Developer notes. Just anything odd, interesting etc out of the source goes in here. 23-03-2003 Arnout + We can lower the UI memory pool size again - don't forget! 13-02-2003 Gordon + backuppredict is causing the jerky angles when standing on a turning object 06-11-2002 Gordon + The medic revive icon bug where it shows over totally dead people is a 1.4 bug? seen a few reports of people in 1.4 having it. 24-07-2002 Arnout + Argh, ttimo did an ugly fix in 1.34 for airstrikes. Fix it properly (store team in airstrike) for xp. 04-07-2002 Gordon + map scripting has no stack, eek, only just noticed 24-05-2002 Gordon + Foot shuffle animation is only available to "machinegun type weapon", why not rifles too, they have the same stance? 23-05-2002 Gordon + Hmmmm, why has MD3_MAX_LODS been set to 1??? 02-05-2002 Arnout [13:57] (RR2DO2): there is a sorted list of shaders [13:57] (RR2DO2): the way the renderer works is like this [13:58] (RR2DO2): add all drawsurfs as render commands [13:58] (RR2DO2): render the commands [13:58] (RR2DO2): now what happens [13:58] (RR2DO2): during a frame [13:58] (RR2DO2): you send a command to render shader A (Sortindex 600) [13:58] (RR2DO2): then you register shader B (sortindex 300) [13:58] (RR2DO2): this results in sortindex of A to increase to 601 [13:59] (RR2DO2): now renderscene gets called [13:59] (RR2DO2): finds a rendercommand for sortindex 600 [13:59] (RR2DO2): and renders the polygon with the wrong shader Two possible fixes: [14:01] (TTimo): so registering new shaders should be forbidden when the commands have started being fed already [14:01] (RR2DO2): basically [14:01] (RR2DO2): or it should search for any rendercommands and update them 01-05-2002 Gordon + Head shot detection was pretty buggy, not being able to hit their head unless you hit their bounding box too. 17-04-2002 Gordon + Model loading system..... what else can i say.... 16-04-2002 Gordon + Medic has permenant regen, and uses a powerup field to do it, isnt really needed client side tho, seems rather silly. 11-04-2002 Arnout + Models attached to player models are defined in the .skin files. Gordon + Grenade throwing is partially broken, fortunately, the flaw never pops up in game. + A grenade held for the max hold time doesnt remove itself from your ammo, but as grenades are the only ones that have ammo AND can be held for teh max limit, it never really shows, as you instantly frag yourself. 10-04-2002 Arnout + Provide unregister functions to get rid of useles media? Gordon + Skeletal anims for weapons, some have them, some dont. Flametrower does, seems odd, but mauser doesnt, odd again, even tho the mauser was set up to use one, guess it just never got made. 09-04-2002 Gordon + Remember player weapon anims handled by scripts in models/players folders! 08-04-2002 Arnout + For the constructible entities I have to keep track if a player is currently in a trigger_objective_info. The code that does this does not support multiple of those triggers at the same spot. 04-04-2002 Arnout Gordon + Skeletal anims for weapons, some have them, some dont. Flametrower does, seems odd, but mauser doesnt, odd again, even tho the mauser was set up to use one, guess it just never got made. + Coronas are all serversided, no real reason for this. Move them clientsided if they're not toggled. + Path_corners are game entities, why? Save on gentity count and put them in their own array. This would shave about 80 entities of mp_tram. + As for network optimizations, maybe move non toggled speakers clientsided as well? 27-03-2002 Arnout + Sapper and Covert Ops only get default weapon. + Sapper can repair objects with pliers, Engineer can't repair at all as he has no pliers. 26-03-2002 Arnout + Engineer in WolfMP gets 2 MP40/Thompson mags. + Engineer in WolfMP gets 8 grenades when picking up a grenade weapon.