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HeXeticOffline
Post subject: 0.0.2 Objectives List  PostPosted: Jan 08, 2006 - 09:15 AM
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Target release date for 0.0.2 is currently unspecified. Post progress here. iceheart, please edit this post to reflect assignments for art tasks.

Do NOT post general comments about IC in this thread.

Bugs:
High Priority

  • "Ass shooting" (HeXetic) - FIXED
  • Weapon sounds not replicating in MP - DELAYED
  • Laser bolt speed too low -FIXED
  • Missile speed too low -FIXED
  • "Run" key still enabled while in ship (HeXetic) - FIXED
  • Custom loading screen doesn't work? Was it even included? -FIXED

Normal Priority

  • Crash on out-of-ammo? (HeXetic to investigate) (I am unable to replicate - iceheart) -ASSUMING FIXED OR NONEXISTENT
  • Nerf minigun pushback - FIXED
  • Laser bolt fire rate too high? - DONE
  • Player ship speed too low? - FIXED
  • Un-quadded weapons fire from wrong guns (switch around the bones in the model - iceheart)
  • Increase size of pick up bounding boxes - DONE


Code: (HeXetic)

  • Laser pickup upgrades - DELAYED
  • Secondary weapon support, including mines, rear firing missiles, flares, etc. - DELAYED
  • Ship bobbing - DONE (needs tweaking)
  • Multiple skin selection - DELAYED (needs custom main menu)
  • Change to round bounding box - CANCELLED
  • Powerup tracking (for descent-style weapon drops/respawns) - DELAYED
  • Powerup disengorgement on death (with external camera) - DELAYED
  • Afterburner - DELAYED
  • Wall-collision detection and script call with location & intensity - DELAYED


Art:

  • Minigun pickup and ammo pickup - Sp3ctre - DONE APART FROM SKIN
  • Plasma Cannon weapon, pickup - Sp3ctre - DONE APART FROM SKIN
  • Quad pickup
  • Shield and Energy pickups
  • Afterburner flames + sound - iceheart DELAYED
  • In-game HUD - iceheart - PLACEHOLDER ONLY THIS RELEASE
  • Main menu - iceheart - DELAYED
  • Pyro Skins
  • Death/pain sounds -DONE Narfig
  • Death animation
  • Up maxplayers to 16 - iceheart - DELAYED
  • Headlights visible on player-model - iceheart - DELAYED
  • Wall collision SFX -DONE Narfig
  • Wall collision scripts to generate them given a location and "intensity" key - DELAYED


Maps:
At least one new map. ic_mine DONE
Significantly more polished ic_whatever and ic_pipeline

Packaging (This is all HeXetic's duty)

  • Include linux, mac, and windows binaries in one single package
  • Rename folder to "intocerberon" for compatibility with mac/linux - DONE
  • Add more instructions on key binding, how-tos on server starting and console usage.
  • Include default config inside a PAK file instead of as a separate file (i.e. make a "reset to defaults" possible)


"Maybes"
To be done if all other tasks complete or expected to be completed ahead of timeframe

  • Energy/Shield recharge zones
  • Energy->Shield converter
  • Engine sound
  • Tri-chord speed boost


Last edited by HeXetic on May 20, 2006 - 08:45 PM; edited 11 times in total
 
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vertigo-oneOffline
Post subject: RE: 0.0.2 Objectives List  PostPosted: Jan 09, 2006 - 12:01 AM
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I think the tri cording should be a higher priority. its very awkward without it.

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erinOffline
Post subject: RE: 0.0.2 Objectives List  PostPosted: Jan 09, 2006 - 01:22 AM
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you can trichord, it just doesn't make you go faster. But I sorta agree.. but fixing the direction of the pyro to reality is higher priority.. man tha't's disconcerting
 
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SpectreOffline
Post subject:   PostPosted: Jan 09, 2006 - 04:48 PM
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Art: add proxymity mine (maybe not working but at least it can be spawned) because the model is done and texturing is trivial. Now i'm focusing on plasma and minigun pickups, trying to not being influenced too much by descent...

In descent weapons appearance and functionality is totally incongruent (laser and fusion have just one barrel but will shoot double, plasma has two barrels but the shots don't come from a single gun..)
Our models will be the same, unless we plan to really have wview models attached to the ships (this will bring too much problems just for an aesthetic feature)
 
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HeXeticOffline
Post subject:   PostPosted: Jan 09, 2006 - 05:03 PM
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I would hold off on proxmine for 0.0.2 as it requires even more coding (it's technically a tertiary-fire weapon, because we would want to have a "drop bomb" key).
 
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NemeSiS-FactorOffline
Post subject:   PostPosted: Jan 17, 2006 - 08:21 AM
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Here is something I noticed when playing through my Descent games: In Descent three when turning left or right, there is a slight tilt. I'm fairly sure this is absent in Descent I and II. I'm into the little things when playing games, so if you want to go for more of the DI DII style of control, by all means leave it out, but it may be something you would want to consider.

By the way, I notices that you thought the fire rate was too high for the lasers. I think the rate of fire is fine the way it is. Once you increase the speed of the bolt, the distance in between the bolts will grow and may be just right.
 
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AusRED5Offline
Post subject:   PostPosted: Jan 17, 2006 - 12:50 PM
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NemeSiS-Factor wrote:
Here is something I noticed when playing through my Descent games: In Descent three when turning left or right, there is a slight tilt. I'm fairly sure this is absent in Descent I and II. I'm into the little things when playing games, so if you want to go for more of the DI DII style of control, by all means leave it out, but it may be something you would want to consider.


