difficulty : reward (out of 10) Fixing & improving: tools: ********************************************************************************************************************* 70% clean up and proper commenting of code 9:7 would make it easier to understand, but is a lot of work DONE make a list of all the doomIDs used, as well as script nums 8:8 This would make it much easier to avoid clashes DONE Give all items, eg chairs, a tag which then lets it give a description in the map 4:2 DONE Set up gzdoombuilder so that it sees all of the correct items etc in the 3d view 3:5 DONE Move everything to the correct locations in the pk3 and out of g55 etc 7:7 Mapping: ********************************************************************************************************************* have more inside bits 6:5 With the new randomised generation this will allow for better indoor house generation. create and use md2 roof 8:6 set for the randomly generated stuff Create a larger variety of prefabs. Maybe look at md2s for the trunks so that there can be more detail on them? Populate the world with them. 6:6 Maybe make it so that you can spawn less trees in for lesser pcs Add some fences and a river to break up the field a little. Maybe even a waterfall 3:3 hedges and pylons too Start using grass and plants in areas 2:2 might affect cpu Retest and remake the gun range. use it to get the guns up and working. 5:6 This actually needs to be done. I have noticed that a load of them are incorrect snow 6:20 puke 833 makes some snow, with lowered friction etc. should also change the colours Create a mini version of all 3 areas and have that be the outside section for the skybox. 7:5 Remember to set the lighting correctly for the mini houses, as they currently glow in the dark maybe get rid of the jail and replace with new new town ?:? This area is now designated for a randomly generating area, however this will take some work jail removed DONE fix the spots that don't change colour with the light 2 or 4 depending on if it is the 3d secors breaking it :5 done my putting skybox things in that sector. possibly something to do with 3d floors too fix the new barn. half is in colour, half is out of colour /DONE Test out polyobject to see if you can have that as a roof in game 2:6 Tested - you can't seem to have sloped sides with polyobjects. closing ticket DONE set item numbers and place them in the map rather than spawning in the benches at tids 4:7 This would make it much easier to see what is happening in gzdoombuilder, and might reduce some load right at the start DONE The field has one entrance but 2 exits. It would be nice to link up all 3 of the zones 4:3 DONE maybe make a 3d deer stand that you can use in the field. have the 2 entrances to the fields 5:2 DONE test md2 roof 2:6 If this works, we could do away with sloped roofs DONE fix the locker angles in the fire station and the second store. 2:3 Make sure that they are the right type of lockers. Maybe search all of the old type DONE test the leaves not gteting killed but setting the flag of nogravity 3:2 /Done lights in buildings? 5 if it breaks the overall lighting:2 DONE Delete some of the unsused sectors. 2:4 Graphics: ********************************************************************************************************************* rounder clouds so that the spinning is less obvious when turning. 2:3 DONE start a new wad and try to get sbarinfo working with scaling 7:5 mostlydone look in to moving to md2 ?:? potentially 9 in reward - this would allow us to have a sloped roof model that we can drop on top of square houses, making this much more simple as the map grows. done Test getting scaling textures working 4:5 have a look to see how other people have done this, and why this might not be working for ours use decals for wood across doors etc 5:5 bullrushes in lake 2:3 Change the zombie attack animation to be the actual animation 5:7 maybe even a delay before they hit you? The ui elements need drawing better (obviously, or would it lose some of its charm?) 5:5 we could do with some better artwork for the you're dead screen etc. leave this until sbarinfo testing, and new inventory complete start separating the guns sprites into separate sections? 8:5 done get it to say the name of the gun as you switch to it 4:3 get it to say the ammo type too make different graphics and script for day 1 2 3 zombies. walking, shuffling, crawling with half a body 6:4 get rid of some of the larger images - do they all need to be there still? 