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Worklog... 2nd week of May

New week, new stuff to do.

Some rough goals:
Counter-Strike needs love. We need the VGUI menus back, these will also provide
the basis for game-specific editor functions.
For example, we need to be able to spawn helper entities for botlib, as well as
generic game entities.
This allows us to turn maps that previously were not designed for a game - for
example Counter-Strike, to be able to be played within.
Imagine being able to do Bomb Defusal on q3dm6 - that is the gist.

However, in order to allow people to test this throughly, we do _need_ bots to
start working more. People generally have issues finding players, okay great -
let's give them something to play with.

TODO:

May 12:
+ make weapon_switchbest use the weighting system, as well as isempty()
* adjusted cstrike falldamage code... we're now falling harder earlier, but
  tweak the falldamage so that we don't get gibbed from the get go.
  jumping off the cs-spawn building in cs_assault gets you into the 1 digit
  territory. jumping down spiral in de_dust2 should put you to 89 health from
  100 on average. this can be tweaked further but I cannot invest too much
  time into low hanging fruit right now. it's *CLOSE* enough.

May 11:
* weapons can now queried if they're empty and what their weights are
* bots will choose from a few different objectives when they need sth to do
* bots in cstrike will react to events such as bombs being planted now
+ implement generic goal-oriented bot methods, perhaps a memory of instructions?

May 10:
* no longer network func_ladder if we can avoid it (targetname)
* change func_wall to use movetype_push instead of none
* shotguns in valve and cstrike now have interruptable reloads
* changed the way spread works in cstrike its shotguns
* fixed the remaining player.qc sources for various mods to use the new macros
* made most mods inherit nuclide's base weapon_common.qc/h and input.qc
* clean ups all over the place, don't make me count them
* added MSF_IGNOREPLAYER to CBaseMonster
* went over TraceAttack_Single to combine multiple damage calls into one
  to avoid a lot of unnecessary routines
* fixed the snarks from not being shootable by giving them a hitbox and
  changing their solid type to corpse.
* traceattacks will also hit corpses now
* damage.qc is also now being included from base in most mods
* we're now calling the animation timer update function after rendering
  players. this should make sure that we animate them between server packets
  for smooth animation.
+ move cheats out of input.qc? still contemplating
+ we need a way to handle an entity's blood colour uniformly, possibly
  make it an attribute
+ create download manifests for hhdeath, hoe and the other newly archived mods
- kleiner lab refract shaders? check if they work at all
  FTE's $refraction base is buggy and goes black when more than 1 is visible
- grep for any generic shaders we're missing in hl2/cstrike


* = done; + = to be done; - means postponed

When this .plan was written: 2021-05-12 05:06:36
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