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2.0.0 - Files & Installation
2.6.0 - Version Information
Here is a list of the various fixes and improvements made in RQ3 through the various revisions:
2.25 (released: Sep 10th, 2002)
Problem fixed in the bullet firing code that affected the otherwise good hitboxes.
Sky portal code tweaked for better performance. Now it's also possible to have sky portals with animated textures
Fixed "unselectable grenade shown in the inventory if you switch weapons after pulling the pin" bug
Fixed a bug that prevented headless player models from being rendered
Fixed the bug that was causing the in-game server info menu to spam an invalid shader error to the console
Added a scaling CTB respawn delay which is active when g_RQ3_ctb_respawndelay is 0
Fixed a bug where players could get past the teamspawns in CTB by using the team command.
Dropped cases stay on the map for 45 seconds now. (was 30 seconds)
SSG accuracy bug fixed. (It actually affects all weapons, just not noticably)
cg_tracerchance now can be adjusted. Anything above 0.4 is set to 0.4. For fo0d, basically.
Fixed semi-auto pistol w/ predictweapons set to 0 bug. Also made predictweapons predict less when set to 0 (even more like Quake 2).
Bug with in-game server browser fixed that caused most RQ3 servers to be filtered out.
"Drop case" added.
Silencer smoke puff less intrusive.
2.2 (released: Aug 30th, 2002)
cg_RQ3_predictWeapons added for Q2 similar delayed animations.
added g_RQ3_ctb_respawndelay for delayed CTB respawns.
Fixed initial spawning in teammates for CTB
Changed rq3ctf to rq3ctb in .arena parsing code.
Fixed the MM settings menu to also work when connected to a remote server.
Fixed the about server menu to display the right g_ cvars when connected to a remote server.
Removed colors from the nicks in MM commands
Added a map_restart after successful g_gametype votes.
UI now supports CTB as a valid gametype
Fixed the missing weapon/item menu in the player menu
Added g_RQ3_version and g_RQ3_showOwnKills to the about server menu
Fixed missing shader errors in the UI on numerous places.
Fixed the about server UI menu values
Made the UI handle illegal models and skins more robustly
UI model preview is fixed.
UI model preview and selection now controls DM gametype models, not team models.
Added a radiosoundset selection dialog to the UI
Doors with health and the "wait" key set to a negative value should work as expected now
MM: Added "resetMatch" for rcon and referee use, to reset the current server Match Stuff
Fixed the Akimbo ammo when akimbos are not the primary weapon.
Fixed plost3 radio sounds in all radiopaks.
Damage is now only tracked for players hit that are not on your team.
Fixed constant gasping sound when you die in shallow water
Added a line to the zcam swing tracking message indicating who you are following
Blocked radio commands during LCA
Added the dynamic radio system
Hacked the bufferedsound system so radio sound overlap less
No rcon stuff command alowed in matchmode
Ignorenum bug (ignoring player no. 0) fixed
Case carrier glowing removed.
MM: Changed Voting system to allow only captains to vote/callvote
MM: Added "clearscores" and "resetmatch" to vote command list
Each client can call a maximum of g_RQ3_maxClientVotes votes/team votes (default: 3)
% vars are now only expanded for say_team messages.
Hitboxes now 100% AQ style
Removed cocking sounds from all weapons except the mk23, m4 and mp5
Fixed the bot_minplayer system.
Added spawnflag 8 to breakables to allow them to be unkickable
Created a CTB respawn Queue.
Added propper handling of players waiting for a respawn in CTB
New Referee System to allow multiple admins, determined by g_RQ3_maxRefs
Pressure physics system now certified by NASA.
Scoreboard code updated for new ref system
Countdown timer added for CTB respawning.
Fixed bug where rounds lasted half as long as g_RQ3_roundtimelimit was set to.
Q3F's atmospheric code added.
Smoke puff added to silencer shots.
Added "Life" setting to func_pressure. Default 200.
Possibly fixed ghost door problem.
New server info menu code
New 100% customizable presets menu with editor
Removed the cd key menu
Fixed dropped weapons and items blocking doors and other movers.
Added ref say command to talk to everyone, dead or alive
Players can now use the kill cmd, plummet and kill teammates after rounds in tp without loosing frags.
Fixed message for players wearing a kevlar vest and get hiot by weapons other than the SSG
Added the Keanu male radio soundset.
Added a clientside cvar (cg_RQ3_SuicideLikeARealMan) to control frag lossage on suicides
Fixed stats for non-TP gametypes
Cleaned up server logging and added real timestamping to them.
MM: "referee" voting command and ref's "kick" user command now uses player's numbers instead of names
Added support for sky portals
Greatly enhanced UI functionality for matchmode
2.1 (released: July 20th, 2002)
Fixed the FOV bug when selecting SSG at spawn
Kickback from weapons adjusted
Rotation bug that appeard when more than 10 maps where in rotation fixed.
LaserSight bug is fixed.
Fixed the base voting system. Still needs a cleanup
Fixed the respawning of dead players weapons and items in TP
Fixed to allow > 16 breakables
Recoded the AI for changing weapon modes. Bots can now zoom in/out with the SSG.
Made it possible to add random bots when starting a game from the UI
Items can now be dropped during bandaging
Redid the visuals on callvote and callteamvote.
M4 muzzleflash 25% smaller.
Added callvote cyclemap. It replaces callvote nextmap
Callvote map [mapname] new verifies the map exists before calling the vote.
Tweaked leg damage.
Smooth M4 rise.
TNG TP spawn system has been intergrated
Scoreboard no longer shows who's dead and whos not while you are alive.
Added the 'lens' sound when using "unzoom" for SSG
Fixed issues with cg_drawCrosshair 0, for SSG Scope and teammates Names
Added $P for last damaged player.
Fixed a model bug for team 2.
changed g_RQ3_printOwnObits to g_RQ3_showOwnKills and made it control what $K does.
Spectators can now use say_team to communicate among each others, DM and TP.
Unzoom now plays the lens sound.
Health functionality for movers should be complete now.
Rezooming after quick reloading is much faster.
Visible laser in fog for all players but you.
Bots dont look for a team leader in TP.
Enabled the 6th custom crosshair in the UI.
Added callvote map and ref map features.
Fixed the UI team count cvars when someone disconnects.
Fixed the bandagebug.
Added a feature to overlay normal crosshairsover the SSG crosshair.
Fixed shots fired stats for non TP modes.
Fixed the logging of Clients IP's when they connect.
Personal score grouped with team score on hud.
Scoreboard shows individual and team head models.
Spectators can now use say_team with [SPECTATOR] on their messages
MM: Added Color to all messages for better reading
MM: Added g_RQ3_forceteamtalk.
MM: Added "Settings" command code to use from a menu
MM: Added "lockSettings" as a referee command
MM: Added a "dmflags" like option to give/remove privileges to captains g_RQ3_mmflags
MM: Added g_RQ3_maxplayers to cap max players on a team
Added the dmflag spawn farthest.
The scores in the upper-right corner update instantly.
Gunshots now go through teammates.
Fixes for the M4 rising.
Shouldn't be able to see the enemy chat bubbles and such.
Created CTB
Fixed subs and limchasecam
The captain status no longer stays on people after mapchanges
Commands like "drop weapon ; use throwing combat knife" now work as expected.
Pressures are killed on LCA
Matchmode ping determination added to scoreboard
Player total and sub total added to the scoreboard
Bug with pistol clips for akimbo/pistol in TP fixed.
Drop weapon for akimbos now behaves like in AQ
No using the kill command during LCA
Subs are no longer ignored during TP spawns. Now they are forced into following live players.
Dead players could talk to the living during the time before they respawned as spectators.
Spectators in in-eyes mode now witness the death of the player they follow before moving on
Added g_RQ3_ppl_idletime and g_RQ3_idleaction cvars.
Changed scoreboard to icon instead of a 3d player head
Minor changes to physics
Minor changes to who can be seen as dead and alive in the scoreboard
Shell ejections on spawn in TP should be fixed
Added pirate and pikey radio sets. cg_RQ3_radiovoice 0, 1, 2 or 3
Added CTB radio commands to all radio sets.
2.0 (released: Jun 14th, 2002)
EDITOR'S NOTE: The following section is generally in the order of most recent fixes first and the earliest fixes last. The changelogs were not formalized until after the 2.0 release and so much of the following section is in the form of bug reports that were crossed off when they were fixed. Some notable events are put in bold so they stand out. Our beta testing cycles definitely helped us get a rather solid 2.0 released--just look at the bugs we squashed and the functionality we added in the 6 months between the time 1.1 was released and 2.0 was released! Yeesh! Many of the "I was able to" comments in relation to code was made by JBravo. JBravo was the one maintaining the changelog in the varied and random form we used back then.
Done: I'm going to delete the ceramic breakable from the directory. It looks crappy and I don't have time to make it good.
Done: I will be updating the brick and rubble breakables. If I have time, cardboard.
Done: Please, someone change abbeyskirt to mamimi. Unless you don't agree with me. That affects a lot of files, so make sure you get to everything if you start.
Fixed: Voting in teamplay
Fixed: Weapon mode switching (switch to the knife then press "weapon" 20 times quickly - you'll have to wait for 20 weapon mode switching anims to be played)
Fixed: Fix odd thrown knife behaviour when it hits an unbreakable func_breakable or a func_breakable with high health
Fixed: Hitbox issue ?
Fixed: Knives/pistols not spawning.
Done: Finish up the dev mode menu
Done: Clean up the callvote menu
Done: Add an option to change the SSG crosshair {guyincognito}
Fixed: Get rid of the "agent.jpg" string in the model files for natasha.
Done: Include Cloud's new files in the main pak (he said he has a new "uber model pack" today).
Fixed: Sniper rifle muzzleflash is not transparent. {guyincognito} Shader issue ? - Fixed ?
Fixed: Checked cvar.cfg file. Com_maxfps min setting is too high for example {guyincognito}
PK3 maintenance: changed bot name to ResDog as discussed
PK3 maintenance: moved all model-specific files (models, skins, botfiles, config) into separate pk3's in the beta_2_tentative_final_models folder (except for grunt)
PK3 maintenance: deleted old files
PK3 maintenance: updated bots.txt to reflect addition of chowda, mlowrey, and natasha
PK3 maintenance: revised the 3 levelshots that scroll in the background of the menu (thx Spy)
PK3 maintenance: updated reaction_sfx.shader and breakables.shader to reflect some mapping stuff that changed
PK3 maintenance: PK3 maintenance: merged the latest stuff from cloud and makro
PK3 maintenance: breakables are updated to Blaze's new hierarchy scheme, making the pk3 smaller
PK3 maintenance: the bots.txt file was referencing all of the models so it was split up into 5 files, 4 for the separate models and bots.txt for grunt
PK3 maintenance: all of the stray shader files for weapons, items, brass, and muzzleflash were consolidated into a file called reaction_items.shader; including the updated laser shader
When you kill yourself you lose two frags in TP and DM
On the teamplay create screen, team 2 slots, numbers 2 and 3 are not justified.
