================================================================ Title : E1M4 monster teleport fix Date : 1999-02-24 Filename : e1m4_fix.ent Author : Matthias "Maddes" Buecher Email Address : maddes@bigfoot.com Homepage : Quake Info Pool http://www.bigfoot.com/~maddes/ (redirection) Description : When you play Quake's Episode 1 Level 4 (E1M4) you can not kill 100% of all monster on normal or hard/nightmare skill, as an ogre can not be teleported into the level. The new entity list fixes this overseen mistake. CDROM.COM : ftp://ftp.cdrom.com/pub/quake/levels/fixes/ ================================================================ * How To Use * #1 Extract "E1M4.BSP" from the maps dir of id's "PAK0.PAK" file (e.g. "C:\QUAKE\ID1\PAK1.PAK") into the directory where you put "E1M4_FIX.ENT" and "E1M4_FIX.BAT". #2 Start "E1M4_FIX.BAT" to fix the map. Hint: Make sure QBSP is in your path or in the same directory. #3 Put the modified "E1M4.BSP" back into id's PAK0.PAK For handling the PAK file you can use PakExplorer, AdquEdit, etc. which can be found at ftp://ftp.cdrom.com/pub/quake/ * Other Info * The reason for the ogre not being teleported is a door which is mistakenly opened first and closed later. The func_door entity pair "t39" have both spawnflags set to "1" (start open). This is correct for the door with model "*27", which covers the little pool in the underwater dome after the ogre has been lifted out of this small pool. For the other door with model "*33" it is wrong, as the ogre should be prisoned first and later be freed for patrolling in front of the castle. Just remove the spawnflags from this func_door entity. * Shameless Plug * Find out more about bugs in Quake and QuakeWorld on my homepage. Have Fun Matthias "Maddes" Buecher