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FIXME
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FIXME
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* sounds wolfcam ctf -- capture, return global sounds
* "found a secret" wolfcam
* ad shader animations/effects
* quad /powerups wolfcam
* defer players clean up
* also for +scores check if the client has pressed it (sim. to acc), but what about spec demos?
* +scores wolfcam highlight player being followed
* dead body color applies to teammates?
* bother making font data for giant,big,small,tiny ?
* option to disable impact sparks made by other players
* impact sparks for own player ok in 3rd person
* update team scores, etc, in scoreboard
* team overlay, limit text, opaque, exclude self
* cg.select* stuff just committed probably wrong 115:5de0e93b45d3
* client item timer style (right to left)
* wolfcam sometimes keel sound is being used -- because the sound was triggered before the switch
* switching from wolfcam can trigger reward sounds
* check all cent refs regarding players to see if they are using previously stored values, maybe in addpacketent() use the reserved cg_entities for players
* fix wolfcam third person crap
* shit, check currentState.number refs which should be currentState.clientNum
* weapon bar fade
* drawTeamVote exist?
* r_mapgreyscale quad item is grey on some maps
* wcstats efficiency
* own impact sparks diff color
* wcstats item timing stats, num pickups, and time
* wolfcam pickup items
* cvar for frag messages in chat area
* weapon tracing done after positions have transitioned
* servercommand to change sound config string, check
* wolfcam follow should disable freecam
* use EV_PAIN to determine shotgun impact sparks
* use EV_PAIN to determine rail shooter -- older demos
* '' rocket splash, plasma splash
* wolfcam following, demo taker's rail is green -- keel
* ca and ctf point contents always showing point contents as fog
* freecam crash loop bad entitynum -1 (respatialize sound), using hack of MAX_GENTITIES - 1
* demo seek, check wcoldclients
* vid_restart makes playback choppy -- sdl linux only certain modes
* demo taker can show up in crosshair names even if dead and in limbo ca
* list default binds in docs
* comaprison docs with ql
* obit nums, like chat messages
* obit time
* stupid demo list menu
* mouse cursor event cgame
* wolfcam follow list of prefered
* wolfcam follow fixed, will stay at last origin, or maybe look ahead and wait
* cvar for q3 pak0 location for q3 gibs
* last truetype font glyph is dropped -- maybe actually might not be
* grenade alpha
* ability to unregister font
* doc ITEM_TEXTSTYLE
* add light source
* ffs a .dat file for q3 font
* FADE_TIME
* for the heck of it could create a plain number font for gfx/2d/numbers, menu/art/font*
* for font scaleX scaleY instead of just scale (for q3font)
* unregister font and keep usage count
* need max height for fonts, either special case qlfont or store when they are loaded -- hack can use point size
* add client num for missiles based on when they first appear
* raise FILE_HASH_SIZE because of cvars ?
* player names q3 font xy scaling
* cg_deadbodydarken 2 transitions model to original
* hunter has crap above her lips, james has stuff on chest, ranger shit on his arms, sarge arm, slash left of mouth, sorlag stuff on mouth, tankjr stuff on head, uriel stuff on legs, visor green in hair, xaero arms and feet -- fix with fuzz -- color skins
* update scores in client info change last scores time in scoreboard
* /seekclock check for ready up (as opposed to warmup)
* /time is better to print both server time demo time(from beginning of demo), clock time and real time
* scoreboard spec list, x and x2 splitting a bit -- ql does same
* CG_Text_Paint_Limit fixes like Text_Paint
* CG_Text_Paint_Limit xscale for q3font
* wolfcam interp, check for invalid snap keep going back and take time into account
* newer ql grenade clientNum for logging missile hits
* also for missile hits just try and keep track of owner based on when missile first appears, origin and trTime should id
* follow team
* message if requested player not available
* cvar for static strings "waiting for players"
* WP_ telefrag others
* scoreboard scroll list (ffa)
* weapon icon for fragmessage just like obit weapon icons -- all the special ones like kam, suicide, etc..
* skill rating what if more than one player connects /disconnects in same snapshot
* lagometer font options are fucked up, split text fixed i think, still needs to be split, fuck it
* lower skybox clip
* cg_lightningShaft 2 still bugged
* override blend for icons and alpha
* fix overprediction for demo taker, then roll back positions
* hitstyle color see if overlay
* <shift> tab only show diff
* 2 pass, world, 2d
* graphic filter plugin
* codec plugin
* team overlay needs align so it can grow up when at the bottom of screen
* get glconfig if r_mode changes
* score plum for things like wolfcam, freecam done early and based on refdef of demo taker
* why did you need to create name image sprites at end of cg_init() ?
* player-configs/cooler.cfg rapha.cfg option to watch demos with their configs
* ResampleTexture and scale uses 2048 get from glconfig
* gamma/bright for hud, map, ents
* check spec demos for models
* see dm17 demo players not drawn at beg of demo
* doc fs_homepath
* gotoview <..> sometimes you still get stuck -- adjustorigin() bigger mins/maxs?
* goto spline point for camera
* nudge cam points to spline
* options to add camera point
* only draw cam points when near, or maybe only increase resolution when near
* option to pause at end of demo
* createsplinepoints() take into account spline or interp
* in addition to spline, interp, jump
* maybe float numbers not as entities
* addcamerapoint 2 3
* if multiple cam points with same origin, stack
* smoothing time for selected, store original time
* end with freecam position at end of path
* /playcamera pause
* addcamerapointspline convert that spline point to cam point and fix server time
* option to lock onto spline curve, and movement keys (forward and back) move you along
* pass cameraPoints to renderer in order to change path curve color for keypoints and interp
* /playcamera pause (pause at end) test (plays selected and brings you back to where you were)
* viewpoint icon order (the one you set, current cam point, next cam point)
* /editcampoint (next, prev)
* fix snapshot peeking to get entities as well
* camera unlock view
* "startviewent" grabs values from last camera point
* splines based on distance
* /splitcamera <cam point> <filename 1> <filename 2> and delete > splitpoint
* addcmaer point 2 3 to add new between those
* camera timescale interp
* playcam single range
* save granularity in file
* smooth speed
* play camera while paused
***** viewpoint stuff is fucked, you need to look ahead to see if it's a viewpoint or viewent, likewise if the cam point is viewent it needs to look ahead to see if it's viewent of viewpoint
* how are angles treated before going to ent
* select cam points and /transition viewpoints will change all selected to have viewpoints and move evenly from the first to the last
* add, edit, basically anything stops camera playing -- also need to stop camera playing CG_TimeChange()
* changecamerapoint is messed up -- changes origin to spline
* cg.demoPlaying checks for camera stuff
* for /chase option to follow behind: /chase 123 <time> xoffset yoffset zoffset
* demo smoothing for others and also go as far as you have to for packets
* nomove in lagometer for /follow
* software gamma
* MAX_DEMOS defined twice i think
* option for own model like rail
* defpip
* test projectile mode
* glMode and blur
*************** ql out of beta
* teammates position always transmitted (friend icon) ?