5:4 done get rid of the actual dayz house fronts maybe..heh 5:5 done needs a player viewable list of which ammo is actually used by which weapons. maybe on the f1 menu 2:5 this could be done with a popup sbarinfo using another key. Done, but currently the weapons actually need refreshing. This needs the clip symbols etc copying in, and then adding to the f1 menu. Maybe speak with phil about the changes he had about popup sbarinfo pages. This image will need updating once the new weapons are in place done Test a desaturated room with variable light levels, to see at what point the fire stops being coloured 4:5 Does adding higher intensity gl lights help at this point? Is there a threshold? done print out on weapon raise saying the gun and ammo used 3:5 PDONE shorter delay when not moving and still able to turn ?:3 phil will need to take a look at this, as I'm not sure spoke with phil - he will take a look at this, possibly with a minimum speed for turning etc /DONE get it to change the sky colour like lightfade - check the colour for this hr and the next hr and then gradually change p:5 should make the jumps less obvious, but I dont think that it could handle doing this for everywhere. got this working but it didnt look as good. would have to add an extra hr of red have cancel on car use have different menu background 3:5 would make it less confusing cow ai 3:2 currently the cows just run away from you and keep running, mashing against the wall. It would be good to have them amble around, but run when you get too near to them, or when there are gunshots test with zombiecloneflee - just swap the sprites and then set it to move backwards. Might not work when they attack you. could swap the attack to be the correct way round. it needs to only do this when you are nearby tho The cows need to give up running when you lose sight from them. Maybe you can take a look at the rats for how to do this done try and find the exact light level/desaturation so that the fire is still yellow. ?:6 unsure if this is possible all items definitely change at night, but maybe just dont send the fields to so same value as inside houses done set an on pain for the car, and have it take damage 6:4 /done-can you set hitboxes for the individual parts? track this in acs done-it can be blown u before you get in it, but not after for some reason PDONE Phil - are you able to take a look at this? car menu cancel doesnt unstick you if you click cancel. All menus should have cancel added to them. 3:7 quite important as this can be very frustrating if you don't know about clicking q/e etc you can bleed to death by drowning 6:5 DONE Get petrol from petrol station. get petrol can to fill from there. use petrol can with car 6:6 I need help with this, as I don't know how the actor variables, or actor arrays work. shivering when cold 2:3 thrustthing vertical when cold - got this working - cold needs to work DONE blue light underwater 3:3 DONE Winfred advised that the chopper is way too small. make it bigger 1:? It's still small, but its larger. Too big and it wasn't in keeping with the game DONE change tree leaf colours so there is variation 3:6 could do with a few more colours DONE snowy leaves 3:2 DONE change the backdrop sky image to match the light level 4:7 this will make it look much nicer, and will get rid of that 'acid clouds' look in the morning /DONE add sprites for any missing weapons and items. 7:5 we currently have items which we can't spawn in, as they have no sprites etc we will be changing to new guns, so no further work on that DONE get the blood finished 3:5 DONE Needs a list of the weapons that we have, and the ones we actually have graphics and sounds for etc 3:5 move to new guns for next version /DONE try using animdefs to change the sky colour ?:5 Didn't need to do this in the end. Changing the sector lights and using skyboxes did the trick, but it could do with being finished Scripting: ********************************************************************************************************************* done use the flag to say how big the tree is. give a different number of tree drops depending on size. make the tree have more hp depending on size 5:2 cold needs to be fixed 8:3 /done test changing the slope origin on 3d floors - can you replicate houses? 5:8 birds that fly around and land occasionally 7:4 got it working but need to make some sprites snowfriction and sound when going through snow. slippy ice 6:3 Make sure it turns back afterwards. Make the ice slippy, and the snow slower. Use the terrain def to add crunching sound to walking too button to auto bandage 6:5 This would be useful as it can be fiddly. you'll have to remap low detail mode 5:6? turns off reflection. possibly uses bigger leaves but less. turns off grass. gets rid of snow and just uses colour. changes water so you can walk in it. that could be an option in game, or in a pre map done eating zombies - chance of illness 3:3 also drinking from green lakes done illness - pukeing 4:5 dehydrates - takes food away too? use A_ChangeVelocity for snow 4:5 This would make it fall randomly - hopefully done I saw an old screen shot of the crashed helicopter site with the model and the smoke. Is this actually in the game now? We could script the chopper to fly over and then ditch down. 7:2 wouldn't add much./ Disagree - would look much better. The fire seems to have the smoke, so I have a feeling this might already be in there done add tables to the map 3:5 fix the menu inventory so that it can jettison items when it goes over storage. 