From 3900476d244004979bef7935b972b3191d2fd3c1 Mon Sep 17 00:00:00 2001 From: vermeulenl Date: Sat, 15 Jan 2005 04:05:26 +0000 Subject: [PATCH] Updated TODO Removed bots Adjusted the Nex effect Lowered falling damage to 5 git-svn-id: svn://svn.icculus.org/nexuiz/trunk@258 f962a42d-fe04-0410-a3ab-8c8b0445ebaa --- qcsrc/gamec/bot.c | 10 +-- qcsrc/gamec/builtins.h | 8 ++- qcsrc/gamec/cl_client.c | 20 +++--- qcsrc/gamec/cl_impulse.c | 2 +- qcsrc/gamec/cl_player.c | 6 +- qcsrc/gamec/g_damage.c | 2 +- qcsrc/gamec/g_world.c | 2 +- qcsrc/gamec/sv_main.c | 2 +- qcsrc/gamec/w_common.c | 3 +- qcsrc/gamec/w_nex.c | 2 +- qcsrc/progs.src | 12 +--- qcsrc/todo.txt | 142 +++++++++++---------------------------- 12 files changed, 74 insertions(+), 137 deletions(-) diff --git a/qcsrc/gamec/bot.c b/qcsrc/gamec/bot.c index 14285b2a6..67db838b1 100644 --- a/qcsrc/gamec/bot.c +++ b/qcsrc/gamec/bot.c @@ -1211,11 +1211,11 @@ related functions. void() BotImpulses = { local float f; - if (self.impulse == 100) - { - f = cvar("skill"); - BotConnect(0, 0, f); - } + //if (self.impulse == 100) + //{ + // f = cvar("skill"); + // BotConnect(0, 0, f); + //} if (self.impulse == 101) { f = cvar("skill"); diff --git a/qcsrc/gamec/builtins.h b/qcsrc/gamec/builtins.h index e317c1337..3664ae433 100644 --- a/qcsrc/gamec/builtins.h +++ b/qcsrc/gamec/builtins.h @@ -6,6 +6,7 @@ void setsize (entity e, vector min, vector max) = #4; void crash (void) = #6; float random (void) = #7; +void(entity e, float chan, string samp, float vol, float atten) sound = #8; vector normalize (vector v) = #9; void error (string e) = #10; void objerror (string e) = #11; @@ -18,8 +19,10 @@ entity checkclient (void) = #17; entity find (entity start, .string fld, string match) = #18; string precache_sound (string s) = #19; string precache_model (string s) = #20; +void(entity client, string s)stuffcmd = #21; entity findradius (vector org, float rad) = #22; void bprint (string s, ...) = #23; +void(entity client, string s) sprint = #24; void dprint (string s, ...) = #25; string ftos (float f) = #26; string vtos (vector v) = #27; @@ -39,6 +42,7 @@ float checkbottom (entity e) = #40; float pointcontents (vector v) = #41; float fabs (float f) = #43; +vector(entity e, float speed) aim = #44; float cvar (string s) = #45; void localcmd (string s) = #46; entity nextent (entity e) = #47; @@ -46,13 +50,15 @@ void particle (vector v, vector d, float colour, float count) = #48; void ChangeYaw (void) = #49; vector vectoangles (vector v) = #51; - +void(float to, float f) WriteByte = #52; +void(float to, float f) WriteCoord = #56; void movetogoal (float step) = #67; string precache_file (string s) = #68; void makestatic (entity e) = #69; void changelevel (string s) = #70; void cvar_set (string var, string val) = #72; +void(entity client, string s) centerprint = #73; void ambientsound (vector pos, string samp, float vol, float atten) = #74; string precache_model2 (string s) = #75; string precache_sound2 (string s) = #76; diff --git a/qcsrc/gamec/cl_client.c b/qcsrc/gamec/cl_client.c index ccba32958..e5f4405e9 100644 --- a/qcsrc/gamec/cl_client.c +++ b/qcsrc/gamec/cl_client.c @@ -99,6 +99,8 @@ void PutClientInServer (void) self.view_ofs = PL_VIEW_OFS; self.angles = spot.angles; + self.velocity = '0 0 0'; + self.avelocity = '0 0 0'; self.viewzoom = 0.6; @@ -197,7 +199,7 @@ Called when a client connects to the server */ void ClientConnect (void) { - ClientInRankings(); + //ClientInRankings(); bprint (self.netname); bprint (" connected\n"); } @@ -211,7 +213,7 @@ Called when a client disconnects from the server */ void ClientDisconnect (void) { - ClientDisconnected(); + //ClientDisconnected(); bprint (self.netname); bprint (" disconnected\n"); } @@ -350,8 +352,8 @@ Called every frame for each client before the physics are run .float