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
= 2024-08-09 ===================================
* document 'Physics' group, related to external-simulator physics
* def > decls/def
* sound/*.sndshd > decls/sound/*.sndshd
* efx/ > decls/efx
I can see why id software started putting all decl in `decls/`
now (they use 'em a lot!)
Gunman Chronicles with its configurable weaponry is really testing the
base NSWeapon API. Currently the FireInfo, the dictionary setting up
a type of attack, is mapped to different inputs. +attack and +attack2
= primary and secondary. In Gunman, secondary generally opens up a
menu that let's you configure aspects of the weapon. Okay, that's fine.
The thing that will be hard to make 'nice' is the sudden override of
fireInfo depending on said mode. We have to, for prediction reasons,
network a mode state which toggles solely between primary and secondary
at the moment.
So if we wanted to support more modes we'll simply have to change
the way the template class interprets that numeric mode value.
The simplest implementation would be the addition of an overridable
GetFireInfoForMode(int) method where the NSWeapon subclass can define
what that means. I suppose most people wouldn't dare mess with it
anyway. It's just not as elegant as I'd like.
= 2024-08-08 ===================================
* NSWeapon: add "snd_fireStart", "snd_fireStop", "snd_fireLoop"
* NSWeapon: add "view_geomset" to FireInfo
* NSWeapon: add "knockbackRelease" to FireInfo
* Gunman Chronicles now has fist/knife weapon proper
* Gunman Chronicles base implementation of Shotgun/Minigun done
* Half-Life weapon_egon finished
* Half-Life weapon_gauss finished aside from incorporating "powerAmmo"
Before I start logging my work people probably wonder what I think
about the 'KexDoom' announcement from this QuakeCon. Looking forward to
the new content a little and that's about it. No way will
people will drop their favorite engine for one that'll be updated a
few times and then become stale.
The wad files `id1.wad` and `iddm1.wad` appear to be the
new ones you wanna copy. No idea if the others are modified.
I tested `id1.wad` in woof and that runs fine. I'd expected that
perhaps the localized strings break as they did in Quake but
they have found a better and more compatible way of overriding
the strings for DOOM.
The `iddm1.wad` contains the deathmatch levels. It will not work in
an engine like Odamex, they do make use of the new weapons.
Will this urge engines like that perhaps adopt more of BOOM?
That'd be nice, actually!
= 2024-08-07 ===================================
* gunman chronicles builds (mostly) again
* NSWeapon: add "altMode" toggle
* NSWeapon: "actLoop" decoupled from "actFireStart"
* NSWeapon: fireRate inherited from model if not set
* NSWeapon: query all sequences from FireInfo
= 2024-08-06 ===================================
* NSWeapon privatize weapon state
* solidify more def documentation across the board
= 2024-08-05 ===================================
* NSWeapon add "chargeTime" key
* rework state machine in NSWeapon
* reload timing separation in NSWeapon
* add overheatLength, overheatPerShot to NSWeapon
I was given a git bundle for a bunch of new FTEQW commits that need
testing. While I'd like to check them today my current local engine
branch has glue I'm relying upon. Hopefully this means that FTEQW
will see commits soon in -master, anyway.