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TODO list for v1.9b - updated 25th feb

Posted: 23-02-2004 16:30
by makush
Some might be missing. I'll keep updating it...


TODO for Deathball v1.9b
------------------------
-DB Bug Fix: Function Deathball.DB_ReplayController.SpawnPRI:00CF Accessed array out of bounds (255/2)
-DB Bug Fix: Function Deathball.DB_BombFlag.SetHolder Accessed None
-DB Bug Fix: Function XGame.xBombFlag.SetHolder:0155 Accessed None
-AI Improvement: Bot facing is messed up
-DB Feature: Make post-goal-spawn same style as match-start-spawn
-DB Bug Fix: Check HUD in 800x600 mode

Changes done for Deathball v1.9b
--------------------------------
-Check ball bounce/deflect problems
-DB Bug Fix: DBW and Tennis compatibility
-DB Bug Fix: Function Deathball.DB_DeathBall.ScoreKill:0044 Accessed None
-DB Bug Fix: Shortname length fixed
-AI Bug Fix: Killbots and killpawns crash the game
-AI Bug FIX: db_bot DB-SmallCube.db_bot (Function DeathballAI.db_bot.Carrier.react:008C) Accessed None
-DB Bug Fix: Ball should emit green light
-DB Improvement: Upgraded the Hammer: Fire modes do full reset during mode switch. Client does constant mode checking without polling server.
-DB Improvement: Charging start fire shouldn't be allowed until you have the bomb
-DB Bug Fix: Pass lock should not ignore Z-axis
-DB Bug Fix: Ball vanished when carrier was kicked out of the server
-AI Improvement: Bot reaction time increased for most skill levels.
-DB Bug Fix: Damage was reduced in novice level.
-AI Improvement: More threshold to keeper advancing when ball carrier is above
-DB Bug Fix: Defence reset ball and ball sphere got lost.
-DB Bug Fix: Most missed chances award was given to player with no missed shots
-DB Bug Fix: Team saves weren't counted.
-DB Bug Fix: Changed how Charging sound volume is set.
-DB Bug Fix: Radar was generating lots of accessed nones, when replication info was lost.
-AI Improvement: Improved bot dodge timing.
-AI Bug Fix: Bot had a pending jump when they got boosted
-DB Bug Fix: Pass/missed/intercepted stats improved.
-AI Improvement: Bot stays in prepare state and does status checking when not assigned to a team. (Normally status check is done by team.)
-DB Improvement: Hammer primary switch time: 0.4s, secondary: 0.15s
-DB Improvement: Allowed Hammer to have separate switch time for primary and secondary firemode. (Critical code!)
-DB Bug Fix: You got missed shot for dying in enemy penalty box.
-DB Bug Fix: CheckForNewMostMissed accessed none
-DB Bug Fix: Ball gets lost when doing touchdown in volley-only-practise-mode. Now practise mode touchdown gets ball reset.
-DB Bug Fix: Practise mode and volley only couldn't be activated from rules tab.
-DB Improvement: Removed Banana from rules tab.
-DB Bug Fix: Enabled 'You are keeper', 'No keeper' and 'enemyzone' icons
-AI Bug Fix: Keeper was dodging too frequently
-DB Feature: Taunt anims don't start during weapon firing.
-DB Feature: No movement or hammer momentum until match start countdown finished
-AI Improvement: More threshold to bot dodge when ball is in its feet
-DB Bug Fix: Ball reset improved.
-AI Improvement: Bot play anticipation not-used/is-destroyed when no bots present (Should improve FPS)
-DB Bug Fix: hammer "pass me" moaning about missing animation
-DB Bug Fix: DB_BombFlag.Counter accessed none
-DB Bug Fix: Curving passes
-DB Feature: Added Hammer watchdog. Should prevent some gun jams and tries to stop weapon from playing charging sound again and again...
-DB Bug Fix: Hammer jammed when pawn was holding fire and released fire just before catching ball.
-DB Bug Fix: Ball was fired even when pawn died, but was holding fire
-AI Feature: Bots try not to kill enemies when they are in control of ball
-AI Feature: Keeper dodge attacks
-AI Feature: Bots do marking
-AI Feature: Bots do marking jumps
-AI Feature: Game skill level affects bot reaction time (Nothing else yet)
-AI Feature: Bots time jumps and dodges
-AI Feature: Bot passes back to enemy when alone ("practise mode")
-AI Feature: Keeper bot panics when ball is going to goal -> does forced dodge
-AI Feature: Bots try to volley ball when it's going to enemy
-AI Feature: Anticipated all types of ball movement including bananas
-AI Feature: Play anticipation