8:9 long overdue. This may need to be completely rewritten DONE Test out both of the ways of doing the lockers. In the old shop you now have the two types. I think one will reset the inventory but the other wont 1:4 /DONE should the stocked shelves be useable and change for the unstocked shelves as the lockers do? 3:? ? Make it delete the items spawned from a locker at night 3:2 Do we even want it to delete these? Test to see what tid it creates. Can this be set from within the spawnitem in decorate. If we do, then it it is the last value of this that needs to change: A_SpawnItemEx (string type [, float xoffset [, float yoffset [, float zoffset [, float xvelocity [, float yvelocity [, float zvelocity [, float angle [, int flags [, int chance [, int tid ]]]]]]]]]) I would do it now, but I can't test it properly at the moment, so I'll leave that for later. The problem with this is is if you are raiding at night, and you open a locker and the stuff dissapears before you can actually pick it up. What do you think? DONE rat meat 2:5 PDONE phil-please could you set up an array and a for loop for the lightfade sector tags etc so its not a long list of the same command p:2 will make it much less messy DONE fix flashlight 7:4 "Flsh" - currently its flakey and it breaks glass. it also alerts zombies Used one from the internet. Cheers! DONE fix headlights 7:4 need to get it todo the same as the flashlight is this failing to work due to not being in gldefs? DONE Fix the glass smashing for the newtown hospital and shop 4:5 DONE change the graphics for the smashes and make it pick a random one 4:5 make it degrade to a smaller one make it degrade at random speeds DONE more blood! 5:7 more blood splats, and blood on the ground after /done zombies attack cows 2:? - is this a good idea? the cows would get owned right at the start bad idea DONE Fix the issues with the snow on the new gzdoombuilder 5:5 this was becaue it moved too gradually /DONE should weapons come with ammo for that weapon? 2:? this could be done by spawning spawners that in turn drop both items, or could be done by setting initial value in decorate no, but fix the ammo types and make it easier to understand. maybe look at crafting storage boxes DONE Fix the petrol station 4:3 fix the explosions etc DONE better explosion for petrol staton 5:4 also make smoke come off it afterwards. lookig good now - got sound, explosions, particles etc /DONE fire is desaturated at night. can you get it to ignore this? ?:4 no, you cant do this, but maybe limit the desaturation DONE? head bob whilst listening to what is love 7:3 I have been trying this for ages. this should really be done with changing the sprites but its a lot of work for a joke that only I will find funny. can be hackily done with the new scale_y DONE You can see the voxel of the car from within it 2:7 DONE Dynamic light binding for the bullet puffs in GLDEFS 5:3 should make the bullet hits flash and look cool PDONE check with phil about " doHourStuff(theHour); " in the timer script. is this actually needed? (i think it was duplicated or something by me) 1:? PDONE phil - there's no cancel on the car steering wheel - are you able to add one? 3:3 DONE changing the light level for 16000 (the sun room) means you can see the edges. you need to just do this with colour change 5:6 DONE Fix the new trees so that you need to use an axe or a sword etc to damage it. Set damage factor from these. 3:5 make it so that it doesnt damage you. It does it weirdly at the moment DONE clouds smaller, higher up. get rid of the residue from them hitting the wall 6:3 DONE change start time to noon 5:7 It doesn't look right at the moment. this needs changing to noon, or at least to around 10/11. I changed it to 10, but it comes up red and then changes DONE? get the torch working. Maybe change it to a burning torch rather than flashlight torch 5:3 Do we have some sort of torch, or lighter? I can't remember. If not, we could make it so that the lighter just lights it up slightly, and using the ligher with some woof lights it as a torch etc This might be useful for an extra thing you can make /DONE only allow the debug menu in cheat mode 5:8 This is super confusing otherwise just removed this Done add torch to random spawner. 