# Looking for a specific version of GLQuake

**URL:** <https://discuss.quaddicted.com/t/looking-for-a-specific-version-of-glquake/2449>\
**Category:** Quake\
**Created:** [September 24, 2017, 1:16am UTC](https://discuss.quaddicted.com/t/looking-for-a-specific-version-of-glquake/2449 "2017-09-24T01:16:05Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Greed](https://discuss.quaddicted.com/letter_avatar/greed/32/5_e30499b05c07943df9b13d07c8c32459.png) [@Greed](https://discuss.quaddicted.com/u/Greed)\
**Post date:** [September 24, 2017, 1:16am UTC](https://discuss.quaddicted.com/t/looking-for-a-specific-version-of-glquake/2449/1 "2017-09-24T01:16:05Z")

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When I was a kid I came upon a collection of various Quake files, there was the DOS Quake, various versions of GLQuake and WinQuake, but the one I chose to play was some curious version of GLQuake that was using the teleporter texture for the sky so it looked like a starry night in all maps instead of your usual blue/purple skies.

Recently, just for nostalgia’s sake I went through the public archive of GLQuake builds and the sky was normal in all of them. Does anybody know anything more about such a version of GLQuake? I definitely remember being amused by this “starry night” bug, so I shouldn’t be misremembering. Sure, it could be a texture cache error, but I always thought it was a very early build, before Carmack got the parallax scrolling working.

Anything?
