Thread:Deathstalker666/@comment-82.144.200.220-20181125193451/@comment-3547390-20181125200919

Hello Istfemer and welcome to the Wikia, I did delete it after examining the information. While I like contributions and finding little details, it just seems to be something that doesn't occur in the original game.

It was entirely speculation from what I could see. Said user never mentioned Rotfish and had apparent issues with finding enemies in the past, leading to no real evidence that this was in fact an issue with the Rotfish. It is quite likely user error. Another possibility is the fact that usually Quake tends to get more unstable as it is further used. If you run an entire campaign, you often will find more bugs and missing enemies than if you play the levels in smaller sessions.

I deleted it primarily as I am used to posters that don't have accounts never returning or providing further insight. The edit still exists in history and can be reverted if found to be true, though I still feel it is unlikely this is possible.

No, the deletion had nothing to do with your lack of account, but I took such a drastic measure as I was unsure if communication would be possible. Since I see the effort being made, this means such an action did not need to be taken.

I have the original DOS version of the game from the original unpatched to 1.06. I also have GLQuake.

My test for your statement was to load the game in E4M4. As you described heading to the area immediately, I noclipped and moved over to said area. I proceeded to shoot each Rotfish with a Shotgun while keeping count of how many killed, with the goal obviously being 9. Once that happened, I restarted the level and tried once more. I was able to repeat the procedure ten times without any anomalies occurring.

I also repeated a similar procedure in GLQuake, with the slight difference of swapping maps, switching to E1M1 before going back to E4M4. This means, all together, I have tested this area 20 times with zero deviation. I can record a video for proof if not satisfied with my word.

My refutation is that it is likely something exclusive to QuakeSpasm. In that case, the info would go on the page for QuakeSpasm itself as a bug, as opposed to affecting the original level since it was not an issue in the vanilla version of the game. It might have also been a case of the levels falling apart with stability, which tends to happen after long sessions and isn't really exclusive to this level.

Is there something wrong with my procedure? I am willing to experiment with any suggestions.