2:5 /DONE have the trees set a random as to whether they start from a lower value 2:5 currently they all have pretty much the same start spot looked bad DONE Get terraindef working 7:5 DONE getting rid of illness doesn't work, and has a visible graphic 4:5 do you need to limit decill? DONE Add that guys rats from realm667. Test to see if you can get this working 2:4 These work great - can these be extended to other animals, like rabbits? DONE is the car headlight fully working? I can't remember 5:3 no. the torch is something to test further tho. try testing their flashlight DONE fix the lockers etc in the store not going darker or changing colour at night 3:5 DONE set custom damage type so that guns cant break trees 3:7 set it so that axe, machete, knife etc do different damage DONE fix the tid numbers to stop conflicts. also update the spawn ids etc, and make sure that you dont have any clashing ones 4:5 done Dostuff(thehour) doesn't look right. I think ive messed stuff up with bits that I have added. ?:5 DONE Use kill_children for the tree leaves 4:4 DONE fix locker so it resets at night 3:3 Check which way is best to do this. Replace with the correct way /DONE Does changing the sun alpha on additive help the glow in the morning. 5:3 Can you also change the sun colour in the same way? It would be good to have a nice glowing red sun in the morning. Could set it to gradually change you could replace it but it wouldnt look quite right. no need to work further on this DONE Get illness working. I think it is at the moment, but we need it to be more likely when you are wet and cold etc ?:3 DONE +CLIENTSIDEONLY - in decorate - for tree leaves that might be really useful! 3:5 This works really well. you need to go through and check to see if there are any other objects which could do with having this. Sound: ********************************************************************************************************************* Make sure that all of the weapons and items have a sound 7:4 unsure what level of this we already have. Needs review and then sounds adding. done needs a coughing mode when it fires out illness 3:4 make the bacteria invisible. Don't do this yet, as we still need it for debugging. done Petrol filling noise as you put it in 3:3 DONE Tree chopping noise 3:3 DONE car sound 6:7 then you know when the car is on etc DONE fire noise 5:3 add noises to all the actions (drinking etc) 5:5 mainly done now, but needs finishing done wolves - wolf howl every now and again in the dark 4:3 ignition noise. 2:3 full throttle theme,monkey island theme 3:5 Accelleration noise? 2:2 /DONE axe noise - can do with pain, but then it wouldnt return to the correct place afterwards ?:7 DONE Make a tree chop noise by making "blood"" from tree and make this make noise 4:7 if you can get this working, then it means you can use it for lots of things New features: animal breeding 5:3 it would need to check proximity to another cow etc. You could herd them into a pen or a barn etc/ cow and chickens. breed if they go near other ones? growing crops 4:3 can then be used to harvest this Add readable books 7:1 auto generated system using a grid that drops tids in there and possibly changes the floor too etc. 7:5 DONE growing trees. 4:3 these are harder to do if you are using the new type of tree, as it would need to be able to spawn all of the branches and add to these as it grew. you could do it so that when chopped down, it also makes an acorn or whatever and this is what then changes to be a small tree. Currently are trees even growing back? I don't think that they are I made the trunk spawner to test whether trees with branches can be created. They can but would need to be tagged the same as the trunk so they can be removed together. that or you just keep moving up the existing ones rather than wiping and putting in placeable buildings 8:4 see if you can do it like rust with a snappable grid. You can then spawn in blocking walls rather than have the walls be solid if needed multiple cars 8:3 could even have different types of car. done build car up by collecting items and taking them to a broken car 4:3 makes it more difficult with multiple cars DONE could have the petrol cans, including one in the boot of a car and this can be filled up? 5:3 /done automatic map generation using oblige 9:7 if we could get this working, we could put in map seeds and have a game that created a random map each time. Unsure how practical this is. but it would be pretty awesome. pretty damn awesome /done use whole house decals to decorate buildings when dynamically spawned 4:5 got decals working, but this isnt the best way of doing it. use middletextures DONE "you lived for...x amount of time on death" 5:2 Wouldn't be so difficult to implement, but is it needed, and also, its a bit similar to the other guys one then This was already in there! RESOURCES: Done simple snow spawner realm667 1:4 This is now in place. Might need some editing, but its working Done pond frogs realm667 1:3 These look great! Done simple snow spawner realm667 1:4 This is now in place. Might need some editing, but its working /Done Cloud spawner realm667 1:3 I prefer the clouds we are currently using. /DONE Fog from realm667 1:3 Fog would be nice, but I am not as keen on this one DONE thunder and lightening - realm667 1:4 These look great! /DONE test out the bubbles from realm 667 1:2 These look good, but I'm not sure that they are really necessary just for the occasional time that people go underwater. Not using presently. DONE bullet casing. Use the bullet casing mod from realm 667 6:5 this is proving difficult due to the first reload that happens when you pick up a gun *********************************************** phil car menu background change phil-limit how far you can scroll down on menus phil - when in car set the music to the one playing play radio in car - have set this to only play for me done for just the one player, but add this to the script to set it playing for anyone in the car phil weather with random chance to change or stay the same each hour. weighted so it is rarely stormy. stormy triggers lightening possibly set a gl flickerlight in the cloud sector too possibly change cloud colour with changestate for light clouds do this and shrink the clouds and add transparency phil inventory phil time alive includes the start time. possibly doesn't work after this too -------------------------------------sounds--------- add inventory pickup sounds for bottles etc inventory.pickupsound "weapons/pernach/clipin" car engine running after car explodes. stop the sound quicker from the car after explosion ------------------------------------ mention the glass shattering script. have a whole file for them -------------------------------------graphics--------- have poster decals on walls. purple pimp chairs. proper door textures inside the car etc -------------------------------------script--------- use for hitting stuff with the car. have it for the car, or an invisible thing in front of the car. have it flip the tid and deal damage, or just make an explosionuse with the "car is travelling x speed" trees in old town use some dailytrees here. Start doing a proper mix of the two. especially place in notable areas sort doomids for weapons and ammo done add the new building textures into the pk3 once you work out which ones you are using Done have painting decals on walls weapon damage ak fix the obituary things lower size night textures zombie attack animation different image behind using the car - steering wheel or something Done meatfoo from animals test that trees still work now that you changed the tag for treestump check that car works now that I removed the see DONE move out the files from 50. also move in the new house textures. also put in some windows then test cant double input keys on eating, can this all be cut down to SCAN ABCDE 7 etc. Give it a test Done annotate the textures Done teleports at tent dont work. ability to plant trees put some dailytrees around fix weapon numbers set proper obituaries for the guns why Foof in eatfoo? check to see exactly what it plays. Im guessing this should be replaced give the rat eater etc to player on load. same with the arm eater or arm weapon dead rat scale is set wrong + is squished. maybe use upturned normal sprite new textures for bookcase, bed, bedside cabinet, toilet etc only set it to attract meat when thrown - throw, then use tid to change decoratecmd i think the longhorn is a bullet at a time This can only be fixed when the new inventory comes in, as it would just take one bullet per clip otherwise check out the shotgun casing. you probably want to do it as the weapon fires /graphics/building. There are some overly large textures there. 1 meg texutes etc,. these need lowering include the new images in the building place. separate by site bookcase bath couch remove unused 3d models use chance of bleed in decorate to set use its bleed thing rather than acs - currently being sick can make you bleed - does this trigger the same thing tho? test this after the giving actor items make the petrol pumps trigger stuff set a floor height and scale stuff to it actually scale the textures to a 1:1 scale so that you dont have to keep changing this constantly raining noise storm noise I think I had a noise for this before? see if you can get this back on pain giveactorinventory. take it out of acs http://zdoom.org/wiki/Pain PainChance "Electricity", 40 chance of bleed, chance of breaking bones acorn and planter put back in the car random script GlobalVar Prints the specified global variable in acs. - can this show stats directly? GlobalArray Prints the value in a global array with the index of the playernumber. the messaging menu has stuff like eating in there. get rid weather move tents to army base, or to the field other garage doors and put in tyres etc only have windows for places you can go in hints on or off Done resettable garage doors on garage 2 Done use multi tagging to close all these doors at night test? - make the rats shootable make the frogs shootable wood boarding to put as decals - can break with an axe? paint for the car have each building raise to a set amount. randomise the doors