TSW Alpha 3.1

**************** NOT FIXED BUGS ****************:

There are some weird machine slowdowns in TSW, I don't exactly know what it is, but the bots is not the only reason...
I think that the realtime fog of war might be slowing down a lot, but I'm not sure about this either though, the real fps drop is after I have entered a tunnel, and when I get out at the end of the tunnel, the fps drops by at least 30
I will try and get some shots of this weird stuff, but please, we need you to fix this bug gpig, or TSW will be unplayable.

The selection-rectangle disappears.

Mission restarting doesn't work from ingame always:
then it goes back to the lounge, i change team, then click on my name,
it ses precashing buildings then once again ses mission complete, then goes back to the lounge,
ok when i restart the map, it dose the same thing 

**************** FIXED BUGS ********************:

find-servers-menu-bug
while scanning for servers, dropping back to main-menu
<fixed, 05/02/2002>

sattelite-control-bug
<fixed, 01/01/2002>

Building Wait Thingy:
You should add some kind of counter or something so you know when you can build again
(maybe some kind of percentage bar) after you've just built a new unit/structure/item.
Build Queue list:
(Unit: klick to start building, unit pops out when ready)(Building: klick to start building and
klick again to place it when it's ready.)
<added, 25/11/2001>

-animtions for advanced hud
<added, 05/11/2001>

-Advanced hud-
<added, 29/10/2001>

-misc_sparks
livetime : propper english is lifetime 
random : a random time added/substracted to the wait time
noise : a sound file to be played when fountain starts OR:
target : a target that is executed every time the fountain starts, can be a target_speaker or a func_door
color2 : the color of the other sparks
there should be a move varience only key, so it only affects the speed and dir of particle, cause color get really weird, and you have to set it low so the different in colors won't be a totally new color, but setting variance low, just makes a totally straigt up fontain, wich is not nice.
<fixed, 11/10/2001>

func_walls are destroyed by any damade, not the one set in the health key
( a machinegun shot destroys a 500 health wall)
<fixed, 07/10/2001>

Better HealthBars - the status bars of selected units are a little hard to read...
<fixed, 30/09/2001>

make use of entitystate->solid to calcuale the bbox on the client's system
<added, 09/09/2001>

Selection markers: display weird, align to ground and below the model
<fixed, 09/09/2001>

be able to select which teleporter units come out of
<added, 26/08/2001>

add proper IP-filtering (IP-registered people are preferred)
<added, 15/08/2001>

make SHIFT-key work in chat
<fixed, 13/08/2001>

add a bindable command for entering a unit. (if they are moving around alot
it is difficult to double click)
<added, 12/08/2001>

Choppy Camera - The camera is too choppy sometimes in the pre mission thingy
<fixed, 12/08/2001>

Enemy-Selection-Bug:
You can select enemy units.
Enemy units give voice-replies when selected.
<fixed, 16/05/2001>

And when you do kill them, their skin changes from red to blue. 
<fixed, 05/06/2001>

G_ModelScale Bug:
I think (Don't know really) that all weapons act like in g_modelscale 100 (normal size) even
if you're running g_modelscale 50. So it looks like grenades fly twice as long and high as usual,
because it's not scaled down with the modelscale cvar. ( I don't know if It's just me or If I'm right =)
<gauntlet fixed>
<lightning-gun fixed>
<mgun+shotgun no need to fix>
<BFG fixed>
<GL fixed>
<RL fixed>
<plasmagun fixed>
<gravity fixed>
<effects fixed>
<kickbacks fixed, 31/05/2001>

Armor bug?:
I don't know if the armor is shown as a bar if you've got an unit selected, or maybe they just
Don't have any armor... Once again, I don't know
<some units don't have armor>

Drag selection bug:
Sometimes when you drag select and release the button when coursor is in the build menu (in sattelite
mode for example) the selection won't execute, leaving that selection box following the cursor(like 
waiting for button release) and the selection isn't executed until you press fire again.
<fixed>

only be able to build something where your units already are.
<fixed>

when a gameends a message box pops up if you want to continue loading
an insecure dll. if you press yes the game crashes
<id-dll-bug>

in order for the team selection to work properly you must have pure server
turned off
<pk3-problem, due to dll-release>

I found that the turret buildings attack the spectator, wich isn't very good is it.
Not need to say anything else do I ?
<fixed>