attack_finished; void PlayerPreThink (void) { - if (BotPreFrame()) - return; + //if (BotPreFrame()) + // return; if (!self.hasaliases) DoAliases(); @@ -400,7 +402,7 @@ void PlayerPreThink (void) self.angles_y=self.v_angle_y + 90; // temp - if (TetrisPreFrame()) return; + //if (TetrisPreFrame()) return; } /* @@ -413,8 +415,8 @@ Called every frame for each client after the physics are run void PlayerPostThink (void) { float soundrandom; - if (BotPostFrame()) - return; + //if (BotPostFrame()) + // return; if (self.health > 0) if (self.impulse) ImpulseCommands (); @@ -438,7 +440,7 @@ void PlayerPostThink (void) if (self.jump_flag < -650) // landing damage { local float dm; - dm = bound(0, 0.1*(fabs(self.jump_flag) - 600), 20); + dm = bound(0, 0.1*(fabs(self.jump_flag) - 600), 5); Damage (self, world, world, dm, DEATH_FALL, '0 0 0', '0 0 0'); } self.jump_flag = 0; @@ -471,5 +473,5 @@ void PlayerPostThink (void) } } - if (TetrisPostFrame()) return; + //if (TetrisPostFrame()) return; } diff --git a/qcsrc/gamec/cl_impulse.c b/qcsrc/gamec/cl_impulse.c index d824b4b85..f45b6f67a 100644 --- a/qcsrc/gamec/cl_impulse.c +++ b/qcsrc/gamec/cl_impulse.c @@ -219,6 +219,6 @@ void ImpulseCommands (void) self.ammo_rockets = 100; self.ammo_cells = 100; } - TetrisImpulses(); + //TetrisImpulses(); self.impulse = 0; } \ No newline at end of file diff --git a/qcsrc/gamec/cl_player.c b/qcsrc/gamec/cl_player.c index 679bb34c4..13905e139 100644 --- a/qcsrc/gamec/cl_player.c +++ b/qcsrc/gamec/cl_player.c @@ -185,9 +185,6 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht self.pain_finished = time + 0.5; //Supajoe } - if (game & GAME_INSTAGIB) - damage = self.health + 75; - save = bound(0, damage * 0.6, self.armorvalue); take = bound(0, damage - save, damage); self.armorvalue = self.armorvalue - save; @@ -205,7 +202,8 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht // don't spin self.avelocity = '0 0 0'; // no weapon when dead - w_clear(); + self.weaponmodel = ""; + //w_clear(); // view from the floor self.view_ofs = '0 0 -8'; // toss the corpse diff --git a/qcsrc/gamec/g_damage.c b/qcsrc/gamec/g_damage.c index fc2492b8f..c07ddb638 100644 --- a/qcsrc/gamec/g_damage.c +++ b/qcsrc/gamec/g_damage.c @@ -44,7 +44,7 @@ void Obituary (entity attacker, entity targ, float deathtype) else if (deathtype == IT_CRYLINK) bprint (s, " was zapped by ", attacker.netname, "\n"); else if (deathtype == IT_NEX) - bprint (s, " sports a new hole from ", attacker.netname, "\n"); + bprint (s, " has been vaporized by ", attacker.netname, "\n"); else if (deathtype == IT_HAGAR) bprint (s, " was pummeled by ", attacker.netname, "\n"); else if (deathtype == IT_ROCKET_LAUNCHER) diff --git a/qcsrc/gamec/g_world.c b/qcsrc/gamec/g_world.c index 15cca6d08..b63f495c5 100644 --- a/qcsrc/gamec/g_world.c +++ b/qcsrc/gamec/g_world.c @@ -3,7 +3,7 @@ entity lastspawn; void worldspawn (void) { lastspawn = world; - BotInit(); + //BotInit(); game = cvar ("gamecfg"); // load game options diff --git a/qcsrc/gamec/sv_main.c b/qcsrc/gamec/sv_main.c index 0fce548d0..1e99efb2c 100644 --- a/qcsrc/gamec/sv_main.c +++ b/qcsrc/gamec/sv_main.c @@ -12,5 +12,5 @@ void StartFrame (void) sv_accelerate = cvar ("sv_accelerate"); sv_stopspeed = cvar ("sv_stopspeed"); - BotFrame (); + //BotFrame (); } \ No newline at end of file diff --git a/qcsrc/gamec/w_common.c b/qcsrc/gamec/w_common.c index 2cbe8c14b..21a0b3817 100644 --- a/qcsrc/gamec/w_common.c +++ b/qcsrc/gamec/w_common.c @@ -421,6 +421,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float deathtype // flash and burn the wall te_plasmaburn (trace_endpos); + /* // flame effect at impact dir = trace_plane_normal * 100; WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); @@ -432,7 +433,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float deathtype WriteCoord (MSG_BROADCAST, dir_y); WriteCoord (MSG_BROADCAST, dir_z); WriteByte (MSG_BROADCAST, 255); - + */ // play a sound PointSound (trace_endpos, "weapons/neximpact.wav", 1, ATTN_NORM); diff --git a/qcsrc/gamec/w_nex.c b/qcsrc/gamec/w_nex.c index cb5e3ecd0..74c97e27e 100644 --- a/qcsrc/gamec/w_nex.c +++ b/qcsrc/gamec/w_nex.c @@ -41,7 +41,7 @@ void W_Nex_Attack (void) sound (self, CHAN_WEAPON, "weapons/nexfire.wav", 1, ATTN_NORM); self.punchangle_x = -4; makevectors(self.v_angle); - org = self.origin + self.view_ofs + v_forward * 18 + v_right * 8 + v_up * -5; + org = self.origin + self.view_ofs + v_forward * 28 + v_right * 14 + v_up * -7; te_smallflash(org); FireRailgunBullet (org, self.origin + self.view_ofs + v_forward * 4096, 800, IT_NEX); diff --git a/qcsrc/progs.src b/qcsrc/progs.src index 8677bd262..6aba83a8b 100644 --- a/qcsrc/progs.src +++ b/qcsrc/progs.src @@ -5,16 +5,6 @@ gamec/builtins.h gamec/constants.h gamec/defs.h // Should rename this, it has fields and globals -gamec/bot_maps.c -gamec/bot.c -gamec/bot_way.c -gamec/bot_fight.c -gamec/bot_ai.c -gamec/bot_misc.c -gamec/bot_phys.c -gamec/bot_move.c -gamec/bot_ed.c - gamec/extensions.h gamec/g_subs.c @@ -54,7 +44,7 @@ gamec/t_items.c gamec/t_halflife.c gamec/t_quake3.c gamec/t_quake.c -gamec/g_tetris.c +//gamec/g_tetris.c gamec/cl_impulse.c gamec/cl_player.c gamec/cl_aliases.c diff --git a/qcsrc/todo.txt b/qcsrc/todo.txt index 2e9667177..869e55724 100644 --- a/qcsrc/todo.txt +++ b/qcsrc/todo.txt @@ -1,38 +1,29 @@ -Needed Very soon- - - User always drops rocket launcher when dead - - Use of player_skin - - Weapon still showing when dead - - ********************************* -************MENU***************** - -- Lan listing -- Player model and skin selection -- Replace Cursor graphics -- Add menu music -- Add deathmatch game options -- Option to play music -- Scrolling through the server list (it might show hundreds) +*************QC****************** -********************************* -*************QC****************** +-MOVEMENT- + - Getting shot from bullets should push you back --ANIMATION- - -Jumping animation - -Taunting animation +-ANIMATION/PLAYER- + - Jumping animation + - Taunting animation + - Use of player_skin -BUGS/OTHER- - Add quake1/halflife entity support (just the weapons) - Jumping underwater should move the player up - Add drowning (quake1 style) + - Ticking when a gib/shell falls on a jumppad + - Weapon still showing when dead + - User needs to drop the weapon they were holding when dead + - User not dying when falling into the black -BOTS- - Make waypoints for all levels - Personalitys for the bots (names for bots with certain models) - fix HORRIBLE use of weapons - - Secondary weapon support (rocket launcher might be difficult) + - Secondary weapon support -SOUNDS- - Add a sound when hitting with uzi/shotgun, hit.wav. Use armorimpact if the enemy has armor @@ -42,62 +33,40 @@ Needed Very soon- ********************************* ************Engine*************** - --PARTICLE EFFECTS- -- Crylink plasma effect shown in crylink1.jpg or crylink3.jpg -- Crylink hitting wall effect, exploding into many different particles effected by gravity (many different metal particles) shown in crylink2.jpg (example from q2max) -- Laser plasma effect, equal to crylink but red in color and much smaller, explosion equal also -- Large Smoke effect to be shown infront of the players view when firing rocket launcher -- Small smoke effect to be shown infront of the players view when firing hagar -- Small Explosion (used for hagar) (see Explosion.jpg for example of the type of explosion wanted, this should be altered for the various sizes) -- Medium Explosion (used for mortar) -- Large Explosion (used for rocket) -- Electro Explosion (the current one is alike to this example but if there is