3.5 Bots don't use the gauntlet
Steven Conway (mod homepage)
has sent in a fix for the bots not using the gauntlet. They're using
uninitialized data to check the distance, and think they're too far away
to use it: even when they're right up close and personal!
This goes into ai_dmq3.c in the function BotCheckAttack() around
line 3592. The single line marked in red has been moved up from below
the gauntlet hit check.
//
VectorSubtract(bs->aimtarget, bs->eye, dir);
//
if (bs->weaponnum == WP_GAUNTLET) {
if (VectorLengthSquared(dir) > Square(60)) {
return;
}
}
//
if (VectorLengthSquared(dir) < Square(100))
fov = 120;
else
fov = 50;
4. Known problems that need a new release
These can vary from the difficult down to the annoying, but are beyond the reach of
mod coders to fix.
4.1 Sound looping uses wrong track
Non-fatal, but mods providing their own music will need to use work-arounds
When using trap_S_StartBackgroundTrack( const char *intro, const char *loop),
Q3 only loops the intro music.
Some maps and mods use an intro to get the main loop "started"
(because jumping straight into the loop sounds wrong) will never actually get to
the main loop.
Thanks to Mr Elusive for posting this on the NDA board.
4.2 Frag and time limit "reset" by server
Status: Non-fatal, but annoying to have to correct manually
The fraglimit and timelimit are reset by the server when a map starts.
This is usually accompanied by the message "Server: fraglimit changed to X",
"Server: timelimit changed to X", and "unknown cmd",
where X is a previously used value.
You have to manually set these parameters to the correct value.
4.3 Chat text hidden by UI menu
Status: cosmetic
While playing a game and opening a menu that doesn't pause the action, chat text isn't drawn
"under" the menu.
Any UI menu drawn in game that relies on this chat text, won't quite work as expected. I've found
this out in my own project, in the bot command menu code I added. Ideally I'd like some control over this
through a console command processed in the executable.
4.4 File scan returns a corrupted list of filenames
Status: Non-fatal, but annoying to have to workaround
trap_FS_GetFileList() is used to scan for files in a
directory, including those in PK3 archives. Unfortunately, the list of
files returned is corrupted when scanning for files in the mod root
directory. The corruption takes the form of a missing first character,
and only for files that are in the PK3 archive.
There are several workarounds:
- Test for the existance of the file with a quick call to
trap_FS_FOpenFile(), closing it again if its a valid file
(returned length is >= 0).
- Place your files in a sub-directory within the PK3.
- Force scan all possible missing characters (not recommended).