom of e1m7? - spin spike hat so as not to send angles updates? Will this save bandwidth? - alternative exiting mechanisms: - exit only if you have X frags - exit only if you're in the top X scoring people - remove shub hat functions in favor of improved generic hat (angular velocity and exit behavior)? - make phasing require activation, possibly allow missing damage from some projectiles/radius, and/or limited walking on air - runes - tricks and traps (trip wires, ammo boxes/other items, anti backpacks?, bomb backpacks?), but how to control with just 1 impulse? - from Powerbiltx, genclasses mod had a faker which would trap stuff it couldn't pick up, maybe do tricks/traps that way with the button used for tripwires - I still want more, though. - feign death - anti backpack - dog helper? - become monster? - rune of good ammo? - rune of choice? (choose what rune you want) idea from joker - sniper rune? - rune of "good water", from Vigilante: behaves like regen if you're underwater, puts out fire, would need something else to make it work I think - bugs I don't know how to fix - Color shifting (use by blindness, cloaking, shielding, and the like) doesn't work underwater, or for some (all?) GL clients. We should move away from using it, because those clients have an advantage for shielding and cloaking. It's also reported that there's some sort of problem the way the GL clients display holograms. - On some systems the yellow armors in dm2 (Claustrophobopolis) disappears the first time the crushing button is pressed. Somehow they're dropping through the floor. This happens on both schnoggo and janus, but not on my machine here. All three systems have the same unixded, progs.dat, pak0.pak and pak1.pak. I do not understand it. - Sometimes a player will be disconnected but the progs doesn't know it. The game knows it, because their netname has been changed to null and their color to white. I've got a handle on an actual fix for this (see the comments on .last_thought in defs.qc), but haven't finished thinking about it. - I allow you to set some of the DM_* flags in the deathmatch cvar without being in deathmatch mode (DM_LAN_MODE, eg). The engine doesn't understand this, though, and this causes some undesirable behavior. Eg, you can't use the engine's cheat commands (noclip, god, etc.) if you've got anything set in deathmatch at all. - Sometimes, for no reason I can discern, the remove() in Rune_Move() doesn't actually remove the entity according to count_ent_class() calls immediately before and after. Left on its own this results in too many runes appearing in the level, I work around it by recounting runecurrent every now and then. - It's hard for the pack rat to really soak up all the runes because dropped runes will stay where they fall until when they'd first move (which allows there to be more runes than runemax). Changing that is hard on gameplay, though. The obvious fix would be to remove a non-dropped rune when somebody drops a rune (which is bad because it makes that rune disappear without blinking), and not to drop a rune if there are no non-dropped runes to slip it in for (which is bad because the person who killed that guy doesn't get to pick up the rune he earned). Perhaps I should find the rune closest to moving anyway and crank its move time up until it's just about to blink. - cvar("maxplayers") is 0. I'd like to get at this value so that FORWARD_MAX_PLAYERS can (optionally?) be specified as a number of free slots to retain instead. - Bombs sticking to players have a couple of display problems. I don't think the angles are right in the face of pitch changes, and I know the position is wrong in those cases if the bomb struck the player from behind and she changes pitch. I worked on this for a long time. I can't help thinking I could fix these if I kept at it, but I'm just tired of trying. Quakeworld -------------------------------------------------------------------- - not yet investigated - crash ADDRESS 76(trace_ent)entity 0 115(velocity_z).velocity_z 5281(???) weapons.qc : LightningDamage runes10.qc : Rune_Zap runeserv.qc : Rune_Think client.qc : PlayerPreThink assignment to world entity SV_Error: Program error - qw version always chooses level multiple times at intermission - investigate changed suckforce - dspots can be pushed so var into a corner you can't see them - why does setting velocity for tracking ents screw up poq? - pick highest fragger in rate rack mode in first minute? - hacking m4/meta/qw/poq docs - non-qw: if person hits 2 again with splash up and already in queue, go into rider mode? - setting velocity overrides avelocity in some circumstances (comment in Cloud_Think, and observed spin stop of shub hat) - attacking at intermission works - server.cfg - lava ball for dspot or gravity? else glowing for gravity? - document masters 192.246.40.37:27000 id Limbo 192.246.40.37:27006 id DM 192.246.40.37:27002 id CTF 192.246.40.37:27003 id TF 192.246.40.37:27004 id Misc 204.182.161.2:27000 PlanetQuake http://www.planetquake.com qwmaster.minos.co.uk UK Minos http://www.minos.co.uk 203.55.240.100:27000 Australia qwmaster.mondial.net.au Mondial Aussie 200.255.244.2:27000 Brazil master.quakeworld.ru Russia qwmaster.ocrana.de:27000 Germany 207.88.6.18:27000 FortressFest TF 194.251.249.32:27000 iNET QW http://quake.inet.fi - before public server - Do something about awful entity tracking behavior (pack rat, torch, vengeance, hats, etc). It looks like CTF does this by changing the player model, check out how HH does it. http://www.captured.com/headhunters/ - w_switch/b_switch - go over differences between POQ and QW code, note there's newer QW source in qwsv 2.30 - self.team handling - before release - frag logging - Makefile - dist targ - rename src to meta - include qw and poq directories - monsters - self.jump_flag handling - general conversions to monster code - use localinfo to store info instead of overloading samelevel, make samelevel behave like other QW servers - 1 keep this level - 2 no exiting - 3 no exiting except start - tier 2 - RN_FLY and observer flying don't work - RN_TWALK gets stuck in floor - RN_BLINK sticks you in the ground for some types of items in e1m7 in the back corner on health - RN_PHASE can get you stuck in the floor - less important - a way to tell gravity from a death spot? - players are still in place at intermission - add print levels - prints take extra arg (level) so can take one less string, get rid of versions which are tossing an arg so you can't use them by mistake - player.touch triggers if an external something touches the player, but not the other way, search for uses (burning and torch eg), set this up by calling other.touch when you touch a player? - impact doesn't trigger if you hit an impact guy while he stands still - impact hits guy when backing up - effect when dspot arms - no semicolon after IN_*() is a hassle for the non-leftjustified case - use tarexplosion in POQ - SpectatorConnect, SpectatorThink, SpectatorDisconnect - logfrag (what's CTF's LogMsg()?) - full build support on Windows - no solution ATM - punchangle - I'd like to use muzzleflashing vore balls for death spots, but I can't get them to muzzleflash. - small/big kick don't do anything - no set_viewport, so rider mode is screwed - RN_CLOUD can't set its velocity equal to owner's because this overrides avelocity