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HeXeticOffline
Post subject: IC 0.0.3 Objectives List  PostPosted: May 23, 2006 - 05:29 PM
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Target release date for 0.0.23 is July/August. Post progress here. iceheart, please edit this post to reflect assignments for art tasks.

Do NOT post general comments about IC in this thread. This thread is for IC team members only.

Code:
  • Change bounding box to cube and decouple rotation from the physics object. - DONE
  • Re-enable client side net movement smoothing. - PUSH
  • Tri-chording as a server cvar, default to "on". - DONE
  • Play "thunk" sound on wall collisions - DONE
  • Deal damage to player for large wall collisions - DONE
  • Code calls script function on wall scrape/noscrape to play/stop scrape noise - DONE
  • Headlight on/off code makes noises - DONE
  • Headlights turn off on death or at the least, respawn - DONE
  • Fix weapons firing from "above" their joints - DONE
  • Remove old bloom and put in bbloom - DONE
  • Merge bhighlights interaction.vfp with our gloss-mapped one - PUSH


Weapons:
  • Add the plasma cannon - DONE
  • Add the Autocannon - DONE
  • Add flares (bound to an impulse key) - PUSH


Pickups:
  • Enlarge minigun ammo pickup - DROP
  • Enlarge concussion missile pickup - DROP
  • Improve texturing on pickups; add glow-maps and colouring to make them more visible. - PUSH
  • Add the energy cube energy pickup. - DONE
  • Add Shield Orb pickup. - DONE
  • Add Plasma Cannon pickup - DONE
  • Add Autocannon pickup - DONE
  • Add Autocannon ammunition pickup - DONE


Sounds:
  • Fix firing sound replication - PUSH (yeah, sucks)
  • Pick-up sound needs to sound internal, no echo or muffle- Done
  • Autocannon sounds -Done
  • Flare sound -"Done for now"
  • Ship scrape "scratch" sound - will start/stop immediately on scrape start/stop - DONE
  • Ship scrape "squeal" sound - will faed in/out on scrape start/stop - DONE
  • Fix ship impact sounds add variety for ic_crash_small and medium-DONE
  • Add additional sounds to pain_medium and pain_large (time permitting) all new painsounds
  • Headlight on/off sounds - DONE


Misc Art-Related:
  • Script plays "thunk" sound on wall-collision call from code. - DONE
  • Headlights showing on the ship that's shining them - PUSH


UI:
  • Main Menu: hide "New Game" button - DONE
  • Main Menu: IC logo instead of Doom 3 logo - DONE
  • Multiplayer Menu: Maplist shows IC maps and not Doom 3 maps - DONE
  • Options menu: Update to IC keys/weapons - DONE
  • Multiplayer Options Menu: Updated to IC keys/weapons - DONE
  • HUD less overbearingly large - DONE
  • HUD shows Energy indicator at all times - DONE
  • HUD indicates headlights status - DONE
  • HUD shows Energy levels at all times - DONE
  • HUD indicates collisions - DONE


Maps:
  • Include one new map - DONE
  • Sound-out ic_pipeline - DONE and ic_whatever
  • ic_whatever: Add energy, ammo pickups
  • ic_pipeline: Change up colours and textures a bit so it's not QUITE so claustrophobic
  • ic_mine: fix double door to open fully and with both parts in sync
  • ic_mine: add a bit more light to rock tunnels
  • ic_mine: add new pickups
  • ic_mine: implement other feedback that comes in from 002
  • ic_mine: Additional visportals around lava room - DONE
  • ic_mine: fix too-tight-to-get-through areas for 500x500x500 bounding box
  • all maps: retest once enlarged bounding box available to check for tight squeezes


Packaging:
  • Clean out DoomConfig.cfg, make sure it actually has what we would consider to be "default" keys. - DONE
  • Make sure to use basic "Deflate" algorithm instead of "Deflate64" when packaging the ZIP file.


