This is my current worklog.
Updated daily and archived by the weekend.
Currently mostly working on Nuclide and connected games.
* = Completed
+ = Completed at later date than specified
- = Cut/discarded at a later date
~ = Ongoing
= 2025-03-28 ===================================
~ merging Develop into master...
~ env_shockwave isn't acting reliably in entity mode
= 2025-03-27 ===================================
* cut savegame info by an order of magnitude
* ncOutput: trigger outputs without delay when owner lifetime > 0.0
* ncEntity: OnSpawn, OnKilled output implementation
* ncProjectile: OnDetonate implementation
Back to coding!
Also we got a box of donuts in the office today, appears to be from
a different place than last and they're pretty good this time.
It's 12 now and I had 2!
By the end of the day I streamlined a lot of game state. Now we save
a whole bunch less info between savegames - but can also decide to
reload certain info from the spawn data. This way patched games can
alter data that doesn't affect state.
By the end, the added outputs helped Xylemon realize the
displacer in Opposing Force, complete with beams and shockwave
effect that gets created on spawn and impact respectively.
= 2025-03-26 ===================================
I will take a break from coding and do archiving tasks today. This
is why it's increasingly needed and you should do YOUR part to save
what YOU care about:
Scraping for language models has become crazy. While we lose sites
like hexenworld.org (RIP) every once in a while, scraping has been
hitting small server admins very hard. We at Vera may not be affected
by this as much as people on servers and instances that get
billed by traffic - you can see where the problem lies.
Some sites won't be able to exist any more.
It doesn't help that some sites barely get visited at all
because search engines are no longer showing you their
full databases.
It does feel like the information age is 'ending', in that information
is becoming increasingly less available and searchable across all
sites. I would not be surprised if rate-limiting interactions will
be common because of big sites want to prevent being scraped.
Me doing my archiving (generally videogame related to the games
you care about, dear reader) entails that files are grabbed
and indexed. Indexing is a manual process that ensures we know
what we have in a record. I will periodically push updates to
https://code.idtech.space/pkg/lists for those. You will find files
describing data for user made content in there, along with the
referenced data's checksums, individually signed. This is for use in
FTE's package manager. It comes with a buildsystem for package sources
I designed so that it can be self-hosted in a forgejo repo with CI. You
can add one of the files with the `pkg addsource` console command
and start installing a couple entries I added already. You will find
that FTE isn't quite ready for content distribution in the UI dept.
quite yet - like it fails to display modifications installed. Use
`game [moddirectory]` to switch to a mod for now.
We also have other data sets (magazine, video, interview archive links)
in CSV format for thousands of things which need to become open data.
We currently have no license on that sort of stuff, but frankly
we just need to get it out there. No real timeline on any of that.
= 2025-03-25 ===================================
~ Server favorites need work (API, UI etc.)
~ Fix satchel type weapons from not sticking
~ Basic options menu in Menu-VGUI to make those usable
While saving/loading seems to work well, a few
classes don't save/load proper. To allow for
backwards compat we handle this ourselves
(otherwise, how class entities deal with
fields will not be consistent across compiles -
which messes with saves!)
Luckily this usually means just going in to the code
for each entity, seeing the private attributes
and to redo the Save/Restore sections unless
the comments note otherwise. For an example
for such exception, check the src/shared/Weapon.qc
code - all the FireInfo fields are re-calculated upon
loading a save.
This also means that loading save games handles decl
changes, where applicable. Obviously states like
health remain working the same.
= 2025-03-24 ===================================
* Verify singleplayer saves/transitions
~ Server favorites need work (API, UI etc.)
~ Fix satchel type weapons from not sticking
~ Basic options menu in Menu-VGUI to make those usable
^^^ On the roadmap - not much is left to merge Develop into master
Finally, after today we now reliably save/restore state from
everything again! The player can't move but seemingly everything
else works, so it must be a quirk with ncPMoveVars.
= Weekend Before ===============================
And here a section I will try to update weekly, in which I tell you
about the games I played the weekend before so that we can all look
back fondly at my bad influences:
- Alien Front Online (Dreamcast)
- Crazy Taxi 2 (Dreamcast)
- NBA Jam Tournament Edition (32X)
- NoxQuest (PC)
- Tony Hawk´s Pro Skater (Dreamcast)
- Tokyo Highway Challenge (Dreamcast)