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Old Bug 
On SDA there's mention in a few speedruns of the "Houdini Ogre" bug, where ogres teleport spontaneously under unusual circumstances. The 40 second speedrun of E3M7 benefits from it where a blocking ogre teleports away. Does anyone know why it happens? I've found the solution to the other obscure bug on there (why monsters occasionally spawn frozen and unkillable), but this one has me stumped... 
Which Hemisphere Was The Demo Recorded In? 
Could be important! 
 
i have never heard of that before. o_O 
Reproduction 
There's a fairly reliable way to reproduce it at:
http://speeddemosarchive.com/quake/oldnews/06_jan-jun.html

Look for the "gor1" map entry. 
Getting Somewhere 
I believe that it is actually a bug with monster_ogre_marksman, and in particular how they use CheckAttack instead of OgreCheckAttack. Still not got it nailed down... 
Another Strange Bug 
While on the note of weird bugs, here's one I got a short while ago: link (Fitzquake Mark V)

Was dicking around with cheats (god + impulse 9/255) on E3M1 when, as the demo shows, another "dog" spawned at the same location as the previous one, except the model was replaced with the dog head-gib model, which proceeded to attack me, while seemingly moving at about half the speed of the normal dog. And after taking a jump, it sort of dies? Very weird, reminds me of a bug I've gotten before where I restarted a map with a different mod (or something like that, can't quite remember) and suddenly all the models would be switched around, but this was just normal id1. Happened once before too with the exact same dog, tried to record with Fraps then, which crashed itself and the game - probably because the bug was too weird to handle. 
Dog 
I can clarify a bit why that might happen, but I can't explain it fully. First thing to know is that unlike the rest of the gibs that are given off, the head gib is actually the same entity as the original model, just with a new appearance and very slightly modified behaviour. All the original ai is still part of this entity. If anything failed to notice it was dead and requested that it run an ai routine, it would carry on from where it left off.

So the difficulty is trying to work out what unusual circumstance led to that first post-mortem ai request. One special ai request for the dog is in the leap function Dog_JumpTouch, where dogs who are stuck trigger a second jump via an ai request. I thought perhaps gibbing a dog mid-leap might cause this to occur - but Dog_JumpTouch checks that the dog has hp left before running. So unless it was some kind of mod that creates shootable corpses, something else must be at play here... 
Possibly Mark5-related 
 
Killer Heads 
I was making a new type of zombie when this turned up. The heads of the gibbed chasing me around and nipping at my shins.

It was funny so I included it as part of the creature behavior, with a few modifications. The Flayn will be included in something one day :) 
Quake 1 To Dark 
I am humbled. I have installed this game 20-30 times starting when it first came out. I have the idgamma patch and the gl 1.13b whatever and I have the game in c:\quake. When I run the idgamma patch it can't find the location. Hence the prick is dark and acting funny. I am using fitzquake 85 and have the bright turned way up so it is playable but not right. I loaded that backstein map and although the resolution is 800x600 it looks like about 320. The glquake plays ok other than dark. Plus in order to have mouse look I always made a copy of my cfg file,deleted everything and put +mlook and saved it as Autoexec.cfg and it worked. I use notepad as my editor and I get a notepad instead of a cfg file that opens in notepad. Just on the copy. The original cfg is ok.Wtf? Some genius straighten me out.
windows xp sp3 nvidia geforce fx 5200 
Lizard 
with backstein, sock is forcing some graphical settings via the pak file. Not sure if that is also interfering but try deleting the second pak file to see if it changes anything. With idgamma, I dont know the issue about the installation error but I would be happy to email you my idgamma pak file if you want. No idea re cfg file issue. 
Idgamma 
Wasn't the whole point of Idgamma to make the game brighter on old GLQuake with its nonfunctional gamma/brightness slider? All modern source ports have this fixed - no one has to play or should be playing with this old piece of junk these days. 
Its Not The Same 
I cant get the same look (which I like) with modern engine settings.

Frib has posted about this in better detail in the past. 
Nitin Or Frib 
Can you post your idgamma pak? I think I have lost mine and would like to try it out again since gamma support is currently broken in QuakeSpasm on OS X. 
Sleepy/lizard 
Thanks! 
 
Quake In Occulus Rift 
http://phoboslab.org/log/2013/07/quake-for-oculus-rift

uses Quakespasm as a base. Have fun! 
Ogre Bug, 
I remember this happening a few times when I was trying a Zerstorer (M3? M5?) speedrun, and was quite interested at the time. I'll be interested to hear the explanation, in laymans terms :) 
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