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| For now, see the Quake Info Pool page which contains a VERY detailed record of [[QuakeC]] and [[Quake]] [[engine]] bugs, and workarounds or fixes for most of them. | | For now, see the Quake Info Pool page which contains a VERY detailed record of [[QuakeC]] and [[Quake]] [[engine]] bugs, and workarounds or fixes for most of them. |
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− | https://www.quake-info-pool.net/home.htm
| + | http://www.insideqc.com/qip/home.shtml |
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− | ===QuakeC bugs===
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− | Known bugs in the 1.06 QuakeC source:
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− | * Rotfish are counted twice
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− | * Rotfish does not become non-solid until the final frame of it's death animation * this is not in line with other monsters, so it is considered a bug
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− | * Rotfish can't be gibbed * the only monster that can't
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− | * Monsters sometimes do not start moving (statue bug) due to incorrect setting of nextthink in monster spawn functions
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− | * If the noexit cvar is set, it will stop the player exiting the level in single player and coop
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− | * Entity leak in player drowning bubbles can lead to server crash in deathmatch/coop if a lot of players drown
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− | * Player sometimes retains velocity after respawn in dm/coop
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− | * Player sometimes respawns at location of death rathen than the intended spawn spot in dm/coop (happens when all spots are full, this is fixed in QW engine but not NQ, can be fixed in QC)
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− | * Shamblers being non-solid to projectiles after using their lightning bolt attack due to an abuse of the .owner field
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− | * Key door unlock sounds not audible due to incorrect sound channel being used
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− | * Thunderbolt bugs relating to the "three beams"
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− | * drowning affects armour
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− | * Items are removed upon starting a new episode in deathmatch (items are normally kept in DM between levels) * should check for !deathmatch, not serverflags
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− | * if the attacker dies from his own radius damage, it cancels all other caused damage (e.g. to other players/monsters)
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− | * chained radius damage (e.g multiple explo boxes) causes problems, need to add a 0.1 second delay
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− | * hurt_touch is bugged when multiple players are touching it
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− | * If a player is damaged by a trigger_hurt and force_retouch is set within one second (such as with a player teleporting or respawning), the trigger_hurt will stop working until force_retouch is set again.
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− | * corpses of players that die with quad/pent still glow, need to remove .effects field upon death
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− | * palette shift of player that dies with quad/pent should be removed
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− | * quad/pent palette shift during intermission
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− | * wrong obituary messages, for example fire a grenade and switch to shotgun will record a shotgun death * need to track the attacking entity all the way to obituary, rather than the attacking players weapon at the time of death
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− | * timelimit and fraglimit affect singleplayer and coop incorrectly
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− | * samelevel set should only affect dm
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− | * pentagram telefrags cause players to get stuck
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− | * suicide during intermission
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− | * cheat command should work in coop
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− | * shub niggurath is not counted as a monster correctly
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− | * teamplay 1 does not work as described in the manual (should be able to hurt self)
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− | * player should gulp bubbles in slime and water, not just water
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− | * player doesn't drop backpack on suicide
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− | * multiple megahealth rots down too quickly (double rot)
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− | * typo in default fireball speed (== 1000 not = 1000)
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− | * targets not fired if the player doesn't take the item (e.g. already has max armour, touching armour should trigger a monster/something, but doesn't)
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− | * CanDamage is bugged, doesn't always damage when it should, a good way to test this is in the episode 3 hall on start.bsp by shooting rockets into the crevice along the wall * need to traceline into all corners of the bbox
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− | * can't jump when on top of monsters/explo boxes, just slide weirdly
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− | * no cthon obituary message
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− | * skill level can be changed on console mid map, causing nightmare monsters on an otherwise easy skill map, should be fixed at map start
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− | * weapon/monster naming inconsistencies, super nailgun/perforator etc * should be tidied up. also item_weapon (which should't be used) calls the ammo spikes not nails
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− | * should lightning discharge kill things not in the water?
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− | * monster attacks player on intermission points
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− | * bugged path_corner/movetarget code on monster spawn functions * however fixing this may break maps using this as a hack to send a monster wondering off
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− | * if a player disconnects with 1 frag it says 1 frags * should remove the s
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− | * if quad cheat is used on a map with no quad damage, the sounds aren't precached
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− | * bug in player animation code, should check for self.walkframe >= 6 not == 6, causes funky player animations sometimes
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− | * ghost eyes / hovering bodies if player disconnects while using ROS or in the air * use copytobodyque function instead and null out the player model
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− | * if a player exits the level holding down fire, he can continue shooting during the intermission out of the intermission camera!
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− | * double telefrag bug when chasing players through a teleporter
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− | * keys should be a one time trigger in coop
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− | * if the player creates a save with runes in their inventory, exits the game, reloads the save, then dies on the same level, they will lose all their runes
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− | * in demos, the intermission camera looks the wrong way
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− | * monsters can turn solid and in-mobile (random() giving 0 at the spawn can make their think time broken, change 1/65536)
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| ===Texture Bugs=== | | ===Texture Bugs=== |