- todo: difficulty ratings are: 0 = trivial, 1 = easy, 2 = easy-moderate, 3 = moderate, 4 = moderate-hard, 5 = hard, 6 = hard++, 7 = nightmare, d = done, -n = done but have not notified the people who asked for it, f = failed -n darkplaces: add PF_copyentity error checking for copying to world (yummyluv) -n darkplaces: add airborn blood images to the particlefont which would look like a cloud of droplets (Vermeulen) -n darkplaces: add bullet hole decals to the particlefont (Vermeulen) -n darkplaces: add cl_particles_quality cvar (1-10) which would scale count of particles and inversely scale alpha of particles (TheBeast) -n darkplaces: add error messages to LHNET_OpenSocket_Connectionless or its callers (Zombie13) -n darkplaces: add gl_texture_anisotropy to menu (Static_Fiend) -n darkplaces: add slowmo to options menu (Cristian Beltramo) -n darkplaces: add stats to slist menu displaying how many masters/servers have been queried and replied (tell yummyluv) -n darkplaces: check out qe1 textures and make sure they load in all the e1 maps, report of crashing in most but not all maps (Linny Amore) -n darkplaces: default to sv_cullentities_pvs mode again... trace is too slow in q3bsp and unreliable by nature anyway -n darkplaces: display "No servers found" instead of a cursor when there are none (yummyluv) -n darkplaces: don't accept connect packets after first one (tell Willis) -n darkplaces: examine the surface rendering code to make sure it has no bugs regarding texture selection for any of the passes (sublim3) -n darkplaces: figure out random crashes on map changes (Uffe, QorpsE) -n darkplaces: figure out what's wrong with ctrl key in Linux, hitting character keys tends to do nothing, and holding a character key and then hitting ctrl tends to leave the character key stuck on, this sounds like a window manager issue, but somehow quake3 works around it (Baalz) -n darkplaces: figure out why -sndspeed 22050, 44100 and 16000 are choppy in windows? (cheapalert) -n darkplaces: fix a crash when changing level while using qe1 textures (Todd) -n darkplaces: fix intermission failing to move view to intermission camera (romi, Zombie_13) -n darkplaces: fix r_shadow_portallight 1 (default) mode (Vermeulen) -n darkplaces: fix skybox geometry (SeienAbunae) -n darkplaces: identify weird lightmap texturing bug on TNT cards - goes away in r_textureunits 1 (NotoriousRay, Uffe) -n darkplaces: make DP_EF_FULLBRIGHT extension (FrikaC) -n darkplaces: make the WriteEntitiesToClient code call TraceBox directly instead of SV_Move because checking all the entities is far too slow in helm18 (banshee21) -n darkplaces: make the reply receive code drop packets from servers not in the list (Willis) -n darkplaces: net_slist and the server browser should show servers when they are queried, not just when they reply; which would replace the matching entry (yummyluv) -n darkplaces: net_slist should print out "No network." if networking is not initialized (yummyluv) -n darkplaces: noclipping out the ceiling of q3dm17 crashes (Static_Fiend) -n darkplaces: remove dead master server from default masters list (yummyluv) -n darkplaces: revert noclip movement to match nq for compatibility with mods that trap movement as input (MauveBib) -n darkplaces: segfault reading memory in windows when starting a new server from menu (yummyluv) -n darkplaces: server is starting before the "port" cvar is set by commandline and scripts? (yummyluv) -n darkplaces: typing ip in join game menu should show 'trying' and 'no response' after a while, or 'no network' if networking is not initialized (yummyluv) -n dpmod: make grapple off-hand (joe hill) 0 darkplaces: GAME_FNIGGIUM: "data" directory (not "id1" at all) 0 darkplaces: GAME_FNIGGIUM: 22050/44100 khz sound default 0 darkplaces: GAME_FNIGGIUM: console doesn't show unless you manually pull it down 0 darkplaces: GAME_FNIGGIUM: minimum resolution: 640x480 0 darkplaces: GAME_FNIGGIUM: startup loading screen (gfx/loadback.tga or whatever) 0 darkplaces: add DP_GFX_QUAKE3MODELTAGS, DP_GFX_SKINFILES, and any other new extensions to the wiki 0 darkplaces: add DP_LITSUPPORT extension and document it 0 darkplaces: add DP_SV_ROTATINGBMODEL extension to explain that MOVETYPE_PUSH/SOLID_BSP support rotation in darkplaces and a demonstration of how to use it without qc modifications (Uffe, Supajoe) 0 darkplaces: add Draw2D function to model struct to make it easy to draw models without an entity (Tomaz) 0 darkplaces: add _reflect textures which filter use of skybox as a cubemap reflection (FrikaC) 0 darkplaces: add a .collision_cancollide QC function call to decide if an entity should collide with another, or pass through it (Uffe) 0 darkplaces: add a clipmask thingy to allow QC to mask off