Scheduled

Things to investigate/ Known Bugs:
HLDM compatibility for maps
More prominent join/kill messages
mt_teamplay - what does it support? Can we use any of it?
Xen HUD - there should only be one for Grunt - Define exactly what people want removed.
Team balancing based upon class values.
CS map compatibility - Need to be able to get origin of func_bomb_target
Zombie (See bottom of page for discussion)
LOD
LOS/FOV Clipping
NetMON
Slave NV - can see assassin?
Documentation
Tranq effect // Can wait until Sci uses tranq ... if ever
Taser Effect - stun, then weakened for a while, poor motor control.

Segfault in client when drawing player models
Believe that memory is being trashed somehow, difficult to debug as code is partially engine based, partially vgui based.

Level timers don't reset levels (escape and colesuem)
Can not duplicate.

When Human's die, gordan's body remains on the ground
Can not duplicate, there are no corpses ...

Zombie has no attacks
Getting to it :]

No player animation when using knife (animation in 1st person view good tho)
Confirmed in third player mode. Maybe due to not being client side ... Please check other non-cs weapons, all Xen weapons (except h-gun), and swarm blade weapons (katana, knife etc)

No walking animation for Zombie...
Yes it does! Looking in to it.

On Colesuem level the scientist weapon does nothing (its not the plasma model either, its the other one {that charges up})
Seems to be a problem with beams. It actually does damage, the beam is not drawn :{ This is a standard HL weapon, now moved client side in 1108. This is now irrelivant as Sci no longer has gauss gun.

Remove "specials" from all classes, perhaps just make a Primary, Secondary and Alternate only. Avoids confusion and makes our lives easier
If you want me to disable features, which _is_ what this will require for controller and assassin, then you have to tell me which ones. All of these used to be on ALT attacks, people found them to confusing, so we added the special keys ... Controller would require ALT2 as well as ALT1 to fit in all functionality. There is no ALT2 so I would have to add it.
Taunts - Radio Messages:
Need to add menus to allow team only and Generic radio messages.
Sounds:
Assassin: Need girlier sounds
Knife: Need new ones
MP5: Need new ones
Glock: Need new ones
Garg Melee: Need new ones
Slave Melee: Need new ones
AGrunt Mele: Need new ones

Mods for SWARM 2.3.0.0

Completed

2.2.2.7

Spacebase : scoreboard no work
Fixed. This maps seems _very_ laggy, bad for release, good for testing :}

Entities disappearing
Changed code so LOS & FOV clipping default off. YOU STILL NEED TO TEST THIS

People hate pack selection
Removed pack selection. Current Human weapons list:
    Barney: Knife, Taser, Batton, Glock
    Assassin: Knife, Glock, Crossbow, Concussiongrenade, Smokegrenade, Grapple, Cloak, Nvg
    Commander: Handgrenade, Knife, Glock, C4, Proxmine, Shotgun, Grapple
    Grunt: Knife, Mp5, Pipebomb, Handgrenade, Glock, Tripmine
    Scientist: Knife, Egon, Needlegun (Health And Adrenaline)

2.2.2.6

Scoreboard not updating
w00t!!!!!!!! Finally have enough RAM to run a dedicated server with 16 bots and a client, both in debug mode. This allowed me to produce a heavly taxed server which displayed this bug (it's the first time I've been able to see it). Fixed.

Segfault crashing Client
Discovered, under same conditions as above, that the server name was being corrupted when the scoreboard was being refreshed. Used memset to avoid corruption. Fixed.

Segfault crashing server
Was informed that keeping pointers to CBaseEntity classes was bad. Changed mission game rules to use EHANDLES to remember spawnpoints, teams, missions etc. Also changed missions to use EHANDLE to player and class to use EHANDLE to current mission. Seems to have made the server a lot more stable. Server was crashing every 20 minutes, now runs without crashing; max test time under windows, 1 hour 30 minutes

Replace current assassin model with old one
Added original assassin model

Use new Rat Zombie model
Added new zombie model

2.2.2.5

Bots not spawning correctly
Fixed

Garg cliping
Changed Garg and XGrunt back to normal size. I think the garg should start of small and transform after a special event, code in place to do this just need model and idea to trigger power-up

Scoreboard titles are squished together, and the server title is now limited to only 14 or so characters.
Removed textscheme files. These files allow you to adjust the font settings for each screen size. Defaults seem to work OK.