On the teamplay create screen, friendly fire has an on/off toggle. There should be 3 options for ff.
UI bug: when you pull up the weapon select menu, the top object (MP5, vest) is highlighted. If you use the arrow keys to move around to select a new object, it starts from your existing object, not the top. The highlight should be on your previously selected object when it first pops up. IIRC, in aq2 it always started at the top.
You can get banned for tking in mm
Spectator should spawn where he dies
Spectator sticks in lots of areas. I'm going to just make the spectator a ghost (noclip) and let it fly through walls.
You can see who is dead and alive through the scoreboard in matchmode.
That whole "weapon" thing at the end of the map wasn't fixed.
Needs a space before "was": Szewas taught how to fly by NiceAss
when you change your nick the scoreboard will show you as "spectating," but you still stay on your team.
Hopefully no weaponswitching bug on spawns or anything like that.
New sounds for m4 and HC.
updated sniper
LAM weapons
Makro has done quite some work on the maploading screen. Notice how the text has been moved outside the splashpic and the progress indicator on the bottom. Looks like NA was involved in that also.
Frost's new Natasha/Natasha is added.
Makro also did a new elevator system.
NiceAss did changes to the Pressure system. Now it supports Steam, Water and Fire. Water needs a tga before it works.
kicking teammates shouldn't be in any version of ff (until after the round is done)
problem with models & heads
MM: When the teams unreadied and then readied again, some players were dropped. They were on the scoreboard as being on a team, but they wouldn't spawn during LCA. I had to rejoin the team I was already on to play again.
Is the vest supposed to work? Knife slashes to the vest only did 20.
Knives 'hitting'(you here the knife hit sound) but not causing damage. I'm assuming its a knife thing and not a hitbox thing.
"Connection interrupted" bug.
When you ALT-ENTER, the game makes you a Spectator.
"Lights" part of LCA is very faint compared to the rest of LCA. Hard to hear. When it plays at a normal loud volume, it is rushed and late and almost runs into "Camera." (JBravo, didn't you fix this?)
Q3 "minute remaining" and "frags remaining" sound clips don't fit. (was this already addressed?)
The no-ammo icon shows up if your gun is empty(suprise! suprise!), whether you have more ammo for the weapon or not. - neg
Spectators start on SLUDGE locked at the top of the map. That's no good! (some q3_intermission positioning crap for awards or something... we need to handle these better, maybe for end-of-map default views only) - from J_R: "I added an info_player_intermission entity to sludge, friction and tequila in case we ever wanted to use it in TP or for something else. It's a single entity in the map that directs the view to a specific point. The default use for the intermission entity is for spectators and for the bot medal stand after single player bot matches. I added them because we had talked about adding them at some point (I can post a link if you need)." - from Monk: this is a bug in the spectator code, it should be dealt with better.
The "error" message when you disconnect from a server with an error. It's got the right graphics now but some of the error messages are too big for the box and flow outside of the box. Is there any way to dynamically change the size of the box? Or, I guess, just make it larger in general to lessen the "big error" message issue.
When NA did a vid_restart the scoreboard did not realize he was on team 1. He was but the scoreboard did not reflect that fact. (related to the other vid_restart issue?)
Scoreboard should automatically come up when the timelimit or fraglimit is hit. (and you should be at the "intermission" map location, if defined)
Spectators have -1 ping.
Sometimes the scoreboard does not keep track of player time correctly. After several minutes, one player had 0 time on the server.
spawns - it also seems like not all the spawns on a map are being used. It seems to cycle through maybe half of them. (also relating to "spawn furthest")
Looping sound can't be toggled on/off. This is actually a Q3 bug, but you can fix it (hopefully, please ).
Q3 "5-4-3-2-1" on map restarts (if it was not mentioned before).
The sniper rifle doesn't seem to break breakables.
Must Fix/Add - Double Jumping. (Blaze)
Knives 'hitting'(you here the knife hit sound) but not causing damage. I'm assuming its a knife thing and not a hitbox thing.
Q3 "minute remaining" and "frags remaining" sound clips don't fit. (was this already addressed?)
Scoreboard should automatically come up when the timelimit or fraglimit is hit. (and you should be at the "intermission" map location, if defined)
Spectators have -1 ping when joining.
Sometimes the scoreboard does not keep track of player time correctly. After several minutes, one player had 0 time on the server.
spawns - it also seems like not all the spawns on a map are being used. It seems to cycle through maybe half of them. (also relating to "spawn furthest") - I agree. We never all spawned downstairs in Bullmarket.
Join team menu doesn't show number of players on the team.
Don't make it look like your connection has been interupted when you're changing maps, make it load a logo like "locked and loaded" or something like that to show it's loading. - or maybe have "Loading next mapname here".
Breakable Sounds. We need wood, metal, concrete, brick and ceramic.
everything knife related -- the sounds, the damage, the trajectory, the visibility
the way team names, models, skins are tracked, defined, and displayed needs to be cleaned up -- numerous bugs with wrong team names and/or models in the scoreboard and spectating window
using default Q3 sounds (humiliation, map start countdown, time remaining) -- we should disable or record our own. I prefer disabling them, but others think they should stay.
You can now choose a color for the non-ssg crosshairs with cg_RQ3_crosshairColorR, cg_RQ3_crosshairColorG, cg_RQ3_crosshairColorB and cg_RQ3_crosshairColorA
If you set cg_RQ3_tkokAutoPopup to a non zero value you should get a tkok popup on your screen when killed by a teammate.
Blaze added force and buoyancy to breakables
I did sniper+headshot gibbing and HC+very hard hit gibbing. Problem is that the HC part doesnt work
There is a new UI installment, more bot work and impact sounds from Makro.
Knives should now work 100%.
Color in nicks no longer fucks up the rest of the lines.
When the game makes everybody a spectator, it no longer takes people out of their teams.
When nobody is left alive, spectators in zcam or follow mode no longer get stuck.
Incorrect model spec. in .ini or via setting cvars directly in server nolonger messes up the heads.
No more kicking teammates while rounds are still going.
Updates to abbey, abbeyskirt and action.
More code fixes
A jpeg version of avidemo from Makro
Blaze's reload fixes for the M3 and SSG
I tried to ignore War and just typed in '/ignore {TGr}' to see if it could fill in the rest, it reported that he was already on my ignore list. This was my first attempt at ignoring. In other words, false names are reported as ignored.
There now is a ignore system for you to play with.
Floodprotection has been added to the radio and lots of other assorted goodies.
New surfaceparms, impactsounds and breakables.
New media, new sniper, new sounds, new almost everything.
When I did a give all in DM and dropped the shotgun, I could still switch to it. I couldn't drop any items or weapons after that either.
Lights sometimes played twice - found it U guys neglected to mention that it only happens if you are not on a team when the lights sound is played --- JBravo is now known as IR-Baboon
Physics still has the problem with stickiness. NA, if you want the perfect map to test slopes, I can give you lighthouse. It has that sloped jump to the ship, which currently doesn't work.
Dead players show up ghosted to live players in the scoreboard.
CF, Irby and me did some MM/TE testing and as a result of that I fixed a few bugs in MM and earlier today Slicer kicked in and fixed the remaining ones. (I know... remaining as in the ones we found).
Spectator mode switching out of the blue has had more fixes. I hope you guys can now stay in the specmode you choose untill you choose otherwise.
I was finally able to get the .ini code from aasimon to live together with my model code so from now on the servers will be using the new .ini file.
Contains NiceAsses Steam code.
I have now finally fixed the lights sound. I stake my name on it! If it's not fixed, I'll call myself IR-Baboon for a week! (JBravo)
Contains lots of fixes and killer bots from Makro.
Contains breakable crash fixes from Blaze and linkable/targetable breakables (again Blaze).
The beta 2 series is now 1 month old Happy birthday unreleased beta 2
the noise key in func_buttons should work now to change their default sound.
NiceAssess new Physics. No stickyness, perfect ramp action and now double jumps
Double lights for spectators (the IR-Baboon bug) is fixed
Scoreboard doesnt gray dead players out untill the person viewing it is dead.
if you have the scoreboard open and a new round starts, it should close (just like in aq2)
What we have now is almost perfect (if not 100% perfect) rampjumps, circlejumps and strafejumps. We know that dbljumping is still not in, but NiceAss is on the case
NiceAss added a fragcounter and teamscores to the top left corner.
New command "tkok" to forgive teamkills. Me and makro plan to add support for a popup UI window to use with tkok (use selectable if that popup comes up or not)
I think I may have fixed the Lights! sound. PLEASE pay close attention to it tonight.
More matchmode things are in.
The breakables folder in pak01 has been redone by Centurion.
New skin Chowda for grunt which is simply a red version of cyrus. Done by shenka and me.
Do we have a variable to disable that HUMILIATION announcer crap? We should.
I have a hard time keeping my spectate mode where I want it. It seems to change whenver I enter spectate and sometimes whenever the person I'm spectating dies. The result is that if I want to keep flic on, I end up spending half my ghost time scrolling through spectate modes. Clearing keystrokes in issue #1 above may help this.
RQ3 can now tell RQ3 models apart from non RQ3 models with the presance of the rq3model.cfg file in the models folder.
The M3 reload animation is still wierd...
g_speed should be defaulted to 320
explosive breakables crash q3.
Scoreboard doesn't show if someone is dead or alive
In Z-cam, it would be nice if it told you who you were spectating. You can see their name if they're on your team, but if they are not it doesn't tell you. Perhaps some of the player info too?
is 3rd person view a server cvar? Default should be disabled.
wscores doesn't update if you fire while you're holding the key (may not be a bug at all)
great heaps of lag when players connect AND join teams.
new breakables system
"It's my honor to announce the demise of the beta 1.X series of ReactionQuake3 and the birth of the Beta 2.X series"
(all fixes above this line are from 2.x, all below are from 1.x)
Still missing my sniper reset button (unzooms and resets sensitivity to normal)
Scoreboard needs to go away at the start of the round if it's up.
GoKu brings up the point that he can just hold down the "weapon" or "special" command to toggle... meaning, it has a repeat function. In AQ2 you had to press it once for every time you wanted to toggle...
Knives arc too damn high.
one thing ive noticed with bandolier...in aq2, you could type 'irvision' WITHOUT bandolier and itd say something like 'irvision will be enabled next time you get a bandolier'...in rq3, you need to type it when you have the bandolier, you cant do it BEFORE having it...kinda annoying, just thought id bring it up
New spectator system. Zcam fully integrated.
I added $T (Nearby teammates)
I added a use command. Currently it understands all the RQ3 weapon names (MP5/10 Submachinegun, M4 Assault Rifle, etc.) just like the Choose command and it also knows the same aliases as the choose command does. It also knows "throwing combat knife" and "slashing combat knife".
I added Damage tracking to the server and scoreboard.