collisions as it wishes (Uffe) 0 darkplaces: add a config saving command (Speeds) 0 darkplaces: add a loading screen before loading commences so that people have something to look at when the engine starts... (SeienAbunae) 0 darkplaces: add a scr_screenshot_jpeg_quality cvar (Electro) 0 darkplaces: add ability to load gfx/particlefont.tga (Vermeulen, frightfan, Error) 0 darkplaces: add automatic binding to whatever address the machine's hostname resolves to (in addition to 0.0.0.0); see original quake code for examples (yummyluv) 0 darkplaces: add chase_pitch cvar to control pitch angle of chase camera, and chase_angle cvar to control yaw angle of chase camera, and add back chase_right cvar (Electro) 0 darkplaces: add cl_particles_particleffect_bloodhack cvar to enable converting id1 blood effects to TE_BLOOD style (Alex Boveri) 0 darkplaces: add cl_particles_particleffect_bloodhack cvar to menu (Alex Boveri) 0 darkplaces: add cvars for sbar alpha (background and foreground) (Throvold@uboot.com) 0 darkplaces: add cvars to control lighting quality to allow performance tradeoffs 0 darkplaces: add graphics options menu and put realtime lighting stuff in it (Antti) 0 darkplaces: add lightning beam settings to menu (romi) 0 darkplaces: add support for multiple -game's (note: this needs an enhanced COM_CheckParm to find the multiple matches) (Static_Fiend) 0 darkplaces: add sv_gameplayfix_grenadebouncedownslopes cvar (default 1) 0 darkplaces: add sv_gameplayfix_noairborncorpse cvar (default 1) 0 darkplaces: add sv_gameplayfix_stepwhilejumping cvar (default 1), note that sv_jumpstep must also be on to enable this 0 darkplaces: add sv_gameplayfix_swiminbmodels cvar (default 1) 0 darkplaces: add svc_setanglefloat and DP_SVC_SETANGLEFLOAT extension (FrikaC, SeienAbunae) 0 darkplaces: add te_flamejet builtin and add extension (Supajoe) 0 darkplaces: alias layers should have a shadow volume pass so that nodraw textures don't cast a shadow (Electro) 0 darkplaces: can't move when stuck in a monster (SeienAbunae) 0 darkplaces: change particle() macro in cl_particles.c to have a do{}while(0) to eat the ; 0 darkplaces: cl_particles_maximum cvar (default 32768) which would change number of particles allowed at once (TheBeast) 0 darkplaces: clean up the DrawQ_ blendfunc handling, instead of taking DRAWFLAG_ADDITIVE they should take blendfunc values (Black) 0 darkplaces: client colors are being reset to "15 15" each level in prydon gate? (FrikaC) 0 darkplaces: crashes if you type too long a command line in the console (SeienAbunae) 0 darkplaces: darkplaces-glx -path transfusion crashes, fix the crash even though it's not going to work anyway (Todd) 0 darkplaces: delay "connect" and "playdemo" and "timedemo" until after video init to cause quicker video startup (KrimZon) 0 darkplaces: document the TEI stuff used in Nexuiz? check telejano site first (SeienAbunae) 0 darkplaces: figure out what's wrong with gloss rendering vertex calculations, which may be GF2 related (QorpsE) 0 darkplaces: figure out why monsters keep making fall pain sound after they've landed in dpmod (Cruaich) 0 darkplaces: fix con_notify (should control number of lines) 0 darkplaces: fix disappearing viewmodel (and other models) when in an unvised q3bsp, or partially inside a wall in q3bsp 0 darkplaces: fix key based turning being affected by slowmo - it should not be 0 darkplaces: fix r_drawentities view problem (stops updating r_refdef.vieworg?) (Vic) 0 darkplaces: fix view blends slightly lingering as time goes on, they should go away completely (Cruaich) 0 darkplaces: increase resolution of particlefont to 512x512 (Chillo) 0 darkplaces: integrate zinx's psycho.c gamma hack as an easteregg 0 darkplaces: make Com_HexDumpToConsole not use color 0 darkplaces: make S_Update take a matrix4x4_t * 0 darkplaces: make a getattachmentvectors qc builtin (Supajoe) 0 darkplaces: make cl_beams_relative only affect view-attached beams 0 darkplaces: make dedicated server not load images (maybe all fail?) 0 darkplaces: make fopen builtin check / as well as data/ when reading (writing would always go in data/) 0 darkplaces: make fopen have the ability to disable fopen builtin access to read /, read data/, write data/, or disable fopen builtin entirely 0 darkplaces: make lightning work without bolt models persent (Vermeulen) 0 darkplaces: make memory pools have a flag to print them as temporary pools (I.E. consider them leaks if anything is in them) (Vicious) 0 darkplaces: make server queries use a queue to avoid flooding out queries too fast (Willis) 0 darkplaces: make sure EF_FULLBRIGHT works on bmodels (FrikaC) 0 darkplaces: make sure EF_FULLBRIGHT works on models (FrikaC) 0 darkplaces: make sure EF_FULLBRIGHT works on sprites (FrikaC) 0 