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Linux Cubed Series 8: LINUX Games
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Linux Cubed Series 8 - LINUX Games.iso
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x11
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xevil-1.000
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xevil-1
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NOTES
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Text File
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1995-08-22
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9KB
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425 lines
Random shit for my own use.
Steve Hardt
-------------------------------------------------------------------------------
*** TO DO
sun5 stuff
at at
need some sort of wimpy mode
redraw on new level messed up?
really should have list for dontCollide (for slaves)
protection destroyed on new level.
item use takes first keysym
pause at game start.
drugs(dope)
lancer and chainsaw and grenades through walls
hero caught on wall (especially jumping and getting stuck)
corpses fall slowly and keep moving
could make dead creatures continuously set vel to zero
lost modifications for avoiding dead things???
If knocked out of world, may get stuck.
*** DONE
chopper-boy knocked far out of world (warning messages)
stars ninja better with them
O_LEMMINGS_NEED must be fixed for stupid compilers
slave reset on new level
change register_machines to _enemies and _bystanders
add highest level to statistics at end
say type of level
locator.cc:542: failed assertion `list[n].physical == p'
Illegal instruction
title screen moves...bad(fixed???)
(fixed) area.cc:103: failed assertion `nitems < AR_WSQUARES_MAX'
Illegal instruction
life span and other stats.
clears level message on Ui when game over
capture_the_flag
guarantee get to exit
(fixed?)LEVELS game style
(fixed?)first level random (new_level() call) (starts out w/ wrong message)
clean up rest of stuff (make physicalIter) set_quiet_death first, including
the exit.
too many weapons
fix duel and levels (all have levels of some sort, 2 duels perhaps)
enforcer kill self
frog killed doesn't give points(set_quiet_death, killer not transferred).
(put killerId in intel, not Physical... change Creature)
frog a frog
FrogShell goes through a Frog
quiet death (noCorpse for Creature, User drops weapons, transmogifier)
Something of a hack. User still drops all weapons/items.
transmogifier (item, become other, make intel use when wounded.)
check medkits for non-users.
(done)statistics at end
(done)hero regenerate health
(fixed)unlimited lives in duel. reset levels in duel
(fixed) Frog makes its physical follow it
(fixed?)
Assertion failed: n > 0, file actual.C, line 288
Abort (core dumped)
(fixed) seg fault with -keys on multi displays!!!!
(fixed) show controls doesn't do a very good job
(fixed) add hardts@media to actual code (file headers already done)
(done)fix man pages
easier to tell weapon... flashes on screen
vIndexNum should becom vIndexNum and vIndexMax
Ui::init_x
copy of Xvars inside Panel
timer on demos (frog demo)
check shield dies with owner. Put protection in Physical or shadow it
properly.
n-shield with swapper and frog gun. teach intel to use it.
other shields. (done)
locator.cc OLgridEntry::remove crashes because no prev.
also OLgridEntry::get_area
reorder so that die done by locator and between act and update phases.
// When unregistering intels in the Ui
tooui.cc:648: failed assertion `!intels[n]->alive()'
IOT trap (core dumped)
intel still attack even if running away.
after death allow scrolling around
(only run at enemy if has
weapon or is fighter--fixes frog also)
bomb does not always hit. (at close range??) (haven't noticed problem)
fix World::empty so posters don't overlap
weapon change (don't keep)
fire should last longer and still do same total damage Fire::DAMAGE
constatnts should be in fire.bitmaps
Add quanta to the Ui.
show more at level change
machines shouldn't wait for weapon regenerate
machines don't use flamers at long range
don't get kills for using flame-thrower
Creature::act assertion fails...corpse with intel
swap with corpse?? have moving corpse -- have dead with non-NULL intel
Assertion failed: !get_intel(), file physical.cc, line 1317
world->open_offset failure
virtual function fuckup
panic avoid should stop velocity.
game style (levels and death)
use select for wasting time.
machines with chainsaws
Physical::set_mapped_next should call some update next. Perhaps items being
stranded. User::die calls Item::dropped which calls set_mapped_next.
allow setting of next variables in update phase for all except
yourself.
ammo stuff--pick up weapon, take it's ammo
slow objects-speed up clock
enemies can't off ladder around edge of ledge
fixed by having updowns
go off ladder--keep climbing
frog dies -> kill person, leave person's corpse
give warning if can't allocate color
Physical::update: dieCalled unnecessary??
