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Duking it

Just been trying some Dukematch via LAN today before work starts tomorrow
on getting more crucial TW stuff out the door.

Found some more fun bugs in BUILD.
Man, connecting to eachother via peer mode is jank...

Reminder to self, each player has to set up a file
containing their interface [ip], mode peer and 'allow otherip' to talk
to eachother... man.

Filed some bugs in FTEQW today:
- HeXen II framegroups are no longer being animated - wtf?
- HeXen II weapon with the nails you shoot out of your hand
  just stay mid-air...
- Graphical glitches on HUD when second to last screensize
- Malice cuts/cut0.dem has some sort of race condition that prevents
  us from seeing the next cutscene/map
- Quake 3 crashes - a lot. Especially in Team Arena.
- Malice also segfaults at one point when you've got a config
  with fps_preset vanilla and lit generation turned on?
  Need to reproduce it again

TODO List for 15. February 2022
----
- Menu needs disconnect button
- Hide viewmodel when in car, or at least fix the position of it
- Player sitting animation for vehicles
- Vehicular Carnage gamemode grunt work

TODO for when I get around to them
----
Nuclide/FreeHL game tat:
- Gunman weapons need A LOT of work
- Team Fortress support is laughable in the weapons department, core ents
  needs more testing (2fort works perfectly last time I tried)
- Poke646 is practically on halt until the other two are done
- They Hunger relies on mostly Half-Life entity crap, weapons are all
  done as far as I'm told

Counter-Strike still has animation oddities I need to look at with Spoike.
It's related to how we compose the animation blends in-engine. The basebone
field manipulation crap kinda sucks. You shoot a gun while crouch and your legs
which are _NOT_ supposed to move, bob back and forth. What's going on there?

-- Marco

When this .plan was written: 2022-02-17 02:00:23
.plan archives for this user are here (RSS here).
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