Bot code update.
Damage is not being tracked properly.
When I tried to join a team I did not see any numbers indicating how many players were on each team. - still an issue
The name of the person you are spectating should be at the bottom of your view, just above the HUD. And make the text smaller. This is so it does not overlap with the scoreboard when you are spectating with the scoreboard up.
You can spectate in-eyes (1st person) or free-float... whatever happened to 3rd person or "follow" mode? (z-cam code pending integration)
When you Spectate or follow someone who dies, your view arbitrarily resets to some random point on the map. It should start spectating where you died or, if the person you are spectating died and no one else is left, it should free-float where the person died. - This seems to work when you manually switch out of "follow" mode, just not when you automatically get forced out due to player death. (supposedly fixed in 29 but it seems to be back)
When you go into free-float mode, you randomly look up. And down. And all the hell over.
When you die and go into spectator mode (still defaults to free-float instead of what you last choose) it will, after about 15 seconds, go into follow mode. WTF?
When spectating someone who dies, you go into free-float mode instead of jumping to the next live player. - still an issue
The ............. at the beginning of each round needs a carriage return or two between it and "Lights!" because right now it just doesn't look good.
Bandage bug still around.
Anyone else getting massive lag for a second or two after LCA? (JR) (monk - only on JB's server)
Everyone was on the teams when the map changed, I think "rcon map" change.
I was spectating someone, that person got killed, when I talked I gave a say_team location.
While alive, I could see when my teammates killed the other team--and got names for both. It should only report stuff like that for dead people.
The between-round time is shorter than AQ2 TP, maybe by a second. Too short methinks. (seems fine now? was this tweaked?)
On Friction I shot CM in the head with my sniper rifle. It played the 'CM saw the bullet through his scope' message. He was using an M4 at the time. (Sze)
When you've selected the SSG, you should start a round with the MK23 and have to switch to the SSG.
i killed myself and it showed the score grid but...my hand holding the gun was still up. if you wanna reproduce it, just keep killing yourself youll get it after a few tries - Freezer666 (deathmatch mode, I assume)
I know that you can shoot your teammates and have them fly back a little but that can be annoying...just ask DuD. I kept shooting him off of buildings and I'm pretty sure people are going to abuse that. (GoKu) (default should be to non-Q3 FF, if not already)
Cloud somehow spawned in as an invisible player. Things bounced off of him, he had no name, and he could die. He had no icon in the player listing. (Q3 bug, nothing we can do about it)
The bots don't take any damage in deathmatch either. Learned this one trying to test maps. (JR, Proto)
When spectating someone who dies, you go into free-float mode instead of jumping to the next live player.
Frag count in the top right corner (GoKu)
One thing is you cant callvote while dead(game things you a spectator)
make backspace bindable in the menus, if you can ... right now backspace can't be bound, it's the "clear out" button ...
Radio has been optimized (Slicer)
Radio enemyd playes "X enemy down" (X = number of frags since last use of enemyd)
New hyper cool shell ejection system from Cloud and NiceAss on all weapons except the handcannon
Most of the AQ % variables are in. Only change is that Q3 doesnt like the % char in chat so I was forced to use the $ char instead. These vars are in now:
$H = Your health.
$A = Your ammo.
$W = The weapon you have.
$I = The Item you have.
$K = Name(s) of the last killed player(s)
$D = Last damaged part.
$K prints the names of the people you have fragged since the last usage of $K. (XXX, YYY, ZZZ and AAA)
Team names are now dynamic. g_RQ3_team1name and g_RQ3_team2name
When players that have the lasersight disconnect the game now removes the laser.
Fraglines like "XXX died" should be fixed.
Spectator going through doors no longer reset viewangle (NiceAss)
New command added: debugshit
Radio commands and sounds (radio, radiogender and radio_power commands implemented)
Sniper zooming changes. (Slicer)
Hopefully a fix for the bandage related bugs (Slicer)
still able to drop weapon while bandaging, just hammer it and you will be able to do it.
When someone shoots you to say, 25 health and you bandage up and you have 20 health left and then they kick you as a way to kill you it says "GoKu died" instead of "GoKu got his ass kicked by CannonFodder". It works even if you shoot them to 65 health, they bandage and have 60 health remaining and you end up kicking them 3 times.
In DM, must do "team 1" or "team 2" to spawn.... death by fall damage also crashes quake 3 in DM, I think.
I think fixing the lastround bug made another. Seems like all the weapons are looking for a last round animation. For the shotgun, mp5, and m4, the last round fired plays no animation.
That laser dot which never went away.
while spectating, model/skin showing up incorrectly. Right now it shows up as playername\model/skin. It should be either forward or back slashes, not mixed. Also the skin reported is most often NOT the skin of the person you're spectating and seems to pull from a list of every skin plus red & blue. We should have all been grunt/robber or grunt/cop yet we were grunt/kgb, grunt/red, etc...
If you zoom during LCA, the x-hair draws, but the zoom doesn't occur until action.
There doesn't appear to be a way to escape from the weapon/item select menus if you press it by accident.
Dead body chat thing was fixed? I think in this case he was chatting before he died... Also, there's that floating number that really shouldn't be in any gameplay mode but DM.
And the Q3-backflip is still there ... should it be ? .. it might confuse .. Backflip was not a feature in AQ2.
The M3 animation while reloading seems to be lagging or clipping or what i should call it .. it's not smooth.. heh
\ui_RQ3_weapAfterJoin 1 - doesn't do anything as far as I can tell. I figured it'd do a weapon menu after I joined a team but any combination (auto-join, team 1, using mouse, using shortcut keys, typing in console) didn't do anything.
Ability to choose a "blank" crosshair for those who don't want a crosshair.
After you join a team you should be able to immediately get taken to the weapon/item menus.
The Join menu should have the players current on each team listed. Like, "Team 1 [3]" and "Team 2[4]" and "Spectators[0]".
No way to determine what team the person you are spectating is on. In AQ2 it shows "Black Monk model: male/resdog" and if you know the models at least you know what team the person is on. We need something like that or better (i.e., just list the damn team name if TP, CTB, OFC, or TDM, but Arena or DM should have the model and skin names) - basic functionality is there but hell, we can do better... team names instead of model names, perhaps? Model names only make sense for DM.
when spectating, I sometimes flew around horizontal to the floor, as if I was dead, but getting the messages of the person it said I was spectating. eg) following Monk, I could see his HC, and read the "You fragged Centurion" messages, ect, but could fly around on my own, and was 90 degrees from a normal following spectating view.. kindof a cross between the 2 - Birdman
When you Spectate or follow someone who dies, your view arbitrarily resets to some random point on the map. It should start spectating where you died or, if the person you are spectating died and no one else is left, it should free-float where the person died. - This seems to work when you manually switch out of "follow" mode, just not when you automatically get forced out due to player death.
Gibs in spectator mode float
When you spectate someone who dies apparently you "die" too, have a message played back and lose a frag. Might only happen for falling death, though. (unconfirmed?)
The weapon mode and pistol/rifle settings only work properly for the first round. After that it's pot-luck. My knives kept switching back and forth from slash to throw. The rifle and pistol were on a carousel. - Sze
Both teams spawned from the same spot several times. - Sze (didn't see this in 28 testing, though)
Floating numbers over dead bodies when you frag someone... might be good for DM where it is on a staying alive scale, the more you kill the more you get per kill, but in TP or other gameplay modes it doesn't make sense.
There are stupid triangles over my teammates' heads. They really shouldn't be there (same with Team DM mode and CTB mode, I think) - is there a cvar default that wasn't changed?
I had a HC but started with a pistol? This happened after I had spectated someone using akimbo pistols and was dead (see Spectator section above). This happened again for many people. - Didn't hear any reports of this in release 28.
When you get close or aim on an ENEMY, his name seems to appear.
The TA UI from Makro :-)
more scoreboard fixes (Niceass, Slicer)
fixed respawn as live player when switching teams while dead
remove an extra respawn when joining a team for the first time
fixed a bug where players weapon would reset to mp5 on teamchange.
fixed the lasersight staying on if the player had picked up a laser in the round before.
fixed the bug where the game would play pain sounds and anims for falling dmg during LCA
Follow Spectating now shows the player's hud and the ssg zoom (Slicer)
fixed a bug that reset weaponmodes for pistols, knifes and grenades.
If the sniper is the main weapon, players now spawn with pistol and must switch to sniper.
Possible fix for the "Couldn't find item for weapon X" bug. Debugging messages are printed here in case anyone sees this bug again.
Added a new cvar (g_RQ3_sniperup) to give players the option to start with the sniper up. 0 = pistol up, 1 = sniper up. Default = 0
Made it OK to frag teammates after rounds are over (no -1 frag)
When first person spectating a player his weapon is now drawn (Slicer)
New scoreboard. -Not finished-
enableBreath added
Various TP bugs fixed that I don't know about
Basic MatchMode added which I don't know about
New physics.
'Splosions.
Large number of TP bugs squashed.
g_friendlyFire (0 = off, 1 = on and 2 = off with knockback)
g_RQ3_limchasecam (limits players to in eyes view of teammates)
The surfacetype changes. (gravel now where grass is. Grass now has a new slot. New additions are Snow, Wood2, Mud and Hardmetal.
func_explosive (any news on this mappers?)
Status on matchmode is that rq3 now has the sub, captain and ready commands in and basic framework for matchmode.
1.1 (released: Jan 13th, 2002)
EDITOR'S NOTE: The following section is NiceAss's worklog. He maintained the changelog for RQ3 between version 1.0 and 1.1 and did a bulk of the work. After 1.1 was finished most of his efforts went into tweaking the physics to recreate the AQ2 feel. The work leading up to 2.0 was more balanced and concentrated on JBravo's work which he had been doing in parallel to NiceAss's 1.1 work. What was JBravo working on that was not released with the 1.1 patch? The Teamplay gameplay mode...
Seems when the sound fix was added, the cg_drawgun check was moved into a function that worked for both 1st and 3rd person weapon drawing. I just had it not draw the gun if it was 1st person with cg_drawgun 0.
Fixed a "bug" in the code with the trapdoor in lighthouse.
Grenade kick when in god fixed.
No more multiple slash sounds sometimes when played locally, always when played on a server -- I HOPE.
Fixed "SERVER: G_RQ3_RepawnProtectTime changed to 2" when you shatter glass, shoot a door and maybe other things.
Grenade drop/toss now correct when you switch weapons while holding it primed.
I was tired of seeing knifes floating in the air after breaking glass, so I changed it a little. Tell me if this is Ok. It will continue traveling after breaking the glass, but its velocity will be halfed.
I've added a cvar called cg_rq3_strobe (default: off). Strobe will continue to use Elder's shader.
NUMEROUS fixes to the grenade animation.
NUMEROUS fixes to the knife animation.
Bandaging with knife as current weapon now uses correct disarm animation.
M4 delay shortened for activation.
