I just can't cope with it. OCD man.
edit: I'm running darkplaces ON A MAC.
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How do I fix the glitch where the rotfish counts as 2 enemies?
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How do I fix the glitch where the rotfish counts as 2 enemies?
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This was in the readme:
Place it in the ID1 directory within your DarkPlaces main directory and start the game. That should be it.This is Quake C progs 1.06 with the following two changes:
-fish count bug is fixed
-dead fish become nonsolid on the first frame (not blocking
shots and movement)
For convenience, the updated progs.dat comes in a PAK file
which can be placed in the ID1\ directory to work out of
the box.
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This works. How could you get it to run in darkplaces?Originally posted by Spirit View Post
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Download NotePad++Textedit is a useless app sometimes
It's by far the best text editor for coding in a whole slew of languages, has a lot of features and a neat user interface. Totally free too.
@Seven
thanks for posting that link on bugs! Couple things I wasn't aware of that I plan to fix.
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Okay. I solved my problems with fuhQuake. I'm still working on that compilation though. Textedit is a useless app sometimes.\
Moderators can lock this.
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Hello,
If you think that this was the only "vanilla Quake" bug, then think again
Fortunately a lot of people build up an extreme detailed list of all existing Quake related bugs and issues, together with fixes, workarounds and solutions.
A must-read for modders: click
Best wishes.
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It's coded into the original progs.dat within the "monsters.qc" file. Here are the two functions that govern how swimming monsters spawn:
See the two lines that are bold? id Software forgot to remove one of these, making the fish get counted twice. Realistically, any swimming monster would get counted twice, except that the fish just happens to be the only swimming monster in vanilla Quake.void() swimmonster_start_go =
{
if (deathmatch)
{
remove(self);
return;
}
self.takedamage = DAMAGE_AIM;
total_monsters = total_monsters + 1;
self.ideal_yaw = self.angles * '0 1 0';
if (!self.yaw_speed)
self.yaw_speed = 10;
self.view_ofs = '0 0 10';
self.use = monster_use;
self.flags = self.flags | FL_SWIM;
self.flags = self.flags | FL_MONSTER;
if (self.target)
{
self.goalentity = self.movetarget = find(world, targetname, self.target);
if (!self.movetarget)
{
dprint ("Monster can't find target at ");
dprint (vtos(self.origin));
dprint ("\n");
}
// this used to be an objerror
self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
self.th_walk ();
}
else
{
self.pausetime = 99999999;
self.th_stand ();
}
// spread think times so they don't all happen at same time
self.nextthink = self.nextthink + random()*0.5;
};
void() swimmonster_start =
{
// spread think times so they don't all happen at same time
self.nextthink = self.nextthink + random()*0.5;
self.think = swimmonster_start_go;
total_monsters = total_monsters + 1;
};
So to fix, you'll need to obtain the q1 source files and a compiler, open up monsters.qc in notepad or something, remove one of the two lines, and compile. This could kind of be considered a mod, just an incredibly small one lol.
A lot of mods made will address this issue, since its simply a screw up on id's behalf that went unnoticed.
If there's a way of fixing it non-code, I don't know about it.
EDIT: Just remembered you're running a mac. Better make sure you can track down a mac friendly code compiler if you're going that route.
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