darkplaces: make sure PR_SetString points NULL strings at pr_strings (which would be an offset of 0) (Fuh) 0 darkplaces: make sure QuakeDoneQuick works (Chris Kemp) 0 darkplaces: make sure r_fullbright works 0 darkplaces: make sure that sky works without a valid size (just treat it as single layer clouds or non-animated) (tell Vermeulen) 0 darkplaces: make sure that sound engine does not remove sounds when volume drops to 0 due to going out of range (SeienAbunae) 0 darkplaces: make v_cshift affect view even if in a liquid, by adding another cshift slot for it 0 darkplaces: mod_q3bsp_optimizedtraceline bug: shooting through brushes? (Vermeulen) 0 darkplaces: model interpolation off crashes? (SeienAbunae) 0 darkplaces: pointcontents crash when building harvester in gvb2? (yummyluv) 0 darkplaces: q1bsp trace bug: 'wall hugging' stuttering, also stuttering movement when walking over steps or monsters and causes block on moving doors (romi, Static_Fiend) 0 darkplaces: q1bsp trace bug: bullets don't hit walls at steep angles? 0 darkplaces: q1bsp trace bug: scrags frequently fly through ceilings - this needs to be fixed 0 darkplaces: r_shadow should load .ent when importing light entities 0 darkplaces: r_skyscroll1 and r_skyscroll2 cvars (SeienAbunae) 0 darkplaces: rename r_picmip and r_max_size and such to glquake names 0 darkplaces: reset zoom on connect (Rick) 0 darkplaces: server should send slowmo to client somehow (Vermeulen) 0 darkplaces: server should send sv_gravity to client somehow (Vermeulen) 0 darkplaces: test TecnoX and find the frikbot crash in SV_Physics (KrimZon) 0 darkplaces: test zlib support with entirely pk3'd id1 data (should crash because of zlib not being setup early enough - fix this) (Mabus) 0 darkplaces: the new sound engine should have a cvar for random variations of pitch on sounds like in doom (RenegadeC) 0 dpmod: add a "monsterwander" cvar and default it off, this would enable the spawnwanderpath code (Zombie13) 0 dpmod: add combo kill detection; rapid burst of kills (SeienAbunae) 0 dpmod: add flame thrower enforcers back (scar3crow) 0 dpmod: add flame thrower weapon, and make its altfire drop a canister of fuel (10 fuel units?), which can be ignited to set off as a bomb about the size of a rocket blast, plus some fireballs raining down (scar3crow) 0 dpmod: add killing spree reporting; how many kills since spawn when you die, as well as announcing when you hit certain numbers of kills (SeienAbunae) 0 dpmod: add q3bsp teleport target entity 0 dpmod: add rotfish to spawnmonsters code (only spawn if they land in water) (Zombie) 0 dpmod: add support for info_player_deathmatch in singleplayer for q3 compatibility (Static_Fiend) 0 dpmod: add target_position entity for a touch of q3 compatibility on jumppads (Static_Fiend) 0 dpmod: crash when dog attacks you in dpdm2 deathmatch 7 with bots present (Zombie13) 0 dpmod: find a way to make deathmatch 7 get more difficulty as kills increase? (Zombie13) 0 dpmod: identify what could cause huge angles values (1187488512.0000) on a dog entity, may be related to anglemod, FacingIdeal, ai_run, or dog_run2 (Zombie13) 0 dpmod: impulse 102 isn't removing the bots (SeienAbunae) 0 dpmod: impulse 154 should cycle to deathmatch 7 (Rick) 0 dpmod: items aren't respawning in coop, they should 0 dpmod: modify anglemod to be able to recover from extremely large angles numbers (Zombie13) 0 dpmod: monsters falling out of level? (SeienAbunae) 0 dpmod: set oldorigin when spawning to prevent being stuck at the spawn from causing an instant teleport back to where you died (SeienAbunae) 0 dpmod: test for any unnamed death messages that might be happening 0 dpmod: try making ball lightning mortar shamblers (scar3crow) 0 dpmod: try not adding gravity when onground to see if it gets rid of ramp sliding (Midgar) 0 dpmod: up nail limit to 500 (scar3crow) 0 dpzoo: colored lighting 0 dpzoo: flame jet 0 dpzoo: func_train with sky brushes 0 dpzoo: particlecube 0 dpzoo: rain 0 dpzoo: rotating fan bmodels 0 dpzoo: rtlights in normal mode (when that extension is made) 0 dpzoo: skybox 0 dpzoo: snow 0 dpzoo: thief-like area to sneak past a guard who can easily kill you (shambler?) to demonstrate lightlevel checking 0 dpzoo: transparent glass bmodels (DP_ENT_ALPHA) 0 hmap: add space to seconds reports in all utilities so it doesn't say secondssss (FrikaC) 0 lhfire: make a lhfire.txt and move the scripting info to it, add some more general explanation and tips 0 litsupport: fix the one COM_HunkFile call that uses two parameters (glquake took one) and fix the few "//lit support begin" messages at the end of code blocks (metlslime) 0 revelation: change the wabbit kill message to " was hunting wabbit but shot " " instead" 0 sv_user.qc: figure out why looking