Weapons/Knife larger.
No more rotation when the weapon hits the ground from a distance.
Door trigger sizes match AQ2's now.
The "You fragged blah" message now always shows, but made it smaller and up higher.
Knife is now scaled when in flight (it wasn't before!). Much better!
Knife slash "attacks" 5 times, just like AQ2. [By AgtGrape]
M4 will shoot through people, except the chest when that person has a kevlar.
Multiple doors can be triggered if you are in their trigger area (Like in AQ2).
Sparks (both kinds) now "ricochet" off the wall. It's dependent on the direction and normal of the plane, and not just the plane like it was before. I also tweaked them a little =)
/Devmap won't send out cvar.cfg to clients.
Mode switch for knives (slash to throw/throw to slash) added.
In-game browser filters. Only RQ3 games show up. [By AgtApple]
Any model that isn't grunt will be forced to "grunt/resdog". Everyone will see this but the client who will still think he is what he picked. The UI also only allows the Grunt player for pickings.
SSG Crosshair selection code. [By Blaze]
Trigger_push will now default to no sound. Custom sound is key "noise" with the value being the sound like "sounds/world/wind.wav".
Better headshot detection. Uses a state-of-the-art spherical hit-detection developed by NASA. I'm actually all for using AQ2-style head hit-detection (a box instead of a spehere) so maybe I'll change it if I can figure out what AQ2 is doing.
IR Vision in the UI now binds properly
Fixed the ability to throw all your grenades quickly if you tapped on the +attack quickly enough.
Laser can now shine through breakable glass. There were no complaints about this, but I noticed it and it bugged me.
Semi-automatic mk23 now fires faster.
Thrown knifes now have proper hit-detection rather than only hitting the legs.
Vertical knife trajectory slightly altered to better fit AQ2. This is more of a hack and not a solution.
Crouching won't get you stuck in some areas now (like under the steps in tequila).
UI Main menu now will tell you why you have been kicked (for CVar.cfg stuff). That means no more need to scroll up 3 pages to find it.
The kevlar won't protect you from knives anymore.
Damage code fixed so bleeding slows down properly (This means 3 second deaths on sniper stomach shots).
Bandaging now clears last person who hit you. If you fall after bandaging, no will get a point for it now.
Weapon sounds play even with cg_drawgun 0. Added or fixed so players could tell when bandaging was done.
Frag protection won't protect you from being telefragged. This should fix a problem of spawning in someone.
The animation after throwing your last grenade has been fixed.
when cg_drawgun is set to 0, all weapon sounds now properly play
1.0 (released: Nov 16th, 2001)
EDITOR'S NOTE: The following section is eLDeR's worklog. He maintained the changelog for RQ3 prior to 1.0. In fact, he basically MADE RQ3 up to the 1.0 version. Not to minimize the efforts of the other coders as they were certainly a big help, but eLDeR is the reason that RQ3 got to version 1.0 at all. We all appreciate the intense amount of work he put into RQ3 from May of 2001 to November of 2001. Thanks, eLDeR, you da man!
Victor Chow (eLDeR_MMHS)
Reaction Quake 3 Code Worklog
TASKS:
======
[2001.11.16] RELEASE DATE !!!
[2001.06.08] Coding task:
Eliminate bugs tracked in playtest and proceed to work on UI
[2001.06.04] Revised coding task:
Fix up any last minute bugs, fix HUD, continue UI; release VM on Friday (June 8)
[2001.05.30] Revised coding task:
Continue UI coding, but estimated time has increased (at least one more week)
[2001.05.24] Present coding task:
Complete (and if necessary, redesign) Reaction Quake 3 User Interface (UI)
Estimated time to complete: One week at 4 - 8 hrs/day (which I do have at the moment)
All additions/removals/modifications are subject to additions/removals/modifications =)
WORKLOG:
========
[2001.11.16] BETA 1 released
Go crazy
[2001.11.15] VM 0-22-00 released (BETA 1 PENDING)
Removed more debug code (cg_weapons.c, cg_consolecmds.c)
Integrated NA's debug removal (several game files)
[2001.11.14] VM 0-21-00 released (BETA 1 PENDING)
Updated flag shaders even though they were identical (reaction_items.shader)
Merged in NiceAss's fix for the grenade pin-pull animation (bg_pmove.c)
Fixed grenade pin-pull (hopefully) (bg_pmove.c)
Adjusted knife throw a bit (bg_pmove.c)
Cleaned up Server Info menu (ui_serverinfo.c)
Added IR Vision to the controls list (ui_controls2.c)
Added victory medal to pak0
Cleaned up Create Server menus (ui_startserver.c)
Attenuated second carpet footstep stuff (pak0)
Added more credits (ui_credits.c)
[2001.11.13] VM 0-20-00 released
Made new icons for the controls menu
Tweaked layout of controls (ui_controls2.c)
Cleaned up controls menu (ui_controls2.c)
Removed frame from in-game menu (ui_ingame.c)
Cleaned up specify server menu (ui_specifyserver.c)
Merged in Spec's sounds to pak0
Changed vest.wav reference to kevlarhit.wav (cg_main.c)
Made grass footstep references to gravel.wav (temporary) (cg_main.c)
Added new spark effect to cg_RQ3_impactEffects scope (cg_weapons.c)
Merged in Sze's consolidated shader files
Added 2nd briefcase model from Johnny
TODO: add irvision to the reaction keys!
[2001.11.12] VM 0-19-00 released
Removed cg_RQ3_drawWeapon cvar and functionality (cg_local.h, cg_weapons.c, cg_main.c)
Darkened title fire considerably (now viewable w/ overbrightbits)
Added some more cvars to the options menu (ui_preferences.c)
Cleaned up Players menu (ui_playersettings.c)
Cleaned up models menu (ui_playermodels.c)
Adjusted connect screen text colors (cg_info.c, ui_connect.c)
Fixed controls menu (not finished clean-up yet, though) (ui_controls2.c)
Merged in NiceAss's (partial?) fix for jittering items in walls (g_items.c)
Added new smoke stuff to pak0
[2001.11.11] VM 0-18-00 released
Added strobe effect to items (cg_ents.c)
Added boosted title music to pak0
Added nicer spark effects (shader, cg_weapons.c, cg_local.h)
Adjusted size of knives by 20% (cg_ents.c)
Removed player torso animation on player drop (g_cmds.c)
Removed more debug messages (g_misc.c, cg_effects.c)
Fixed more dropweapon behaviour (g_items.c)
Merged in NiceAss's fix for crouching spasms, knife velocity, and a few more things?
TODO: UGH NO UI UPDATES ((
TODO: put sparks on impactEffect cvar
[2001.11.10] VM 0-17-00 released
Updated MP5, knife models in pak0
Updated bot files in pak0
Replaced glassfx.jpg in models/breakables with an original one (ugly)
Cleaned out some unnecessary files
Used proper textures/effects/tinfx3.jpg instead of renamed glassfx.jpg (breakables.shader)
Removed "lca" sound reference for now (cg_main.c, cg_local.h, cg_event.c)
Fixed grenade pin-pull not showing up (bg_pmove.c, animation.cfg)
Removed old mp5 ammo LODs (pak0)
Fixed sound.cfg slide sounds for MK23 and akimbo + added half-slide sound
Added reload sound sequences to pak0
Added world reload sound support (cg_weapons.c, cg_local.h)
Fixed handcannon shell ejection (bg_pmove.c, cg_weapons.c)
Fixed shell weapons not using metal marks (cg_weapons.c)
Removed some debug messages
Fixed dropweapon behaviour to be more like AQ2 (g_cmds.c, g_active.c, cg_consolecmds.c, bg_pmove.c)
Update MP5 and grenade icons (pak stuff)
Attempted to fix item strobing (cg_ents.c, rq3_sfx.shader)
Added CTF skins to pak0
[2001.11.04] VM-0-16-00 released
Added Briefcase model to pak0
Added Sze's updated reaction.shader to pak0
Merged rq3_hud.shader contents into rq3_sfx.shader
Updated Birdman's bot phrase files in pak0
Added support for metal marks (cg_weapons.c, cg_main.c, cg_local.h)
Added shell tumble sound (cg_localents.c, cg_main.c, cg_local.h)
Attenuated shell tumble sound in pak0
Increased size of metal mark in pak0
Added solid alpha console in pak0
Added mp5 sound.cfg and enabled in code (cg_weapons.c)
TODO: rename flag models to bcase or whatever
FIXME: Mr. T bot file
WEIRD: Client-side effects not syncing with hit-detection (gap in the boxes?)
