mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-12-03 00:51:58 +00:00
97 lines
No EOL
3.1 KiB
Text
97 lines
No EOL
3.1 KiB
Text
----------------------------------------------------------
|
|
|
|
Stuff to do with the Paroxysm QC Code...
|
|
|
|
----------------------------------------------------------
|
|
|
|
Feel free to send any bug fixes, feature additions, optimizations or improvements. I will continue to update the mod as contributions are submited.
|
|
|
|
|
|
|
|
To contribute QC code, send the modified files to pox@planetquake.com and include a thorough description of the change and why it was made. (Full credit will be given to the respective author(s) - I retain the right to refuse submissions for any reason)
|
|
|
|
|
|
|
|
----------------------------------------------------------
|
|
|
|
Here's a few things I had in my 'todo' list....
|
|
|
|
----------------------------------------------------------
|
|
|
|
General:
|
|
|
|
- Improve the ChaseCam (so it doesn't clip into the void)
|
|
|
|
- Allow dropped weapons to be picked up (remove weapons from backpacks)
|
|
|
|
|
|
|
|
Bot Improvements:
|
|
|
|
NOTE: I've begun experimenting with the FrikBot, if all goes well, most of these problems will go away :)
|
|
|
|
- Fix those damn runaway loop errors!
|
|
|
|
- Better Navigation (Roaming, Jumping, Swimming, Button detection/targeting,Teleporter Targeting)
|
|
|
|
- Teach bots how to use Mines, Shrapnel Bombs, tShot Triple shot, & Bonesaw
|
|
|
|
- Make Bots missfire occasionally when DM_AUTOSWITCH is not set
|
|
|
|
- Force bots to reload the Annihilator
|
|
|
|
- Bot miss-aiming in Predator mode could be improved
|
|
|
|
- Fix aim at close range (when aiming at other bots)
|
|
|
|
- Make bots 'tilt' (pitch) when aiming up/down
|
|
|
|
- More fluid movement (vecocity based)
|
|
|
|
- Flashlight usage in dark mode could be better
|
|
|
|
- Make bots respawn on level changes
|
|
|
|
- Better Teamplay support
|
|
|
|
- Fix bot colours in GL Quake
|
|
|
|
|
|
|
|
More Ambitious Additions:
|
|
|
|
- CTF support
|
|
|
|
- RocketArena Support
|
|
|
|
|
|
|
|
When flipping through the QC code, please remember a few things;
|
|
|
|
- I taught myself QuakeC while making this mod so some (ok, a lot) of stuff is hacky
|
|
|
|
- Much of the early code went uncommented.
|
|
|
|
- There is a lot of old code that is no longer needed. (mostly due to the fact that Paroxysm was intended to be a Single Player mod)
|
|
|
|
- You may see some unfinished stuff in there (refrences to a Flamethrower and the like)
|
|
|
|
- When making an 'official' modification or addition, keep in mind backward compatibilty, and the fact that Paroxysm was designed to be used with existing maps.
|
|
|
|
|
|
|
|
----------------------------------------------------------
|
|
|
|
Copyrights and other mumbo jumbo....
|
|
|
|
----------------------------------------------------------
|
|
|
|
You may use any of this code in your own mods, just give credit where credit is due (a lot of Paroxysm's code is borrowed and/or modified, so respect the original authors as well)
|
|
|
|
|
|
|
|
If you want to use any of the Paroxysm weapons, or special powerups, I must get co-author status on your mod. You may not use any of this code in a commercial product of any kind (including compilation CD's) - To put it simply - if you use this code, your mod is free.
|
|
|
|
|
|
|
|
The Paroxysm QC code is offered "as is" and you use and modify it at your own risk. I am not responsible for any problems encountered when modifiy the code. (That includes data and/or hardware loss or damage) |