* EV_MISSILE_MISS_DMGTHROUGH
* ft gfx/misc/iceball
* models/powerups/trailtest.md3 ?
* for offline demo and (maybe demo smoothing, if you do more than 2) keep track of angle direction while you skip snapshots so that it doesn't do an 30 degree turn as opposed to a full 330
* sprites/flagcarrier
* surfacePuff
* machine gun tracers using gfx/misc/iceball
* dynamic light for other powerups check (did battlesuit and quad)
* hw gamma can't be set by some users? ql forums for ql
* disconnect shader?
* ql shadows (broken q3 shadows), options for shadowing
* ql 1st person mg detail extends out more
* scripting -- math in cvars
* team gibs style
* gib style 2 random, 3 both at the same time
* fx trail scripts and water
* fx flash, set model
* fx trail parent* from missile,
* fx emitterTime settable
* fx lg flash scripting separate
* CG_AdjustPositionForMover() for originterp 0 and now cg.ioverf
* double check particles cg_marks.c and cg.ioverf
* local entities (blood trail) cg.ioverf
* com_maxfps also using ioverf in order to test
* fx anglesModel rotates?
* fx : next move* (gravity)
* fx bubbles for mg, shotgun, rail
* fx fire script
* ERROR: CM_ClipHandleToModel: bad handle -1 gib03insta.dm_73 3:52
* fx beam and fade options
* fx add loopCount
* fx treat sprites separately -- renderer
* fx modellist and soundlist using 'loop' 0 likely called twice, and last num never called
* fx *list loop might just mean random, so not like soundList
* fx cullnear draw closer of overlapping sprites -- 2016-06-04 what? implementation seems to just be based on radius and distance
* impact sparks aligned to vieworg? and also gib sparks
* fx + localents and draw ent numbers -- maybe for models (gibs)
* fx need culling, even with renderer max entities raised.
* timescale and map animations -- done, check item bobbing though
* fx is parentVelocity player or q3 gib starting velocity?
* fx sprites overdraw
* fx bubble trails without defining weapon trails
* decal marks players
* fx cull, script run interval, emit copy only size rotate origin etc, no memset memcpy, get rid of emit script for lights and sound, script run interval in real time so that it does the right thing for lower timescales
* interpolation based on velocity and when velocity changes
* dlight intensity and fall off
* dlight and freecam block
* fx LEF_TUMBLE evaltraj angles
* fx assuming arg for impact is velocity
* fx fxload can take arg
* explosion sprites and corners
* fx plainScriptEmit if not tied to emitter
* fx kill emitter
* fx decal and emit blood sliding down the walls
* fx player/holyshit player/(other awards) and powerups
* fx check grappling hook
* fx dont use end in ScriptVars is based on dir -- actually, why not
* fx pass velocity to projectile scripts
* devmap and low timescale "CL_GetSnapshot cl.snap.messageNum - snapshotNumber >= PACKET_BACKUP"
* freecam getting stuck when entering and ups meter showing that you are building speed
* fx don't draw sprites over 1st person view -- done but it should be done manually in fx script
* freezetag obituary and parse_demo for obituaries also alive status
* freezetag thaw stats
* useoriginter and spamming nextSnap == NULL when seeking
* ft follow others when frozen
* skipping first snapshot means the "prepare your team" sound isn't played with autoaction demos -- actually that's probably not it
* cg_vibrate without effect scripts
* cg_vibrate need to reset roll after vibrate done -- screws up freecam
* fx bounce (option to select velocity threshold before it is marked as TR_STATIONARY) (gibs)
* crosshairnames/teammatehealth alpha 255 in newer ql I think
* tab automatically pauses and fetches info from quakelive.com
* quad sound volume firing
* setup menu hidden menu pics
* using _Text_Paint_Bottom() incorrectly -- see team overlay -- mean is
* timescale 0.001 seeking caused players to teleport to positions -- need to clear wcsnapshots ? -- or lagometer/ping fuck up
* for invalid snapshots you could fill in a fake time with time advanced -- the problem is that sv_fps is an estimate and if it happens early on ?? -- maybe it won't matter -- it's all to make sure that a seek ends at the time requested
* crash02 48584850 ent 68 should be corpse, but is invisible
* can't use trTime for missiles to determine interp -- grenades change it when they bounce
* interp missile explosions (take out check for event as well)
* don't draw cam points when playing camera
* /video time reported and rewind -- ex: camera path
videos/1286538323-0000.avi closed
video time: 72790200 -> 72789448 total -752 (-0.752000)
-- took out for now
* interp teleport need to goto interp_done not just return true
* demosmoothing eval trajectory, don't just average
* demo smoothing go as far ahead as you can
* weapon animations and ioverf
* don't follow team as a default because of ql's new wh friend icons (team position/angles transmitted, but nothing else around them)
* wcg.curSnapshotNumber < 10 define for 10, used in a lot of places, or just check it when moving positions back
* interp-9452150-missile-150.dm_73 9452150 9452175 missile 150 moves back when paused and /seeknext
* 2008 qcon demos -- EV_GIB_PLAYER always sent with EV_OBITUARY
* gib dm_73 737325 freecam player teleporting to new teleport location -- FIXED
* same as above -- paused at the point and tried rewind low value '-' and:
CM_ClipHandleToModel() bad handle -1
4:03 Crash was railed by Bones
]/servertime
serverTime: 737325
]\cg_freecam_use
cg_freecam_useTeamSettings = "1" default "1"
cg_freecam_useServerView = "1" default "1"
]\cg_freecam_useServerView 0
snapCount index: 0 718325 from 737350 want 300
seeking to index 0 5815 cl.serverTime:737340 cl.snap.serverTime:737350, new clc.lastExecutedServercommand 0 clc.serverCommandSequence 271
CL_SetCGameTime read 2339 demo messages cl.snap.serverTime:737050 cl.serverTime:718325 wantedTime:737050
cgame demo seeking cg.time: 737340 serverTime: 737325
4:03 Crash was railed by Bones
CM_ClipHandleToModel() bad handle -1
CM_ClipHandleToModel() bad handle -1
FIXME snapPrev->serverTime > snapNext->serverTime 737050 > 737050
4:03 crashing deliberately ...