[2001.10.31]
Added Cloud's updated MK23 and MP5 models to pak0
Merged in JBravo's UI bindings fix (untested) (ui_controls2.c)
Adjusted semi-auto ROF (lowered 50ms to 150ms) (bg_pmove.c)
Added basic weapon stalling scheme for grenades and thrown knives (bg_public.h, bg_pmove.c)
NOTE: Cloud's smoke puff doesn't look good for the HC kills
[2001.10.27]
TODO: Use Cloud's smoke puff for smoked-HC kills
TODO: Make MK23 semi-auto ROF a bit faster
TODO: Fix UI bindings (not in-sync with new/original enumeration)
TODO: Boost volume of Jesper's music a bit
[2001.10.26] VM-0-15-00 released
Added Cloud's prelim MP5 model to pak0
Added Jesper Kyd's title music to pak0 (Spyder's intro-loop-edit)
Added Updated versions of two of Frost's skins to pak0
Added Cloud's new smoke puff to pak0
Added Makro's modified console background to pak0
Added Birdman's bot files to pak0
Added Cloud's new smokepuff shader (cg_main.c, cg_local.h, cg_weapons.c)
Updated a lot of the credits (ui_credits.c)
Added title music (ui_menu.c)
Used proper weapon order (bg_public.h, g_cmds.c)
Added animation support for MP5 (and removed most temp hacks for it) (bg_pmove.c, g_cmds.c)
Optimized impact marks code slightly and enabled M3 and HC metal sparks (cg_weapons.c)
Added grenade throwing using "gauntlet" animation (bg_pmove.c)
(REMOVED until a better sol'n can be found) Fixed mid-air crouching causing bad bbox problems (bg_pmove.c)
Increased fidelity of glass shattering sound and added one more (pak0)
Added extra glass shatter sound to code (cg_local.h, cg_main.c, cg_event.c)
Updated IR glow to make skins more visible (pak stuff)
Merged Blaze's falling fixes (cg_event.c, g_combat.c)
TODO: fix crouch in mid-air problem
[2001.10.25]
Added sv_floodprotect default disable (g_main.c)
Added in all of Frost's updated skin paks (pak stuff)
Added in most of Spec's new sounds (pak stuff)
[2001.10.18]
Merged in Blaze's TR_SINE collision fix (g_mover.c)
Cleaned up g_items.c a bit
Gave weapons and items proper end-rotation (server-side) (g_items.c, cg_ents.c)
Added angle key/pair for items to spawn in that direction (g_items.c)
[2001.10.17]
Reverted to 1012 backup
Fixed weapon toggle sound for non-toggleable weapons (cg_weapons.c)
Restored old viewheight (bg_public.h)
[2001.10.12]
Working on moving weapon cmd to +button6 (in-progress) reverting to backup may be necessary
[2001.10.10]
Added SSG sensitivities (cg_main.c, cg_local.h, cg_view.c)
New Cvars: cg_RQ3_ssgSensitivityAuto, cg_RQ3_ssgSensitivity2x,
cg_RQ3_ssgSensitivity4x, cg_RQ3_ssgSensitivity6x
[2001.10.09]
Attempted to fix thrown-knife glass-breaking events dropping
[2001.10.08] VM 0-14-00 released
Finished dlight entity (g_misc.c, g_main.c, bg_public.h, cg_ents.c)
Fixed crouch-jump spread bug (g_weapon.c)
Reduced fall damage by 300/320 factor (Blaze suggestion -- bg_pmove.c)
Fixed jumping to ladders not crash-landing (bg_pmove.c)
Fixed UI binds for reload and drop weapon (ui_controls2.c)
TODO: add more configurable options for dlight
TODO: continue client sounds when in 3rd-person mode
TODO: add effect and more options with respawn protect
[2001.10.07]
Added some of spyder's footstep sounds (pak stuff)
Updated some models (pak stuff)
Fixed SSG not showing in 3rd-person zoomed (cg_weapons.c)
Removed some non-functional ladder + crash land code in pmove (bg_pmove.c)
Removed weapon switch sound for now (cg_event.c)
Added structure for dynamic light entity (cg_ents.c, bg_public.h, g_misc.c)
TODO: finish dlight entity
[2001.09.30]
Re-write of weapon sound timing code (leaner, generic) (cg_weapons.c, cg_local.h, cg_playerstate.c)
Re-write of sound.cfg file format (pak stuff)
Added sound.cfg for M3, Handcannon, SSG3000, grenade (pak stuff)
Added a couple new sounds
[2001.09.23]
Added respawn protection and cvar (g_RQ3_respawnProtectTime) (g_combat.c, g_main.c, g_local.h)
Enabled g_RQ3_ejectBlood cvar
[2001.09.16] VM 0-13-00 released
Added glass impact sounds (cg_local.h, cg_main.c, cg_weapons.c, pak file)
Fiddled with queue+fast reloads combo slightly (bg_pmove.c)
[2001.09.15]
Fixed bandolier simpleitems sprite rendered smaller (cg_ents.c)
Added RF_MINLIGHT to ammo as well (cg_ents.c)
Added glass mark surfaceparm (several files, pak and custinfoparms.txt)
Added reload queue in PM_Reload (bg_pmove.c, bg_public.h)
Added gfx.shader to pak file to prevent shader name conflicts (pak files)
Merged in Blaze's cvar check code
Fixed cvar check code a bit to work periodically (cg_view.c, cg_local.h)
TODO: make reload queuing work with fast-reloads
[2001.09.14]
Added fast-reloads animation (a bit silly, but very noticeable heh) (bg_pmove.c, config files)
Fixed most SSG zoom glitches (cg_view.c)
Added more flexibility to switch weapons in delays (cg_weapons.c)
Fixed slime not causing smooth damage (g_active.c)
Fixed crazy crouch ladder bug (bg_pmove.c)
Added new kevlar icon (pak stuff)
Adjusted icon sizes for cg_simpleitems (cg_ents.c)
TODO: figure out why the bandolier is so small in simpleitem mode
[2001.09.09] VM 0-12-00 released
Added support for grenade animations (bg_pmove.c, g_cmds.c, cg_weapons.c, bg_public.h, pak stuff)
Modified all weapon config files to support extra animations (pak stuff)
Added temporary grenade throwing sound (pak stuff)
Added support for knife animations (bg_pmove.c, g_cmds.c, cg_weapons.c, bg_public.h, pak stuff)
NOTE: Knife and grenade animations a bit funky
[2001.09.08]
Fixed up a lot of the external bot files (fw_weap.c, fw_items.c, items.c, weapons.c) Bots are now a little smarter and not always knife-maniacs
Added basis for sound timing file reading (cg_weapons.c, cg_local.h)
Added frame/sound timing scheme (cg_weapons.c, cg_playerstate.c)
TODO: look in botfiles/bots stuff for weapon weights, etc.
[2001.09.07]
Fixed up Bot Inventory a bit plus some AI files (inv.h, ai_dmnet.c, ai_dmq3.c)
[2001.09.06]
Fixed bandolier not allowing player to hold 20 knives (g_items.c)
Fixed bandolier not allowing player to hold an extra weapon (g_cmds.c, g_items.c)
Fixed duplicate weapons problems (g_combat.c, g_items.c, g_local.h, g_active.c)
Added a few spectator checks (g_cmds.c, g_active.c)
[2001.09.05]
Fixed blood ejection not working with splash damage weapons (g_combat.c)
Added weapon fire view kicks (cg_local.h, cg_view.c, cg_weapons.c)
Removed debug messages from reload code (bg_pmove.c)
Experimented with some reload sound timing (cg_weapons.c)
[2001.09.04]
Fixed Akimbo timing issues (bg_pmove.c, bg_public.h, cg_weapons.c)
Fixed up grenade even more (should be better now) (g_combat.c, bg_public.h)
Added proper IR vision shader (cg_players.c, pak stuff)
[2001.09.02] VM 0-11-00 released
Fixed bleeding too fast (sv_fps) (g_combat.c, g_local.h, rxn_game.c)
Added basis for blood ejection (cg_event.c, rxn_game.c, bg_public.h, bg_misc.c)
Merged in Blaze's tweaked ramp-jump code (bg_pmove.c)
[2001.09.01]
Fixed Akimbo no-ammo condition (bg_pmove.c)
Fixed 3rd-person akimbo flashes (cg_weapons.c)
Fixed impact puffs showing up in water (cg_weapons.c)
Fixed bandaging taking too long (6000 -> 5400 ms) (g_local.h, g_cmds.c)
Removed third-person death render (cg_view.c, cg_draw.c)
TODO: Every two seconds, drop blood
TODO: Grenades WAYY too powerful -- something up with radius calculation diffs
[2001.08.31]
Added more robust and comprehensive records/statistics tracking (several files)
Fixed weird crash bugs (uninitialized pointers? in g_combat.c and g_weapon.c)
Added server cvar to enable logging of Reaction statistics (sv_RQ3_statLog) (several files)
Reduced blood amount for headshots and SSG shots (cg_event.c)
Adjusted grenade explosion effect (cg_weapons.c)
Made Reaction grenade behave more like AQ2 grenade (g_missile.c, g_weapon.c)
Made timing adjustments to double jump/ladder jump timing (bg_pmove.c)
Merged in Cloud's akimbo and updated MK23 models (pak stuff, cg_weapons.c, bg_pmove.c, g_cmds.c, cg_main.c)
Added support for double flashes on akimbo models (cg_weapons.c, cg_local.h)
Rewrote Akimbo code (bg_pmove.c, bg_public.h, g_active.c, g_weapon.c)
TODO: fix no ammo condition on akimbos
TODO: use second tag for 3rd-person akimbo flashes
NON-RELATED: update webpage with link about interview =)
[2001.08.30] VM 0-10-01 released
Fixed animation glitch (hopefully) (cg_players.c)
Fixed SSG not displaying metal hit effect (g_weapon.c)
Fixed SSG to use proper kevlar implementation (err, sort of) (g_weapon.c)
Merged in Cloud's new MK23 model (pak stuff)
[2001.08.29]
Fixed SSG sprays going through walls for real and w/o crashing (cg_weapons.c, cg_effects.c, cg_local.h, g_weapon.c)
Added smoking HC kills =) (cg_players.c, bg_public.h, g_combat.c)
Tweaked smoking HC kills (cg_players.c, g_active.c)
Added support for items caught in doors to respawn (g_mover.c)
Fixed switching weapons patches up leg damage for free (bg_pmove.c)
Fixed specialweapon forcing a zoom out with SSG3000 (cg_weapons.c)
Fixed SSG not showing bolt animation after first shot (cg_weapons.c)
Added metal impact sparks (cg_marks.c, cg_weapons.c, bg_public.h, bg_misc.c, g_weapon.c, cg_event.c)
Added metal impact sounds (cg_weapons.c, pak stuff)
Added kevlar sparks (g_weapon.c, g_combat.c, bg_misc.c, bg_public.h, cg_event.c)
Fixed kevlar chest hits giving blood (g_weapon.c, g_local.h)
Added grenade explosion effect (cg_marks.c, cg_local.h, cg_weapons.c)
Did work on animation glitch problem (cg_players.c)
[2001.08.28] VM 0-10-00 released
Changed default model/skin to grunt/resdog (cg_local.h, cg_info.c, cg_main.c)
Removed item pick-up sound (cg_event.c)
Fixed HUD text not lining up in non 4:3 modes (source typo) (cg_drawtools.c)
Scaled up size of muzzle flashes by 2 in first-person view (cg_weapons.c)
Changed item blob and scale times (cg_local.h)
Fixed more SSG zoom/reload glitches (cg_view.c, cg_draw.c, cg_local.h, bg_pmove.c)
//Fixed SSG sprays going through walls (cg_weapons.c, cg_effects.c, cg_local.h, g_weapon.c) --Crash code
Merged in Blaze's SSG3000 animation enable code (bg_pmove.c, cg_weapons.c, g_cmds.c)
Added support for M4 animations (bg_pmove.c, cg_weapons.c, g_cmds.c)
[2001.08.27]
Re-implemented fast-reloads (bg_public.h, bg_pmove.c)
Added more reload sounds to cg side (cg_weapons.c)
TODO: fix zoom-in bugs for out of ammo
[2001.08.26]
Fixed thrown knives not doing damage -- Blaze accidentally removed it (g_missile.c)
Removed STAT_STREAK and implemented as server-only (g_combat.c, bg_public.h, g_local.h, g_client.c)
Rewrote almost all reload code (bg_pmove.c, bg_public.h, g_cmds.c, g_active.c, g_items.c)
Added HUD indicators for firing (cg_draw.c)
NOTE: Crash bug from before probably due to comma in EV_RELOAD_WEAPON listing in bg_misc.c
[2001.08.25]
Added Records structure for future stat collection and end-level awards (bg_public.h)
TODO: fix throwing knives (they do no damage to players!)