anyway to alter it to look more like electro.jpg) -- The Nex beam should be a purple electric type effect similar to the graphics shown on the nex weapon (nex_glow.jpg) -- The Nex explosion (where the beam hits) should be a small shower of purple sparks -- basic spark effect for levels -- Smoke effect for levels (see d3smoke.jpg) -- Electro glow trail needs to be more visible when firing the primary fire, currently it is too fast to see - --2D GRAPHICS -- Don't show monsters/secrets on the bottom of the scoreboard -- Center console text (when not in the console, again for chating) -- Different text colors depending on the info (white for chatting, red for deaths, etc) -- Graphic over the user to show they are typing a message/in the console/in the menu - --OTHER - - Downloading maps/models/textures from server +-MENU- + - Lan listing - Maplists + - Replace Cursor graphics + - Add menu music + - Option to play music + - Scrolling through the server list (it might show hundreds) + - create server 'Game Options' menu + - Select of game's .dat to use + - Sv_gravity, sv_accer, sv_friction, sv_maxspeed options -********************************* -*****3d Art and animation******** +-2D GRAPHICS- + - Don't show monsters/secrets on the bottom of the scoreboard + - Different text colors depending on the info (white for chatting, red for deaths) + - Different text sizes depending on the info (deaths are slighly larger) + - Graphic over the user to show they are typing a message/in the console/in the menu --3D GRAPHICS- - - New weapon model for Uzi - - New weapon model for Hagar - - New weapon model for grenade launcher - - A small piece of flesh for Gib model - - A medium piece of flesh for gib model - - A large piece of flesh for gib model - - Large Rocket model (for rocket launcher) - - Small rocket model (for Hagar) - - Teleporter model +-PARTICLE EFFECTS- + - Crylink plasma effect shown in crylink1.jpg or crylink3.jpg + - Crylink hitting wall effect, exploding into many different particles effected by gravity (many different metal particles) shown in crylink2.jpg (example from q2max) + - Small Explosion (used for hagar) (see Explosion.jpg for example of the type of explosion wanted, this should be altered for the various sizes) + - Medium Explosion (used for mortar) + - Large Explosion (used for rocket) + - The Nex explosion (where the beam hits) should be a small shower of purple sparks + - basic spark effect for levels + - Smoke effect for levels + +-WISHLIST- + - GLSL for faster nonshadowed lights + - Offset mapping --SHADERS - - Make dpshaders for the laser-crylink-nex - - Convert quake3 shaders for the evil textures to DPshader - - Use envmap for rocket launcher - - Pulsing glow effect for the laser/Nex/Crylink - - Electric wave effect for g_electro model - - Glowing White/Red/Yellow scrolling effect for Strength/Invinicable/Speed ********************************* ************2d Art ************** - --2D GRAPHICS- - - Next/Prev button - - New menu cursor - -Textures- - Slime textures for Slime Pit - Water texture for oil rig @@ -110,34 +79,5 @@ Needed Very soon- - female shock - specop --MENU- - - "Apply" graphic - - Arrow graphics - - Fullscreen loading screen (when loading maps) - - -********************************* -*************AUDIO*************** - --LEVELS- - - Add spark sounds to levels - - Machine sound - --WEAPONS- - - Change Electro fire sound - - Missile sounds for electro, rocket - --ITEMS- - - Armor pickup sound - -********************************* -*************MAPS**************** -Nexdm01 - - -Nexdm02 - - - Water, either more jumppads around the rig, or we need to take out the water completely -Nexdm03 - - -Nexdm04 - - -Nexdm05 - +-OTHER- + - Add flash (alike to rocket launcher) for electro \ No newline at end of file -- 2.39.2