Received signal 11, exiting...
----- CL_Shutdown -----
disconnect
Closing SDL audio device...
SDL audio device shut down.
RE_Shutdown( 1 )
GLimp_Shutdown: mode 4 lastMode 4
-----------------------
* seeknext prev sometimes 1st person gun not drawn (it's the animation values)
* when you get new snaps from seeking with offline demos maybe check animations and edit wcg.snaps[]
* need cg_checkforofflinedemo when filling in wcg.snaps
* parse hex allow alpha
* r_ext_texture_env_add 0 doesn't seem to work in ioquake3
* im dm_73 10593275 dead body transitioning color (flashing) demo taker I think
* anims when rewinding in small increments (snapshot backups to find last anim)
* fx did you forget trails for machinegun etc. ?
* 4kings 4085625 respawn flash over corpse
* flush() after ogl shaders? (frame drops look weird)
* demo smoothing -- note dir of angles
* check ql to see how downsampling for bloom is done (what size is the resulting bloom texture)
* refdef.time and sub ms timing
* bloom -- 3d hud models are bloomed
* bloom still needs r_BloomBlurScale r_BloomBlurFalloff r_BloomBlurRadius
* bloom does r_BloomPasses even do anything?
* 2010-12-14 cg_drawPregameMessages, cg_selfOnTeamOverlay, atmospheric stuff
* fx player trail -- using clientoverride
* lagometer opacity use teamoverlay background as pic
* lagometer color
* lagometer select order of powerups / flag
* check silent night in hq in ql
* interp by just adding all from snapshot so no lag either and maybe a cvar to trigger
* chain gun for BULLET miss hitFlesh check player's weapon or also check rate of fire
* com_timescalesafe 0 and spam
* com_timescalesafe 1 and trying to skip in cgame without doing much processing
* draw attacker use icon
* SC_Cvar_Get_*() if used alot for certain values just get once and store
* don't calc ping if free spec
* for really old demos which send gib events for every kill, maybe peek ahead and see if corpse is present
* fx for freecam, generic weapon script? ex: add marks to wall
* align option for ownerdraw()
* missing cvars tested from menus: ui_voteActive ui_forceEnemyModelBright com_allowConsole ui_forceTeamModel ui_forceTeamModelBright ui_screenDamage_Team_preset ui_forceEnemyModel ui_screenDamage_preset ui_postProcessPreset sv_ranked
* ingame_options.menu has new keywords
* ft thaw in scoreboard
* delagged crosshair names if a hidden player warping will show name (dead player to corpse transition)
* cg_scaleModelsToBB
* add +acc to dscores and wcstats
* fragforward broken by seeking
* dell desktop can use pp, maybe not check GLimp_HaveExtension() and just rely on SDL_GetProcAddress() -- done -- still fails, see which ones are missing
* slight corpse twitch screen matching (transition from dead player to corpse)
* see where you can use cg.ftime as sub for cg.time
* water warp frequency and amplitude
* bot offline demos corpse will turn or is it just devmap?
* /fragforward indication that it's off
* lost.dm_73 seek to 8892925 teleporting
* /seek and player animations, took out seeknext hack, need to go back and see when new anim starts
* ctf flight powerup text percentage, own owner draw?
* check for cg.demoPlayback and useoriginterp
* fx lg impact point animated even when paused -- that's shader time
* 3rd person interpolate based on velocity with error cvar
* stencil -- kitt no need for chroma
* vstr* devmap
* fx: possible buffer overflow if braces incorrect
* fx: wobble degree seems lower than q3mme -- maybe not anymore since angle is treated differently -- check
* fx rename to match fx scripting: ex: take out RT_SPRITE_FIXED
* animation reset need to deal with cg.predicted*
* fx: cgs.gametype ?
* fx: older demos and rail impact script
* old demos and new scoreboard (grab from client side acc?)
* demo start, end commands
* ca end/start round corpse spin ps->clientNum
* fx: maybe add players and projectiles before events (since fx uses cent->) -- did players, projectiles?
* -fno-omit-frame-pointer vs omit:
139.9 141.6 139.8 141.1 144.7 142.0 timedemo03
* need to add to README-wolfcam.txt about crashes
* game pause and lagometer (no move) -- admin pause (cooller strenx lag t4)
* game pause and round timer still ticking -- see above
* why doesn't qvm trigger the pointtoplane() assert?
* maybe ignore duelscores if one disconnects so you don't get blank end of game scoreboard
* y fov (camera mode)
* fx: c comments accepted /* ... */
* muzzle (fire origin) and mirrors (no mirrors in ql?) (affects reg and fx)
* note: q3mme doesn't flip sprites/quads for mirrors
* map loading by md5
* -- new ql update 2011-02-02 :
* CG_CopyStaticCentDataToScript() and CG_CopyStaticScriptDataToCent() can only handle 1 interval/distance script at a time
* fx player/breath, player/dust
* playcamera from point (now, next, etc.)
* extended clock
* reset animations after timein ? (cg.time reversed?)
* for freezing entities allow going past end of demo
* fx mg sg trail
* don't draw menus/scoreboard if freecam and intermission -- check, might have fixed
* not activating menus when using freecam -- check for forced like wanting scoreboard, acc, etc...