TODO for Deathball v2.0
-----------------------
-AI Bug Fix: Bots not regenerating
-DB Feature: Add jump boot effects - flames and smoke. Only avalaible when world detail setting is high enough.
-AI Feature: Bot boosting
-AI Feature: Bot double boosting
-AI Feature: Bot Anti-boosting
-AI Imrovement: Play Anticipation always assumes that player will volley -> Should anticipate will he catch or volley.
-AI Feature: Bot passing/shooting is random (Not a bug, unfinished feature )
-AI Improvement: Somehow define goal box for bots.
-AI Feature: Add proper bot playmaking
-AI Feature: Bot wall-self-pass moves
-AI Feature: Bots able to do volley goals
-AI Improvement: Bots play aggressively when losing, defensively when winning
-AI Improvement: Bot sweeper should come more up
-AI Feature: No sweeper bot in novice level
-AI Improvement: Bot team might use more than one sweeper

Posted: 23-02-2004 16:34
by [GR]Kermit
Go Makush go!
-DB Feature: Add jump boot effects - flames and smoke. Only avalaible when world detail setting is high enough.
explain that plz

Posted: 23-02-2004 16:41
by -plær-
Excellent stuff so far. Keep up the good work.

Posted: 23-02-2004 16:45
by Chick-kun
dont forget to change it back to 0.1 seconds for lmb again :O

nice one makush \o/

Posted: 23-02-2004 16:47
by Sixty
not 0.1, try 0.25 or summit

Posted: 23-02-2004 17:30
by Chick-kun
crazy demo of a 4vs4 botmatch
look how they pass between each other like crazy fucks X_x
oh btw, behindview 0 a bot in a match, their gun is on the left of the screen and all fucked up X_x
the bots also pass IMMEDIATELY everytime they get the ball normally
its crazy X_X

Posted: 23-02-2004 18:02
by METAFrank
if the level of the bot keeper playing FOR the player is always novice, the enemy team wud acutally be able to score (w00t!)

Posted: 23-02-2004 18:11
by Sixty
Make hammer sounds mute in the waiting period before a match.
20 hammers firing the whole time is crazy x_X

edit: make that 10 :rolleyes:

Posted: 23-02-2004 18:31
by DavidM
[GR]Kermit wrote: Go Makush go!

explain that plz


Well my idea was to add a jump-pad like sound effect when you jump, and for multijumps add a little smoke puff below your feet and a hydraulic kinda sound, to make double jumps make sense sorta...

Posted: 23-02-2004 18:38
by METAFrank
Sorry, but that would suck ass imo.

Posted: 23-02-2004 18:45
by The_One
Can't hurt to try it. (probably)

Posted: 23-02-2004 18:49
by DavidM
meta complains about anything, so it might be good to do it actually

Posted: 23-02-2004 19:00
by RaGe|DB
DavidM wrote: Well my idea was to add a jump-pad like sound effect when you jump, and for multijumps add a little smoke puff below your feet and a hydraulic kinda sound, to make double jumps make sense sorta...



xmp style hé?

Posted: 23-02-2004 19:01
by DavidM
*shrug
dunno it

Posted: 23-02-2004 19:23
by Onge
Chick-kun wrote: dont forget to change it back to 0.1 seconds for lmb again :O

nice one makush \o/


No don't...0.4 secs is fine as it is...