🚀 go-pugleaf

RetroBBS NetNews Server

Inspired by RockSolid Light RIP Retro Guy

Article View: alt.games.doom
Article #93221

Re: Doom 3 Hell: Remind you of Quake?

#93221
From: McGrandpa
Date: Wed, 04 May 2005 23:41
87 lines
4670 bytes
"Stephen Howe" <sjhoweATdialDOTpipexDOTcom> wrote in message
news:42784ba3$0$306$cc9e4d1f@news.dial.pipex.com
> Thanks for the response
>
> You have wetted my curosity with that link :-)
> Does it work out that much of Quake is scripted?
> Is that how many fixes are provided (by changing the script?)
> I have never really explored how Quake 1 "works".
>
>> What would be a "true" Nightmare mode:
>> - Soldiers and enforcers firing at maximum rate.
>> - Ogres launching grenades that inflict the same amount of damage as
>> the player's grenades.
>> - Shambler using the lightning attack that does the same damage as
>> Thunderbolt.
>> - The lava pit boss having it's projectile speed increased (or having
>> multiple projectiles).
>> - The final boss actually having an attack.
>
> Yes, that would be nightmare :-)
>
>>> And a spore on E4M5 - never activates?
>>
>> Haven't heard of this problem.
>
> Around the central pool of acid there are 4 sections (some sections
> bigger than another).
> Effectively rather like a huge-cross (use Notepad to copy-and- paste)
> Now, near the centre pool, diagonally between sections, there is a
> rectangular black box and a spore inside it.
> Nothing ever seems to activate it.
>
>>>>>>>>>>>>>>>>>>>>
>    +---+
>    |   |
>    |   |X
> +---+   +---+
>>           |
>>           |
> +---+   +---+
>    |   |
>    |   |
>    +---+
>
>>>>>>>>>>>>>>>>>>>>
>
>> I haven't seen the lift, but there is a "pseudo-secret" at the
>> beginning. You first go up the lift, advance through the arch, and
>> return to start.
>
> Yes seen that. There is Nail ammo within.
> It only opens up once you leave the start area.
>
>>> And a hidden lift on E2M3 near the start - can you enter it?
> Further notes: This is after going over the bridge across water from
> the start and at that point you can turn left/right along the
> walkway. But literally staight ahead, not turning left/right though
> solid wall is an active lift - but unreachable I think.
>
> I have also discovered other hidden (again I think unreachable) areas
> on: E3M1 (a passageway connecting exit with platform over acid where
> Quad damage is openly available)
> also     (another passageway near where silver key is located)
> HIP1M1 (what looks like a design closeouts near start)
> Catacombs (passage linking initial catacombs with castle)
> HIP1M6 (a passageway and lift near hammer)
>
>> Actually, there are Quake-C patches easily available.  In fact, you
>> could probably find the SDK, download the necessairy compilation
>> tools, and make the fix yourself...
>
> You are right. I could certainly do this. But this is brand new to me.
> Do you know of any URL just to get up to speed on this?
> I never understood the relationship between "Quake-C" and "Quake"
>
> Stephen Howe

Quake is a)written in Quake-C and b) often called QuakeC for Quake 
Classic.
Yep, it's a lot of scripting.  The .PAK files are actually ZIP files, 
just tell Winzip or WinRAR to add that extention to ZIP format.   You 
can unpack the files to their folders *IN THE ROOT* folder of a drive, 
then rezip them when things are fixed.  I haven't spent any time with 
QuakeC stuff like that, or Quake 2, but have messed around with a lot of 
stuff with the models in Q3A.
Now I just want to get Quake running on this rig...grrr!
McG. 
Technical Details
Message-ID: <35dee.34018$AE6.11686@tornado.texas.rr.com>
Path: mbox-mo1.pugleaf.net!number1.nntp.dca.giganews.com!border1.nntp.dca.giganews.com!border2.nntp.dca.giganews.com!nntp.giganews.com!cyclone.austin.rr.com!news.rr.com!tornado.texas.rr.com.POSTED!53ab2750!not-for-mail
References: <x0Vce.6032089$Zm5.917831@news.easynews.com> <42761896$0$378$cc9e4d1f@news.dial.pipex.com> <fBxde.50999$hu5.43961@tornado.texas.rr.com> <4278228c$0$340$cc9e4d1f@news.dial.pipex.com> <jdcg719pogsn6trm9sh08glmu8s5ot8put@4ax.com> <42784ba3$0$306$cc9e4d1f@news.dial.pipex.com>

Show Full Headers
Complete Article Headers
Path: mbox-mo1.pugleaf.net!number1.nntp.dca.giganews.com!border1.nntp.dca.giganews.com!border2.nntp.dca.giganews.com!nntp.giganews.com!cyclone.austin.rr.com!news.rr.com!tornado.texas.rr.com.POSTED!53ab2750!not-for-mail
From: "McGrandpa" <McGrandpaNOT@NOThotmail.com>
Newsgroups: alt.games.doom
References: <x0Vce.6032089$Zm5.917831@news.easynews.com> <42761896$0$378$cc9e4d1f@news.dial.pipex.com> <fBxde.50999$hu5.43961@tornado.texas.rr.com> <4278228c$0$340$cc9e4d1f@news.dial.pipex.com> <jdcg719pogsn6trm9sh08glmu8s5ot8put@4ax.com> <42784ba3$0$306$cc9e4d1f@news.dial.pipex.com>
Subject: Re: Doom 3 Hell: Remind you of Quake?
Lines: 89
X-Priority: 3
X-MSMail-Priority: Normal
X-Newsreader: Microsoft Outlook Express 6.00.2900.2180
X-MIMEOLE: Produced By Microsoft MimeOLE V6.00.2900.2180
X-RFC2646: Format=Flowed; Response
Message-ID: <35dee.34018$AE6.11686@tornado.texas.rr.com>
Date: Wed, 04 May 2005 23:41:51 GMT
NNTP-Posting-Host: 70.114.228.97
X-Complaints-To: abuse@rr.com
X-Trace: tornado.texas.rr.com 1115250111 70.114.228.97 (Wed, 04 May 2005 18:41:51 CDT)
NNTP-Posting-Date: Wed, 04 May 2005 18:41:51 CDT
Organization: Road Runner High Speed Online http://www.rr.com
MIME-Version: 1.0
Content-Type: text/plain; charset=UTF-8
Content-Transfer-Encoding: 7bit