Thread:Deathstalker666/@comment-1496755-20171111143841/@comment-3547390-20180628124748

Hey, you never know what we will run across. Remember Laura Beyer's Doom, even she knew the best way to go was with massive grins and lingerie models plastered in places.

I was in the middle of playing my Quake when I realized I had no idea what the torches were about. I tried looking them up on the Wikia, but nothing showed up. I realized I must give up on the game and instead play Call of Duty. At least I don't feel the urge to look up light sources on the Wikia there, and I bet they would have them as I could always write it.

Best I have done was LURK. Blurry walls everywhere and pitch blackness makes for quite the messy image.

You really have to wonder. What are those creatures? Were those part of the game? Is it some mod we could run across? Where does this even come from? The textures look like Q2 textures, but it is far more detailed than anything we got. Hey, Aftershock wasn't exactly 100% accurate either. "Elevator of Pain"?

That is rather funny and sad; the curse of being halfway across the world is that we are always separated by a work shift.

Hey, in time we will keep moving forward. Granted, this is me we are talking about, expect a long time of being in 1996 :P

EDIT: I found a mod with no instructions such as impulse keys... in fact the readme is possibly the most useless readme of all time.

Continuing along, I also ran across a broken mod that deletes "weapons.qc" after it fails on the third hunk. This is a bit of a problem, as you need to modify weapons.qc to manually add the third hunk on top of what was already installed. "Do it yourself" mods are so much fun, especially when they are broken.

Also, Eat Gibs provided yet another question for what exactly we consider part of the world. Enemy Gibs are parts of enemies and thus not necessarily part of the player. Say a crusher kills an enemy; that wouldn't have player intervention if there was no trigger for it. Regardless, I feel it best to not treat this as separate entities since they are byproducts. Basically, if something exists on the map naturally, it deserves its own page. For example, the Bomb deserves its own page, even if it doesn't have a visible entity in the world, because it is always present. When you load up a map, it exists, and it will always exist unless you pick it up. If it is something that only appears after something else happens, it most likely does not deserve its own page. These would be impulses and projectiles, as described before, but also enemy gibs.

Of course, that begs the question, where exactly does the Axe fall in all of this? It never exists in the world, it only exists on the player... can other melee weapons that modify the Axe be counted in a similar way? I am not sure how we should approach this one... after all, why is something like a hologram not considered if the Axe is possibly just as much of a byproduct? It is all just bound keys. Just when I felt we had good definitions, now we have run into something fun. After all, say we get some new melee weapon. Does the lack of existence in the game prevent it being counted? If it is counted, why aren't the impulses counted?

The grey area seems back and more confusing than ever...