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docs: Add a pending task about BFP bots logic, add more details in the difference stuff and fix a bit the completed tasks
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README.md

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@@ -18,6 +18,7 @@ A legendary Quake 3 Arena mod from the late 90s to early 2000s.
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### Pending:
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- [ ] Attacksets (configurable for cfgs)
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- [ ] BFP bots logic (handling the flight, ki boost, ki charge, use of ki attacks, melee, ...)
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- [ ] Cvars as described on old docs
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- [ ] Power Struggles (when two beam attacks collide)
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- [ ] Skin Config File (explosionModel, explosionShader, missileRotation, missileShader, … look old docs and cfgs about that: Custom plugin models)
@@ -30,15 +31,15 @@ A legendary Quake 3 Arena mod from the late 90s to early 2000s.
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- [x] ~~Auras~~
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- [x] ~~Balanced player physics movements (different from the original BFP, but balanced for gameplay)~~
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- [x] ~~Bind key to recover ki energy~~
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- [x] ~~Bind key to toggle speed (ki boost). HINT: HASTE POWERUP~~
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- [x] ~~Bind key to toggle speed (ki boost)~~
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- [x] ~~Blocking (consumes ki energy, transfers all damage to ki instead of health, deflect missile attacks, more info on old docs)~~
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- [x] ~~Breakable map entities ("func_breakable")~~
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- [x] ~~Gametype: Survival (`g_gametype 3`)~~
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- [x] ~~Gametype: Monster (`g_gametype 4`)~~
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- [x] ~~Gametype: Team Last Man Standing (`g_gametype 6`)~~
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- [x] ~~Hit Stun (makes player can't use ki, melee, block and charge)~~
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- [x] ~~Instant character model changing~~
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- [x] ~~Ki trails (use ki to move, cg_kiTrail >10 )~~
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- [x] ~~Ki trails~~
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- [x] ~~Melee feature~~
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- [x] ~~Remove some items like powerups and health pickups~~
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- [x] ~~Powerlevel and Power Tiers indicated on old docs~~
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- [x] ~~Replace ammo to ki energy stamina~~
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- [x] ~~Short-Range Teleport - Zanzoken (when pressing 2 times left or right)~~
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- [x] ~~Third person traceable crosshair~~
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- [x] ~~Toggeable flight (bind key). Hint: FLIGHT POWERUP~~
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- [x] ~~Toggeable flight (bind key)~~
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- [x] ~~Transformations (related to Power Tiers)~~
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@@ -158,7 +159,7 @@ You'll notice some differences and things that the original Bid For Power didn't
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- water movement handling is different from original BFP, but it works similarly
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- survival gamemode is pretty well balanced (on original BFP, when everytime the player changes a different character model from their own preffix, dies and respawns during warmup, the warmup resets. So, that's unfair)
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- monster/oozaru gamemode has the following in-game differences compared to the original:
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- the player monster is labeled 'MON' on the scoreboard so teammates can identify them quickly
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- the player monster is labeled 'MON' on the scoreboard
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- the player monster has a larger floating sprite chat
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- the player monster has a larger shadow effect similar to regular players
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- the player monster has a large dynamic light when charging or using ki
@@ -167,14 +168,17 @@ You'll notice some differences and things that the original Bid For Power didn't
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- player monster's first-person and first-person vis mode viewpoints work properly
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- player monster's third-person camera has improved focus (similar to BFP's standard third-person view but scaled for giant characters)
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- `g_monster` cvar enables the monster/big monkey feature (that happened in the RC/beta versions)
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- available in the UI, maps marked as `monster` besides `oozaru` can be viewed in the UI
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- available in the UI, maps marked as `monster` besides `oozaru` can be viewed in the GAME SERVER menu
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- team last man standing has the following in-game differences compared to the original:
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- players cannot switch teams after joining a team (on original BFP, the dead player -who was forced to spectate- can join during the match, that was against the rules)
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- players cannot voluntarily switch to spectator after joining a team
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- players attempting to switch teams/spectate receive centerprint messages
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- maps marked as `tlms` besides `lms` can be viewed in the GAME SERVER menu
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- some cvars didn't save changed values after quitting the game that happened on original BFP (means that `CVAR_ARCHIVE` wasn't on them), but these are now applied on replica
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- file size differences between the QVM and the original BFP QVM can be quite significant
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- kiCharge, boostCost and blockCost cvars work differently
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- configstrings in CS_PLAYERS like "c1" and "hc" are removed to be optimized, handicap is disabled logically because it isn't used at all
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- some Q3e patches are applied, like events and function stuff...
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- ...
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Any fixes, improvements and contributions are welcome. But we can't accept secondary things and other stuff that don't reach the goals.

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