Annoying "Game over man, game over" sound fx. :)
Changed code to use it 1 in 4 for grunt/commander, instead of everytime and another death sound

Slave's lightning attack uses static sprites instead of the animated ones it did in previous versions, looks weird
Fixed

No crosshairs on Controller
Fixed

Xen Grunt: Once you deselect the new weapon, you can't select it again
Fixed

No reason to have weapon HUD for Xen Slaves/Gargs/Headcrab. Remove it to avoid confusion
Done

Remove crosshairs from Headcrab, he doesn't need them
Done

Headcrab's special attack should be set by default to the primary attack button. As well it needs to be quicker and cause more damage
Fire done, special1 will still attack. Headcrab is supposed to be weak, it is only worth 1 point, out of a possible 10. made jump longer. It is supposed to be slow and it causes the same damage as SP game. Please use exact figures when making changes. Current values are detailed in the modifications.html file, or in weapons.html file..

Scientist: Plasma gun lightning sprite shoots off to the corners of the screen and not the target
Fixed

Hero: When game begins, it says " You are Gina " in the top left corner
Will say "You are X" where X is Gina, GMan or Gordon, to let you know which one you got

Hero's player model uses commanders
It uses the model of the named hero

When you join the human team, sometimes if you look at console it says, "Joined Team Lobby"
It says that message when you first join as you are in the Lobby

Sniper zoom doesn't work?
Made zoom fully client side, no lag for sniper :)

Sometimes when you fall in holes in sw_escape you'll lag HORRIBLY....
Needs to be mapped better :} Try enabling/disabling LOSClip and FOVClip. This can cause some interesting behaviour.

Human gibs when Xen dies
Fixed

No death msgs (no text appearing when you die or kill)
They are there, just hard to see

The new sound fx and weapon sprites from Mouse
I only recieved sounds, they are now included

Change the default player name to "Swarmaholic" (kinda nickname for swarm fans), right now it says "Darthbobo". :)
In the release the config.cfg file will not be distributed. This is because KA keeps whinging that my l337 config is to much for his meagre skillz.

Remove the option for the Hero class
Disbled selection. We need to decide what weapons/skills each Hero will have

Commander : When you plant a bomb, a pair of human arms sit beside it. (see screenshot below)
Fixed

Commander's knife arms are different than grenade arms
Fixed

Random weapon pack selection _very_ annoying
Added VGUI menu to allow selection of weapon pack.

Pack selection menu has many options
Fixed
Weapon Controls:
Changed keys for certain attacks.
  • Controller
    • Special 1: Create Telport Destination
    • Special 2: Telport Attack
    • Special 3: Telport Self
  • Slave
    • ALT1 + Reload: Un-Zoom
Grapple:
Lowers user slowly
Garg Stomp:
Faster and bigger, easier to hit with.
Controller Teleport Ball:
Bigger, easier to hit with.
Assassin:
Made Assassin walk and run sounds quieter
Headcrab (Xen):
Added him
Speed: 120 - very slow / 160
Health: 20 / 100
Armour: 0 / 100
Value: 1 / 7
Model: Same as SP / Same as SP Zombie
Size: small
Weapons:
  • Bite - 25 damage
Description:
    Headcrab, as per SP game. However he will transform in to a zombie if he gets in a kill blow.
Slave:
Made him immune to Shock attacks, as per SP game
Barney (Human):
Added him
Speed: 270 - normal
Health: 50
Armour: 20
Value: 3
Model: Same as SP
Size: Normal
Weapons:
  • Glock
  • Taser
  • Baton
Description:
    Barney from the SP game with a couple of typical security gaurd weapons.

