Quake

Quake

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PSA: BEST WAY TO PLAY QUAKE ON MODERN PCs (AUTHENTIC EDITION)
I've been seeing lots of people on these forums asking how to play Quake as authentically as possible on a modern PC with music. Lots of people seem to be recommending Quakespasm as the source port to use, but this is not the best advice. To experience Quake with a graphical look 100% faithful to the 1996 version, follow these instructions:

1. Download Mark V Quake [quakeone.com] and extract into Quake directory.

2. Create directory quake/Id1/music. Add soundtrack as MP3 files with filenames starting with track02, track03 etc.

3. Download map fixes here [1drv.ms]. Create directory quake/Id1/maps and extract files to it. These fix two instances where monsters spawn in the air and get stuck. These bugs have been around forever so most people think it's normal.

4. Start game (mark_v_winquake_gl.exe) and open options>preferences. Set everything to “quake default”, stain maps to “off” and effects to “normal + jerky”. Open console (~) and enter "vid_vsync 1" to turn on vsync if desired.

5. ENJOY.

Последно редактиран от FuzzyJuzzy; 30 апр. 2018 в 2:06
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Показване на 1-15 от 26 коментара
So I've been switching between engines to figure out which one I like most for the "authentic" quake experience, and Mark V suits me the best. I have a question though, why do you recommend going with an older version? The latest one is 1.36
Първоначално публикувано от spoderman:
So I've been switching between engines to figure out which one I like most for the "authentic" quake experience, and Mark V suits me the best. I have a question though, why do you recommend going with an older version? The latest one is 1.36

The reason is the older version I linked to includes a WinQuake GL executable. It has the benefits of OpenGL but looks just like original software Quake. Future versions may include this executable again but right now 1.25 is the latest version that has it.

The lastest version only has a seperate OpenGL .exe and a software .exe. OpenGL currently has graphical issues and software mode doesn't have vsync.
Последно редактиран от FuzzyJuzzy; 12 септ. 2017 в 7:45
BUMP THIS FOREVER AND PIN IT
THANK YOU VERY MUCH FOR THE INFO!
Първоначално публикувано от cml.cerebro_xds.ar:
BUMP THIS FOREVER AND PIN IT
THANK YOU VERY MUCH FOR THE INFO!
Yes please, it was very useful for me.
OF course if you really want to experience the original quake.. just buy some 1996 computer hardware off ebay.. an older sound card for it, install dos, copy over quake and just play it. Most older computers will connect to modern monitors over dvi.
Difficult to experience the original online Quake experience. There were hundreds if not thousands playing it online at one time the first few years it came out. DM, CTF, FORTRESS.
I love the dirty and grimy look of software Quake, and enjoy Fitz' mod well, I just wish there was a way I could make the HUD larger to fill the screen. Any tips?
Awesome! Everyone seems to recommend Quakespasm but I really appreciate the look and feel Quake had when it was originally released. Thanks for trying out the other ports before you discovered Mark V!

Also, looks like the download link for the map fixes has expired. Could you please re-upload them or direct us to where those files can be found?
I know there were some bugs on the maps, but which ones specifically does that map patch fix?

I personally don't want to play exaclty like the mid 1990s. People just had to live with the lower res and frame rates, not that they thought it was better. I want 4k+ with gobs of FPS! I want to be able to look straight up and down!
The map fixes are for two instances where enemies spawn in the air and get stuck. I've updated the link in OP.

The method I've outlined is going to be a better experience than playing in the mid 90s. Even though it retains the original "look" of Quake faithfully, you're going to get a perfectly smooth frame rate and a higher res if you prefer. You'll also have modern FPS controls with mouselook etc.


I didn't even know there was a problem with e3m3, other than a demon gets stuck on the bridge in the lava room.

E4M7 does have those zombies getting stuck near the ceiling.

Some other map bugs:
-E2M4 has 4 scrags that don't teleport in http://rome.ro/news/2016/2/14/quake-map-sources-released
-E2M1 has 2 or 3 enforcers that always telefrag other enforcers
-E4M8 lots of telefragging monsters falling down near the last key
Maybe a few others that I don't remember at the moment.
Първоначално публикувано от 3DMightyMouse:
I didn't even know there was a problem with e3m3, other than a demon gets stuck on the bridge in the lava room.

That's exactly what I fixed.

As for the other bugs, I wouldn't know how to fix them and I assume they've been in the game since release.
Those ent files are complete ent re-writes, no ent patch possible? Did you raise the teleport destination point for the demon in e3m3?

Fixing e2m4 is easy, just change some targets from 66 to 56.
Fixing monsters telefragging eachother might be fixed with increasing TP delay if they are the same TP destination.
If I recall I made some spawn position edits on those ent files but it was a while ago.

Would you be able to fix those other instances you mentioned and upload the ent files? That would be awesome.
For E2M4 where you see
{
"origin" "216 2760 200"
"classname" "trigger_relay"
"targetname" "t66"
"target" "t67"
"delay" "5"
}
Change targetname to t56 as nothing triggers t66. This should teleport the 2nd batch of scrags 5 seconds later. I haven't tested this yet, I'll try it now. As for the others, I'll first have to identify the entity that is teleporting the monsters. I'll come back to this thread after successful testing.
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Дата на публикуване: 30 авг. 2017 в 8:54
Публикации: 26