[2001.08.20]
Tweaked ladder jumps a bit/ played with new code (bg_pmove.c)
Changed animation of legs to jump (bg_pmove.c)
[2001.08.19] VM 0-09-00 released
Added appropriate shaders to pak for icons (so they don't show through walls)
Added warning message in CG_RegisterWeapon for missing first-person models (cg_weapons.c)
Fixed kevlar sound played when hit by knife (g_combat.c)
Added slight green blend to IR vision but commented out (cg_draw.c)
Added slash mark to knife slashes (g_weapon.c, cg_weapons.c, usual event files)
Fixed items not respawning in a CONTENTS_NODROP area (g_items.c, g_combat.c, g_local.h)
Fixed leg animations wacky when moving on ladders (bg_pmove.c)
Added basic ladder jump stuff -- needs tweaking (bg_pmove.c, bg_local.h)
TODO: fix knives not doing events all the time
TODO: get ladder landings to crash if very far
[2001.08.18]
Added non-duplicate warning message check for message flood protect (g_cmds.c, g_local.h)
Added support for handcannon animations (though Blaze probably has it in)
Added basic enum for records (bg_public.h)
Fixed most weapon animation glitches (cg_players.c, bg_pmove.c, g_cmds.c)
Fixed death sound not playing with delayed headshots (g_combat.c)
Fixed IR glow to only set on players (cg_players.c)
Fixed viewheight discrepency (bg_public.h)
Note: Blaze fixed knife and glass break problems
[2001.08.16]
Implemented Cvars for message flood protection (g_main.c, g_local.h, g_cmds.c)
Added server logging of floods (g_cmds.c)
Added support for more footsteps (several files including pak0)
TODO: Make warning messages not duplicate
[2001.08.12] VM 0-08-00 released
[2001.08.11]
Implemented new kick modifications (g_weapon.c)
Adjusted 1x sniper shot to be more inaccurate like AQ2 (g_weapon.c)
Adjusted silencer sound properties (PAK stuff)
Added knife death and clank sounds/effects (g_combat.c, g_active.c, cg_event.c, cg_weapons.c pak file)
Fixed (test) opendoor staying on all the time (g_mover.c, g_active.c, g_local.h, g_client.c)
Moved 3rb/semi-auto code into pmove so it can be predicted (g_active.c, bg_pmove.c)
Fixed shotgun/handcannon to eject shells instead of bullet casings (g_main.c)
Fixed (hopefully) shotgun damage report (g_weapon.c, g_combat.c)
Added Frost's awards, Birdman's grenade to pak file
Fixed SSG shots going through kevlar (g_weapon.c)
Added messagemode spam protection stuff to server (g_cmds.c, g_local.h)
TODO: make game cvars for spam protection variables
[2001.08.09]
Made some changes to kick origin but left commented out (g_weapon.c)
[2001.08.08]
Added cg_RQ3_bloodStyle to select blood for sprays (cg_main.c, cg_local.h, cg_effects.c)
Fixed reloads to allow force throws when getting kicked (g_active.c, g_weapon.c, cg_consolecmds.c, g_local.h, g_cmds.c)
Added kick messages + handling (several files everywhere)
[2001.08.07]
Added support for surfaceflags (surfaceflags.h, bg_pmove.c, cg_event.c)
Removed smoke trail from grenade again (cg_weapons.c)
Put lagometer in a better place (cg_draw.c)
Fixed weapons being able to instantly reload (g_cmds.c)
Added IR Vision (temporarily using quad shader (cg_consolecmds.c, cg_players.c)
Fixed SSG to not shoot tracers (cg_weapons.c)
Fixed blood sprays to not go through walls (cg_effects.c)
[2001.08.06] VM 0-07-01 released
Removed reload sound events (possible crash bug) (g_active.c)
Merged in Blaze's player stat stuff (several files)
[2001.08.05] VM 0-07-00 released
More work on CG_RunLerpFrame (cg_players.c)
TODO: check out M4 3rb/HC crash (shotgun report?)
TODO: fix blood going through walls
TODO: fix mid-reload animation
[2001.08.04]
Updated more credits (ui_credits2.c)
Trimmed down dropitem code (cg_consolecmds.c, g_active.c, g_cmds.c)
Adjusted fast-reloads so there is no opening delay (g_cmds.c)
Added conditional on laser to check for spectator flag (g_weapon.c)
Made changes to first-person weapon hacks in cg_weapons.c
Adjusted MK23 and M3 animation.cfg files slightly (temporary)
Fixed extraneous firing animations in alt modes for MK23/M4/MP5 (bg_pmove.c)
Removed non-functioning hack in CG_MapTorso... (cg_weapons.c)
Removed no-ammo knockback animation in first-person (bg_pmove.c)
Added reload event management (cg_weapons.c, cg_local.h, cg_events.c, bg_misc.c, bg_public.h, g_local.h, g_active.c)
Fixed bad obituaries (g_combat.c)
TODO: Fix first-person weapon frames not being reset in LerpFrame stuff
[2001.08.03]
Fixed some cgame problems (cg_predict.c, cg_local.h, cg_syscalls.c)
Updated credits (ui_credits2.c)
[2001.08.02]
Ported codebase to 1.29h with Blaze
Rechecked out fresh module
[2001.08.01]
Added headshot spray effect (cg_events.c, bg_public.h, cg_effects.c, bg_misc.c, g_combat.c)
Moved headshot and kevlar sound back into g_combat.c and removed from g_active.c (cg_event.c)
Made adjustments to BleedSpray function (cg_effects.c)
Merged in some test ramp-jump code from Blaze (bg_pmove.c)
Boosted headshot and kevlar sound volumes (pak stuff)
[2001.07.31]
Tuned weapon animations to support fast-reloads (bg_pmove.c, g_active.c)
Enabled idle animations for M3 and MK23 (bg_pmove.c)
Made some hack modifications to CG_MapTorsoToWeaponFrame (cg_weapons.c)
Note: added hack to PM_TorsoAnimation to show idle animations (bg_pmove.c)
Note: added hack to PM_Weapon to start idle animations (bg_pmove.c)
[2001.07.30]
Fixed pain blends (I think) (g_active.c)
Fixed laser sight (I think) (g_weapon.c, g_active.c)
Added weapon mode select sound (cg_weapons.c, cg_main.c, cg_local.h)
Added M3 config reading (cg_weapons.c)
Note: adjusted hack to use M3
[2001.07.29] VM 0-06-00 released
Added client-side laser stuff (cg_ents.c, cg_local.h, cg_weapons.c, cg_playerstate.c)
Modified laser-sight to use trajectory interpolation (g_weapons.c)
Added spread modification with laser + weapon detection (g_active.c, g_weapon.c)
PAK stuff (laser image, boosted sounds for silencer, bando)
Added kevlar vest hit sound (g_active.c, bg_public.h, cg_events.c)
Modified items to not spawn overlapping and on respawn to use random angle (g_items.c, g_main.c)
Fixed some kevlar code (g_combat.c)
Merged in Blaze's arm animation stuff (various files)
Merged in Blaze's announcer stuff (several client files)
Added in new shotgun sound, temporary slippers sound (pak file stuff)
Fixed grenades and MP5 not causing shatter sound (g_misc.c)
Removed cowbell hit sound (cg_playerstate.c)
Fixed Kevlar bug (didn't add kevlar code to LOCATION_SHOULDER) (g_combat.c)
Note: Temporary hack to show MK23 animation in g_cmds.c (Cmd_Reload) AND
bg_pmove.c (PM_WeaponAnimation)
Remember to remove it when all animations are in.
Also watch out for weaponstate = WEAPON_READY in the start animation
(could cause problems with fast-reloads)
TODO: Fix knives not breaking glass + client laser option
[2001.07.28]
Modified item spawning and tracking code (g_active.c, g_items.c, g_main.c)
Added dropitem ability (cg_consolecmds.c, g_cmds.c, g_active.c)
Removed baseQ3 +button2 (aka USE_HOLDABLE_ITEM) functionality (bg_pmove.c)
Fixed item models not caching on map loads (g_items.c)
Added silencer functionality (g_items.c, cg_weapons.c, cg_events.c, bg_pmove.c, bg_public.h)
Added bandolier functionality (no IR vision though) (g_items.c, g_cmds.c)
Added player tossing unique items on death (g_combat.c)
Added basic laser functionality (several files + from tutorial on C3A)
Modified item rendering position + put spin (cg_ents.c)
TODO: make laser adjust spread
TODO: make laser only work with MK23, MP5, M4
TODO: client-side laser dot!
[2001.07.27]
Finished SSG blood spurt (cg_effects.c)
Modified viewheight, but not sure if it's synchronized with AQ2 (bg_public.h)
Made changes to item mappings (g_spawn.c, bg_misc.c)
[2001.07.26]
Worked on more SSG blood shot (cg_effects.c)
Examined modified viewheight problem (bg_public.h, bg_pmove.c)
[2001.07.25] VM 0-05-01 released
Removed reload debug messages (g_cmds.c)
Worked on SSG blood shot (cg_effects.c)
[2001.07.24]
Added basic code for SSG blood spray (cg_effects.c)
[2001.07.23]
Fixed some serious accuracy issues in Bullet_Fire (g_weapon.c)
Adjusted some bounce factors for cg_LaunchGlass (cg_effects.c)
Cleaned up server-side breakable code (g_misc.c)
Fixed shotgun spread seed (hopefully - g_weapon.c, cg_weapons.c)
[2001.07.22] VM 0-05-00 released
Toying with new HUD concept
Added cvar cg_RQ3_impactEffects to toggle impact puffs and stuff) (several files)
Fixed TR_SINE movers slightly (only works if standing on it) (g_mover.c)
Removed bleedtick debug messages (g_active.c)
Fixed breakable code (g_misc.c, cg_events.c, cg_effects.c, bg_public.h, bg_misc.c)
TODO: implement variations for breakables
[2001.07.21]
Added side icons to HUD and moved holdable icon placement (cg_draw.c)
Fixed three-round burst for MP5 and M4 (g_active.c, cg_weapons.c, bg_pmove.c)
Fixed semi-auto fire for MK23 (g_active.c, bg_pmove.c)
Added client-side smoke puffs for wall impacts (cg_weapons.c)
Changed ricochet sounds to play only 75% of the time (cg_weapons.c)
Changed lighting properties for grenade flash (cg_weapons.c)
TODO: Get rid of last weapon animation "kick" in client
TODO: Add cvar to toggle impact smoke puffs -- cg_RQ3_impactEffects ?
[2001.07.20]
Adjusted HUD to use ammo icons (cg_weapons.c, cg_draw.c)
[2001.07.18]
Remove sv_floodProtect to fix fast-reloads
Basic implementation of client-side text flood protect (not working) (cg_consolecmds.c)
[2001.07.17]
Moved log cmd in Touch_Item to a point after the spin check (g_items.c)
[2001.07.16]
Removed "unzoom" client cmd from CG_RQ3_Zoom1x() (causing problems w/ lag)
TODO: Fix fast-reloads with lag (ugh), remove ZoomAssist -- need more testing with server!