Just so you know. All 3 Descent games have the slight tilt. Just tested all 3 and all 3 tilt the same way.
 
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NemeSiS-FactorOffline
Post subject:   PostPosted: Jan 17, 2006 - 07:30 PM
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Wow, I never noticed for DI or II. I only thought it was present for III.
 
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SpectreOffline
Post subject:   PostPosted: Jan 23, 2006 - 07:17 PM
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pickups: are they meant to work or will remain not useful? if they become useful, rotating the model by 15° (?) up and spinning on their center is a must.
P.S. both mingun and ammo item are ready now(. i'll focus on maps now.
 
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HeXeticOffline
Post subject:   PostPosted: Jan 23, 2006 - 07:31 PM
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They'll be useful. I'll look into rotation; I think that code is already in Doom 3 and it's just like an option to the entity or something.

Do you think you could do some ship "gibs"? Narfig has put together a good "Pyro Blowing Up" explosion sound and we could use some ship gibs to have a decent death explosion animation.
 
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vertigo-oneOffline
Post subject:   PostPosted: Jan 24, 2006 - 01:28 AM
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i think you guys should stop calling it the "minigun" and refer to it as it was orriginaly labled for descent "vauss cannon"

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HeXeticOffline
Post subject:   PostPosted: Jan 24, 2006 - 01:41 AM
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In the first two Descents the minigun was called the "Vulcan", not the "Vauss".

In IC it is the Seabrook Industries HL-3 “Hephaestus” Minigun according to the spec doc.

Hephaestus is the Greek god essentially identical to the Roman god Vulcan.
 
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DuperOffline
Post subject:   PostPosted: Jan 24, 2006 - 05:40 AM
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yea, Ds3 introduced the term "vauss". I guess that it's a combination between a vulcan cannon and guass cannon. .... oh welll.


Last edited by Duper on Feb 01, 2006 - 05:48 AM; edited 1 time in total
 
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NemeSiS-FactorOffline
Post subject:   PostPosted: Jan 31, 2006 - 08:48 PM
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Are you guys going to push the light source further into the conc for 0.0.2?
 
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iceheartOffline
Post subject:   PostPosted: Jan 31, 2006 - 08:51 PM
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Conc's probably won't cast shadows in 0.0.2, so the "circle shadow" anomaly will not be appearing, if that's what you mean.

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vertigo-oneOffline
Post subject:   PostPosted: Feb 01, 2006 - 01:20 AM
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do you guys think you'll attach minerva to 0.0.2?

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HeXeticOffline
Post subject:   PostPosted: Feb 01, 2006 - 05:14 AM
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If it's decent enough by the time we've finished. We'll take a look at it a week or so before we release; you'll probably want to release something playable to the public to solicit some feedback early in February.
 
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HeXeticOffline
Post subject:   PostPosted: Feb 02, 2006 - 07:14 AM
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A heads-up: I believe I found the source of the ass-firing bug tonight, but I'll have to work on it tomorrow as it's getting late. The low-down is that the ship models for the "other players" aren't rotating against the proper axis.
 
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HeXeticOffline
Post subject:   PostPosted: Feb 03, 2006 - 07:36 AM
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Ass-firing fixed, but the fix may degrade the multiplayer experience in high-lag scenarios.

Next stop is circular bounding box and fixing the "run" key.
 
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SpectreOffline
Post subject:   PostPosted: Feb 04, 2006 - 11:18 PM
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i'm notifying a bug in the headlights. i know you're already working on it.

A kind of weird falloff. no falloff at all, then totally darkness behind a certain distance



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HeXeticOffline
Post subject:   PostPosted: Feb 04, 2006 - 11:21 PM
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That "bug" is also present in Doom 3. The flashlights only go out to a certain distance (to preserve processing sanity!).

We should probably up the distance for IC or maybe do something clever with long-throw lights.
 
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SpectreOffline
Post subject:   PostPosted: Feb 04, 2006 - 11:41 PM
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not longer distances, but a smooth falloff fading out the light at a certain distance. Consider a shorter distance: the space in the shot is quite large.
 
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iceheartOffline
Post subject:   PostPosted: Feb 05, 2006 - 12:15 AM
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I am aware of this, however, if I increase flashlight range beyond this point, suddenly you can't light up close objects (the beam doesn't start until a bit out), I'm not sure why this is, but I'll look into it.

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HeXeticOffline
Post subject:   PostPosted: Feb 05, 2006 - 08:19 AM
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I have removed the spherical bounding box requirement as it appears to be almost impossible to implement in Doom 3. The collision system is entirely contained in the engine code (i.e., the EXE and not the DLL) and depends on the bounding box being made up of discrete polygons as opposed to being defined by a mathematical function.

I have added a requirement for setting up the collision sounds system so that at least people know what's going on when their box/cyllinder/dodecahedron (exact bounding box shape TBD) hits the wall. In the future we will use multiple boxes joined together to produce a collision model that approximates the Pyro more exactly.
 
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HeXeticOffline
Post subject:   PostPosted: Feb 09, 2006 - 08:09 AM
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It occurs to me that if we want to do "spew crap on death", we might want to have a shield orb and energy doohickey to actually spawn... unless we just want to do weapons and ammo? Might be a little weird without it.

Comments from the team? Is this feasible on the art side for the 0.0.2 deadline? I have the code for spewing crap on death almost ready.
 
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