up/down slows movement and fix it (Vermeulen) 1 darkplaces: add DP_CLIENTCAMERA extension (.entity clientcamera; sets which entity the client views from) (Wazat for Battlemech, SeienAbunae) 1 darkplaces: add DP_EF_CLIENTLOCKANGLES extension (prevents client from turning view, takes angles from entity) (Wazat for Battlemech, SeienAbunae) 1 darkplaces: add DP_EF_PRECISEANGLES extension (sends short angles instead of byte) (Wazat for Battlemech) 1 darkplaces: add DP_QC_ENDFRAME extension/documentation and post it on wiki (tell Uffe, SeienAbunae) 1 darkplaces: add DP_SV_READCLIENTINPUT extension (.vector clientinput; works like .movement but for mouse or any other similar controllers) (Wazat for Battlemech, FrikaC, SeienAbunae) 1 darkplaces: add EndGame function (called on server shutdown or level change) (SeienAbunae, Nexuiz) 1 darkplaces: add a "cmd" command to the client for sending arbitrary commands to the server, mainly for use with KRIMZON_SV_PARSECLIENTCOMMAND 1 darkplaces: add a .modelflags variable which if non-zero overrides model flags (Electro, Arwing, frightfan) 1 darkplaces: add a string function that returns a character value from a string, mainly for csqc printing its own text (SeienAbunae) 1 darkplaces: add an optimized special case to AngleVectors for roll == 0 (thanks to fuh for the idea) 1 darkplaces: add buttons 9-16 (yummyluv) 1 darkplaces: add con_dump command to dump history to a file 1 darkplaces: add findflag and findchainflag builtins (SeienAbunae) 1 darkplaces: add gettimestamp builtin (returns a string) for logging purposes (SeienAbunae) 1 darkplaces: add log cvar to set console logging target (default "", or default "qconsole.log" if -condebug is used) 1 darkplaces: add r_displayrefresh cvar for windows video refresh settings (Willis) 1 darkplaces: add r_waterwarp to allow disabling view squishing underwater 1 darkplaces: add rate command (and _cl_rate cvar to save to config) to control client rate (send to server on connect as a command, like other properties) (Transfusion) 1 darkplaces: add some particles to teleportsplash (Uffe) 1 darkplaces: check out QMB lightning and lava effects (jeremy janzen) 1 darkplaces: clear stainmaps on map restart/change based on cl_stainmapsclearonload cvar (John Truex, Electro) 1 darkplaces: client crashes on +button8? (Static_Fiend) 1 darkplaces: crashes on radeon in rare situations that seem to occur in dpmod dm 7 mode? (Option42) 1 darkplaces: decide on an extension name for .ent loading and report it, also document in dpextensions (tell FrikaC, Gleeb, and add to wiki) 1 darkplaces: finish porting Quake2 keyboard stuff (such as clipboard) (Rick, FrikaC) 1 darkplaces: fix lots of bugs and then retitle the website to get more publicity: DarkPlaces: Re-live Quake again... 1 darkplaces: fix stuck buttons during a level change (mercury82, tkimmet@ezworks.net) (further note: this is from the console becoming active temporarily and catching the key release when the player lets go during the loading stage, make it possible to release a button that was pressed before the console was activated, or make it execute -commands for all pressed binds when level starts) 1 darkplaces: make Host_Error call error reset functions on renderer subsystems? (models are already flushed) 1 darkplaces: make r_fogsky cvar to allow use of sky instead of fog when fog is used (SeienAbunae) 1 darkplaces: send bmodels even if alpha is 0 or EF_NODRAW is on 1 darkplaces: still says " disconnected" in dpmod, figure out why and fix it 1 dpmod: add a Treasure Hunt mode (inspired by preview of Will Rock) - a team wins when they hold all the artifacts 1 dpmod: add func_crate (NotoriousRay) 1 dpmod: dm 7 monster spawns should occasionally be a crowd of Diablo2 style powered up monsters (Rick) 1 dpmod: dm 7 monster spawns should occasionally fail in a shower of gibs (Rick) 1 dpmod: dm 7 super monsters should glow and have a name which shows up when in crosshairs (Rick) 1 dpmod: dm 7 super scrag should fire spiral acid (Rick) 1 dpmod: make a skill 4 mode where monsters are nearly invisible (alpha 0.2?) except when attacking or in pain 1 dpmod: make grunts reload less often, like every 10 shotgun shells (scar3crow) 1 dpmod: make ogres start up their chainsaw when first seeing an enemy (scar3crow) 1 hlight: report locations of lights in solid (FrikaC) 1 hmap: add mip loading support to hqbsp 1 hmap: figure out why hqbsp is crashing when given a worldcraft map with the wads installed properly but referenced by a lengthy path, and not crashing when using local names (Todd) 1 lhfire: add percentage and estimated time reporting to console output (daniel_hansson@telia.com) 1 lhfire: get lhfire_gui build from Tomaz. 1 lhfire: post lhfire_gui build. 