TODO: Fix tons of touch_item messages
[2001.07.15] VM 0-04-00 released
Adjusted grenade switch when out of ammo (bg_pmove.c, g_cmds.c)
Merged in Blaze's additional pmove fixes (bg_pmove.c)
Adjusted knockback values in g_combat.c
Fixed typo in akimbo/handcannon ammo reload message (g_cmds.c)
Fixed external linker errors in DLL compile (g_active.c)
Moved kick stuff to g_weapon.c where they belong (g_active.c, g_weapon.c)
Fixed grenade kick - uses proper formula now (g_combat.c)
Removed several unused variables across source
Fixed DAMAGE_NO_LOCATIONAL flag -- someone needs to read up on C hex notation
Adjusted ladder x/y speed to be slower like AQ2 (bg_pmove.c)
Fixed sounds accidentally removed from pmove delta calculation (bg_pmove.c)
[2001.07.14]
Added new Cvars: cg_RQ3_ssgColorA/B/G/R (several files)
Added ability to change SSG crosshair colour (cg_draw.c + shaders)
Renamed all rxn_* cvars to cg_RQ3_* format
Reduced SSG DELAY2 time to 150ms (was causing problems w/ reloading)
Finished re-working SSG zoom (cg_view.c, cg_weapons.c)
Redesigned CG_CheckAmmo function and removed sound (cg_playerstate.c)
Fixed picking >2 grenades (g_items.c)
Fixed grenade not being dropped when bandaging (bg_pmove.c, g_missile.c)
Moved grenade messages client-side (g_weapon.c, cg_weapons.c)
Note: maybe we should make a stat to hold client-side assist stuff
[2001.07.13]
More SSG work (general work in cg_view.c)
[2001.07.12]
Worked on SSG local zoom (smoothing) (cg_view.c + several files)
[2001.07.10]
Fixed fast-reloads (g_cmds.c, bg_public.h, g_active.c)
[2001.07.09]
Updated bleed hack to prevent premature bandage cut-off (rxn_game.c)
Changed EV_NOAMMO to not play click sound for grenade and knife (cg_event.c)
Fixed first pistol pickup to reset MK23 chamber ammo (g_items.c)
Updated reload mechanism to use -/+ buttons (cg_consolecmds.c)
Fixed long-time messed up spread code (g_weapon.c)
Todo: out of ammo sound still comes when COMPLETELY out of ammo
[2001.07.08] VM 0-03-00 released
Added new ammo icons (pak stuff)
Updated item and weapon icons again (pak stuff)
Updated item entries in code (bg_misc.c, bg_public.h)
Updated areaportals enabled at start when using start_open spawnflag (not completed) (g_mover.c)
Removed references to wstb* wav files to stop error messages (several files)
Removed "low ammo warning" setting 1 (just worry about out of ammo) (cg_playerstate.c)
Fixed some UI messages mixing together (ui_connect.c)
Fixed wrong default door sounds being referenced (g_mover.c)
Fixed bleeding by implementing a health count hack (g_local.h, g_cmds.c, g_active.c, rxn_game.c)
Fixed kick sound being played on sliding doors (g_active.c)
Fixed knife slashes giving knockback (g_weapon.c)
Changed knife_attack function to void (g_weapon.c)
Note: item models don't come up properly until the first one is picked up
Todo: fix sprite drawing to not draw if trace fraction != 1.0
[2001.07.07]
Fixed headshot sound so it (should) always play (g_active.c)
Gave MK23 sound a bass boost (pak stuff)
[2001.07.06]
Fixed knives/grenades being selectable when out of ammo (bg_pmove.c)
Changed weapon file format again (to fix hands as models) -- (cg_weapons.c, bg_misc.c, cg_main.c)
Added knife angles to follow trajectory + spin 360 like a wheel (g_missile.c, cg_missile.c)
Added map name to local load screen display (cg_info.c)
Added kick to now remove weapons from target (cg_active.c)
Note: pain blend doesn't always come up when falling (grr)
[2001.07.05]
Updated pain alpha blends (cg_draw.c, cg_local.h, cg_playerstate.c, g_active.c, g_combat.c)
Added rxn_painblend cvar (cg_local.h, cg_main.c, cg_draw.c)
TODO: remove grenade, knife from ps.stats[STAT_WEAPONS] inventory when ammo is zero
[2001.07.04]
Fixed knives for real (Makro for pointing it out) (g_missile.c)
Added pain alpha blends (cg_draw.c)
[2001.07.02] - VM 0-02-02 and 0-02-03 released
Updated credits again (ui_credits.c)
Updated loading screens (cg_info.c, ui_connect.c)
Updated console background (rq3_sfx.shader)
Updated weapon icons (pak stuff)
Added new levelshots (pak stuff)
Added new unknownmap image (pak stuff)
Fixed server crash bug with Duffman (hopefully) (g_client.c)
[2001.07.01] - VM 0-02-01 released
Fixed serious SSG3000 shot crash (g_weapon.c)
Added new loading screen (cg_info.c)
Fixed specialweapon selecting Akimbos (cg_weapons.c)
Fixed M4 kick (reimplemented in bg_pmove.c)
Moved persistant initialization after clientspawn in g_client.c / clientbegin
Looking into server crash problem
TODO: Server crash problem
[2001.06.30] - VM 0-02-00 released
Finished implementing sniper rifle shot (g_weapon.c)
Added fire on release for grenade (bg_pmove.c)
Added fire primed grenade on weapon-swap (bg_pmove.c)
Added drop grenade on death (g_combat.c, g_weapon.c, g_missile.c)
Stopped bandage when priming grenade (cg_consolecmds.c)
Fixed more messages being "written" on intermission (cg_weapons.c)
Fixed(? Dunno if it was reported) opening doors if dead (g_cmds.c)
Fixed M4-kick to be smoother + view whirl problem (g_active.c)
Merged Tsunami's code (DM Scoring + AQ2 kick)
TODO: Add "primed" message when cocked
[2001.06.29]
Added multi-shot sniper rifle (needs work on breakables) (g_weapon.c)
[2001.06.28]
Added select weapon buffer to next/prev/special select (cg_weapons.c)
[2001.06.27]
Added select unique weapon cmd (specialweapon) (cg_weapons.c, cg_consolecmds.c, cg_local.h)
Fixed more sniper zoom/weapon switch bugs (cg_weapons.c)
Fixed select weapon w/ no ammo but clips bug (cg_weapons.c)
Made some fixes to the holdable item definitions (bg_public.h)
TODO: Buffer key actions?
TODO: Return from CG_NextWeapon_f, etc. by a check state
[2001.06.25]
Added location-specific obituaries (g_combat.c, bg_misc.c, bg_public.h, cg_events.c)
Added thrown knife to location damage code (g_combat.c)
NOTE: opStack error usually caused by case w/o break
[2001.06.24]
Fixed akimbo 1-bullet shot (still plays akimbo sound though) (g_weapon.c, bg_pmove.c)
Fixed incorrect message with multiple bandage requests (cg_consolecmds.c)
Fixed "printing" of commands during intermissions (cg_weapons.c, cg_consolecmds.c)
Added auto-switch when out of grenades or knives (bg_pmove.c, cg_weapons.c)
Added shotgun shell reports (g_weapon.c, g_combat.c, g_local.h)
Added damage reduction on crouch against grenades (g_combat.c)
Reduced amount of handcannon wall impacts (cg_weapons.c)
Removed shotguns and grenades from location damage code (g_combat.c)
NOTE: VMs don't like empty else statements?
[2001.06.23]
Added pointer check to G_Sound for trigger_push (g_trigger.c)
[2001.06.22] - VM 0-01-00 and 0-01-01 released
Moved hadUniqueWeapons to client->pers section (several files)
Fixed handcannon giving too many shells bug (g_items.c)
Made minor change to ThrowWeapon code (braces in button check) (g_active.c)
Fixed player scoreboard broken by persistant structure changes (g_cmds.c, cg_scoreboards.c)
Added additional reload checks (g_cmds.c, cg_weapons.c, cg_consolecmds.c)
Added proper weapon-switch times (bg_pmove.c, bg_public.h)
Added proper handcannon and M3 spreads (bg_public.h, cg_weapons.c, g_weapon.c)
Seems handcannon kick is back as a result, too =)
Fixed thrown knives "respawning" at destination (g_missile.c, g_items.c)
TODO: explore "holding down" key for throttling fast reloads automatically
[2001.06.21]
Added new door specifications (g_mover.c)
Added ability to utilize custom door sounds (g_mover.c)
Added M4 firing kick (g_active.c, g_local.h, g_weapon.c)
[2001.06.20]
Explored door sound possibility (g_mover.c, g_utils.c)
[2001.06.19]
Added fast reloads for M3 (g_cmds.c, g_local.h)
Added fast reloads for SSG3000 (g_cmds.c, g_local.h)
Added zoom in after reload for SSG3000 (may be a bit unstable) (g_active.c)
Added two utility functions for zoom checks (g_utils.c)
[2001.06.18]
Fixed (sort of) item drop problem (g_items.c)
Fixed crash (hopefully) involving suicide after a weapon drop (g_combat.c)
Added/fixed weapon dropping code... TO THE MAX! (g_items.c)
Added proper knife embedding (g_missile.c)
Added proper weapon reload timing (bg_public.h, g_cmds.c)
Changed ammo pickup sounds for HC, knife, and grenade until we get appropriate ones (bg_misc.c)
Moved zoom bit removal from Cmd_Reload_f further down the function (g_cmds.c)
[2001.06.17]
Modified throw weapon code to always aim forward (no pitch factor) (g_items.c)
Added pseudo-random rotate angle to TossClientItems for weapon toss (g_active.c)
Added classic AQ2 "spin in the air" weapon drop (doesn't work too great though because items lose velocity after a couple frames) (cg_ents.c)
Added support for weapons in nodrop brush contents (g_items.c)
TODO: Fix G_TempEntity2 (re: breakables)
TODO: Use new door spawnflags in g_mover.c
TODO: Fix item throwing - they lose velocity after one or two frames?
[2001.06.16]
Fixed bandaging problems with weapon commands (for real) (several files)
Fixed doors again (g_mover.c)
Added proper Akimbo functionality (bg_pmove.c, g_weapon.c, g_local.h, g_active.c, g_client.c)
Added psuedo-akimbo sound (cg_weapons.c) and file /sound/weapons/akimbo/akimbofire.wav
Moved Bandage code into STAT_RQ3 and dissolved STAT_BANDAGE (several files in game/cgame)
Moved zoom into STAT_RQ3 and dissolved zoomlevel variables in game (several files)
Added "zoom out" after fire for bolt-action (g_active.c, g_weapon.c. g_local.h)
Added basis for proper three-round burst functionality (g_active.c, g_weapon.c)
Note: Server-side zoom will cause lag on zoom switches (since the snapshots are required to notify the client) but this allows the server to control the zoom side-effects EXACTLY and have absolutely synchronicity with the cgame (even though it is PING * 2 late).