inside, set a decal across the door and deactivate for unused ones. always have a door to the roof. just do it as steps down and then another door Switch guns from in menu? 3 levels of zombies + sprites - keep the same zombie but set speed and change sprite add the new readouts as hints - sbarinfo. weapon type etc. be nice if it just came up for a moment tho scrap metal to repair car? use actor bleed to trigger bleeding green and red on pumps set droppable no on new items elongate day length car random less often dogs move player startremove player start from outside church car gets pushed around use a floating steering wheel rather than the white background use the random buildings in old town give each gun a unique ID so that they can be placed into the map car music broken fix church windows fix church decals done eating arms isn't making sick done its also not using up the arm Done copy across morpheine sprites /DONE http://zdoom.org/wiki/StopSound - use for car didn't work different sound for the car hurt and car explosion dogs attack car when friendly cut texture size by mapping to 1:1 - will this make it too low res Done get it to check the petrol in the car before filling, to check if its full - same for the fuel cans or the petrol station ------------------------------------------------------------------------------------- -------------------------- ERRORS ----------------------------------------- ------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------- ----------------------- DONE set damage type for body to be axe and knife DONE BLOOD /DONE change the food etc to +wimpy - changed them all off that. was doing something else /DONE move the textures file into g55 /Done should the fist be useable? DONE car health with parts. possibility of dropping an item when shot Done change blood loss when bleeding done change to drop the same blood Done add chopping up bodies Done add pain with blood to corpse Done test gl flash for guns and bullets Done rewrite fire so it spawns lots of little fires. take the wood off the bottom. have it fire out balls that burn where they hit (petrol station) DONE add sound to explosion. add mushroom cloud, add gl flash DONE front door glass on newtown shop DONE glass newtown hospital DONE petrol st DONE blood graphics DONE body is blocking. set to non solid? Done THINGSPEC SWITCH is on guy!! Done smashing glass sound Done on death spawn loads of blood but don't throw it far done for roads, make a block that has road with grass on each side - prefab road - do a couple of sizes done make mp blood not sync? done random scale to the leaves too? done actual different leaf sprites for them Done try with blood DONE dog health Done big trees don't spawn branches Done make dogs softer Done for roads, make a block that has road with grass on each side - prefab road - do a couple of sizes DONE make crossroads etc too Done glass is only spawning 1 piece - are the others not showing up? - test with spawning one done test the random building sizes in old town Done Move all of the graphics and sound into their respective folders Done glass in second hospital DONE petrol st DONE blood graphics DONE lower the glass shard alpha. make it last longer. have different shards /Done make the glass shards black and make them thrown out when the petrol station blows Done jumpif for the light Done fixed the car damage Done check if you can make it so that death.crush (is that right) spawns it and anything else doesn't Done make it so that death. axe makes the arm, but not otherwise Done check the minimum saturation to still have some colour Done damage types for body Done patch all the blood to sick ones and have him gip Done dogs attack the new bodies - allow them to do that, but just gib it Done can throw infinite bandages Done does the petrol station ever go out? /Done http://zdoom.org/wiki/A_Countdown - this can be used for loops rather than having a separate one. could this be done to add a random to the way stuff grows etc? - only projectiles Done have car act like locker. just throw out cans of fuel /Done http://zdoom.org/wiki/A_DropItem - use this to drop the hand from the body etc - see if it works without crushing the parent Done randomise the wolf noises and have them happen at night. can trigger dogs Done make the doors for the garages change their tag when they are used. that tag then lowers and sets itself useable. ; Done make the lights dependant on battery Done say to "get out and repair it" Done more crashed cars Done move the car failing to the starting motor parts Done ask if you can use this http://forum.zdoom.org/viewtopic.php?f=37&t=35388 footsteps Done try changing the offset for the gl light Done FLATS Done SORTING DECORATE BY TYPE Done get rid of debug menu Done scaling textures. test that guys one Done "it tastes a little...off" /Done test a tree spawner that uses adrop rather than spawn. could change its