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Old 08-29-2015, 02:14 AM   #1
dugan
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Quake HOWTO


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.

Last edited by dugan; 09-11-2015 at 02:31 AM. Reason: The regular executable works better than the SDL2 one.
 
Old 08-30-2015, 11:31 AM   #2
Captain Pinkeye
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Hm, Quakespasm, i saw it being recommended on some other site, too. How does it compare to Darkplaces?

And thanks for the howto, btw.
 
Old 08-30-2015, 11:36 AM   #3
ButterflyMelissa
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one up dugan, I'd like to play the ol' Q again...maybe...I should, thanks
 
Old 08-30-2015, 11:46 AM   #4
Head_on_a_Stick
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Thank you so much for this -- awesome!
 
Old 08-31-2015, 12:47 AM   #5
dugan
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Quote:
Originally Posted by Captain Pinkeye View Post
Hm, Quakespasm, i saw it being recommended on some other site, too. How does it compare to Darkplaces?
It's more faithful to the original Quake and it performs much, much better.

Granted, I've only just started experimenting with Darkplaces and the zillions of eye candy mods available to it.

Last edited by dugan; 08-31-2015 at 12:51 AM.
 
Old 09-27-2015, 09:54 PM   #6
dugan
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Oh boy! I came across ciops when researching something else. It's a case-insensitive FUSE filesystem.

The obvious use is for games whose mods expect a case-insensitive filesystem. That would include Baldurs: Gate EE for Linux (which is what I was trying to get mods to work in when I found this), Civilization 5, Fallout running in Wine (which I've specifically seen this recommended for), and, of course, Quake.

Quake Injector is one program known to have issues on case-sensitive filesystems.

I did a case-insensitive ciopfs mount of my Quakespasm directory, fired up Quake Injector (Alpha 2), launched its configuration dialog, pointed it to the case-insensitive Quakespasm folder, had it download a couple of random maps, and then hit "play" for each map. It downloaded the maps and it launched the maps. No problem. I was getting jealous of the Windows users raving about how Quake Injector improved their games, and now I have what they have.

The ciopfs tarball includes a prebuilt executable that worked for me out of the box. Just copy it to /usr/local/bin or somewhere similar.

In case you're wondering, here's a post showing how to do a ciopfs fstab mount for Baldur's Gate (and also links to a discussion about using it for Civ 5 mods):

http://forums.pocketplane.net/index....html#msg336977

For Wine games, an option is to mount your Wine prefixes with ciopfs,as suggested here:

http://wiki.winehq.org/CaseInsensitiveFilenames

But first: Quake Injector.

(It's a Java jarfile. You start it with java -g quakeinjector.jar).

Last edited by dugan; 09-27-2015 at 10:19 PM.
 
Old 03-16-2016, 08:43 PM   #7
fogpipe
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Just wanted to add to this that darkplaces works well too and if you cant find a 64 bit binary for quakespasm it builds fine from source on slackware -current.
 
Old 03-16-2016, 11:02 PM   #8
dugan
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The 64-bit binary is right here.

http://quakespasm.sourceforge.net/download.htm

The last time I played Darkplaces, I experienced bugs such as Fiends jumping into the air and getting stuck. Still, it's fun to try out all the HD mods available for it:

http://quakeone.com/forums/quake-hel...tent-list.html

Anyway: fogpipe, have you had a chance to try the Quake map pack that everyone's raving about (Arcane Dimensions) yet?

Last edited by dugan; 03-16-2016 at 11:25 PM.
 
Old 03-16-2016, 11:13 PM   #9
fogpipe
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Quote:
Originally Posted by dugan View Post
The 64-bit binary is right here.

http://quakespasm.sourceforge.net/download.htm
I missed that ty
Quote:
Originally Posted by dugan View Post
The last time I played Darkplaces, I experienced bugs such as Fiends jumping into the air and getting stuck. Still, it's fun to try out all the HD mods available for it:

http://quakeone.com/forums/quake-hel...tent-list.html

Anyway: fogpipe, have you had a chance to try the Quake map pack that everyone's raving out (Arcane Dimensions) yet?
Yeah every time i start playing with the default darkplaces setttings i start getting low frame rates, despite choosing the return to defaults menu option.

and i havent tried the Arcane Dimensions maps ty for the heads up, i will have a look
 
Old 03-17-2016, 03:44 AM   #10
Captain Pinkeye
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Is there any "central archive" kind of webpage for quake? Something like doomworld.com is for Doom. I'd like to try some custom maps for Quake, but don't know where to look..
 
Old 03-17-2016, 10:35 AM   #11
fogpipe
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Quote:
Originally Posted by Captain Pinkeye View Post
Is there any "central archive" kind of webpage for quake? Something like doomworld.com is for Doom. I'd like to try some custom maps for Quake, but don't know where to look..
There are a bunch of maps at
https://www.quaddicted.com/reviews/
The only one i tried was arcane dimensions which i couldnt get to work.
 
Old 03-17-2016, 01:22 PM   #12
dugan
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Yep. Quaddicted is the central map archive. Sort the maps by rating.

I was writing a successor to QuakeInjector (which is a frontend for browsing, downloading and and running maps from quaddicted) at one point, but that got sidetracked by projects like a fork of DosBox and (now) improving the Linux support in DOOM Retro. I'll get back to it later this year.

fogpipe: I'll look into getting Arcane Dimensions to work later.
 
Old 03-17-2016, 01:40 PM   #13
Captain Pinkeye
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Thanks guys
 
Old 03-18-2016, 12:55 AM   #14
dugan
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To get Arcane Dimensions to work:

1. Download both the map pack and the patch from the
Quaddicted page
2. Create a directory off of your Quakespasm directory called, say, "ad"
3. Unzip the map pack into "ad"
4. Unzip the patch into "ad"
5. Start Quakespasm with "+game ad"

With the versions currently available for download, it would be:

Code:
cd /path/to/quakespasm-0.91.0_amd64
mkdir ad
cd ad 
unzip /path/to/ad_v1_42final.zip
unzip /path/to/ad_v1_42patch2.zip
cd ..
./quakespasm-sdl2 +game ad
If you look at the README files in the "ad" directory, they recommend more command-line options. I've found those options to be not necessary to (at least) get Arcane Dimensions to start.

Last edited by dugan; 03-18-2016 at 12:59 AM.
 
Old 04-25-2016, 07:41 PM   #15
dugan
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As for the processing of the audio files, I just read a guide ("Quake Soundtrack
Solutions") that recommends using a tool called Spek to check it.
 
  


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