================================================================
Title         : E1M4 monster teleport and caves trap fix
Date          : 1999-12-16
Filename      : e1m4_fix.zip --> e1m4.ent
Author        : Matthias "Maddes" Buecher
Email Address : maddes AT go DOT to
Homepage      : Quake Info Pool
                http://www.quake-info-pool.net/
                http://www.bigfoot.com/~maddes (redirection)

Description   : When you play Quake's Episode 1 Level 4 (E1M4)
                you can not kill 100% of all monster on normal
                or hard/nightmare skill, as an ogre can not be
                teleported into the level.
                You can get trapped in the caves above the slime
                pit when you spawn in the room directly above them.
                The new entity list fixes these mistakes.
================================================================


How To Use
==========
Step #1
Put the content of the zip archive in your map folder.
If your engine supports external entity lists like my engine at
the Quake Info Pool, then you're done. Otherwise execute step #2.

Step #2
Extract "E1M4.BSP" from the maps dir of id's "PAK0.PAK" file
(e.g. "C:\QUAKE\ID1\PAK0.PAK") into your map folder.

Make sure QBSP is in your path or in the same directory.
Start "DOENT.BAT" to fix the maps, Unix users use "DOENT.SH".

Put the modified "E1M4.BSP" back into id's PAK0.PAK

For handling the PAK file you can use PakExplorer, AdquEdit, etc.
which can be found at http://quakestuff.telefragged.com/


What was changed
================
The reason for the ogre not being teleported is a door which is mistakenly
opened first and closed later.
The func_door entity pair "t39" have both spawnflags set to "1" (start open).
This is correct for the door with model "*27", which covers the little pool
in the underwater dome after the ogre has been lifted out of this small pool.
For the other door with model "*33" it is wrong, as the ogre should be prisoned
first and later be freed for patrolling in front of the castle. Just remove
the spawnflags from this func_door entity.

The problem with the caves is that id placed three triggers to open these,
but when you spawn in the room directly above you can easily avoid them.
Add 2048 ("not in deathmatch") to the spawnflags of all triggers with target
"t72" and to the the func_doors with targetname "t72".


Shameless Plug
==============
Find out more about bugs in Quake and QuakeWorld at the Quake Info Pool.


Have Fun
Matthias "Maddes" Buecher
