QUAKEDC BUGS:

My comparison base is the Winquake, because I don't have a 3D board. So maybe I have tested some commands that also doesn't exists in GLQuake.

Unrecognized Console Commands:

  • cd (cd play, cd stop, cd pause, cd resume, cd remap, etc.)

  • vid_describecurrentmode
  • vid_describemodes
  • d_subdiv16
  • gl_flashblend
  • viewsize - both default.cfg and config.cfg have this. You can delete this from them.

Console commands that crashes (freezes) the game:

  • r_novis - all times
  • kill - not all times.
  • noclip - when you go too deep inside the world
  • r_mirroralpha - see engine bugs section

Useless (but recognized) Console Commands:

  • d3d_polyblend - haven't seen nothing happen
  • d3d_playermip - haven't seen nothing happen
  • d3d_nocolors - haven't seen nothing happen
  • d3d_keeptjunctions - haven't seen nothing happen
  • d3d_doubleeys - haven't seen nothing happen
  • d3d_clear - haven't seen nothing happen
  • d3d_cull - haven't seen nothing happen
  • d3d_reporttjunctions - haven't seen nothing happen
  • r_dynamic - haven't seen nothing happen
  • m_filter - haven't seen nothing happen
  • d3d_smoothmodels - makes models be ugly-lightened when disabled
  • r_clipbugfix - the default setting is better (otherwise some polygons can disappear)

  • screenshot (F12) - shows "screenshot not supported" message

Engine Bugs:

  • r_mirroralpha can cause problems with maps that have a room on the other side of the mirror, creating ghost walls into that room. Plus it has crashed the game when I finished the Gloom Keep level. The only other original id map on what I seen this problem is The Elder God Shrine, but I disabled r_mirroralpha before finishing that level. And the only secret maps that I've tested this on are Ziggurat Vertigo, The Underearth, and The Haunted Halls - all OK. I hasn't tested on DM maps.

  • r_shadows don't only create shadows sticked to the walls and floor, but also creates floating shadows in mid-air.
  • The game don't show a "not enough RAM" message when the dc RAM is full and there still are files to be loaded. It just freezes.
  • The game shows the "saving game to quake##.sav" even if it hasn't saved due to the VMU being full.
  • The message for not enough space on the vmu stay for only about a second on the screen, less time than is needed to be readed.
    The message for not enough space on the vmu is "Insufficent space on memory device for savegame. Try saving over the top of an existing savegame or use another memory device.". Yes, Titanium Studios has incorrectly writed the word "insufficient".
  • On the credits screen (the quit menu) you must press start to return to the main menu. Pressing A, B, X or Y buttons freezes the game.
  • If you press up in the Options Menu, at the "customize controls" item, the cursor will go one position below the lookstrafe item. If you press any button when the cursor is in this place, the game freezes.
  • On the Options screen, the "status bar" option only sets the sbarsize console variable, so the changes will only take effect when you load a map. To instant results, you should use the sizeup ("=" or "+" key) and sizedown ("-" key) commands.
  • d3d_flashblend does not enables the standard lighting effects.

  • Walls and floors that have other brushes occuping the same place have their textures mixed-up and/or their light effects messed. This may sound confusing, but you will understand when you see.

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The author of this site is not connected or affiliated in any way with Sega Enterprises, id Software, Titanium Studios or any other company mentioned.