* demo taker portal sound? -- fx
* wolfcam follow [victim|killer] option to fall back to closest not the other
* wolfcam following and demo taker death (3rd person rendering and use orig interp)
* lg impact -- option to not draw impact if actual origin trace hits something
* Q_isanumber() not implemented in vm, used by voip and cvar validate
* example fastforward bind (accel)
* /listat in cgame -- convert time
* get rid of demo info cgame traps, just getdemoinfo()
* store ql +acc in clientinfo -- spec demos and switching views
* lightning impact others -- broken
* camera roll and sprites http://www.youtube.com/watch?v=tliN-Ur5zZg
* clan names in crosshair names and scoreboard, fragmessage, hud obit, team overlay
* end round if lost ca, third person view sometimes looks up when it should look down -- bad viewangles in general
* if ((cg.snap->snapFlags ^ cg.nextSnap->snapFlags) & SNAPFLAG_SERVERCOUNT) for interp
* also interp and playerstate eflags teleport
* ps interp reset
* minlight option to disable
* plasma size
* alt plasma options
* crash info to doc
* +scores crash might be related to /clientoverride -- actually it might be max menus and triggered by seeking -- might have fixed it
* checks for cg.freecam should include cg.cameraMode
* volume for all different types (like s_killBeepVolume)
* max parse entities error
* option for num rewindBackups
* show shaders -- think you meant drawing something like shader number
* sound indexing wasn't bugged -- see CS_MODELS -- your CS_SOUND index was off, well, it wasn't completely bugged (still had ambient sounds dropped)
* automatic pause for scoreboard and console
* low timescale (0.001) and rewinding (delayed?)
* maybe set default to 1 for r_ext_texture_filter_anisotropic and r_ext_multisample
* gamma option for hud
* camera option to end and begin again spline calculation
* hover time and /follow killer
* macg cg_drawplayernames demo (name cut short)
* fbo : screenshots, video, no depth texture (why does everyone make depth a render buffer?) ?
* 08-edge-dots.dm_73 trinity map, ql has as well, fbo closest power of two
* regen is in spec timer
* GLvoid for void
* createnamesprite and font
* fx for 1st person death
* +mouseseek hit lowtimescale bind at loading screen and crash with trap_getSnapshot with null snapshot addr
* cg_deathStyle and /follow
* flag anim and seeking
* seeking still problems with anims and same frame
* camera offset curve?
* fx system controlling camera
* camera spline and floor()
* cam option not to autopause ehen editing cam points
* stay at end of camera when done
* cam for roll should use LerpAngle
* cam option for lerpdirection
* cam hud don't show what isn't set
* ql update 2011-05-31:
* ups meter while seeking
* *** cam spline, cam smooth origin/angles/etc, cam add cam point in between, cam maybe circular, cam through fx, fovy fx formula, cam hud disgusting
* recording message in cgame
* maybe seeking while cgame recording
* cam option not to auto seek when editing camera points
* cam option to keep velocity in straight line and speed up at curved parts of path as opposed to the usual speeding down and curves -- err .. opposite is true
* sse q3mme and ppc
* dedicated doesn't return input if killed (ctrl-c)
* unknown player info keys: rp, p
* client item timer -- if it would be visible and not there clear zero
* fbo and glConfig.stereoEnabled, r_anaglyphMode-, check
* ctf stats 8 to 12, 12 is recent I think
* bug: sound is only recorded for dma.samplebits == 16
* /follow frag message will say teammate if you switch to new view
* /follow <num> and hover
* glconfig extensions_string should use malloc
* negative camera rewind time, check
* clean up fake args, argc also trap_args()
* shadow color
* vid_restart and seeking -- get message that you can't get first snapshot
* teammate health shader
* maxAnisotropy, textureFilterAnisotropic not in glConfig -- oh, it's noted for compatability with id vms
* ql update 2011-07-19: tdm scoreboard (game and end), cg_quadKillCounter, clan tag crap and team games, menudef.h additions (FEEDER_ENDSCOREBOARD, FEEDER_REDTEAM_STATS, FEEDER_BLUETEAM_STATS, CG_SHOW_IF_PLYR_IS_ON_RED_OR_SPEC, CG_SHOW_IF_PLYR_IS_ON_BLUE_OR_SPEC, CG_SHOW_IF_PLYR_IS_ON_RED_NO_SPEC, CG_SHOW_IF_PLYR_IS_ON_BLUE_NO_SPEC, CG_RED_TEAM_PICKUPS_RA, CG_RED_TEAM_PICKUPS_YA, CG_RED_TEAM_PICKUPS_GA, CG_RED_TEAM_PICKUPS_MH, CG_RED_TEAM_PICKUPS_QUAD, CG_RED_TEAM_PICKUPS_BS, CG_BLUE_TEAM_PICKUPS_RA, CG_BLUE_TEAM_PICKUPS_YA, CG_BLUE_TEAM_PICKUPS_GA, CG_BLUE_TEAM_PICKUPS_MH, CG_BLUE_TEAM_PICKUPS_QUAD, CG_BLUE_TEAM_PICKUPS_BS, CG_RED_TEAM_TIMEHELD_QUAD, CG_RED_TEAM_TIMEHELD_BS, CG_BLUE_TEAM_TIMEHELD_QUAD, CG_BLUE_TEAM_TIMEHELD_BS) , telefragging teamates and team kill warning.. ???, align support for CG_[RED|BLUE]_SCORE, old tdm demos and hud scripting errors
* demo end of game pause to review stats
* scan demo note latest attacker and time/distance from demo taker
* safe timescale and allowing higher fps
* tdmstats have per weapon info?