Use health and healthNext to make sure die() only called once.
make all classes have an enumerated id
bouncing on things
have Area::avoid_no_up
crash when take over a machine, something to do with string compares
got rid of all string compares with ClassId
bombs gone after death
shells kill each other
seg fault (???)
jump against edge of walls(keep moving a bit for walking only)
shells don't push
things levitating to ceiling
only one of 2 objects that collide avoids the other
soul swappers should only fire once.
flashing shit
lancers disappear.
new drawing method: locator erases old stuff
cleanup world stuff
Can only add to locator in update phase or on clock. Does not recognize new
objects until the beginning of the next clock cycle.
DISABLED sleeping 5/10/94
things don't die until awakened(put something into corporeal attack)
timer problems
put event check on clock only. find best quanta.
things keep moving after death.
Walking::act, etc set vel_next to remove x or y component anytime you are
touching
colors of statuses reflect humans color
no more stationary
lance and swap shell black on B&W display
make lancer fire at tilted angles
fucked, perhaps cant get offset.
flush messages on reset, clear statuses
add command line options to set num players and machines
fighting by Size::get_dir instead of Area::dir_to
Number indicating players alive
firing gun puts shell ahead constant dist
take over enforcer. says weapon and item is none.
enemy jumping off ladders
added ladderJump timer.
finish implementing use of guns. put in timer for firing.
change quit key to 'b'
(?) change ui so that events are seen by arenas first, then statuses, etc.
make next item available when item is dropped
locator has listMax
don't redraw world twice on new game start.
reset after ui clock in Game::clock
dead bodies keep moving. (maybe because of items) ??
drop items off to side.
grounded shouldn't start at CO_center -> don't need set_stance()
make sure drops things off to side(FAILED)
moving::set_raw_pos_next screwed. perhaps should offset area here.
order of this call and moving::act seems to matter.
draws wrong when drop item if holding more than one item
incremented n wrong in end of User::act
check doesn't draw when out of world.
check that no keys set on machine's viewport (?)
???? Assertion failed: locator->lookup(current,items[itemCurrent]) == OL_NO_SIG,
file physical.cc, line 1085
tap key for fighter attack
weapon dir memory in ui now.
message that __ corpse takes damage
bug because items that are held still draw.
explosion drawing is fucked
dangling references from user
make ui only redraw on clock
-keys on command line
in Locator::draw checking that area overlaps twice.
mark_world screwed??
improve world->open
items should follow user. (So bomb explodes correctly.)
user checks list for dead, etc.
(??)
locator.cc:126: failed assertion `nitems < OL_NEARBY_MAX'
caught in infinite loop
grid not clean
still have blocked off rooms
(??)knocked out of locator grid--can be pushed off world
(??)Assertion failed: nitems < AR_WSQUARES_MAX, file area.cc, line 96
die on ladder -> get stuck
now if knocked outside world you die
change object goes to active object first.
Assertion failed: shape == AR_RECT, file area.cc, line 182
corpses can die
only one of each weapon
*** INFO
scopes not all right(?? supposed to be?)
keep act and update separate because of chainsaw.
act() phase for synchronized interactions. Unsynchronized interactions allowed
in update() phase.
can now put act() and update() calls to parent anywhere in child procedure.
Child is responsible for correct placement. (User::act)
can't touch corpses(maybe)
turning key repeat off is not worth it.(screws other applications.)
could compute offsets automatically.
exception handling not implemented
static class members that are classes don't work
nested scopes don't work with CC, they do with g++
bitmaps: all maps with just different letters are same size. First should
be biggest in actuality.
/mit/x11/src/mit/examples
/mit/x11/src/contrib/examples/OReilly
/mit/x11/src/contrib/games
/mit/x11/src/contrib/clients
bm11.jim skeleton in graveyard
bm13 grim reaper
bm16.jim
17 is map
disabled Creature::was_attacked
*** IDEAS
doors
teleporters
turrets
blob... health == mass
hold down keys...don't tap
heros jump on ledges, maybe higher jump
swords, axes, big steel fists
shape-changers (items) or creatures that can't use weapons or items
predator
User orders weapons
full screen
better explosions
could improve X resources and -keys for multiple displays
doors(open when close)
different levels (capture the flag, bonus level(kill frogs in timer))
massive death
optimize area, middle and smaller.
bonus for killing all on bonus level