Bejitt's Gundam Universe dev .plan * + - Read from top of day down to see how my day/thoughts/code/bs progressed (hopefully :) July 05, 2003 |----------------------------------------| + FINALLY got around to fixing the crosshair. it is now displayed as a bitmap on the screen, as opposed to the 3D sprite it's been for a while now =x July 05, 2003 |----------------------------------------| + booster effect now 'flares up' for a half a second when it starts + forgot to compensate for the dodging + you -used- to be able to still boost even after you died July 02, 2003 |----------------------------------------| * Life and school are fun. really. + some stuff i can't remember + enabled killing of rockets + rockets blew each other up when they got shot, so now your own rockets cant hurt each other + fixed some issues with drawing hakai: guns had muzzle flash when firing missiles, guns werent doing muzzle flashes on both barrels September 03, 2002 |----------------------------------------| * FUN + fixed unisol's locational damage code players were invulnerable - still slightly present.. + added tons of weapon firing functions + went through a large bug list >_> - http://planetquake.com/gundamuniverse/1_4_1_bugs.txt + hakai double gats were firing too low discovered that aiming things based on the angles of the head was bad ;x + beam rifles aren't railgun copies anymore beam shots have a speed now ^^ + decided to stop bs'ing boost and limit the max speed of players - multiplayer boost is fricking choppy... must move more code into pmove + cloaked players, when viewed from another player, were flashing and doing 'weird' animations + dodging (double-tapping) now works when in the air + added various sounds + July 07, 2002 |----------------------------------------| * ee..life..job..fun..yea.. + + played with ui a bit...we really need to pick a fucking design.. + added UNiSOL's stuff in screen shakes when rockets hit stuff improved locational damage + something in the new locational damage code caused the game to exit falling damage go bye-bye :o May 07, 2002 |----------------------------------------| + _finally_ got BG_FindSuitForName to recognize suit/skin model names (omfg i was stupud >_<) + un-globalized bg_suits and bg_modelInfo + added new bg_weaponInfo array holds weapon bounds and tag_ info (keep bounds part?) + using beam rifle's tag_flash as an actual muzzle point works doesnt go where aiming, though... - update viewheight? May 04-05, 2002 |----------------------------------------| + reformatted tagDump's output for tag_s also made it more streamlined + Deathscythe and GP01Fb are back in (back by popular demand!) - GP01Fb needs more energy... May 02-03, 2002 |----------------------------------------| + rx78 hyper bazooka in-game (gogo 1-liners) * decided not to use the bounds data just yet :) un-fucked pmove * removed 'certain' code redundancies. smaller files == good + all player model parts attached via new GU_PositionRotatedEntityOnTag ensures correct client/server representation uses home-brewed lerping ^^ * *reformats the tagDump output* * i'm thinking of releasing the source to the md3 dumping program.... April 30, 2002 |----------------------------------------| * got bored and md3 exported rx78's hyper bazooka - hyper hammer exporting/code (until other issues are taken care of) April 28, 2002 |----------------------------------------| + anim frames now calculated in both cgame and game * cg.time = serverTime; // WTF I THOUGHT.... >_< + anims werent lerping + legs bounds being used as "player's" bounds bugs: jerky since mins changes a lot; get stuck on the sides of walls April 26, 2002 |----------------------------------------| + WEEE GATS IN GAME~~~ * cleaned up the weapon draw code support for 2 barrels added April 16, 2002 |----------------------------------------| * started putting bounding data in pmove, but discovered frame numbers are not available there moved model information to own file: bg_modelInfo.c model info must be in same order as suit info (at least same as the psuit_t enum) still read animation info from files? (would have to be read on both server and client) or make animation info hard-coded? (could make 'minimod' to read for animation testing purposes) April 15, 2002 |----------------------------------------| * bounds data seems to be ok so far - negate min[1] and max[1] to make sure max=forward_right_up and min=back_left_down * i wish there was a good "draw 3d line" function in q3 :\ * used al to get complete visual