Originally posted by TAXI
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Quake Trivia Thread
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I guess I misunderstood a question?Originally posted by scar3crow View PostRiker - He was referring to that monsters of the same type outside of the base class don't fight with one another. A fiend can hurt a fiend, but will not intentionally hurt a fiend, and will not get angry at another fiend. The demon type monsters will not set a target to something of the same entity (which is why on rare occasion you will see an ogre fighting an ogre, because one is actually an ogre marksman entity).
Never the less, I played some random maps in qRack yesterday just to see them fight, god mode on, impulse 9, nightmare mode, and then gettin in the middle of things...
And man, they go after each other, at some points I just have to step aside, even on nightmare mode I can switch the god mode off and put a axe in my hand and just watch the carnage, and nobody would touch me.
Also, if for instance you go to a place where's fiends and hell knights, and if you make knight shoot at you and then hit a fiend, a fiend will never attack you if he's trying to kill a knight.
There was a elevator room and a hell knight up there and down two fiends, so he blasted my way, shot one fiend, and then both fiends started to jump at the elevator, and hell knight started to shot at them...
I have some screenshots of yesterdays Quake's population settling their feud between themselvs, leaving me out

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Originally posted by Death Knight View Post
e: Not a trivia question, just a trivial one: Why is folder called id1 with a number instead of just id or some other name? Did they maybe plan on making or consider making an expansion pack themselves that would be id2?
i think Quake II has an id2 folder....but i could be wrong.
Baseq2 is the name of the folder in Q2.
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You sure that's what Baker was asking? he said:Originally posted by scar3crow View PostRiker - He was referring to that monsters of the same type outside of the base class don't fight with one another. A fiend can hurt a fiend, but will not intentionally hurt a fiend, and will not get angry at another fiend. The demon type monsters will not set a target to something of the same entity (which is why on rare occasion you will see an ogre fighting an ogre, because one is actually an ogre marksman entity).
Perhaps Baker can reestablish what he means to reduce confusionOriginally posted by Bakerc. This one is tricky: name every monster that is capable of killing itself
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Riker - He was referring to that monsters of the same type outside of the base class don't fight with one another. A fiend can hurt a fiend, but will not intentionally hurt a fiend, and will not get angry at another fiend. The demon type monsters will not set a target to something of the same entity (which is why on rare occasion you will see an ogre fighting an ogre, because one is actually an ogre marksman entity).
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I think you're wrong, I'm now at the Hell's Atrium map and at the beginning I 100% saw Hell Knight and Tarbaby in checks, because that stupid blob was trying to highside on me, and it rammed in Hell Knight, so he turned around and started to slice it...Originally posted by Death Knight View Postc. This one is tricky: name every monster that is capable of killing itself
-ogres, vores. however, unlike DooM, every monster in Quake is capable of killing other monsters of the same variety, however, only Grunts and Enforcers will fight back after being shot by other Grunts or Enforcers. other monsters just let it go.
Also, those fiendy Fiends were chopping up some Knights on some map in E3, and also Ogres attacking Hell Knights or vice versa...
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Not quite, it doesn't have to do with any of the boxes outside of maps. But your on the right track.Originally posted by Zop View PostThose teles exist for the same reason as the boxes outside some of the levels. e4m8 has a teleporter above the starting 'teleport' that you come out of that will crash (well, error out of level) on vanilla quake. Good luck figuring that one out!
Some teleports can be player-only if the map creator used a certain spawnflag, too.
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Those teles exist for the same reason as the boxes outside some of the levels. e4m8 has a teleporter above the starting 'teleport' that you come out of that will crash (well, error out of level) on vanilla quake. Good luck figuring that one out!
Some teleports can be player-only if the map creator used a certain spawnflag, too.
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I see. I misread the "id" in your post, thinking it was "I'd". But that's not the answer though.Originally posted by Canadian*Sniper View PostI said the id Software never got around to implementing the easter eggs, so they aren't easter eggs. That's my answer, be it right or wrong. I never said my answers were all correct
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I said the id Software never got around to implementing the easter eggs, so they aren't easter eggs. That's my answer, be it right or wrong. I never said my answers were all correct
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Uhh... what? The small teleporters were never easter eggs, they were put there for a specific reason. The question was, what was the reason.Originally posted by Canadian*Sniper View Post@ORL:
id never got around to implementing those easter eggs and made those teleporters 0,0,0 on you
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@Baker:
1) 50 health and 25 shells because you had a lower amount:
2) shoot the weird faces image on the wall just before the nightmare teleportCode:client.qc void() SetChangeParms = { ... if (self.health > 100) self.health = 100; if (self.health < 50) [COLOR="Yellow"]self.health = 50;[/COLOR] ... parm2 = self.health; ... if (self.ammo_shells < 25) [COLOR="Yellow"]parm4 = 25;[/COLOR] else parm4 = self.ammo_shells; ... };
@ORL:
id never got around to implementing those easter eggs and made those teleporters 0,0,0 on you
@Baker again:
a) The suit is never in any id map that has lava so the only way you'd find out is by a custom map or looking at the quakec code. When wearing the suit, you still take damage in lava but not as frequently. Look here:
b) Yes they can. All living entities can teleport:Code:client.qc void() WaterMove = { ... if (self.watertype == CONTENT_LAVA) { // do damage if (self.dmgtime < time) { if (self.radsuit_finished > time) self.dmgtime = time + 1; else self.dmgtime = time + 0.2; [COLOR="Yellow"]T_Damage (self, world, world, 10*self.waterlevel);[/COLOR] } } ... };
That code is saying if the entity isn't a solid_slidebox, ignore it so it won't teleport. Monsters are solid_slidebox entities. Example:Code:triggers.qc void() teleport_touch = { ... // only teleport living creatures if (other.health <= 0 || [COLOR="Yellow"]other.solid != SOLID_SLIDEBOX[/COLOR]) return; ... };
c) Ogre and Vore because they fire explosive projectiles. I'm assuming you mean 1 monster, not 2 of the same monster attacking each other.Code:ogre.qc void() monster_ogre = { ... [COLOR="Yellow"]self.solid = SOLID_SLIDEBOX;[/COLOR] ... };
d) Monsters should be able to swim and suffocate
vice versa for rotfish
e) Some programmer called it id1 and they never bothered to change it.
