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Johnny Law Jul 30, 2014 @ 6:57pm
Updates for Quake Guides posted here
I think it would be helpful to have a thread in here to track/advertise guide updates.

For the guides I maintain, I'll keep the most recent changes edited into this top post here, and bump the thread when it changes. (Different approach from how I used to handle this thread.)

If any other Quake guide authors want to post updates (or links to new guides) in here too, please do.

====================================================================

Most recent changes, Sep 15 2015:

More in the Troubleshooting guide.

http://steamcommunity.com/sharedfiles/filedetails/?id=287224659
  • Two more "can't start GLQuake" issues: OpenGL extension limit, and opengl32.dll.
  • Mention ddhack as a possible solution for wacky-color-palette and no-widescreen-resolutions issues.
  • Describe reasons that cause Quake to ignore your autoexec.cfg file.
Last edited by Johnny Law; Sep 18, 2015 @ 10:52am
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Showing 1-15 of 15 comments
Johnny Law Oct 20, 2014 @ 12:59pm 
Hey folks; a new version of QuakeSpasm has been released.[quakespasm.sourceforge.net]

You can see all the changes from the previous version here: http://sourceforge.net/p/quakespasm/news/2014/10/quakespasm-0900/

One of the major changes is that the soundtrack music now plays at CD quality independently of the sound effects quality. This has caused me to rewrite the soundtracks and troubleshooting guides a bit; the general upshot is that if you were previously using the sndspeed command-line option just to improve the music, now you might want to stop doing that. More details in the "Sample Rate" section of the soundtracks guide.
http://steamcommunity.com/sharedfiles/filedetails/?id=119489135
http://steamcommunity.com/sharedfiles/filedetails/?id=287224659

I also made a small change to the owner's manual guide to reflect that the current QuakeSpasm now turns OFF vertical autoaim by default (i.e. it defaults to sv_aim 1).
http://steamcommunity.com/sharedfiles/filedetails/?id=120426294

One other particularly interesting change for this version, although it's not (yet) something that the guides discuss, is that the new QuakeSpasm will support maps that use the "bsp2" format. This format raises several limits and is typically used for gigantic maps such as Something Wicked This Way Comes[www.quaddicted.com] and Rubicon Rumble Pack[www.quaddicted.com]. QuakeSpasm now joins DarkPlaces, (experimental builds of) FTEQW, and QuakeForge as a Quake engine that supports that format.
Johnny Law Feb 4, 2015 @ 9:14pm 
http://steamcommunity.com/sharedfiles/filedetails/?id=118401000
  • Survey of bsp2 support. Along with the engines mentioned above for bsp2, Fitzquake Mark V and the new version of qbism Super8 also support it now.
  • Added an alternate link that can be used for experimental FTEQW builds when the FTEQW website is down.
  • A few more details about how the OpenGL engines looked different from the original software rendering.


http://steamcommunity.com/sharedfiles/filedetails/?id=120426294
  • Updated the singleplayer recommendations in the Quick Start. QuakeSpasm is more of a no-brainer now, with the improvements it's made over the last few builds.
  • Updated the multiplayer recommendations in the Quick Start. Talk about both QuakeWorld and NetQuake.
Last edited by Johnny Law; Feb 4, 2015 @ 9:32pm
Johnny Law Feb 7, 2015 @ 1:59pm 
http://steamcommunity.com/sharedfiles/filedetails/?id=118401000
  • Added links to examples of bsp2-format maps.
  • Added an "Other Modern Engines" section to list/link a few more Quake engines that the guides don't otherwise cover: QuakeForge, JoeQuake, reQuiem, the bjp engines, and TyrQuake.
Johnny Law Feb 9, 2015 @ 7:27pm 
Download links for various self-hosted files were broken in the bots guide. Sorry about that! Fixed now.
http://steamcommunity.com/sharedfiles/filedetails/?id=123626484
Last edited by Johnny Law; Apr 18, 2015 @ 10:39am
Johnny Law Mar 5, 2015 @ 8:49pm 
http://steamcommunity.com/sharedfiles/filedetails/?id=118401000
  • New release of qbism Super8. Added some words about making it look more "classic".
  • Mention 360 controller support in DarkPlaces, & link to forum thread.

http://steamcommunity.com/sharedfiles/filedetails/?id=287224659
  • Added the obvious "map end" solution for the can't-finish-the-game problem. Duh. Thanks negke.
Johnny Law Mar 20, 2015 @ 9:23pm 
Did some editing across the Quake Engines, Owner's Manual, and Troubleshooting guides on a few points:
  • QuakeWorld changes player movement physics.
  • Steam Cloud saves the id1\config.cfg file (along with any savegames in the id1 folder).
  • The "-bpp" command-line option is not for software-renderer engines.