1 lhfire: prepare example scripts for release. 2 darkplaces: add a "edictset" command to console to set a single field of an edict to the specified value 2 darkplaces: add a flag/effect/whatever for double sided entity rendering (disable cull face for this entity) (yummyluv) 2 darkplaces: add and document DP_SOUND_DIRECTIONLESSATTNNONE extension 2 darkplaces: add and document DP_SOUND_STEREOWAV extension 2 darkplaces: add back random framegroup animation sync for sprites and models (Elric) 2 darkplaces: add cvar callbacks and make net cvars have callbacks 2 darkplaces: add fuhquake naming of map textures (textures/start/quake.tga style) 2 darkplaces: add removemapmusic (optional map name or ogg name to clear) and mapmusic commands ( perhaps) to manipulate list of per-map music overrides (Joseph Caporale, tell Static_Fiend) 2 darkplaces: figure out how to prevent "alias a a" - infinite loop when executed, this should be detected when executing it (Vicious) 2 darkplaces: frikbot scores don't update - discovered this is because of the fact they have no client (Todd) 2 darkplaces: implement menu_clearkeyconfig and menu_keyconfig and the corresponding menu (diGGer) 2 darkplaces: lerp lightstyles (Mitchell) 2 darkplaces: locked console scrollback (sublim3) 2 darkplaces: make commandline parsing use COM_ParseToken. 2 darkplaces: make sure Zerstoerer works (Chris Kemp, Kaotic)) 2 darkplaces: player ip logging by nickname (sublim3) 2 darkplaces: prevent player name changes faster than twice a second (sublim3) 2 darkplaces: proquake precise aiming support (sublim3 doesn't care, but tell him anyway) 2 darkplaces: q1bsp trace bug: movetogoal is broken - monsters are not going around corners, just running into walls (scar3crow) 2 darkplaces: should support corona-model shaders somehow (equation: pow(normalizationcubemap(transform(eye, vertexmatrix)) dot3 '0 0 1', 8)), which are normally used around unusually shaped lights instead of flat coronas (Mitchell) 2 darkplaces: upgrade protocol to have shorts for stats (scar3crow) 2 darkplaces: write a readme (Antti) 2 darkplaces: zym shadows 2 dpzoo: swinging doors 2 hmap: add hlwad support to hqbsp (convert to quake palette, and check for colormap.lmp to see how many fullbrights are involved, also add -fullbrights option to control this) (Todd) 2 hmap: hlight is not properly figuring out the origin of rotating objects - it should take the "origin" key (FrikaC) 3 LordHavoc: read up on dynamic visibility 3 darkplaces: .loc support and other team messaging capabilities (sublim3) 3 darkplaces: add DP_ENT_COLORSHELL which puts a Q2-style colored shell on a model (Supajoe) 3 darkplaces: add DP_SV_CRATEPHYSICS (NotoriousRay, SeienAbunae) 3 darkplaces: add OpenGL Extensions menu to enable/disable various features (zombie_13) 3 darkplaces: add _diffuse.tga support (realtime lighting would use this instead of the .tga for diffuse layer if available) 3 darkplaces: add a "box" effect controllable by QC somehow, for highlighting usable items (buttons and such) like in Red Faction, preferably with multiple colors supported (Mitchell) 3 darkplaces: add anisotropic filtering options (Zombie_13, zinx) 3 darkplaces: add antialiasing options (Zombie_13) 3 darkplaces: add back r_waterripple (Vermeulen) 3 darkplaces: add ogg music playback using optional library after adding wav music playback (Joseph Caporale, Static_Fiend) 3 darkplaces: add stainmaps to realtime lighting mode 3 darkplaces: add sv_rate cvar (limits total rate of the server - rather complicated rules to distribute rate between clients on the server, honoring their requests as best as possible) (Transfusion) 3 darkplaces: call checkvelocity (to clear NaNs) every time velocity is set in physics, to fix frikbot (tell FrikaC) 3 darkplaces: directional lighting from the q3bsp lightgrid should use diffuse and specular lighting if available (Electro) 3 darkplaces: dpshaders (when supported) should have support for envmaps, and should support being lit by diffuse lighting as a fake gloss effect for normal mode (Vermeulen) 3 darkplaces: dsound broken, needs to be managed as part of video system (jeremy janzen) 3 darkplaces: finish DP_QC_BOTCLIENT extension docs and implement it (MauveBib, Supajoe) 3 darkplaces: hub save support, one file indicating active map, and then for each map it saves a quake savegame (SeienAbunae) 3 darkplaces: make a new caching system with handles (which can be purged) and give every entity a cache handle to a model instance, which contains cache handles for each mesh/array 3 darkplaces: mod browser (and ability to switch mods) (SeienAbunae) 3 darkplaces: rearrange menus - make Graphics Options submenu and move video and renderer stuff there, add Apply button to video section (tell Elric) 