* ui/ add DC->executeText
* ui event hack
* ui hack of saving last item with focus (probably because of multiple menus -- hud counting as menu)
* cvarinterp sort like 'at' commands so you don't always cycle through empty ones
* you can get avg ping during demo parse
* /follow keep track of attacker when parsing demo
* /devmap nailgun projectiles reflect
* cg_wh also give prox mines shader
* /placeplayer /savepos
* constant calling of trap_R_Register...()
* fx for items (and item events) see anoncoward post
* cg_wideScreen fix hard coded 640x480 stuff
* issue with /video and name option coming first
* option to hide player model if passing through them in freecam
* fx grenade bounce
* fx document "rotatearound"
* fx impactflesh -- splash
* check sin(double) vm
* fx time: sv.lastDistanceTime, sv.lastIntervalTime, startTime, endTime, liferate, re->shaderTime, problem -- pos.trTime, lastRunTime, fadeInTime
* fx: push impact origin out,
* fx: explosion sprite expands
* fx and client valid
* fx repeat allow stacking -- or test in q3mme
* fx impact and rail + velocity (reflected impact) and old demos
* fx doc and esr post
* fx still need interval and dist for head, torso, and legs separated
* fx -- fuck need last[model|trail|impact|distance][Interval|Distance] position and time
* fx cvar for fx_min_[interval|distance]
* fx parent crap
* demo completion bug: /demo gib[TAB] -- can't reproduce now
* /say command
* MAX_FRAMETIME and reset ents
* fx impactFlesh and interval/distance
* fx railtrail and interval and distance
* fx make sure calls to q3runscript() don't have zero interval and distance
* fx powerups need their own last*Interval|DistanceTime|Position note it
* cg_fovy and zoom
* depth buffer save vsplit frgb
* spl need jpeg, others
* s_forceScale and s_useTimescale only work for S_PaintChannelFrom16(), not S_PaintChannelFromMuLaw S_PaintChannelFromWavelet S_PaintChannelFromADPCM, doesn't work with openal
* S_RegisterSound() first check for extension before changing to 'ogg'
* freecamlookatpoint 2 -- camtrace 3d
* mac use MACOSX_DEPLOYMENT_TARGET=10.5
* flash models
* marks on players
* /playcamera cam point
* shader.mapShader
* ------------ 2011-12-14 new ql: ctf scores, tdmscores2
*tdm *score, *config strings,
*ctf
*duel
*ffa
*ca
*ft
+#define CG_RED_TEAM_PICKUPS_FLAG 321
+#define CG_RED_TEAM_PICKUPS_MEDKIT 322
+#define CG_RED_TEAM_PICKUPS_REGEN 323
+#define CG_RED_TEAM_PICKUPS_HASTE 324
+#define CG_RED_TEAM_PICKUPS_INVIS 325
+#define CG_BLUE_TEAM_PICKUPS_FLAG 326
+#define CG_BLUE_TEAM_PICKUPS_MEDKIT 327
+#define CG_BLUE_TEAM_PICKUPS_REGEN 328
+#define CG_BLUE_TEAM_PICKUPS_HASTE 329
+#define CG_BLUE_TEAM_PICKUPS_INVIS 330
+#define CG_RED_TEAM_TIMEHELD_FLAG 331
+#define CG_RED_TEAM_TIMEHELD_REGEN 332
+#define CG_RED_TEAM_TIMEHELD_HASTE 333
+#define CG_RED_TEAM_TIMEHELD_INVIS 334
+#define CG_BLUE_TEAM_TIMEHELD_FLAG 335
+#define CG_BLUE_TEAM_TIMEHELD_REGEN 336
+#define CG_BLUE_TEAM_TIMEHELD_HASTE 337
+#define CG_BLUE_TEAM_TIMEHELD_INVIS 338
the above aren't even used in any of the menus
+#define CG_SERVER_SETTINGS 344 // intro.smenu
cvars referenced in menu files
ql accuracy window 'overall' (seems broken in ql)
wtf CS_INTERMISSION(14) qfalse ? :\
* statics and vid_restart
* CG_Text_Paint() to CG_Text_Paint_Align() in cg_newdraw.c
* powerup hud time disappears if > 999 (same in ql)
* clan options hud / scoreboard
* 'perfect' in scores shouldn't be boolean?
* reset scores when match starts (might still have warmup scores)
* scoreboard and scroll list bars and thumbs (tdm)
* maps with random powerup
* ev_obit with new check_events() cl_main.c
* loaddeffered server command
* periods
* going from /follow to freecam person being followed was invisible
* spec hud ca "waiting for round to end"
* video split -- depth support for mode != 19
note that 19 implies split
* loopsounds and pausing
* proxtick and seeking
* fx: player shader -- can pass health info
* FFA-qzdm7-2010_07_24-18_42_16.dm_73 invisible rail
* rest of endTime etc.. for LEF_REAL_TIME so far only fadergb
* debug path (like cam)
* /playpath and draw speed
* possibly take out 'long double' -- arb prec float math
* pmove_* cvars
* low fps can cam first sync (1 fps -- never triggered -- mac)
* anti aliasing and invisible textures -- curves
* rest of hardcoded times -- ex: attacker time
* new ql item timers show which team controls it (ctf stream)
* cg_cameraqueunlock time -- to let you change freecam pos and cam point
* cam: selected points being ignored after edits: (cg.camSelectedAll && cg.camSelectedInner booleans)
* cam: ups and debug path show both ups
* client item timer (show black for personal pickups and color for team pickups if spec pickup info available)
* /ecam add/sub time to selected
* forfeit and last scoreboard -- also old demos
* fx:
emitter 0.25 {
//size 3
size 4 * clip(2 - 2*lerp)
moveGravity 800
Sprite
//moveGravity 800 here causes it to draw twice -- check q3mme compatability
colorFade 0
}
* instant switch is weapon[drop]raise both zero
* fx: broken.fx some dos char breaking it
* doppler diff in ql
* fx: option to not clear?
* does cg_muzzleflash apply to all weapons?
* memory leak when r_singleShader fails to have lightmap stage?
* need r_forcesky not require vid restart
* debug commands and cvars (ex: /printviewparms)
* individual weapon muzzle flashes -- no don't need muzzleflash cvar for all weapons -- have per weapon exec
* fx: q3mme grapple trail treated as rail (option for trail like projectiles)
* double check serverTimeOffset
* does grapple projectile have dyn light in ql?
* /devmap projectiles sooner
* /follow and step smoothing
* "one" and "prepare to fight" when seeking back, and extraneous "tied for the lead" at beginning of duel
* player scale and sink into ground
* player shadow (1 and 2) and player scale
* player scale and sprites
* ql: cg_thirdpersonpitch -- 2019-02-25 doesn't seem to do anything
* stepsmooth and third person
* server model stuff: -- cg.serverModel -- double check newAnims -- testing wolfcam bounding box --
* player trail scripts and null models (don't reach)
* /clientoverride clientInfo_t settings in own struct
* fx q3mme has 'impactDeath', 'death', 'soundname', 'colorlist', 'colorblend', 'colorScale', 'colorHue', 'makeAngles', 'kill', 'once', 'script', 'scriptname'
* ent.skinNum = cg.clientFrame & 1; grep clientFrame *
* ]\demo lgxlgimpact
lgimpact
lgimpact2
fucked up demo completion
* when seeking (mouse) second rocket plume instead of first and colored yellow
* scoreboard capture screenshot button not working? -- it used to work -- disabled deliberately
* going into freecam from player somehow changing x or y
* ~ console key clears com_errorMessage
* fx particle impact sounds
* update diff scoreboards with game events (frags...)