[2001.06.15]
Fixed bandaging/reload bugs with the weapon commands (g_cmds.c, cg_weapons.c, cg_consolecmds.c)
Fixed bandaging when "dead" (cg_consolecmds.c)
Fixed knife respawn problem (previously did not respawn) (g_items.c)
Fixed pistol and knife "pickup more than 10" problem - operator precedence (g_items.c)
Fixed knife "lowering below floor" code in cg_ents.c
Fixed func_plats, buttons NULL ent->think error (conflict with door code in g_mover.c)
Added extra shells to fresh handcannon pickup (g_items.c)
Added "proper" weapon timings (bg_public.h, bg_pmove.c, g_weapon.c, g_missile.c)
Removed "drop" cmd from cgame list (cg_consolecmds.c)
[2001.06.14]
Finally fixed the knife problem (g_missile.c, cg_ents.c, bg_public.h, g_local.h) Moved knife stuff from g_main.c to G_MissileImpact in g_missile.c
Added knife nudge to make knife more visible when embedded (g_missile.c cg_ents.c)
Changed knife so thrown ones can't hurt breakables (don't really bounce off but oh well for now) (g_missile.c)
[2001.06.13]
Worked on knife problem all day (g_items.c, g_missile.c)
TODO: G_TempEntity2 cannot use values greater than 255 or so ?!
[2001.06.12]
Added weapon "remaining ammo" code (g_local.h, g_active.c, g_client.c, g_combat.c, g_cmds.c, g_items.c)
Working on knife problem (g_main.c, g_weapon.c, g_items.c)
[2001.06.11]
Fixed Blaze's grenade code (forgot brackets, and-ops and bit-wise nots in g_cmds.c)
Added sniper rifle to RQ3Spread function when not zoomed (g_weapon.c)
Moved legdamage removal to g_active.c
Moved some weapon mode initialization to ClientBegin (g_client.c)
[2001.06.10]
Fixed door closing toggle (g_mover.c, g_local.h) -- normal doors use SP_NODOORTOGGLE
Added door "interrupt" functionality like AQ2 (g_mover.c)
Restored traditional Q3 door functionality (128 + 256 in spawnflags) (g_mover.c, g_local.h)
Note: never put a semicolon in a #define hehehe
[2001.06.09]
Fixed bandage bug where you could still drop weapons when bandaging (g_cmds.c, g_local.h)
Fixed shell bleeding (sort of) -- little knockback? (g_combat.c, g_weapon.c)
Fixed shell damage (using handcannon and M3 damage specifically now)
Fixed random inability to pickup weapon unless switched to knife (g_items.c)
Added M3 damage reduction by distance from 1.52 source (g_combat.c)
Added extra sound cases in EV_RQ3_SOUND (cg_event.c, bg_public.h)
Added headshot sound/crack (g_active.c)
Added sniper zoom lens noise (cg_weapons.c, cg_main.c, cg_local.h)
Added corpse-play (just for fun - may add lag though) (g_combat.c)
Added MK23/Akimbo damage reduction from 1.52 source (g_combat.c)
Added prep for "ammo in gun" feature (g_local.h)
Note: Future source porting - watch the usage of playerstates/snapshots in Q3
TODO: Add prep for "ammo in gun" feature
[2001.06.08]
Removed smoke trail from grenade bounce (cg_weapons.c)
Fixed grenades exploding on impact (g_missile.c)
Added pistol + knife drop when dying (g_combat.c)
Fixed knife ammo issue (g_cilent.c, g_cmds.c, g_weapon.c, bg_pmove.c, bg_public.h)
Added (Fixed depending on how you look at it) weapon respawn problem - one glitch regarding multiple unique weapons and glitch when you die (g_items.c)
Fixed the above no-respawn-on-dying problem, and sort of the multiple weapons in a level (read function comments)
Note: MP5 "no drop" is a weapon-related animation - Birdman will get to it
[2001.06.07]
Fixed weapon duality (hopefully) cg_weapons.c
Fixed reload on zooming (just have to get it to zoom back in now)
Created several constants in bg_public.h to help avoid hardcode-syndrome
Modified several functions to use these constants
Added ClipAmountForAmmo( w ) function and renamed ClipAmountForWeapon to ClipAmountForReload (confusing)
Note: There's a really confusing bit of code in g_items.c in the pickup_weapon function
[2001.06.06]
Fixed bleed notification - put it in g_active.c with a conditional (stupid)
Added kick sound + ability to load any RQ3 sounds (g_active.c, bg_public.c, bg_misc.c, cg_event.c)
Expanded func_breakable entity capabilities
Removed event zooming (not a good idea)
Removed event bandaging (not a good idea)
Re-added zooming (non-event use)
Re-added bandage notification (non-event use)
Worked on weapon duality...
[2001.06.05]
Fixed "no glass breaking" code - quadfactor set to 0 in g_weapon.c (HOMER!!) =)
Fixed dying in zoom and bleed notification (cg_playerstate.c not player_die of g_active.c)
Added bleeding notification, but doesn't work in g_combat.c (WTF)
Added Glass sound effect
TODO: Fix bleeding!!!! ARGH!
TODO: Get knife to toggle
[2001.06.04]
Added Akimbo pickup (g_item.c)
Added Akimbo ammo sync (g_weapon.c, bg_pmove.c)
Added Akimbo firing (needs lots of work to simulate delay) (g_weapon.c, bg_pmove.c)
Added Akimbo caching routines in cg_main.c
Merged Homer's code in (3rb toggle, grenade settings, etc.)
Fixed Homer's code to supress 'blanks' (cg_weapons.c)
Added a cool auto-blend formula for the health (cg_draw.c) =)
Redesigning HUD (in-progress) cg_draw.c
TODO: Fix glass code - seems broken (only grenades can hurt it)?
TODO: Fix weapon pick-up... doesn't always work (have to swap weapons with M4)
TODO: Fix weapon reload... MP5 doesn't drop weapon
TODO: Fix sniper rifle... auto-switches for some reason
[2001.06.03]
Changed modelname convention to *_3rd instead of 3rd_* (cg_weapons.c)
Changed gib death health - made it lower (-500) so falling deaths don't easily gib (bg_public.h)
Added Sniper crosshairs for appropriate zoom levels (several files, + shader and images)
Added dropweapon to auto-complete console
Added pre-cache routine for _3rd weapons (cg_weapons.c, cg_local.h) by using an extra qhandle_t in the weapon structure
Switched muzzle calculation point to _3rd models (cg_weapons.c)
Fixed double ricochet problem (shader animation problem in bullhit.shader)
Fixed muzzle flash calculation (again - this time it's right =) (cg_weapons.c)
Fixed handcannon and M3 to use same ammo (sync) (g_items.c, g_cmds.c, bg_pmove.c)
Note: Cloud fixed sniper ammo below origin and _3rd sniper rifle
TODO: 10 different sniper crosshair styles! + scale with view size
[2001.06.02]
Added a typing sound to menu fields (ui_local.h, ui_atoms.c, ui_qmenu.c)
Adjusted weapon heights in cg_weapons.c
Disabled weapon auto-switch in cg_weapons.c
Found pendulum crusher code - removed death blow in g_mover.c (TR_SINE killer) but it's not over that easily (big problems)
Found sound for jump pads and stuff in g_trigger.c
TODO: pre-cache 3rd_* models
TODO: find out what's causing the delay in M3 and M4 first-time weapon switching
TODO: find out what's causing the muzzle flash on the M4 + MK23 to be so far off the barrel
TODO: find out what's causing the double ricochet models on wall impacts
TODO: sniper rifle ammo below its origin?
TODO: sniper rifle model out of player model hands?
[2001.06.01]
Redesigned Setup.Preferences menu (ui_preferences.c)
Redesigned Setup.CDKey menu (ui_cdkey.c) -- needs some brushing up
Added some flashDLightColor definitions for weapons without them in cg_weapon.c
Added rxn_flash toggle to preferences menu
Added rxn_flash cvar to cgame section (across 3 files- forgot names =)
Zero - use dlight only, no flash model
Non-zero - regular use (model + light)
Fixed some weird GL Extension string formation bug in ui_video.c
Created new cursor image
[2001.05.31]
Added spiffy fader code to ui_credits.c
Revised dim/letterbox mask code to use some SCREEN_* constants (several files)
Fixed the missing muzzle flash code and made placeholder muzzle flashes for weapons in cg_weapon.c
Fixed the mysterious dlight problem with the shotgun in cg_weapons.c
Note: sv_pure 0 for proper font reading until I get it into the pak files
[2001.05.30]
Redesigned Setup.System.Display menu (ui_display.c)
Redesigned Setup.System.Graphics menu (ui_video.c)
Redesigned Setup.System.Graphics.DriverInfo menu (ui_video.c)
GL Extensions in Driver Info menu no longer overflow screen and indicate number not shown
Made revisions to ui_credits.c
Created Driver Info button image
Note: va(...) is the coolio function for data to string conversions heh.
[2001.05.29]
Created new proportional font 1 (modifies q_shared.h, ui_atoms.c, cg_drawtools.c + tga files)
Added in scrolling credits from Code3Arena + slight modifications
[2001.05.28]
Redesigned Setup.System.Sound menu (ui_sound.c) (not hard - basically cut n' paste)
[2001.05.27]
Redesigned Setup.System.Network menu (ui_network.c)
Created double-use numeric-input for rate setting in network menu
Created additional UI buttons for system menu
Added RQ3_STATUSBAR_X and RQ3_STATUSBAR_Y constants to ui_local.h
TODO: Continue UI coding on all system menus
[2001.05.26]
Finished redesign of demos menu UI (ui_demo2.c) except arrow images
Experimented with some font changes (not a good effect) including Q3F's q3font util
Created "play" button image
[2001.05.25]
Finished redesign of setup menu UI (ui_setup.c)
Finished redesign of mods menu UI (ui_mods.c)
Created additional artwork for UI (titles for major menus and buttons for setup menu)
Modified existing artwork for main menu UI
Added RQ3 constants to ui_local.h (RQ3_BUTTON_WIDTH, RQ3_ICON_WIDTH, etc.)
Redesigned console background (images and shader) to have less memory overhead
Note: Progressive JPEG compression does NOT work with Q3's JPEG decompression techniques!
TODO: Continue UI coding (next up is probably ui_demo2.c, ui_servers2.c, all setup menus, etc.)
[2001.05.24]
CVS General Checkout
(re)learned a whole bunch of stuff relating to C, Q3 UI structure, CVS, etc.
Complete redesign/rewrite of main menu UI (ui_menu.c)
Created additional artwork for UI
In-progress redesign of setup menu UI (ui_setup.c)
Modified confirmation dialog menu to better impose against main background (ui_confirm.c)
Added new color for menu imposition: color_deepdim (ui_local.h and ui_qmenu.c)
Added new sound effects (replaced sounds/misc/menu1.wav thru menu4.wav)
TODO: Finish ui_setup.c modifications
TODO: Continue UI coding
-Victor Chow (eLDeR_MMHS)
RQ3 Team Alumni
Last updated: September 9, 2002