    HEY!!!! Should we give him a new weapon, bag of donuts? heals human 5 points, harms Xen 5 points, heals Barney 15 points? hehehhehhe I can see him now reaching in to a paper bag to get a donut out to throw at an approaching garg :P

Batton:
Range: Melee
Power: 15
Model: New
Primary: Stun
Secondary: none
Max Carry: n/a
Description:
    Nasty stick to wack Aliens with.
Taser:
Range: Melee
Power: 10
Model: New
Primary: Stun
Secondary: none
Max Carry: n/a
Description:
    Standard electric shock weapon.Owned by Human Scientist, and Barney.
Saiga:
Range: Standard
Power: 30
Model: New
Primary: Single shot
Secondary: Double shot
Max Carry: 30 per clip, 5 clips
Description:
    Heavy semi-auto rifle, fires single or double shot. Owned by commander. Clips found in Human Primary Ammo packs.
Ravj:
Range: Standard
Power: 75
Model: New
Primary: Single shot
Secondary: n/a
Max Carry: 15
Description:
    Xen Star Blade projectile. Major damage! Owned by Xen Grunt. Clips found in Xen Secondary Ammo packs.
Dagger:
Range: Melee
Power: 20
Model: New
Primary: Slash
Secondary: Throw
Max Carry: 5
Description:
    Light, weighted, throwing knife. Owned by Human Assassin. Clips found in Human Secondary Ammo packs.
Shuriken:
Range: Standard
Power: 15
Model: New
Primary: Single shot
Secondary: n/a
Max Carry: 10
Description:
    Traditional Japanese throwing stars. Owned by Human Assassin. Clips found in Human Secondary Ammo packs.
Sniper:
Range: Standard
Power: 60
Model: New
Primary: Single shot
Secondary: n/a
Max Carry: 150
Description:
    Silenced semi-auto rifle. Owned by Human Assassin. Clips found in Human Primary Ammo packs.
Katana:
Range: Melee (twice normal distance, i.e can hit people standing in second row)
Power: 45
Model: New
Primary: Slash
Secondary: n/a
Max Carry: 1
Description:
    Tradition Japanese curved blade. Owned by Human Assassin.
Needle Gun:
Range: Standard
Power: N/A
Model: New
Primary: Single shot - Adrenaline / Tranq
Secondary: Single Shot - Health
Max Carry: 5
Description:
    Fires hypodermic needles. Owned by Human Scientist. Clips found in Human Secondary Ammo packs.
Classes:
Points system has been changed to work of class value and damage inflicted. Class values are:
  • Headcrab: 1 / 7
  • Barney: 3
  • Rest: 5

There is a 10% bonus for getting the kill shot in.

Also all classes now have a choice of two weapons packs. Currently the pack is chosen at random. In future there will be a menu to allow players to select a pack.

Game Play:
Fixed problems with scoring system.

Changed CTO missions to use "standard" as oppossed to "map" models. Required new FDG.

Removed ammo type check boxes from ammo packs. It was getting rediculous due to the number of weapons we have.

Removed Friendly AI setting. Now turrets can be team specific. Will add Xen model when available.

Fixed problem with scores not being awarded at end of round.