* q3 CG_ChangeConfigString() and cs
* com_error option to crash
* q3 protocol and q3_ui ui (config strings)
* q3 cgame: direct access to config strings
* cpma check all CG_EntityEvent() for player events and number >= MAX_CLIENTS
* cpma above is it -16 or mask??
* new sound fix: check for last played time 0
* need to check fall and pain for other players
* contimestamp less than seconds
* q3 take out server sound hack
* item timer -- can use demo scan info for unknown times
* lerplerplerp -- animation check
* q3 quad listed in item timer for duel -- 2019-01-31 baseq3 can have it in duel, check osp and cpma rules
* q3 skill rating stuff
* q3 CSQ3_* crap
* fx player add speed alive/dead health ammo
* quad/bs kill counter old demos
* fx gib -- weapon?
* fx death
* just one big score structure for all
* put fight sound in cg_draw.c ?
* cpma max delag?
* check eye map and hud fraglimit/roundlimit for diff game types
* camerpoint add time, sub time
* add colorized stuff in cam edit hud to docs
* angle distance for roll
* smooth and roll
* particle displace/disturb
* early projectiles
* q3 colors CG_TeamColor hardcoded values -- function isn't even used
* fx add powerup info for weapons
* projectile sound and entityfreeze maybe use cent->cgtime
* cpma ctf announcer sounds reversed and cg.scores reversed???
* quad fire sound and fx double check
* fx and attach sound to players
* HIC_MEDKIT etc... in game/
* "HoldableItem 3 not found" cpma spam
* fx: medkit
* colortable and cpma
* 2012-04-30 new ql version 0.1.0.571
* buzzer sound when going from intermission to warmup
* clear warmup scores when match starts
* fraglimit warnings in time based games
* scorebard cvar -- showSubscriber showHandicap
* ctf flag options
* thaw event client num warning
* client side stats for older demos and new scoreboards?
* spec hud had flag carrier status
* check new doubler...
* cg_domIconMin cg_domIconMax
* dom nudge to fit image
* blue/red wins round buffered
* dompoint_distress
* console and osp + cpma colors
* 2012-05-15 new ql version
* com_forceOsp
* osp: shadow text black on black is fucked
* ui NUM_CROSSHAIRS
* crosshair3d
* fx: friend/self and foe icons
* cvar .. engine report modified to vms
* server print text filter
* handicap crap
* excessive ca had all weapons -- need to register
* new grappling hook
* loading screen showing multiple weapon icons (lg??)
* ZeRo4-vs-trolileerno-furiousheights-2012_03_25-18_09_36.dm_73 also ^ same demo end buzzer is far away
* cpm megahealth timer -- show pickup
* help icon flag carrier .. shoud always be on top
* frag message token and player view switch
* ql 'alias' -<cmd> executed even if in console
* cg_[team|enemy]railColor[12]Team and impact marks and possibly item color, also double check that cg_[team|enemy]railcolor[12] colorize impacts
* cpm callvote -- don't draw vote string if it passed or failed
* option to draw all ents... green screening / no map drawn
* clientoverride allow hex for rail colors
* cpma custom game types in info screen
* doc: map shaders... blend and lightmap include example (r_singleShader)
* doc: decals point to example shader
* doc: ad shader ^^
* cg_consolecmds.c don't add certain ones for demo playback
* text paint limit like text paint limit bottom using text length and fixing count += ? bug
* osp location tokens in team say -- translate and option to show
* stencil shadows projected long distances
* g_customSettings
* zoom and pass through dlight flares making them disappear
* strafe practice map and game mode
* gtv lg accuracy not using attempts??
* projectile early option
* one minute warning (and others) and seeking... don't just reset
* demo0605 flares before 8:00 through map
* corpse shader.. death shader
* allow custom shader for any model
* cg_roll -- for fov
* 2012-09-23 prev update:
bot chat using vtell, end of game map voting, etc..
* better align description in docs
* colorfade fx doc
* 2012-10-23 ql update
infected game type,
* take out cg.menuScoreboard = NULL
* fx bullets and bubble trails -- not called and use that model for bubble fx bug
* check ENTITYNUM_[WORLD|NONE] in sound (and other) code
* quad hog game icon?
* g_customSettings 0x0400 0000 is infected red rover
* old scoreboard and if (cgs.gametype != GT_CA && cgs.gametype != GT_FREEZETAG)
* duel scoreboard and spec with queue number
* old hud and new game types
* double check spacing for reward medals
* cg_headshots .. also client side
* Q_MathScript and CG_Q3mmeMath shared
* Parenthesis_Parse and Script_Parse shared
* (char *) casting for const char* check ui_shared.c
* setvar in global parse and assetdef parse
* cvar math using Q_MathScript()
*---------------------------------------------------
* Float_Parse '(' use math
* setvar in cgame
* if/else upper blocks (menudef assetdef)
* check math and if/else in action blocks
* ui-shared.c still a few trap_PC_Read token around
* menuitem run() ?
* UseScriptBuffer mess
* itemDef dynamic run -- missing ItemParse_cvarStrList ItemParse_cvarFloatList change to PC_String_Parse() ?
* math cg.ftime
* check other than 'rect' to see if updates need to be issued
//{"name", ItemParse_name, NULL},
//{"text", ItemParse_text, NULL},
{"group", ItemParse_group, NULL},
{"asset_model", ItemParse_asset_model, NULL},
{"asset_shader", ItemParse_asset_shader, NULL},
{"model_origin", ItemParse_model_origin, NULL},
{"model_fovx", ItemParse_model_fovx, NULL},
{"model_fovy", ItemParse_model_fovy, NULL},
{"model_rotation", ItemParse_model_rotation, NULL},
{"model_angle", ItemParse_model_angle, NULL},
//{"rect", ItemParse_rect, NULL},
//{"style", ItemParse_style, NULL},
{"decoration", ItemParse_decoration, NULL},
{"notselectable", ItemParse_notselectable, NULL},
{"wrapped", ItemParse_wrapped, NULL},
{"autowrapped", ItemParse_autowrapped, NULL},
{"horizontalscroll", ItemParse_horizontalscroll, NULL},
{"type", ItemParse_type, NULL},
{"elementwidth", ItemParse_elementwidth, NULL},
{"elementheight", ItemParse_elementheight, NULL},
{"elementcolor", ItemParse_elementColor, NULL},
{"selectedcolor", ItemParse_selectedColor, NULL},
{"altrowcolor", ItemParse_altRowColor, NULL},
{"feeder", ItemParse_feeder, NULL},
{"elementtype", ItemParse_elementtype, NULL},
{"columns", ItemParse_columns, NULL},
{"border", ItemParse_border, NULL},
{"bordersize", ItemParse_bordersize, NULL},
//{"visible", ItemParse_visible, NULL},
{"ownerdraw", ItemParse_ownerdraw, NULL},
{"align", ItemParse_align, NULL},
{"textalign", ItemParse_textalign, NULL},
{"textalignx", ItemParse_textalignx, NULL},
{"textaligny", ItemParse_textaligny, NULL},
{"textscale", ItemParse_textscale, NULL},
{"textstyle", ItemParse_textstyle, NULL},
{"backcolor", ItemParse_backcolor, NULL},
//{"forecolor", ItemParse_forecolor, NULL},
{"bordercolor", ItemParse_bordercolor, NULL},
{"outlinecolor", ItemParse_outlinecolor, NULL},
{"background", ItemParse_background, NULL},
{"onFocus", ItemParse_onFocus, NULL},
{"leaveFocus", ItemParse_leaveFocus, NULL},
{"mouseEnter", ItemParse_mouseEnter, NULL},
{"mouseExit", ItemParse_mouseExit, NULL},
{"mouseEnterText", ItemParse_mouseEnterText, NULL},
{"mouseExitText", ItemParse_mouseExitText, NULL},
{"action", ItemParse_action, NULL},
{"special", ItemParse_special, NULL},
{"cvar", ItemParse_cvar, NULL},
{"maxChars", ItemParse_maxChars, NULL},
{"maxPaintChars", ItemParse_maxPaintChars, NULL},
{"focusSound", ItemParse_focusSound, NULL},
{"cvarFloat", ItemParse_cvarFloat, NULL},
{"cvarStrList", ItemParse_cvarStrList, NULL},
{"cvarFloatList", ItemParse_cvarFloatList, NULL},
{"addColorRange", ItemParse_addColorRange, NULL},
{"ownerdrawFlag", ItemParse_ownerdrawFlag, NULL},
{"ownerdrawFlag2", ItemParse_ownerdrawFlag2, NULL},
{"enableCvar", ItemParse_enableCvar, NULL},
{"cvarTest", ItemParse_cvarTest, NULL},
{"disableCvar", ItemParse_disableCvar, NULL},
{"showCvar", ItemParse_showCvar, NULL},
{"hideCvar", ItemParse_hideCvar, NULL},
{"cinematic", ItemParse_cinematic, NULL},
{"doubleclick", ItemParse_doubleClick, NULL},
{"defaultContent", ItemParse_defaultContent, NULL},
{"cellId", ItemParse_cellId, NULL},
{"font", ItemParse_font, NULL},
{"precision", ItemParse_precision, NULL},
{"setvar", ItemParse_setVar, NULL},
{"run", ItemParse_run, NULL},
{"printval", ItemParse_printVal, NULL},
* itemdef 'nodecoration' and others to clear flags
* Q_stricmp() shaders, pics, etc.. to not always register
* ui check for already registered font
* 'smallfont' and 'bigfont' at all levels?
* elementColor elementHeight outlinecolor cinematicName cellid precision soundName and soundloop
* fx var to disallow q3mmemath fallback to cvar
* fx pass in team red or blue
* 'numeric values are just slot numbers' in g_cmds.c just like io 2355 patch
* MenuParse_font() check how fonts are dealth with
* PC_SourceFileAndLine() and filename length
* quakelive hud doesn't use 'selectedColor' window.outlineColor used
* need all those ownerdraw getvalues()
* CG_1ST_PLYR_PR CG_2ND_PLYR_PR CG_1ST_PLYR_TIER CG_2ND_PLYR_TIER implement for older demos?
* check guant/gaunt q3 compatability with:
trap_SendConsoleCommand("cmd vsay kill_gauntlet\n");
* extraShader stackable?
* double check cs change and newInfo for players
* /extrashader
* hud scripting 'cmd' command: cmd "exec test.cfg"
* hud scripting paint() to reuse itemdef
* hud scripting itemdef functions
* hud scripting compile
******** 2012-12-02 fx: beam and angle draw multiple
* cg_fovIdCamera
* spawn vars now using 'tourney' instead of 'tournament' ?
* atof() issues again.. change to strtof ?? -- definately for fx scripting
* ui_shared.c check Parse_Float() when integer is wanted
* hud: com_parseext keep original PS_ReadToken()
* r_uifullscreen and vertex light ??
* check insta freeze and 'prepare your team' sound
* cpma end of game buzzer
* EVCPMA_GRAPPLE_FIRE
* fabs() and float compares
* gun fov offset and quakelive check
* gtv/mvd demos and initial demo parsing.. long time
* clientitem timer and timeouts (for now cleared)
* timeout announcer -- diff games
* draw spawn option for just warm up
* hud: check for int and float parse and strings like "+60" -- plus token
* cg_parseserverinfo() check for first call
* trap_SendConsoleCommand("condump cgameboot.log\n") at end of CG_Init() ?
* trap_S_StartLocalSound(cgs.media.kamikazeFarSound, CHAN_ANNOUNCER); -- not chan-announcer
* GTS_ENEMY_TEAM_KILLED: trap_S_StartLocalSound(cgs.media.perfectSound, CHAN_ANNOUNCER); what type of announcer? also maybe as a serverset option
* FFA spacecamp-2011_04_02 0:39 pillars missing -- also in ql 2012-12-20 old demos
* overtimes and timeouts/pauses
* osp timeouts/pauses
* allow cg_hudfile1, cg_hudfile2, etc..
* multi demo: new playerstates and events
* wolfcam_following and cg_drawFollowing shouldn't be separate
* check for instances of MAX_QPATH being too short (MAX_OSPATH)
* /pov next doesn't take immediate effect when paused
* ql 'player must ready' in .. warm up message
* shaderoverride doc
* column limit for docs
* cg_lowAmmoWarningSoundSwitch plays sound everytime you switch to remind you
* cleanup CG_ParseServerInfo() treating as parsegamestate()
* cpma team vote?