3 darkplaces: scriptable particle effects (Supajoe, FrikaC, [TACO], SeienAbunae) 3 darkplaces: skyroom needs to be added ("info_skyroom" entity sets view origin, scanned by client at load, and by server to send all entities in skyroom) (SeienAbunae) 3 darkplaces: support dpm models (Vermeulen) 3 darkplaces: write a documentation string in engine, and a command to dump documentation to a darkplaces.txt file (QorpsE) 3 dpmod: use FRIK_FILE extension to allow passing objects between levels, such as crates (NotoriousRay) 3 dpmodel: add support for unnamed bones (Mitchell) 3 dpmodel: fix dpmodel to compile v_HKmp5-sd (tell Riot) 3 dpzoo: remote cameras (to demonstrate DP_CLIENTCAMERA, DP_EF_CLIENTLOCKANGLES, and DP_EF_PRECISEANGLES) 3 hlight: add ability to make bmodels cast shadows on world (Arwing) 3 hmap: add hlw support to hqbsp (convert to quake palette, and check for colormap.lmp to see how many fullbrights are involved, also add -fullbrights option to control this) (Todd) 3 hmap: add tga support to hqbsp (load base texture and _glow/_luma) 4 LordHavoc: examine .mb (Maya Binary) file from Electro and learn its format (Electro) 4 darkplaces: add EF_PARTICLESPAWNER extension (FrikaC, [TACO]) 4 darkplaces: add SKM model support with multianimation support using multiple .frame fields on the entities (Vermeulen) 4 darkplaces: add builtin to clientside qc for reading triangles of model meshes (useful to orient a ui along a triangle of a model mesh) 4 darkplaces: add builtins to clientside qc for gl calls 4 darkplaces: add crude DML model loading with animation list (ask Riot for dml library) (Mitchell) 4 darkplaces: add traceboxwithcontents function (same as tracebox but adds the startcontents parameter) (LTH, SeienAbunae, http://forums.inside3d.com/showflat.pl?Board=Engine&Number=909 ) 4 darkplaces: add wav music playback (tell Joseph Caporale, tell Static_Fiend) 4 darkplaces: figure out what is breaking in prydon gate town curig (Uffe) 4 darkplaces: figure out what is wrong with dedicated server console on win32 and fix it (and tell willis@deathmask.net) 4 darkplaces: ingame mod switching 4 darkplaces: make hqbsp save mip textures to bsp if tga textures are found 4 darkplaces: memory pool nesting, allowing pools of pools to be batch freed (Vicious) 4 darkplaces: rewrite sound system! (FrikaC, Static_Fiend, SeienAbunae) 4 darkplaces: use getaddrinfo to support ipv6, add support for winsock2 (or require it), check if winsock2 has ipv6 functions (getaddrinfo)... (|Rain|) 4 dpzoo: a drivable vehicle (using same technique as remote cameras, plus DP_SV_READCLIENTINPUT) 4 hmap: add hint brushes (HINT texture) 5 darkplaces: add ALIASSKIN_NOCULLFACE and ALIASSKIN_SORTTRIANGLES flags, and figure out how to activate them somehow (FrikaC) 5 darkplaces: add a "edictedit" command to open up a dialog to edit an edict (allow multiple dialogs to be open at once) 5 darkplaces: add a new TE_TELEPORTSHELL effect which would take an entity and create a fading plasma shell of its model at the moment of teleportation (tell fuh and Mercury about this) 5 darkplaces: add back colormod extension (FrikaC, Uffe) 5 darkplaces: add crude SKM model loading with animation list (Vermeulen) 5 darkplaces: add dpshader support 5 darkplaces: add short and long documentation string to each cvar/command (QorpsE) 5 darkplaces: do a minimap that works by simply using nearclip to sheer off anything above the eye, and draws anything below normally, or via a cvar as height coloring (Supajoe) 5 dpzoo: make some things that make the player bigger/smaller to demonstrate scaling and better viewheight handling and brush collisions (depends on brush collisions) 5 hmap: fix tjunctions on leaky maps (SeienAbunae) 6 darkplaces: add a "edit" command that can edit text files (I.E. .qc and progs.src) using a dialog window (allow multiple), and then add a "frikqcc" command to run it on the current mod (if it's in the command path at least) 6 darkplaces: add cubemap reflections like UT2003 somehow (perhaps entities would define the reflection maps for rooms, and a water entity would take care of the rest?) (TEU, Nexuiz, SeienAbunae) 6 darkplaces: add water refraction like HalfLife2 (Mitchell) 6 darkplaces: figure out an LOD scheme for really large outdoor environments (Uffe, SeienAbunae) 7 darkplaces: Quake3 bsp support (Vermeulen, Mitchell, SeienAbunae) 7 darkplaces: add DP_ENT_DISTORTIONFIELD which visually pulls things inward/outward around an entity (Supajoe, SeienAbunae) 7 darkplaces: add clientside quakec (KrimZon, FrikaC, SeienAbunae) 7 darkplaces: figure out what is causing invalid entity numbers in TouchAreaGrid in world.c - suspicion: problem with reallocation of edicts? 