Things to Consider:
  • PUSH: Ship/engine whine/hum.
  • PUSH: Afterburner
  • PUSH: Dedicated concussion missile impulse key


Last edited by HeXetic on Dec 01, 2006 - 06:47 AM; edited 31 times in total
 
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SpectreOffline
Post subject:   PostPosted: May 23, 2006 - 06:36 PM
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O-K
Suspending works onto the other map (you will remind that there's another big map in progrss)
Maybe a better mapper than me will complete it.
Now onto the sexy autocannon, taking inspiration from the Mechwarrior ones.
(a kind of super-loud small artillery piece that works like a semi-automatic rifle)
 
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HeXeticOffline
Post subject:   PostPosted: May 24, 2006 - 12:27 AM
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Yeah, it's very much like the Mechwarrior AC, firing in four-round bursts. BLAM-BLAM-BLAM-BLAM!
 
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Narfig_AgarOffline
Post subject:   PostPosted: May 24, 2006 - 12:34 AM
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Quote:
Fix firing sound replication (affects Minigun only?).


It does it with all sounds. The minigun you notice cause you only hear one shot (something that is rare in game). It's not retriggering the sounds as you hold the fire button down. Just to be inconsistent it will not trigger the first sound on occasion. The player hears his own sounds fine so it's the world that's not handling it correctly. Just to further confuse things, the server seems to trigger and hear all sounds.

Here are my layman thoughts.

Maybe we need to switch from only using the sound_weapon soundchannel to sound_any? The concussion missle uses any soundchannel but seems to suffer the same problem...

Do we need to do anything to precache those sounds on the client? They should already be cause the player hears it fine.

Is because we are calling nothing.def to fire the sounds?

Do I just need to loop the sounds? Yuck! Won't sync with animations.

Is the netcode sending one on/off fire request instead of each client firing?

Is it because there is no animation to sync to? It only plays the single frame once?

I really don't know, I guess I we should take a look at how Doom 3 handles the machine gun. Maybe that will provide some clues?
 
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Narfig_AgarOffline
Post subject:   PostPosted: May 24, 2006 - 12:50 AM
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Quote:
Yeah, it's very much like the Mechwarrior AC, firing in four-round bursts. BLAM-BLAM-BLAM-BLAM!


Can someone extract me this sound for refrence?
 
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HeXeticOffline
Post subject:   PostPosted: May 24, 2006 - 12:54 AM
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I think that definitely the first course of action is to look at how normal, unmodded, Doom 3 does it. iceheart probably knows this off the top of his head...
 
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HeXeticOffline
Post subject:   PostPosted: May 24, 2006 - 01:05 AM
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Do you have Halo? I was imagining it sounding like Halo's sniper rifle.
 
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Narfig_AgarOffline
Post subject:   PostPosted: May 24, 2006 - 01:10 AM
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HeXetic wrote:
Do you have Halo? I was imagining it sounding like Halo's sniper rifle.


Halo? Is that the one where you go throught the same room over and over and over? Those Red vs Blue guys? Wink
 
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HeXeticOffline
Post subject:   PostPosted: May 24, 2006 - 01:16 AM
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I thought it was a baking game, isn't the hero called Master Chef?
 
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SpectreOffline
Post subject:   PostPosted: May 24, 2006 - 04:20 PM
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Narfig_Agar wrote:
Quote:
Yeah, it's very much like the Mechwarrior AC, firing in four-round bursts. BLAM-BLAM-BLAM-BLAM!


Can someone extract me this sound for refrence?


Reinstalling mechwarrior 4 just to rip a sound is very frustrating... just imagine the sound (short and with very short echo) of a small field mortar, followed by a noisy reload process
 
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SpectreOffline
Post subject:   PostPosted: May 28, 2006 - 03:21 PM
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Quadder completed and uploaded to chmod
iceheart: you may choose to render to a larger texture because has a lot of details



quad2.jpg
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quad2.jpg



quad3.jpg
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quad3.jpg



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SpectreOffline
Post subject:   PostPosted: Jun 01, 2006 - 04:09 PM
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Autocannon on its way



autocannon1.jpg
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Narfig_AgarOffline
Post subject:   PostPosted: Jun 02, 2006 - 07:16 AM
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Nifty!

