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Quake's lightning gun bug explained [video]

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Re: Quake's lightning gun bug explained [video]

#52
post #13
post #10

I don't follow. This code is not C or C++, so it's not actually from Quake. So what's with "this is how this was coded" and "here are the bugs, but it's only my guess"? The code is avaialble, why guess at all?

He mentioned QuakeC. Maybe this part of the game was coded in that. https://en.m.wikipedia.org/wiki/QuakeC

Almost all of Q1 gameplay is in quakec, which is a a simple c-like language targeting a little VM. Eventually they've opersourced all of the code making the community possible.

I recently started playing Q1 again and it's amazing: the community still supports a number of derivative engines, as well as numerous amazing mods and maps. Arcane Dimensions are insane!

Re: Quake's lightning gun bug explained [video]

#53
post #27

Earlier quoted context omitted.

It's QuakeC - quake's proprietary scripting language that compiled down to a file called progs.dat

I remember Carmack announcing that the scripting language for Quake will be "interpreted ANSI C". Never checked how standard he made it though. That was back when he posted dev updates in his .plan file.

QuakeC looks like C on the surface but is a much, much simpler language. Modern dialects are quite a bit more advanced (while still targeting the same vm).

Re: Quake's lightning gun bug explained [video]

#54

Did anyone had a situation after entering the portal that it didn't teleport you, but you were in some different space with purple color and you had to move forward to be teleported? I had this once on the DM2 map. I tried to repeat this, but I never succeeded.

That should be a known bug on a specific teleport that exists on the DM2 map. Not sure if it's also present on "regular" Quake but it's been on QuakeWorld for as long as I can remember.

On the backroom (where there is Red Armor and Mega Health) there is a teleport that goes to the main (BIG) room of the map.

If you jump just before the teleport and "aim" your jump so you go in the top left corner of the teleport, you'll get stuck inside the teleport but not go through until you move a bit.

Also, staying stuck for too long on that teleport during a game, will drown your player, which should definitely confuse your opponent as there is no water deep enough to drown players on DM2.

Good times! Long live QuakeWorld!

Re: Quake's lightning gun bug explained [video]

#55
post #2

Suddenly, a wild John Carmack appears and explains the real reason for the bug ;-)

Probably to busy off doing new things to worry about this. ;)

Possible, but not necessarily. I've just seen Romero playing a Doom mod this week for example: https://youtu.be/gIl_TqFJNO8

Re: Quake's lightning gun bug explained [video]

#58

Earlier quoted context omitted.

The movement? It was just dull but they fixed it with QuakeWorld. Bunny hopping is fun until you encounter stairs. They fixed that mechanic in Quake 2 but then everything else about this game is crap. Q3 was OMG, simply amazing Movement wise, CPM/CQ3 or QuakeLive is where things became fun again

I'm sorry, but I don't agree with you. Quake 2 was the BEST Quake

No, it is not. I still play a few matches every now and then.

1. Movement is weird. Teleports suck immensely.

2. Weapons are slow to fire, and somehow, even slower to recharge/change. The 15km/h rocket projectiles don't make any sense.

3. Stock maps are crap. Thank God for ZTN

4. Has the worst community. Clients and mods are horrible. Zero quality of life stuff

Re: Quake's lightning gun bug explained [video]

#60

Quake was the first PC game I played and still in my top 10 favorite games of all time. The movement STILL feels fresh!

I'm quite curious to see what Quake would look like given a similar treatment as the new Doom games got. That is, distilled down to a pure essence of what the original was trying to achieve.
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