confirmation of the boxes April 14, 2002 |----------------------------------------| * been semi-busy working on program to get model information into q3 * been semi-busy putting model information in q3 + botlib loading error (only happens with qvm's) was cause by some uncommented code in items.c :X + hud was fuzzy to some people cut up the huds into seperate pics + hud value bars werent showing most of the time did a 'cheap' fix ;x April 05, 2002 |----------------------------------------| * started at 1am, so you could consider some of this as happening on the 4th + adjusted weapon damages according to Al's requests + players were almost always gibbing made the gib health -200 + headshots further adjusted locational head damage check was being done twice (ando's code + ic3's code) reduced to just ando's since it also includes diff. damages for diff. locations April 02, 2002 |----------------------------------------| * vms + new botfiles = bad (continuous error in console) + removed showing weapons in first person (for now?) + prevented recharge when energy was being used + deathscythe hell wasnt uncloaking when it ran out of energy + added (temporary?) hyper bazooka + added (temporary?) beam rifle is a rail copy (al said 'ok' to it ;) + beam rifle model was causing q3 to quit out was due to the flash texture being a >progressive< jpeg (q3 doesnt like them) repacked the model in models/weapons2/beamrifle/rx78*.* * if we had an icon, this would be our first completely in-game weapon (besides melee crap ;x) * should we do weapon folders like 'models/weapons/weapon/suit*.*' ? + headshots killed the player being hit was reduced to just knocking the player's head off - adding headshot activated 'problems' (screen flash, etc) April 01, 2002 |----------------------------------------| * today is my birthday @_@ * most of this happened over the last month (did ai and crash fix today) + COMPLETELY went into using a different weapon number slot..thing .weapon holds the index into the player's suit's weapon array each suit has a set of predefined weapons weapons cannot be dropped nor picked up this effectively gives a max overall weapon count of 2^16 (65536) (unless the bot files wont let us...) maximum number of weapons per suit (ever) is 16 (same as q3) right now, the max is 8 + game 'crashed' back to the main ui screen when bots died (prolly some other situations also) was due to improperly done code in cgame (woops) + bot files were still using old weapon numbers had to write my own 'choose best weapon' code, since the trap_ function used the weapon weights (we cant use those anymore) March 04, 2002 |----------------------------------------| * worked through midnight =_= + game exited when suit was changed (maybe when the player died, also) was suprisingly fixed by taking care of the itemInfo for the head vulcans * NOT FIXED? >_< . works when changing to GP01Fb from rx78 + cloak wasnt draining energy + suits were recharging twice as fast as they should + beamsabers, etc were being used in first person + the player couldnt see themself when cloaked. using the invis powerup shader when they are cloaked for now (other cloaked people are still invis) * something seems to make the game exit after extended vulcan usage + vulcans made game exit whenever they hit a breakable entity this was due to improper placement (on my part) of the function GU_PushTarget (adds extra 'kick' to vulcans) + somehow fixed the suit changing bug must have been something about dealing damage instead of telling the suit to just die + Heavyarms Kai was only holding one gun both hands have a seperate gun and barrel time * realized i havent been commenting everything i've done oh well, it's not like a new game source means we have to "port" it over :) - Heavyarms dual dual-gatling guns support March 03, 2002 |----------------------------------------| * yesterday was pretty much a "sit and stare at the computer" day + we were still using all of quake3's weapons went through the long (stress that [even more]) proccess of replacing q3a's WP_ enum (weapon_t) with GU's (pweapon_t) weapons_t is now used as an index into the player's suit info's weapon array, - bots still use references to weapon_t + cloaking logic was causing the player to disappear + totally removed (commented out) PW_INVIS + PW_CLOAK didnt cloak the player's weapon + added PW_CHARGE to keep track of the time the player started charging (why?) March 01, 2002 |----------------------------------------| * spent a little time this morning