Article View: alt.games.doom
Article #93221Re: Doom 3 Hell: Remind you of Quake?
From: McGrandpa
Date: Wed, 04 May 2005 23:41
Date: Wed, 04 May 2005 23:41
87 lines
4670 bytes
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$AE6.11686@tornado.texas.rr.com>Path:
mbox-mo1.pugleaf.net!number1.nntp.dca.giganews.com!border1.nntp.dca.giganews.com!border2.nntp.dca.giganews.com!nntp.giganews.com!cyclone.austin.rr.com!news.rr.com!tornado.texas.rr.com.POSTED!53ab2750!not-for-mailReferences:
<x0Vce.6032089$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