*** This file should be written better but not 'nuff time for that *** * = done, + = improved/not-complete-yet, - = not working, ? = weird thing *** 0.3 *** - original release by Nick Wilson (nick-man@indra.com) - didn't work too well... *** 0.4b *** + first test(s) on improving this ... never released, ugly ;) *** 0.5b *** (released 7.8.1996, 02:00 EET DST ... coding time: 4½h ) * It WORKS! (far less "crashes"...) + experimental flash... copy abomb3.qcn to abomb3.qc & recompile if you don't like it... * sound (r_exp3.wav ... anyone have real a-bomb sounds?) * fixed ammo usage * added .effects * "accidentally" deleted the armor setting line... sort of fixed in 0.6b + coop ... well this is actually done except documentation/testing ... (teamplay setting prevents _health_ losses totally) ? The a-bomb fails sometimes... well real a-bombs aren't 100% reliable either... - graphics & sounds & bug fixes & maybe some other things ;) - better documentation... - adding GPL file in this .zip / GPLing this thingy ;) *** 0.6b *** (not released yet... 8.8.1996 17:25 EET DST ... coding time: 5h 45m) * if (armorvalue) armorvalue = 1; * quad damage "crash" fixed by removing attacker's powerups on explosion + more sound effect entries in code... anyone have countdown sounds? (10,5,3,2,1) + bit better documentation... ? more reliably working a-bomb but still not 100% ... only way I managed to make it "fail" was using it at _beginning_ of E1M1 (skill 3, before waking up the enemies) ... killed only one enemy for some weird reason... + some sort of random 5% chances of survival... maybe with poison or something? - tell clients (players) about new impulse(s)? - put them back in one file after regaining the trust to qcc? ;) - maybe recode _everything_ and see if the bug(s) disappear(s)? *** 0.6b *** (not released yet... 9.8.1996 17:55 EET DST ... coding time: 6h) * spinning... + bit nasty nuclear glow in multiplayer ... (the bastard who set the bomb will glow till death, untested) *** 0.6b *** (still not released, ISP DOWN :( 10.8.1996 3:11 EET DST ... coding time 9½h) * wasted two hours pondering how shitty random() really is ;) + changed cell usage to 50 due a BUG in id's qc code... not gonna fix that BUG, that's id's job... (items.qc: bound_other_ammo vs ammo_touch) + powerup handling... attacker/target quad -> "more" power... target pentagram/radsuit -> possibility to survive... + almost sure that (!random() == 0) && (random() > 0) always... and id thought/"said" that 0 <= random() < 1 ... - fix some id's "bugs"? (Is " checks if his weapon is loaded\n" possible? ... I think rnum > 0 most of the time...) *** 0.6b *** (decided to release... 12.8.1996 19:33 EET DST ... coding time: almost 10h) * weapons.qc now also available as unified diff ;) - sorry but really out of time... maybe after 16th... (asm'96 partynet rulez then;) - anyone have/know a good & "easy to use" (not 'nuff time for learning vi yet...) editor for programming? (Linux/D0S) by: Tuomas Heino / NoNixLNX2 / tbittih@xgw.fi