Finger info for marco@icculus.org...


Cleanups

Reminder to redo the whole client-side viewmodel logic.
I really should just merge v and p model into one class, "NSWeapon" which will do
viewmodel specific stuff on the client-side and network pmodel things on server
and client. On top of that it might be worth just shoving the predicted Attack functions
into this. This will require major reworks of the existing weapon system so I sadly
cannot afford the time to do all that right now.

TODO List for 29. February 2022
----
- Vehicle physics fix for when no driver is inserted
- Test the new ::EvaluateEntity() optimisation
- Get the rest of Vehicular Carnage done
- Fix timers in Team Chaos
- Fix regular TDM mode, which seems broken right now

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: 2022-03-01 02:00:36
.plan archives for this user are here (RSS here).
Powered by IcculusFinger v2.1.27
Stick it in the camel and go.