Geasture Hangs - When pressing the geasture button the game crashes and pops back to the main menu.
<fixed, geastures back available>

Noteam pre misson - During the pre missions the buildings aren't team colored, instead they are greyish...
<fixed>

Satellite View Bug:
If you are in an unit and get killed, you mostly pop out in observermode but sometimes
you pop out in the death view angle (like in normal q3 when you die, and if you press the
satteliteview button then the angle is not straigt down, but angleded and targetting is
almost impossible.
<fixed>

Money Bug:
Sometimes ( Don't know how or when it happens) You can build stuff that you don't really
affort, and when unit is built money jumps up to something Above what you had before.
<fixed (simple display-problem)>

Visiblity-Bug:
Also any part of the clipping zone, not just the origin should make the model visible if some
unit in my team sees it. 
[tell me how to create a situation where I can't see a unit that should be visible either,
I already added model-based view-lines, but maybe they're buggy]
<fixed, added new cvar: g_limitvis>
<fixed again, 16/05/2001>

enemy does not seem to be limited by fog of war
<fixed>

Bot seems a little stupider than before, sometimes facing the same direction all the time,
and sometime just staring into the voids. Well Don't know how this happens anyway.
<fixed - occured in foggy areas>

**************** BUGS THAT NEED MORE SPECIFICATION ********************:
Sometimes when I double click it quits and returns to the main menu.
[specify]

When I click on Multiplayer it the start if it refreshes about 30 servers
it'll go back to the main menu, and with cable it doesn't take long to refresh
30 servers.
[specify]

Sometimes I get stuck in satelite mode still.
[specify]

Well for one the group selecting is gone, when I hold down the fire button I
just get the ball of effectes under it and I can't move it.
[specify]

************** THINGS TO ADD, BUT NOT DONE YET ********************:

height of satelleite camera should be fixed, or player should be able to
zoom in and out( when moving over terrain the view jumps up and down
quickly)

Mission auto Team - In TSW:Mission maps the shouldn't be allowed to select a team, instead have
some value in the ini file that forces the player on a team and then starts the game, instead of
letting the player select.

Pic of Unit - Somewhere along the building bar and so, there should be a little animation of
the current selected unit,  la starcraft, that would be really cool.

The building system should be changed to something like in C&C or something like that,
also you should be able to see the name of the thing you're currently building and how long till
it's finished and so on, perhaps on the bottom of the screen. Also, units should wait till there
done until they pop out instead of causeing the next thing to build delay.
like: Click->Build,wait->unit pop out.

-Auto Join Team in TSW:Mission-
You should not be able to select a team in TSW:Mission you should be auto assigned to a team. The auto assign information would be placed in the ini for example.

-Can't get ammo!-
There are difficulties getting ammo because you can't click units to get ammo that is _ON_ the teleports, if you want some ammo you'd either have to enter a unit and go get it yourself or you'd have to click the unit to the other side of the telep. so the unit will cross it and "accidentially" get the ammo.

-Q3 AI + AAS == BAD-
The q3 ai is really rough on my computer when you have more than 15 units, even if there only are like 10 units it's rough on my computer. So Perhaps a new faster AI is at hand ?

-FIRST MISSION-
I also think we should focus on the first single player missions now, the modellers should be busy making the human models and some evil pets ( ) And gpig, should focus on coding them...

add mapcycle option - define where map-restart keeps player and team-settings

enhance TSW-macro-language for vectors

create entity-bound scripts (weapons-behaviour, mission-specific actions)

remove old bound-calc-functions if finally not needed

when you have a unit selected and klicks on a func_wall, the unit should start attacking it.

When you have a unit selected and klicks on a button, the unit should go press it.

When you hold down a binded button (F maybe?) and has a unit selected and klicks on a not selected unit, should make the unit follow the unit you f+klick on.

****************** SUGGESTIONS THROWN OUT *********************:

Invis of war - Okay, I don't really like the invis of war thingy, if we really have to keep
it then I suggest you make it what any unit actually can see not just some range cubic clipping.
[invis of war is crucical for any RTS (hide your strategy from the enemy), I would prefer a
C&C style system, once discovered, always visible, but in a 3d-world that would eat memory
I cannot afford for it, so realtime invis of war is the only option]

