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This game has a prototype article
Quake is a story about a homicidal man who likes to kill Lovecraft-inspired monsters through barely connected level sets. He also likes to murder his friends (who respawn as soon as they are killed) in castles that have a large Jesus crucified in them for some reason.
The main game doesn't have a lot of unused stuff, but there's a shitload of it in the two prototypes floating around.
- 1 Unused Graphics
- 2 Unused Sounds
- 3 Unused Code
- 4 Unused Text
- 5 Other Unused Content
- 6 Revisional Differences
Unused “Sell” Screen
A poorly-made screen that was supposed to urge you to purchase the final version can be found hidden in the game's graphics. There is no way to bring it up in the game. This message appears in the Beta3 prototype and is unused there as well.
Unused Skin Scraps
Unused Particle Effect
Each entity is given an .effects field to control entity-specific lighting. As spotted in defs.qc, an unused flag EF_BRIGHTFIELD appears, but is never used elsewhere in the QuakeC sourcecode.
If set, it creates yellow glowing dots surrounding a given entity in question. This effect is also featured in Half-Life, which appears if an enemy is spawned in a wall in that game.
Unused Lighting Effect
defs.qc also defines EF_BRIGHTLIGHT. This causes an entity or object to emit a bright light.
Aside from illuminating a wider area, it is otherwise identical to EF_DIMLIGHT (which is the standard glow for Quad Damage or Pentagram of Protection).
An unused "omnomnom" idle sound for Shub. Internal timestamp is June 20 1996.
An unused whispery sight sound for Shub. Internal timestamp is June 20 1996.
An unused grunt sound for the Death Knight.
The QuakeC source code contains T_BeamDamge. This is a variation of T_RadiusDamage, without parameters for the inflictor or entity to ignore.
Satan's power deflects <player>'s telefrag
Intended to appear when someone tries telefragging an invincible player, but it never appears in normal play. This is fixed in QuakeWorld, as well as a community mod.
<player> was fried by a Dragon
A client obituary for a dragon, not implemented in the original game. The text is replaced in the expansion pack Dissolution of Eternity, where the dragon is actually implemented.
<player> became one with Shub-Niggurath
While this boss appears, it has no attack. The only way to be harmed by it is to approach it, and it is credited to a generic trigger rather than Shub-Niggurath.
<player> was vomited on by a Vomitus
This monster only appeared in the prototype and was never fully implemented. Only this and a reference its removed wake up sound remain.
Other Unused Content
- The Quake console provides "+use" as a command. The game doesn't use it (with the player shooting or touching items instead), and modders were unable to exploit it until the source code was fixed.
Map Specific Content
- When playing E2M3 as a deathmatch level, an item at coordinates '-1200 208 -106' falls out of the level, and is then removed from the map. It's a super nailgun, and is already close to another super nailgun that doesn't fall out.
- Also in E2M3, when playing in deathmatch, there is an untextured button that appears by the Super Nailgun.
- E2M4 has a few monsters that will not teleport into the active map area.
- E4M3 has a fiend that is spawned in easy, but not the corresponding teleport.
- HIP2M4 - two spikemines are missing on hard difficulty. They are placed too close to the walls.
- HIP2M5 - three spikemines don't teleport into the map.
- HIPDM1 - a spikemine is reported to be present, but is missing. (The missing monster also registers as a monster during deathmatch).d
- R1M4 - a shambler entity "t399" is spawned in all skill levels, but on easy/normal, the corresponding teleport isn't.
- R1M6 - A wraith will not enter the map.
A bug in the Quake-C script causes rotfish to be counted twice in the number of monsters in a level, but only once when they are killed. This causes Quake to incorrectly claim that there are unreachable monsters in a level, when they don't actually exist.
Starting with version 1.06, there are two copies of progs.dat in pak0.pak. The old version (CRC 51103; used in version 1.01) is found at 0x580358, is 410616 bytes long, and is not indexed. The version in use (CRC 24778) is found at offset 0x116DF17 and continues to the end of the file. The index entry for the newer progs.dat file also contains semi-random characters to prevent triggering the anti-modding mechanism in the Shareware version.
Brown Faded Menu Background
Version 1.07 (first included with Scourge of Armagon) and all subsequent versions removes the brown fade effect in the menu. The reason is for performance, as reading pixels from video memory is very slow and it's much faster to write a black dither pattern instead, especially for high resolutions.
The only trace left of the fadescreen code left in the released GPL source was recently discovered as a dummied out "gelmap" table that was going to be used as a feature to color models to a single range of colors, but was scrapped.
Missing sound card
Version 1.08 for DOS (Dissolution of Eternity) crashes if you don't have a soundcard, or otherwise configure the BLASTER environment variable incorrectly. Earler versions only display a message telling you to set your environment variable.
|The Quake series|
|PC||Quake (Prototypes) • Quake II (Prototype) • Quake III Arena (Prototypes, Team Arena) • Quake Live|
|Nintendo 64||Quake 64|
|Dreamcast||Quake III Arena|
|PlayStation 2||Quake III: Revolution|