![]() The version in use (CRC 24778) is found at offset 0x116DF17 and continues to the end of the file. The old version (CRC 51103 used in v1.01) is found at 0x580358, is 410616 bytes long, and is not indexed. Starting with v1.06, there are two copies of progs.dat in pak0.pak. It is functionally identical to the standard Ogre outside of not making a sound upon seeing the player, not having a proper obituary (it simply prints the killed player's name with no descriptor), and being capable of infighting with standard Ogres (since they are technically a different monster species). This causes the game to incorrectly claim that there are unreachable monsters in a level, when they don't actually exist.Īn unused monster, monster_ogre_marksman, is present in the QuakeC code and can be placed in levels. R1M6 - a Wraith will not enter the map.Ī bug in the Quake-C script causes rotfish to be counted twice in the number of monsters in a level, but only once when they are killed.R1M4 - a shambler entity "t399" is spawned in all skill levels, but on Easy/Normal, the corresponding teleport isn't.(The missing monster also registers as a monster during deathmatch.) HIPDM1 - a spikemine is reported to be present, but is missing.HIP2M5 - three spikemines don't teleport into the map.HIP2M4 - two spikemines are missing on Hard difficulty.E4M3 has a fiend that is spawned in Easy, but not the corresponding teleport.E2M4 has a few monsters that will not teleport into the active map area.Also in E2M3, when playing in deathmatch, there is an untextured button that appears by the Super Nailgun.It's a Super Nailgun, and is already close to another Super Nailgun that doesn't fall out. When playing E2M3 as a deathmatch level, an item at coordinates (-1200,208,-106) falls out of the level, and is then removed from the map.The game doesn't use it (with the player shooting or touching items instead), and modders were unable to exploit it until the source code was fixed. ![]() The console provides "+use" as a command. ![]() Only this and a reference to its removed wake-up sound remain. This monster only appeared in the Qtest1 prototype and was never fully implemented. The only way to be harmed by it is to approach it, and it is credited to a generic trigger rather than Shub-Niggurath. While this boss appears, it has no attack. The text is replaced in the expansion pack Dissolution of Eternity, where the Dragon is actually implemented. This is fixed in QuakeWorld, as well as a community mod.Ī client obituary for a Dragon, not implemented in the original game. Intended to appear when someone tries telefragging an invincible player, but it never appears in normal play. Unused Text Satan's power deflects 's telefrag This is a variation of T_RadiusDamage, without parameters for the inflictor or entity to ignore. The QuakeC source code contains T_BeamDamge. An unused grunt sound for the Death Knight.
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