* black listed enemymodel check modification count for cg_ourModel
* 16:48 not showing round messages: campgrounds-2012_06_08-21_52_50-fucking-rail-3:30.dm_73 /seekclock 16:40 cgs.roundStarted
* huffyuv endianness
* huffyuv option for yuv422
* gl_rgba mess
* take out 'us' stuff in open avi write
* video recording open file needs to save cvars -- they can be changed and screw up recording: CL_OpenAVIForWriting() cl_aviFrameRate cl_aviAllowLargeFiles Cvar_VariableIntegerValue( "s_initsound") s_backend check for openal
cl_aviCodec
cls.glconfig.vidWidth and height -- can change?
also cl_aviFrameRate used in other places that need static value
* huffyuv bgr swapping change
* cl_avi.c -- static encode buffer huffyuv
* CG_IsUs() etc.. bad
* *railcolor and flash (weapon blast) -- no, use fx if you need that
* fx: for weapon/x/[trail|fire] parentDir is using muzzle origin, recalculate with lerpOrigin maybe
* fx: maybe option for real origin for weapon/*/[trail|flash] ... in parentOrigin? -- weapon/*/fire already has
* 'low ammo warning' and other string tokens
* check all instances of "FIGHT!" to see if it is controllable
* q3mme math doesn't like .05 as 0.05 for tokens
* fx: friend and enemy icons
* fx: note in q3mme.fx quakelive specific options (ex: team color for grenades)
* item timer and maps that change item layouts and old demo playback
* fx: cg.ftime should equal cg.ftime += random() % fpsFrametime
* check max_polys renderer
* addlocalentities()/fx going through the list twice to remove LEF_ALREADY_ADDED*
* check new update and non premium duel scoreboard (is it new?)
* old scoreboard not working? search premium
* Q_isanumber() what about "1.2 " does *p == ' '?
* find out when grenade colors added to quakelive and check in code
* CG_DrawActive() using localents after CG_AddLocalEntities() already called
* forcebmodel drawn twice, again if added from packet entities ?
* note that shotgun pellet uses 2 traces .. can get 2 different values for player getting hit
* CG_RegisterWeapon() item list looping
* const .. checking
* fx: check shadertime with CG_FX_Beam()
* fx: shadertime with _decal ?
* fx: shaderrate ?
* fx: ent id for unique trails, projectiles, etc..
* fx: ent time.. how many unique frames?
* completionFunc_t
* CG_DrawClientItemTimer() writes to timedItem_t *
* check 'color rand rand rand' in q3mme
* /runfxall : where is origin stored (only emitters/ movers?)
* disable 'distance' and 'interval' for /runfx and/or /runfxall ?
* /runfxall doc and examples
* ci->breathPuffTime should be in cent ?
* check improper NDEBUG 's check all asserts that are now disabled
* fx: note and/or fix that in wolfcamql 'decal' still has q3 cgame marks limit
* fx: able to change skinNum for models?
* fx: able to change render effects?
* fx: 'move*' as a directive (function)
* fx: 'sprite', 'dirmodel', etc.. as render functions
* fx: addfxemitted() can have subscripts change values
* fx: fucked... try to change size in model emitter script.. or rotation
* option to save depth to alpha? mme_saveDepth 2 ?
* check for r_* vars that don't need to be set to cheat
* rapid name change scripts and createnameshader()
* fx: 'write' to store a value back
* alpha channel -- draw twice and save with options for alpha components
* SC_[Red|Green|Blue]FromCvar used with fake cvars and shouldn't use (int) maybe?
* just plain and simple addcamerapoint and editcamerapoint
* for add/edit camera point note that you don't use server times anymore -- check for camerapoint time == current time can be wrong
* enable bmodel for ads?
* fx player/thawed maybe scan through ents to find client match
* check EV_GIB_PLAYER since you might be passing in wrong origin
* cg_ambientSounds and haunted game mode?
* weird bullet marks silence from top level down to rail floor texture and zooming screenshots/shot0055.jpg <=
* map artifact sinister screenshots/shot0056.jpg
* able to select (and map select) whitelist filter file for cg_ambientSounds 2
* grapple ET_GRAPPLE angles wrong
* bot inv.h wrong numbers (ex: invuln is 39 listed as 34)
* /give weapon weapon still not registered?
* better to have cg_itemlistRegistered for bg_itemlist ?
* /devmap /give all produces pain sound
* cent - cg_entities and &cg.predictedEntityState
* group unique quake live commands in cg_servercmds.c
* check server command "scores_duel" and more than 2 scores transmitted
* new ql update 2013-02-26: shader gfx/2d/unavailable gfx/2d/race/start gfx/2d/race/finish gfx/misc/racenav, ingame_scoreboard_race.smenu, configstring 709 changing at end of game
* always compute average team pings -- all score parsing functions
* always set scoreselection to null in scores parsing??
* CG_SetScoreSelection(NULL) for demo play back ?
* wins by forfeit and seeking
* 2013-02-25-78-to-neg3-no-deaths-demo1312.dm_68 no end of game buzzer
* ladders 'silentfright'
* only one duel player shows name twice in scoreboard
* cpm and cg_drawTieredArmorAvailability
* q_stricmp() for item pickup names -- use bg_itemlist
* cg_drawTieredAmorAvailability and cg_thirdPerson
* cg_drawTieredAmorAvailability and freecam use team settings?
* pql autoexec
* freecam useteamsettings and other help icons (domination, etc...)
* ql update:
Fixed an issue that would occur when using a medkit with more than 125HP and firing the weapon in the same frame.
* ql update: new third person stuff
Freecam spectating no longer uses a third person offset, and custom values of cg_thirdPersonAngle will no longer break spec cameras.
Smoothed out changes in height/viewheight when the spectatorCam flies into a flight of stairs.
Smooth out viewheight change when crouching while in third person.
* harvester end game scoreboard should show captures
* harvester hud skull offset with text
* cg.cameraMode checks (in addition to freecam) ?
* (wolfcam_following && wcg.clientNum == cg.snap->ps.clientNum)) not just checking for wolfcam_following
* help icons and freecam with useteamsettings
* textalign and CG_OwnerDraw() : ex CG_HarvesterSkulls() 'textaligny 12'
*
val(2 1874907735)(numOps:2): 4.500000
math token: '' script[0] 111 newLine:1