Under Development

Hero (Human):
Added him
Speed: 270
Health: 150
Armour: 100
Value: 8
Model: GMan/Gordon/Gina
Size: Normal
Weapons:
  • Glock
  • MP5
  • Crowbar
Description:
    Have added new hero class, only one of each hero can be present in a game at one time. Need weapons for each hero, above weapons are just temporary. GMan, Gordon & Gina. message will display witch of the three you are.
Garg:
Requires new _big_ model, same size as SP garg would be good :}
Zombie (Xen):
Add him, HEY! This is no longer correct, anyone have the details as we agreed to on IRC?
Weapons:
    Claw: 15 damage
    Vomit: Projective vomit, 15 damage, slow reload, affects vision, poison requires cure
    Fart: CS style gas, affects vision and co-ordination, 2 poison damage per second while in cloud. Slow release
    Cockroach: see below, they grow inside him slowly
Description:
    Zombie from SP with a few novel zombie type weapons :} Can't be selected, can only be transformed from headcrab.
Barney (Human):
Requires new models:
  • Player Model: new or fix
  • Glock: hands
  • Taser: hands
  • Batton: hands
Assassin (Human):
Requires new models:
  • Sniper rifle: hands
  • Shiriken: hands
  • Dagger: hands
  • Katana: hands
I thought we could have two bodies for the Assassin, the first, which uses the sniper rifle, could be Roxanne, and the second, which uses the crosbow and Katana, could be the body from SP.
Scientist (Human):
Requires new models:
  • Taser: hands
  • Needle Gun: hands
I also thought two bodies, or heads at least, would be good for this.
Commander (Human):
Requires new models:
  • RPG: hands
  • Satchels: hands
  • Python: hands
Grunt (Human):
Requires new models:
  • Shotgun: hands
  • Python: hands
Headcrab (Xen):
Requires new models:
  • Player Model: new & fix
Require Zombie model, will use one from SDK when I get it. Also require headcrab to be raised as per discussion.
Taser:
Requires new model. Was thinking of on of those ones with the Y shape with two chrome points on either side of Y. There should be an arc of electricity between them when the weapon is fired. Can this be done on the model? Or must it be coded?

Stun effect being coded. HUD Icon.

Batton:
Requires new model. Any type will do, maybe one with the T piece so we can do some fancy moves :} HUD Icon. Ammo HUD Icon.
Saiga:
Needs a re-skin, looks fairly bland. HUD Icon.
Ravj:
Needs some sounds, and HUD icon. Ammo HUD Icon.
Sniper Rifle:
Needs model, some sounds, and HUD icon. Ammo HUD Icon.
Dagger:
Needs model, some sounds, and HUD icon. Ammo HUD Icon.
Shuriken:
Needs model, some sounds, and HUD icon. Ammo HUD Icon.
Katana:
Needs model, some sounds, and HUD icon. Ammo HUD Icon.
Needle Gun:
Needs model, some sounds, and HUD icon. Ammo HUD Icon.
Classes:
We could add team balancing based upon this class value as well. All we would need to do is have classes of close value for both races. This would allow 5 headcrabs to fight against one Human Grunt etc.

The only tricky part is giving classes a realistic value, but it would allow us a lot more flexibility in class design. Has anyone considered how we should arrange this? Here are some thoughts:

  • We could change Human classes so there are 2, each with adifferent weapon combo. Ranomise which one you get. Give each one a relative weighting.
  • Have power-ups that teporarily increase your value, like Adrenaline as you are harder to kill.

Current classes have been rated at 5, will need to evaluate them. Probably will modify most to move them above/below 5.

Current weapon packs are:

    Sci:
  • Gluon, Needle Gun (Tranq & Heal), Knife
  • Gauss, Adren, Needle Gun (Adrenaline & Heal), Knife

    Grunt:

  • Shotgun, Glock, Tripmines, Knife, Hand Grenades
  • MP5, M203 Grenades, Python, Knife, Pipebomb

    Com:

  • Saiga, Glock, C4, Knife, Prox Grenades, Grapple
  • RPG, Python, Satchels, Knife, Hand Grenades, Grapple

    Ass:

  • Dagger, Sniper Rifle, Glock, Concussion Grenades, Grapple
  • Shiriken, Crossbow, Katana, Smoke Grenades, Cloak

    Barney:

  • Glock, Batton
  • Taser, Knife

Up for grabs

Classes I like

Icky (Xen):
Add him
Speed: 320 - fast
Health: 85
Armour: 50
Value: 7
Model:
Size: Normal
Weapons:
    Bite: 30 damage
    Spit: 15 damage, poison slows/damages 5 for 5 secs, can charge up to increase time.
    Lash: 40 damage, slow reload
    Charge: 40 damage, probably best to base it on speed of charge
Abilities
    Shape Change: Can change shape to use any (? or just human?) player model
Description:
    MAY BE A PROBLEM! Hulls might come in to this ... or they might not :} I will require a model to test it.