f) Quake was a rushed project so make up your own explanation. Chthon is the rune's guardian.
g) There are already remade video games and quake is alive mostly due to custom maps.Last edited by Canadian*Sniper; 07-13-2007, 07:27 PM.
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Some more for this thread:
a. Does the environmental suit make you invulnerable to lava? (I know the answer but a better question is whether or not there is a map with both an enviromental suit and lava [that is a quality single player map that was released once])?
-no, the biosuit does not protect against lava. there are no maps to test this theory out in the first 4 episodes of Quake 1. However, in Quake 1: Dissolutions of Eternity, there is an opportunity to find out.
b. Can monsters use teleporters?
-in unmodded games, no. HOWEVER- they can be teleported by ingame teleport triggers. I.E. e1m7: House of Chthon, the monsters are triggered to telefrag eachother at the end of the map. but can monsters use the same teleporters you use? no. try it out. e1m6: Door to Chthon. aggro a knight (sorry for using WoW terminology) to follow you around. then go stand behind the double portal (the one where you teleport somewhere different if you walk through the back side of it rather than the front side) the knight will follow you, and walk through the portal liquid without teleporting.
c. This one is tricky: name every monster that is capable of killing itself
-ogres, vores. however, unlike DooM, every monster in Quake is capable of killing other monsters of the same variety, however, only Grunts and Enforcers will fight back after being shot by other Grunts or Enforcers. other monsters just let it go.
d. Not a trivia question: but I find the most bizarre id1 map is the Sewage System where grunts appear underwater kind of towards the end. That makes no sense to me
they jump out of a secret area when you get within certain range. and hey, they're undead. they dont need to breathe.
e: Not a trivia question, just a trivial one: Why is folder called id1 with a number instead of just id or some other name? Did they maybe plan on making or consider making an expansion pack themselves that would be id2?
i think Quake II has an id2 folder....but i could be wrong.
f: This always bugged me: I wish there were an explanation why the Chthon would hang out in a little place seemingly designed to kill him. I wonder if they had some good story or reason for why E1M7 was the way it was.
-When Quake commanded Shub Niggurath to unleash the hell that she unleashed, it also took control of Chthon. Chthon was charged to weed out those unworthy of proceeding passed The Realm of Earth Magic. Those who proved their physical and mental skills by killing Chthon were allowed to move on and face the true might of Quake's minions.
...thats my theory, anyway.
g: I think someday in the distant future, the original Quake will be remade. I think they will remake video games someday [in the distant future] just like how they remake movies today (who knows if it will be a proper remake where they [whoever that would be in future] care or a just for the sake of it thing -- you can't know). Will they remember any of the custom single player maps? The custom DM ones? Will anything except the original game stand the test of time?
-only time will tell.
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If someone knows/guesses the answer to that one, I'd be at least a little surprised.Originally posted by ORL View PostIn such maps like e3m5 (The wind tunnels) and e3m6 (Chambers of Torment) the exit teleporter has small teleport triggers which transport you to a specific location in the map. It could be very close to the Exit, or very far from it. These small teleport triggers were never meant to be used, so why are they there?
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Some more for this thread:
a. Does the environmental suit make you invulnerable to lava? (I know the answer but a better question is whether or not there is a map with both an enviromental suit and lava [that is a quality single player map that was released once])?
b. Can monsters use teleporters?
c. This one is tricky: name every monster that is capable of killing itself
d. Not a trivia question: but I find the most bizarre id1 map is the Sewage System where grunts appear underwater kind of towards the end. That makes no sense to me
e: Not a trivia question, just a trivial one: Why is folder called id1 with a number instead of just id or some other name? Did they maybe plan on making or consider making an expansion pack themselves that would be id2?
f: This always bugged me: I wish there were an explanation why the Chthon would hang out in a little place seemingly designed to kill him. I wonder if they had some good story or reason for why E1M7 was the way it was.
g: I think someday in the distant future, the original Quake will be remade. I think they will remake video games someday [in the distant future] just like how they remake movies today (who knows if it will be a proper remake where they [whoever that would be in future] care or a just for the sake of it thing -- you can't know). Will they remember any of the custom single player maps? The custom DM ones? Will anything except the original game stand the test of time?
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