So I fired up joeQuake, build 0.15b3798, using the exact same resources from my DOS copy and in both GL and software modes, it exhibits the nail position issue. I'm just really interested in seeing which engines exhibit it and under what conditions. I hope you don't see this as harping, because I'm definitely on your side that not all engines exhibit the nail position issue, as I was able to see for myself in the DOS version. The HUD going blurry sometimes is one, and viewmodel bob goes crazy when you fall long distances. That's not to say the rerelease doesn't introduce new bugs. monsters will still be alerted by other monsters waking up when notarget is on.it's possible to continue shooting during the intermission.monsters will attack the intermission camera once the player has exited the level.lightning gun can shoot through walls because it fires extra invisible beams.picking up a second megahealth will cause your health to rot twice as fast.ogre grenades don't gib zombies because they do less damage than player grenades.swinging the axe without hitting anything alerts nearby monsters.damage is still taken to armour in god mode and with the pentagram.key door unlock sounds aren't audible despite being in the game.the fiend's leap attack does no damage if the player is firing nails at it while it leaps.fiends, dogs, and spawns will kill the player instantly when landing on their head.fish are solid after death longer than other monsters.There are many bugs and oversights in the original game other than those mentioned in this thread, including: Scrags (and fish) are also prone to going through or getting stuck in map geometry, and shamblers are nonsolid to projectiles during some of their animation frames. Nails have always come from the wrong position and fiend AI is dumb and prone to getting stuck. Zombies getting stuck - sometimes happened in original. If player is teleporting into a monster, monster gets telefragged as well. If the player is standing at the teleport destination, the monster gets telefragged. Monsters telefragging each other happened here and there and will always happen, if there's a monster standing at teleport destination, (I think) both of them get telefragged (E2M1 bridge triggering Enforcers spawning. Shouldn't use GL or RL against Shamblers anyway. Missiles clipping through Shamblers - not sure, but I've read that at certain frames of their animation it could happen in original. "Blurry" OSD with outlines looks like a bug of KEX Engine, this never happened in original game or community-made sourceports. Scrags flying through walls (not sure about stuck and vibrating) sometimes happened in original.įiends stuck in certain places as well happened in original. Nailgun projectile positions is an oversight that wasn't corrected in the rerelease, but it was there in original too (the game wasn't developed with widescreen in mind, it was for 320x200 4:3) Want to start playing some fan-made single-player levels now too! Oh, and I really wish that the default save which loaded on death is the most recent! Would save me so much hassle lol Maybe I can report these to the devs somewhere? I love the game but it would be good if the devs are planning to patch these. The menu selection cursor (not mouse) not enabled by default when entering the menu when using a controller on PC meaning I need to press a button for it to place the cursor, then another press to enter the menu.Zombies getting stuck moaning and lying down on certain level geometry like coffins in the expansions so you can't gib them and they can't get up.The final Shambler not teleporting in on the expansion level with a coffin/altar being electrocuted as a final room.Monsters telefragging each other when they spawn in (before that group has even noticed me). The OSD becoming blurry and square outlines appearing around health/ammo counters in-game etc.Weapon wheel not letting me select a gun I have ammo for (I have the gun too).Fiends getting stuck in jump animations.Scrags getting stuck vibrating on level geometry.Nailgun bullet flares coming from outside the gun model instead of in front of the barrels. I have noticed the following bugs in the remaster during my playthrough - are these all new or remaster bugs?
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |