qbism Super 8 log, code source, todo
jeff@qbism.com

2010-06-10
Misc. clean-up, getting ready to release alpha.

2010-05-03
Simplify video modes menu, no more setting defaults.
Do away with Draw_BeginDisc.  It errored out on alt-tab, etc.  Not really needed nowadays.

2010-04-21
Normalize console drop-down speed to be consistent at all resolutions.  From GoldQuake.

2010-04-19
Melded mh vid_win.c, no more MGL
Converted mh touch fix (teleporters, etc)
Finished adding MOVETYPE_FOLLOW and MOVETYPE_BOUNCEMISSILE, tested with Junrall's RicoSpikes, fun!

2010-02-27
Extended coordinate range (long instead of short) - JTR quakesrc tute
Audio sample rate to 44100

2010-02-24
Increased max_model upper limit via protocol change.
Undid dynamic efrags.
Flash does not seem happy with dynamic memory allocation.

2010-02-21
"map *" + TAB lists all maps!

2010-02-20
Finally fixed crash during waypoint loading, thanks Spike + inside3d!
...had to undo dynamic zone
Increased zone buffer to 256k
Added svc_say, TODO intent is to print this differently in future
Un-ifdefed MOVETYPE_BOUNCEMISSILE, needs testing
Added FOV slider, and move view model based on FOV 

2010-02-13
Tools used-
qc compiler: fteqcc.exe
qc editor: qcIDE
c compiler: VC++ 2008
map editor:  Quark


2010-02-12
Added console backscrolling (from FETT- quakesrc.org tute)
Added teleporting projectiles (from Ursader- inside3d tute)
Game starts with menu instead of credits.

2010-02-07
Adjusted engine limits upward, looking at QSB, Qrack, and Fitzquake, but below the threshold of crashing Flash.

2010-02-06
Merged-in Makaqu 1.3 (qbS8 originally based on 1.2) The difference is mainly entity effects.  Did not merge input changes between 1.2 and 1.3.
EF_REFLECTION, EF_CELSHADING, and EF_ADDITIVE confirmed to work in a simple test on rotating items.  EF_SHADOW was strange, item mostly invisible, then crash... need to learn more about it!

2010-02-02
clean out i386 ifdefs (assembler)
Replacements: Q_memcpy, Q_memset, Q_strncpy, Q_strlen, Q_atof, Q_strcat, Q_strcmp
Q_strcasecmp, Q_strncasecmp, Q_strcpy

2010-01-31
Added parameter tab completion from Qrack (mostly orignally from Joequake).  Tested with maps, even finds maps in wads!  Need to test other tab-complete items.

2010-01-28
Removed IDGODS
Change Sys_FloatTime to Sys_DoubleTime (which is what it is...)
Added Baker save avi capture tute.  Works best in windowed mode with capture_hack set to 1 or more.
Added movetype_follow from Darkplaces, but untested yet.

2010-01-24
Stainmaps adapted from fteqw.  Commented with ftestain.

2010-01-20
add QB_PROTOCOL for more entities and sounds (needs testing)

2010-01-18
FOV fix for widescreen (mh)
Command and cvar listing for tab autocomplete (partial featureset of joequake/qrack)
Centerprint logging to console (fitzquake)

2010-01-17
Remove static entity and efrag limits [Note:  Due to Flash crashing, this has been undone!]
Remove zone limitations per mh tute [Note:  this has been undone!]

TODO
Update exit messages
Fix windowed-mode hang-up when dragged off-screen right or bottom.
Implement EF_DARKLIGHT, strip out EF_LIGHT (redundant w/ DIMLIGHT)
Keep an eye on limits, maximize for Flash.
Continue looking for additional memory/limit improvements.
Footstep sounds, player and monsters.  Look @ Tei's telejano.
Check timefrag2 for ideas.  Lipsync?  Text-to-speech?  Integrated multi-part models?  The idea of generating lipsync sequence and speech from basic text strings is interesting.  But how much talking do we really want in an FPS?
SV_StartLocalSound from timefrag-  Plays a local sound to a specific client, others can't hear it.  Was this from a tute?