Should we add the Quad into 0.0.3?
 
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W3bboOffline
Post subject:   PostPosted: Jun 21, 2006 - 03:47 AM
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Spectre wrote:
Quadder completed and uploaded to chmod
iceheart: you may choose to render to a larger texture because has a lot of details


The quad pickup model doesn't seem to emphasis the "quad" well, only the barrel muzzles are visible, I suggest exposing more of the barrels

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vertigo-oneOffline
Post subject:   PostPosted: Jun 23, 2006 - 09:31 AM
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thats pretty sweet... so what exactly is the "autocannon" ?
a type of railgun or something?

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W3bboOffline
Post subject:   PostPosted: Jun 23, 2006 - 05:05 PM
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vertigo-one wrote:
thats pretty sweet... so what exactly is the "autocannon" ?
a type of railgun or something?


It's what it says it is: An automatic-firing cannon (think oversized assault rifle that fires non-exploding slugs)

The Battlettech universe has loads of them, with different classifications, you've got the bog-standard AutoCannon, then the Ultra-Autocannon, then the LBX-AutoCannon (don't get near one of those suckers unless you've got 100% armor)

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SpectreOffline
Post subject:   PostPosted: Jun 23, 2006 - 11:24 PM
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So, I'm expecting to see at least quad implemented and shield sketch posted before...that? or am I wrong? Do I have to complete this autocannon?

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HeXeticOffline
Post subject:   PostPosted: Jun 24, 2006 - 12:30 AM
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I keep forgetting to post the shield orb I drew up. Someone remind me tonight when I show up in the chat room.

As for the AC, I like what you've done. It looks nice and beefy.
 
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HeXeticOffline
Post subject:   PostPosted: Jun 30, 2006 - 08:16 AM
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The main menu's done, and I've marked it as such. I've added a requirement to do the in-multiplayer-menu controls menu as well, that should be done tomorrow, and I'll start on the create-multiplayer-game mapslist; I think what needs to be done is define a new gametype and have our maps' def files declare them as only being for that gametype.
 
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HeXeticOffline
Post subject:   PostPosted: Jun 30, 2006 - 09:27 AM
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Updated list with a clarification that adding background music to ic_pipeline really means adding Chris' new papersailboat mix to it.
 
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HeXeticOffline
Post subject:   PostPosted: Jul 01, 2006 - 05:21 AM
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MP controls menu fixed. Moving along to the mapslist.
 
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HeXeticOffline
Post subject:   PostPosted: Jul 01, 2006 - 07:09 AM
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Mapslist fixed, and I also bumped the cap on maxplayers up to 8. That concludes our UI fixes for IC003; it feels a lot better now, and I'm glad I won't have to explain how to bind controls or start a server in the readme anymore (or at least, the explanation won't be nearly as long).

I might try painting the pyro, but seeing as how this is a long weekend (Canada Day) I'll probably do some coding instead with the extra time.
 
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iceheartOffline
Post subject:   PostPosted: Jul 01, 2006 - 07:10 AM
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Programmers doing art? I do not wholly embrace this idea!

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HeXeticOffline
Post subject:   PostPosted: Jul 01, 2006 - 07:17 AM
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You'd be surprised what gets called "code" these days. In games like Command & Conquer: Generals, where modders only have the ability to create maps, art, and script/def files, the people who edit the script/def files (that look even less like C++ code than Doom3's scripts/defs) get called "coders", and every time someone submits a newsitem saying a mod needs "coders" I feel an urge to shudder and usually replace it with "art definition editor" or something, because it IS NOT CODE YOU ASSHATS it's just this gay-ass little .ini file. If that's coding, then editing the Windows Registry is coding.
 
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iceheartOffline
Post subject:   PostPosted: Jul 01, 2006 - 07:19 AM
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I guess that's why I'm called "Art Lead" and not something cooler sounding like "Technical Director" Smile.

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