An Aq2 bug from the past: Homing objects
Posted: Sat Mar 10, 2007 4:51 pm
Years ago when I still used to play Action Quake2 quite oftenly, I tagged along with a random group of people who were playing the Q2 campaign with a single player Aq2 mod. We were kinda beta testing it, just having fun, trying to play it through.
Around the Q2 map fact1, we forgot where to go. There was quite a lot of discrepancy in the group. Problem was, when someone entered a new map, every other player automatically teleported along, so we went back and forth a couple of times in between fact1 and fact2, until we stayed in fact2.
Everything looked right at the beginning. But after the first door opened, there were no monsters to be seen. All gone. The door behind us closed, and disappeared. Poof, into air. We went forward, and suddenly these rusty gears appeared from nowhere and started teleporting on us, gibbing us repeatedly, and eventually they started spawn camping us.
We left the map and re-entered, then recorded a demo. Here's a video of it:
http://skie.pleasedontsue.com/media/gearkill.avi (20MB)
This demo isn't shot by me. I think I lost mine at some point, but at least I'm in there, as proof to my claims that we found the bug for the first time. :)
I speculate that the gears (and the door that disappeared) thought that the players were their origin-entities, because the indexes of all entities got screwed up when everyone hopped back and forth in between the two levels, then began homing on us a bit 'randomly', thus killing everyone. Great fun.
Later on, the same bug was replicated in another level, but I wasn't on that run. Here's some gibalicious video of it anyways:
http://skie.pleasedontsue.com/media/fankill.avi (19MB)
I think I still have the specific gamex86.dll somewhere, which we used on that co-op run. Best thing is, with a little bit of luck, it's possible to replicate it even on your own.
ps. I suppose this should've gone to Aq2 general forum, rather than here.
Around the Q2 map fact1, we forgot where to go. There was quite a lot of discrepancy in the group. Problem was, when someone entered a new map, every other player automatically teleported along, so we went back and forth a couple of times in between fact1 and fact2, until we stayed in fact2.
Everything looked right at the beginning. But after the first door opened, there were no monsters to be seen. All gone. The door behind us closed, and disappeared. Poof, into air. We went forward, and suddenly these rusty gears appeared from nowhere and started teleporting on us, gibbing us repeatedly, and eventually they started spawn camping us.
We left the map and re-entered, then recorded a demo. Here's a video of it:
http://skie.pleasedontsue.com/media/gearkill.avi (20MB)
This demo isn't shot by me. I think I lost mine at some point, but at least I'm in there, as proof to my claims that we found the bug for the first time. :)
I speculate that the gears (and the door that disappeared) thought that the players were their origin-entities, because the indexes of all entities got screwed up when everyone hopped back and forth in between the two levels, then began homing on us a bit 'randomly', thus killing everyone. Great fun.
Later on, the same bug was replicated in another level, but I wasn't on that run. Here's some gibalicious video of it anyways:
http://skie.pleasedontsue.com/media/fankill.avi (19MB)
I think I still have the specific gamex86.dll somewhere, which we used on that co-op run. Best thing is, with a little bit of luck, it's possible to replicate it even on your own.
ps. I suppose this should've gone to Aq2 general forum, rather than here.