Chameleon (Xen):
Add him
Speed: 270 (normal)
Health: 60
Armour: 30
Value: 6
Model: Smooth electric blue skin ...???
Size: Normal
Weapons:
    Claw:10 damage
Abilities
    Shape Change: Can change shape to use any (? or just human?) player model
Description:
    Chameleon was created to allow infiltration of human bases... Rat has full story.
    WE SHOULD DO THIS NOW! Require model!!! I believe the model should contain slightly imperfect versions of the human classes, just to give the humans a small chance of spotting them :} Else we could use the current human models. There should be _some_ way to spot them ... heal/adren needle from sci would work as it would harm them.

Classes I'm suspect about

Engineer (Human): Do we really want this? Seems to be very standard, not interesting at all.
Add him
Speed: 270 (average)
Health: 50
Armour: 15
Value: 4
Model: Geeky, suit :}
Size: Normal Player
Weapons:
    Knife
    Glock
    MP5 - No grenades
Abilities
    Build: Build AI Turret, maybe ammo and health packs etc???
Description:
    Is this class worth the effort? Seems usless except for turrets, needs more thought.

HWGrunt (Human):
Add it
Speed: 180 (slow)
Health: 100
Armour: 100
Model: Tough Guy, big and dopey.
Value: 7
Size: Normal Player
Weapons:
    Knife
    Python
    RPG
    BFG
Description:
    HWGrunt is the heavy weapons grunt, slow, dim witted but tough and well armed. Lots of long range fire power to make up for slow speed. Inacurate weapons to counter fire power

    I think this is pointless, commander is heavy enough.

Deathcrab (Xen):
Add him
Speed: 700 (damn fast)
Health: 35
Armour: 10
Value: 2
Model: Shiny Black version of head crab, mix between headcrab and black widow spider
Size: Small, normal headcrab size
Weapons:
    Bite: 50 damage + onging poison + 'stuck' to victim, option to zombie victim (slower death) - attacker takes over player
    Poison spit: 20 damage + ongoing + partial blindness
Description:
    The Deathcrab is a headcrab genetically mutated by the Xen to counter the human threat, small and weak but very fast with deadly attacks. Need to ensure is hard to target, kinda hopping around when straffing etc

Deathzombie (Xen):
Add him
Speed: 270 (standard)
Health: 60
Armour: 20
Value: 4
Model: Blackish version of zombie
Size: Normal
Weapons:
    Claw: 10 damage + onging poison requires cure
    Vomit: Projective vomit, 20 damage, slow reload, affects vision, poison requires cure. 50% greater range
    Fart: CS style gas, affects vision and co-ordination, 2 poison damage per second while in cloud. Slow release
    Cockroach: see below, they grow inside him slowly
Description:
    The Deathzombie is created when a Deathcrab kills a player with their zombie attack. Faster and stronger than a normal zombie, they are darker in colour

Weapons

Cockroach:
Range: Wanders
Power: 1 damage, poisons for 5 sec, requires heal from sci, follows victim around
Model: Standard, might make translucent, or change colour to suit background
Primary: bite
Secondary: none
Max Carry: 5

Xen Turret:
Range: Standard
Power: Twice hornet damage
Model: New
Primary: Same as secondary fire of hornet gun
Secondary: none
Max Carry: n/a

Had a look at this, found if I removed the FriendlyAI setting and used team to determine who to attack then you can use current turrets for Xen. I can make it use another model when we get one.

Zombie Discussion

- what is with the zombie being like the head crab???
- I really like that and it does seem to work.
- But the zombie has nothing

----------Zombie Desc-------------
The Zombie......by Stukov : as i have extensive knowledge on the subject :) i got some plans for the big nasty.....

-Standard loadout

The Zombie should have his customary single and double slash.....(maybe this would kill instantly from behind?)