Also in the Owner's Manual ("Compatibility" section): a few more gameplay-compatibility fixes that could be needed when using DarkPlaces.
Last edited by Johnny Law; Mar 20, 2015 @ 9:23pm
tdDaz Mar 21, 2015 @ 5:59am 
You are doing the lords work <3
Johnny Law Mar 22, 2015 @ 10:08pm 
Hah. :-) Thanks dude. Please let me know if you see anything wrong!

P.S. everyone should check out Daz's Quake videos: http://steamcommunity.com/id/darrenweekes/videos/?appid=2310
Johnny Law Apr 26, 2015 @ 5:11pm 
Quite a bit of rewriting on the soundtrack guide to make it easier to use.

As part of this, I really wanted to link to one recommended soundtrack download and describe specifically how to use it, as opposed to just dumping a bunch of links and saying "uh use one of these I guess". The problem is that I couldn't find any existing soundtrack package that had the right file naming/placement/format/packaging to be used with all Quake engines; also none of them correctly handled the CD pre-emphasis. So, I made a new soundtrack package that fits the bill. That's now linked at the top of the guide.

Troubleshooting guide also updated with a few more soundtrack-related issues.

http://steamcommunity.com/sharedfiles/filedetails/?id=119489135

http://steamcommunity.com/sharedfiles/filedetails/?id=287224659

Please let me know if you run into any problems using that new package of soundtrack files.
Johnny Law May 3, 2015 @ 3:22pm 
The website for the FTE Quake engine appears to be gone for good, along with any "official" link/distribution for a stable build. The automated bleeding-edge builds are still available though, and being updated often, so I've checked out the latest build and updated the guides accordingly.

FTE is an interesting "Swiss army knife" engine with a ton of features. When you get the latest automated build, there's always the chance that something will have been broken in a recent code change, but it's a very cool piece of work.

http://steamcommunity.com/sharedfiles/filedetails/?id=118401000
  • General rewrite of FTE info. Mention graphics presets.

http://steamcommunity.com/sharedfiles/filedetails/?id=120426294
  • Rewrite of info about how FTE handles HUD elements shape/scale.
  • FTE does auto-FOV adjustment.

http://steamcommunity.com/sharedfiles/filedetails/?id=119489135
  • FTE supports soundtrack music files.

http://steamcommunity.com/sharedfiles/filedetails/?id=123626484
  • Current FTE builds no longer have "quirks" with FBCA bots.
Last edited by Johnny Law; May 3, 2015 @ 3:39pm
mushis May 4, 2015 @ 5:33am 
Johnny Law May 4, 2015 @ 7:37am 
Thanks!
Johnny Law Jun 11, 2015 @ 8:01pm 
A few new things covered in the Troubleshooting guide.

http://steamcommunity.com/sharedfiles/filedetails/?id=287224659
  • The "unrecognized protocol number" error.
  • Filename case-sensitivity on Linux.
  • Tips about doing a clean start with your Quake installation when problems appear.
Johnny Law Sep 15, 2015 @ 4:47pm 
More in the Troubleshooting guide.

http://steamcommunity.com/sharedfiles/filedetails/?id=287224659
  • Two more "can't start GLQuake" issues: OpenGL extension limit, and opengl32.dll.
  • Mention ddhack as a possible solution for wacky-color-palette and no-widescreen-resolutions issues.
  • Describe reasons that cause Quake to ignore your autoexec.cfg file.
Johnny Law Jun 22, 2016 @ 3:51pm 
Hey hey. It's been a while since I've updated any of these! Sorry. Various life-events taking priority.

We may have more Quake-ers dropping by because of Quake's birthday and/or the upcoming Steam sale, so I want to encourage anyone trying to get back into Quake to read guides & post questions.

I do have a list of changes I want to make to the guides. I'll post them here both sort of as a public encouragement to help me get around to it, and also because some of this info might be useful to other folks.


Soundtrack:
  • mention that GOG release includes CD images

Troubleshooting:

Owner's Manual:

Bots:
  • check out NQ frogbots, integrate into various sections

Quake Engines general changes:

Quake Engines per-engine:
Last edited by Johnny Law; Jun 22, 2016 @ 4:15pm
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Quake > General Discussions > Topic Details
Date Posted: Jul 30, 2014 @ 6:57pm
Posts: 15