7 darkplaces: make it work on Savage4 again (Ender) 7 darkplaces: mirrors (SeienAbunae) 7 darkplaces: should add quake3 shader support even though the language is utterly insane ? darkplaces: fix colormapping (Demonix) ? darkplaces: fix connecting to proquake servers through routers (Demonix) ? dpmod: apparently can't fire in start.bsp? (scar3crow) bug darkplaces: Zerstorer: riot shotgun rotates even as a view model: need to ignore that model flag when a view model bug darkplaces: collision: 'wall stuttering' collision bugs: getting stuck and nudged out constantly when sliding along certain walls bug darkplaces: collision: q3bsp curve problems: comparing nudged impacts causes player to hit edges of triangles in a q3bsp curve closer than the surface bug darkplaces: physics: rotating MOVETYPE_PUSH code calls blocked when it's just a touch, it isn't even trying to push (SeienAbunae) d darkplaces: (goodvsbad2) increase chase_stevie height to 2048 (yummyluv) d darkplaces: .skin loading for models (override skins - not exactly shaders, but adequate, missing replacements are nodraw, this allows q3 player models with optional accessories) (Electro) d darkplaces: 12bit color textures in 16bit mode?? (Tomaz) d darkplaces: TEXF_CLAMP needs to use GL_CLAMP_TO_EDGE (if not supported just use REPEAT as a fallback, not aware of any cards that lack this) d darkplaces: add DP_GFX_EXTERNALTEXTURES extension (Electro) d darkplaces: add GAME_NEXUIZ mode d darkplaces: add and document DP_HALFLIFE_MAP_CVAR extension (the cvar which has existed for a long time) d darkplaces: add cl_decals to effects options menu d darkplaces: add file access functions and string handling (diGGer) d darkplaces: add multiple skin support to md2/md3 (Vermeuln) d darkplaces: add scr_conbrightness cvar (0-1) to control brightness of conback (0 = black and does not load conback, resets back to 0 if conback fails to load) d darkplaces: add view height to chase_active again (yummyluv) d darkplaces: add wgl support for mouse buttons 4 and 5 (Intellimouse Explorer) from Q2 (source supplied in email from joseph caporale@sbcglobal.net) d darkplaces: check if nodrawtoclient works and if not, fix it (Uffe) d darkplaces: colors of player in demos seems to alter player config (this is clearly a more severe problem than just demos) (tkimmet@ezworks.net) d darkplaces: debug server crash d darkplaces: dedicated server hosting prydon with multiple players exhibited severe networking bugs in tests, including failure to find acked network frames, and a segfault (Supajoe, Uffe, FrikaC, Harb) d darkplaces: dedicated server should error out if it has no sockets (yummyluv) d darkplaces: dedicated server should not bother allocating a loopback socket (yummyluv) d darkplaces: default deathmatch 1 in multiplayer games like Nexuiz incase someone starts a game from console (Vermeulen) d darkplaces: default to 32bit color d darkplaces: disable mod_q3bsp_optimizedtraceline by default until it works d darkplaces: figure out what is broken about the shadow volumes or stencil comparisons d darkplaces: figure out what is wrong with loading _glow/_luma textures on md3 models (not bsp textures) (kd23 Nexuiz) d darkplaces: figure out why disconnections are showing up as " disconnected" d darkplaces: figure out why quad is creating two coronas, one at player and one at 0 0 0 - answer: viewmodel dlight (Tomaz) d darkplaces: finish new udp networking code (yummyluv) d darkplaces: finish the partial update support in protocol.[ch] and reduce packet size to 1k to fix NAT routers (yummyluv, Vermeulen, Elric) d darkplaces: fix "game speed" menu option, it's too far left (Tomaz) d darkplaces: fix PF_substring's mishandling of the end variable (Fuh) d darkplaces: fix Short format entity origins to fix shell casings sitting in floor/above floor (Tomaz) d darkplaces: fix bounding box bugs with viewmodelforclient (diGGer) d darkplaces: fix cursor being flipped in Prydon (FrikaC) d darkplaces: fix entity glows to use Mod_FindNonSolidLocation... maybe all dlights should? (CTF has this problem with flags) d darkplaces: fix gl_texturemode change errors (Vic) d darkplaces: fix invisible md3 bug d darkplaces: fix invisible md3 models when missing textures (John Truex) d darkplaces: fix md3 shadow volumes d darkplaces: fix network timeouts d darkplaces: fix non-polygonal lightning beam model pitch (it was backwards) (thanks Eksess for reporting this) d darkplaces: fix particle trails (I think trail start is identical to trail end) (Supajoe, SeienAbunae) d darkplaces: fix server crashing from client timeouts (Moz) d darkplaces: fix server list not working until you set maxplayers above 1 (Rick) d darkplaces: fix server list only querying the master to reply (Rick) d darkplaces: fix sounds not following entities (yummyluv, SeienAbunae) d darkplaces: fix starting non-existent maps. (drops to console with an error like it should) d darkplaces: fix startup on multiplayer games so they don't start a game when executing startdemos unless -listen or -dedicated was used (yummyluv) d darkplaces: fix the fact singleplayer is using maxplayers 8 d darkplaces: fix toggling decals in menu d darkplaces: fix wrapping textures on sprites/models (Elric) d darkplaces: get rid of frags per hour rating in deathmatch scoreboard and mini scoreboard d darkplaces: get rid of stencil options and make 32bit color automatically use stencil d darkplaces: gl_flashblend 1 should disable dlighting of models (Tomaz) d darkplaces: have a look at CFQ and figure out why its b0rked (it assumed nq noclip movement) d darkplaces: heartbeat should print an error message if used with no server running (yummyluv) d darkplaces: limit maximum lerp time on animations to .1 seconds (Vermeulen) d darkplaces: loadgame broken (Linny Amore) d darkplaces: make LHNET_Read print out the names of read errors (yummyluv) d darkplaces: make client load .ent files d darkplaces: make missing skins show as white on models (Electro) d darkplaces: make model lerping optional d darkplaces: make reliable message splitting use a different limit than unreliable message size, to fix NAT routers (yummyluv) d darkplaces: make sprite lerping optional (yummyluv) d darkplaces: make sure 24bit sky textures work (Static_Fiend) d darkplaces: make sure r_drawportals works d darkplaces: make sure that disappearing entities are removed on the client in quake demos d darkplaces: make sure that textureless models are white and not invisible, apparently creating a .bmp texture (not supported) made the models black, even more odd... (McKilled, QorpsE) d darkplaces: make water scrolling optional d darkplaces: may be reading md3 tag matrices wrong (Electro) d darkplaces: new dpmaster release (Elric, Vic) d darkplaces: playerprethink being called before clientconnect? (Electro) d darkplaces: post new darkplaces build. (email FrikaC at kryten@adelphia.net) d darkplaces: post new dpmaster build. d darkplaces: put new shell casings in dpmod (Tomaz) d darkplaces: release new hmap (fixes compilation of TF entities for one person, adds support for GTKRadiant Q1Pack by adding -wadpath option) d darkplaces: release new hqbsp with -wadpath support (also searchs in map's directory and map's parent directory) d darkplaces: remove frags per hour rating from scoreboard because it depends on cl.scores[i]->entertime (which is never set) d darkplaces: tags support on md3 (Electro needs this urgently) d darkplaces: tweak the blood decals in the particlefont to make them look more like the q2e_blood.avi video (Vermeulen) d dpmod: add back charge-up on plasma rifle alt-fire and increase the max charge to 50 cells d dpmod: add back tarbaby gibs (scar3crow) d dpmod: add frags for killing monsters in dpmod (scar3crow) d dpmod: change weapons 8-10 to lightning, plasma, plasma wave (joe hill) d dpmod: fix backpacks (giving no ammo) d dpmod: make enforcers drop more cells for plasma gun (SeienAbunae) d dpmod: make tarbabies easier to kill? (SeienAbunae) d dpmod: make tarbabies explode larger (SeienAbunae) d dpmod: post new dpmod build. d dpmod: switch to new Tomaz weapon models d dpmod: why can't I pick up nails when I have no nailguns? and other similar pickup problems with weapons d hmap: add support for GTKRadiant stuff d lhfire: post lhfire build with example scripts. d lmp2pcx: post new lmp2pcx build. f darkplaces: add _0.tga support (per texture) to bsp/md2/md3 loaders f darkplaces: document how polygon collision works in the code (KrimZon) f darkplaces: examine proquake code to find nat fix and implement similar in darkplaces f darkplaces: hack PF_nextent to skip inaccessible client slots depending on maxplayers - but always report ones that are active at the time (FrikaC) f darkplaces: look at and integrate Vic's updated zone.[ch] (Vic) f darkplaces: make a flag for rtlights that makes them appear in normal mode (not just r_shadow_realtime_world mode) (Vermeulen) f darkplaces: shadows are not working with model tag attachments (Electro) f dpmod: make tarbabies have a self.resist_explosive = 3; like zombies (SeienAbunae) resolvedbug darkplaces: intermission: origin and angles are wrong: probably not getting them from entity correctly (resolved: rewrote view setup and fixed timerefresh and envmap command bugs in the process, and also fixed listener positioning during intermissions) resolvedbug darkplaces: intermission: statusbar disappears (resolved: not fixed, people seem to kind of prefer it this way) resolvedbug darkplaces: intermission: view model isn't disappearing (resolved: fixed)