going over the logic on the combo system i plan on making this a little more easier to add 'combos' to :) + fixed radar blinking problem while trying to figure out why the cmd spams the server + current player was showing up on radar (2 line fix) + fixed multiplayer error where when a client connected, they were immediately disconnected due to cmd flooding replaced build1_2 with this compile Febuary 28, 2002 |----------------------------------------| + were no burner effects when dodge boost was used + cg_draw2D didnt affect thirdPerson crosshairs + running was enabled + thirdperson crosshairs started at the old player viewheight they now start at where the head attaches to torso + "last player to hit you" was being drawn + score box was being drawn + boosting too fast caused the suits to 'fold' into themselves + "electricity" shader wasnt being put on suits when they died + had forgotten to copy over headshot and explosion instead of gib code from ic3's + renamed skill levels. only has to be changed in ui_local.h instead of in 3 different files * it seems that the 'puffs' coming out of the map origin are caused by weapon shots hitting the ground + fixed this (was a mis-call to CG_Particles) * set the viewheight every frame to be the same as the middle of the drawn head ? * hud bars arent being drawn when you look at certain locations and/or do certain things. could this be q3 limiting number of polygons? or is it something with trap_R_setColor ? Febuary 27, 2002 |----------------------------------------| + add support for GP01Fb's back thrusters + game was still loading bots.txt + "commented out" weapon dropping (used an #if 0) + crosshairs were being drawn in zoom hud + were too many crosshairs in first person view + adjusted ice's hud picking logic. first person non-cockpit works Febuary 26, 2002 |----------------------------------------| * why the fuck does the radar blink.. + started using class-specific weapons code + dropped the boosting time on the boost jumps to 1/4 a second + beam saber/scythe animation times were too short; the anims were getting cut off + changed suit model path to models/guplayers (96 different lines of code changed -_-) + removed rocket flyby sound (was too loud to hear rocket firing sound) + new bot loading file: gubots.txt + new map loading file: guarenas.txt - GP01Fb back burners Febuary 25, 2002 |----------------------------------------| + finished bringing over ic3's code + adjusted boost flight to change directions faster + boost jumps implemented. boost for 1 second after hitting jump Febuary 19, 2002 |----------------------------------------| * surprised i did anything, considering i'm sick :\ also was apprehensive to do anything after sending ic3 my code for build1 + added support for the following animations: leg boost blocking with shield attacks 1-5 (using q3 weapons to test) - adding boost to jumping Febuary 18, 2002 |----------------------------------------| + up to 4 thrusters supported on a suit + (delayed on purpose) got code + files from UNiSOL for: spark effects for: when hit, when life is low and explosions swirly missiles key buffering for 'combos' ( double-tap direction to get a quick burst in that direction) prettied up missile explosions (sphere+sparks) bullets hitting ground creates a quick smoke puff missiles trails are thicker and thinner (if i forgot anything, someone slap me. tks) + deathscythe hell kai wing model support Febuary 17, 2002 |----------------------------------------| + (finally) put suit Info in cgame + made a function that attempts to put a model on a tag, if the tag isnt there, the model isnt drawn + heavyarms kai chest and shoulder flaps model support ( after 3 hours of procrastination :) + suit-specific thruster support (started) Febuary 16, 2002 |----------------------------------------| + modified homing missile swirling. swirls less the closer it gets to its target |----------------------------------------| * created gu_weapon.c for gu-specific server weapon code + homing missile lockon .8 seconds to lock onto player in crosshair + different crosshair like "oni" :) remove "disappearing" into walls? + homing missile functions fires either type of homing missile finds target for non-lockon missiles fires any number of missiles missiles unlock after 4.5 seconds * head vulcans gets its own button offhand weapon - not in weapon selection pushes hit players a bit muzzle flash - using machinegun flash (needs its own model?) .1 seconds between each shot (same as machinegun)