state to "grow" Didn't work /Done run Tattoo - modelling software DONE gl flash for weapon test Done field has a missing section Done have being sick too that also takes antibiotics Done make it hurt to be ill too Done have useable petrol pumps. md2 / voxels DONE http://zdoom.org/wiki/TERRAIN - use flat specific floor clip had to get rid of reflections Done impliment pump as switchable object used acs instead Done chance of ill be a script that gets run that has a variable for percentage Done garages reset Done garagespawns in garage Done fire station roof / do it like the new town Done a useable pump Done YOU STARTED USING 1000+ - 1001 etc in game!!! - super importanmt Done makes a chance between treestump and dailytree Done make it hurt and occasionally puke blood Done fix tree spawning twice, and then set it so that a dead tree regrows Done use the above with a tree age counter Done then check the light levels Done then fix the roof for the old fire st Done drinking noise on fountain DONE annotate the thanks for footsteps - done THE SICK IS DOING GL LIGHTS! - i think it might be the bulletflash /DONE maybe change screen colour if youre ill. make you hungrier. dont last forever? done try give actor inventory and then check actor for a random baddie. this could then be used for boxes /done change tid for the tree, and spawn the wood through acs and have it check did this a better way with actor inventories Done rat meat. makes ill. Done ANNOTATE WHERE YOU GOT STUFF FROM IN A NEW FILE - shoutouts /Done car battery - make this go down if the lights are on. need to find a new one etc. can use it with lights in town Done dontbleed pump Done damage for pump Done Set up a menu for using the pump. fill fuel can / fill car - checks distance Done remove extra pumps DONE add pumps to the old station Done lower that desat amount WHAT? give food as a variable for the eating Done make more fountains Done remember to remove the dogs once it gets to 2 more nights Done have friendly dogs change tid to never die Done done gun names top right - change names for weapons DONE? use tags to list guns. List the name in the tag (AK, uses ak ammo) done switch listed ammo type 2 Done is lighjt fade not working> set the time to 1 am - still bright Got this working now with the multi-tagging. Looks great DONe throwing canteen throws an arm - this is the inv fucking up ********************************************* done cut out the windows for the wall stuff from the new textures. Give a house a try done get some inside wallpaper and test that out Done get the tid as a variable passed through from setting it in the map., could then change setting to not run the script, and change it to the other view Done should it be listing the name for ammo type 1 or 2? DONE finish clearing g55 done have a middle texture that is just the doorways for inside a house. the bit coming down from the roof. use itbetween rooms /Done get the tree to check actor tid and spawn different things based on tid. Can do the same with plants null a 0 Thing_ChangeTID(0, 5000) Not needed in the end as I got this working with player inventory. It does use the thing changetid tho i think Done multiple sector tags - add one tag just for light done get rid of errors on boot All done apart from the error about the credit lump. No idea what it is complaining about here. Think it might be something in mapinfo. Test without mapinfo to see if it is still complaining about this the credit lmp still complains, but the rest is gone /done set sbar as a percentage got this working to scale for lower resses now done running noise for roads in old town Done remove archaic file Done move gun names too, in sbarinfo Done in sbarinfo drawstring press x to blah, x to throw Done rename axe Done "book" is crossbow and locks ui Done put rats around DONE heck to see if thunderboom is still replacing thunderbr - thunderboom. check to make sure that petrol station still works done move the sounds out of the old wad, and into the proper folder structure done if weapon selected, list on screen /Done set a scale for the icons on the side in sbarinfo? Done test duplicate tagging sectors. can use this for house building, or for light changeing set it so all sectors have one tag Done trees leave blood decals DONE the sbar is now set to 320 240, but note that its 720 480 in high res. you might need a separate one for widescreen or not but you can actually make the thing scale now, and place stuff using a proper grid. make a drid using sbar that prints out coords Done deleted the room to the right of the moon room. check to make sure that didnt fuck anything up done the raise for grat (rateater) is the heatpack one done if you're using the arm, then you cook it, it locks the ui done make a few showrooms. Design a house as it should be Done menu for using the pump - pumpnnn. fill can, fill car - checks distance to car didnt use menu for now