Quake was the first PC game I played and still in my top 10 favorite games of all time. The movement STILL feels fresh!
Quake's lightning gun bug explained [video]
51–60 of 218 posts
Re: Quake's lightning gun bug explained [video]
#52I 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
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]
#53Earlier 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.
Re: Quake's lightning gun bug explained [video]
#54Did 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.
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]
#55Suddenly, a wild John Carmack appears and explains the real reason for the bug ;-)
Probably to busy off doing new things to worry about this. ;)
Re: Quake's lightning gun bug explained [video]
#56Did 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.
Re: Quake's lightning gun bug explained [video]
#57Re: Quake's lightning gun bug explained [video]
#58Earlier 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
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]
#59Re: Quake's lightning gun bug explained [video]
#60Quake was the first PC game I played and still in my top 10 favorite games of all time. The movement STILL feels fresh!