The Zombie should take 50% damage from bullets/piercing objects, i say 75% absorbed for crossbow bolts, because they really wouldn't affect a zombie......energy/fire etc would do normal amounts

The Zombie should have high health/high armor or both (i say 200/200 unless you use that special idea below)

Perhaps a weakness would be if injected by a scientist needle (either one) he dies instantly. This is realistic somewhat because the healing chemicals would stop his cell deterioration but not enough to save his life as a human, so he'd just die.

The Zombie is SLOW

The Zombie shouldn't be able to drown.

The Zombie should take little or no damage from falling.

The Zombie shouldn't be able to jump (but i guess this hard to do considering the maps), he doesn't have that kind of coordination. Ducking is fine.

The Zombie shouldn't have footsteps...although unrealistic he needs some stealth...

-Some abilities possible

1. We should slow down players when they get shot (like most mods) this makes everyone easier to hit (helps with laggy games too), an advantage of the zombie would be that he wouldn't slow when getting shot.

2A. Perhaps he could regenerate health on his own (200/200) but not armor.

OR

2B. In contrast his health could start at a really high number (like 500) and gradually "decay" (maybe 1 per sec?) as a zombie would. Dying from "decaying" wouldn't count as a death, but would end the round in surivial mode or make him drop a crucial item etc. He COULD regain this life by killing perhaps.....maybe 200 or so...or depending on what class he killed (or the eating corpses idea below). Regen pools would do nothing seeing as how he's humanoid.....This idea really is unique and puts a great twist on the class. The coding would be easy, just like the infection in TFC. This is balanced...he's essentially a ticking time bomb...hell he could even gib once his time is up :)

3. Burrowing - As in most corny zombie movies, the zombies main weapon is suprise, he'll spring up behind an unsuspecting person, but his burrowing speed would be slow (like starcraft)......we could limit the time.....perhaps he could even heal

4. Grab - This definetly needs to be in. It really conveys that sense of "get the fuck away from me!!!" when you see him. The Zombie needs to be feared and underestimated. If anyone here has played a Resident Evil title, i rest my case. He could steal life, get in a few hits, or an instant death if you really wanted to be a bitch. Would make up for his slow speed.

5. I was thinking of just him being able to play dead like TFC, but bodies in swarm don't stay long.....still it would work once in a while

6. Transformations - He could essentially be the spy from TFC. He'd look like the person but then when he attacks he "decays" into a zombie. not an original idea, but practical. But i gues the chameleon will fill the spy role.......scratch this i guess.....

7. Zombie Dash - Everyone thinks zombies are slow they underestimate the time they have to down him. This was a twist added to Resident Evil Code Veronica for Dreamcast (or RE3 i can't remember exactly) to make the game more intense and less predictable. Occasionally the zombie would quickly stumble towards you and lunge at your feet as a desperate attempt to grab you. It adds more the fear and suspense when all the sudden the guy picks up the pace while you're reloading. They've got a little life in them still :) Maybe we could have the zombie do this once every 30 seconds or so. I like this idea because it makes him less predictable and a bit scarier. Maybe 3x speed for 3-5 seconds.

8. Feast - The zombie could eat dead bodies before they vanish......regain some health etc. maybe 20-50 (maybe class determined, he could even eat his own dead team members)

9. Sensing - Maybe he could see cloaked assassins......seeing as how he probably smells victims not sees, this would also mean the smoke/flashbangs wouldn't affect him.....of course this would suck because he'd be the FIRST and EASIEST target to snipe.....but those bolts should hardly hurt him....allowing the Xeno's to get closer to a lame camper.

Ok...there's my ideas......most are practical and go well with his theme......

------------ What we decided on----------
Decay, eat gibs to regen, leave one corpse per player, time out corpse, base regen on gib, slime to increase armour, HC needs to kill to become zombie, then reverts to HC when zombie dies. Grab, dash, sense, no drown, slow, slash and double slash, no jump

Yes I have been slack on this. I only recently found this doc, it was archived on my Linux partition, stupid windows :/

-----End Zombie---------------