GOG just released what I really think is the definitive version of Quake. If you were disappointed that their release was for Windows only, don't be. Here's how I like to set it up in Linux.
Extracting
Buy
Quake: The Offering from GOG and download it.
The exe file is currently
setup_quake_the_offering_2.0.0.6.exe. You could use Wine to run it, but I prefer to use
innoextract to uncompress it. Uncompressing it will give you a "tmp" folder (delete it), and an "app" folder that you'll simply copy data from.
Getting The Engine
Download
Quakespasm and extract it. Somewhere in your home directory is fine.
Copying The Data Files
Now we need to copy the Quake data files to your quakespasm folder. Assuming the Quake directory is still called "app" and you're in the Quakespasm folder, do the following (and note the cases of the filenames):
Code:
mkdir id1
cp /path/to/app/Id1/PAK0.PAK id1/pak0.pak
cp /path/to/app/Id1/PAK0.PAK id1/pak1.pak
mkdir hipnotic
cp /path/to/app/hipnotic/pak0.pak hipnotic/
mkdir rogue
cp /path/to/app/rogue/pak0.pak rogue/
Then start Quakespasm with the base game and with each of the mission packs, to make sure they work:
Code:
./quakespasm-sdl2
./quakespasm -rogue
./quakespasm -hipnotic
Transparent Water
Download
VisPatch and the patch data files on the homepage. Copy the vispatch executable and the patch data to your Quakespasm directory. Then, from your Quakespasm directory:
Code:
./vispatch -dir id1 -data id1.vis
./vispatch -dir hipnotic -data hipnotic.vis
./vispatch -dir rogue -data rogue.vis
That prepares the maps to use transparent water.
Delete the vispatch executable and the .vis files now. You've used them and you don't need them anymore.
Music
GOG's Quake release ships its music in the form of CD images and cue sheets. You need to extract the music from the cue sheets. For that, I use
bchunk.
Create
id1/music,
hipnotic/music and
rogue/music.
Let's do the main game (id1) first.
Code:
cd id1
bchunk -w /path/to/app/game.gog /path/to/app/game.cue audio
Delete the .iso that got created.
Now you have a bunch of wav files named audio02.wav, audio03.wav, .., audio11.wav.
To be seen by Quakespasm, they need to be named track02.wav, track03.wav, ..., track11.wav. Or track02..ogg, track03.ogg, ..., track11.ogg if you've compressed them.
More than one source has said that Quake's soundtracks have something called "pre-emphasis" applied.
source1 source2, and that this pre-emphasis should be removed. I've listened the bchunk-ripped WAVs both before and after removing this pre-emphasis, and IMHO the de-emphasized ones sound better.
To make a de-emphasized copy of a track, do:
Code:
sox audio02.wav track02.wav deemph
De-emphasize
each track. Then convert them to OGG (supported by both Quakespasm and Darkplaces):
Code:
oggenc -q 9 track??.wav
And clear out the .wavs.
Do the same thing in the hipnotic/music and rogue/music directories. Use the "gamea" disc for hipnotic (Scourge of Armagon) and the "gamed" disc for rogue (Dissolution of Eternity).
Now start the games again, and they'll have music.
Enjoy!
You can delete the "app" directory now.
I would put autoexec.cfg file into each of the id1, rogue and hipnotic directories, with some settings that I like:
Code:
gl_texturemode GL_NEAREST_MIPMAP_LINEAR
r_wateralpha 0.4
gl_texture_anisotropy 8
r_shadows 1
r_skyalpha 0.4
gl_triplebuffer 1
gl_flashblend 0
r_lerpmodels 2
r_lerpmove 1
r_oldwater 0
vid_fsaa 16
r_particles 2
r_quadparticles 0
scr_conalpha 0.6
scr_sbaralpha 0.6
scr_crosshairscale 3
v_gunkick 2
As for remastering packs, I know that the
QRP map texture packs for Quake and for Scourge of Armagon work with Quakespasm. Unarchive the PK3 files to get "textures" directories, and put them in id1 and hipnotic so that you get id1/textures and hipnotic/textures.