ProQuake Loc files are used in ProQuake and QRack to indicate your position in a map.
The ProQuake-style loc files are more accurate in indicating your position than the Quakeworld-style loc files, but they are also a LOT harder to make.
For reasons unknown, either due to "losing them" or maybe no one ever made them due to Quake 3 and other games depleting Quake 1, there don't seem to be a very large number of ProQuake loc files for custom maps.
Now that the CAx is nearing a completely debugged state -- considering CA+ crashes on any map not named DM3 or Q1EDGE -- and the impending FreeQuake compatible servers running custom maps, not having loc files available is annoying and needs to be fixed.
How To Make ProQuake Style Loc Files
1. Install CRMOD from http://www.crmod.com into c:\quake\crmod
2. Start Quake with a command line like:
3. Change the desired map by typing changelevel aerowalk
4. Type admin 1234567 in console to get full admin, enables the "spot" command.
5. Bind spot to a key, like BIND k "spot", this will print your current x,y,z to the console and this data will accumulate in c:\quake\crmod\qconsole.log
6. Use Flyme so you can get off the ground when needed.
7. Now the real work begins
8. The first thing you need are the absolute extremes of the map. You need the left-most, bottom-most position first and then the right-most, top-most position. This is the map box. Think of it as 2 extreme corners of a cube. This is your catch-all coordinates. Use the spot command that you have bound to a key when you are in each of these positions.
9. Now, for each section of the map locate 2 extreme corners for, say, the section you want to label as "RA Tunnel". Use the spot command that you have bound to a key when you are in each of these positions.
10. Repeat for each area of the map.
11. When done, close Quake and open c:\quake\crmod\qconsole.log and you'll need the raw data.
12. Open up a text editor, make the positions you did in step #8 the very last set of coordinates in the loc file. ProQuake evaluates each region one by one for a match and stops at the first hit. This is why the catch-all box must be at the end.
13. Save the file in c:\quake\id1\locs\aerowalk.loc, substituting aerowalk for whatever the name of the map is.
14. Run around the map and use your say-team bind and make sure it works right.
The final output should look like this:
Anyone interested in doing this, credit yourself in the loc file and we'll add it to the ProQuake installer and QRack installers you will forever be immortalized in the readme.txt's of Quake, heh.
List of maps that need done:
Truth is, they are so unfun to do, I imagine that I'll have to do them all sometime.
But if someone surprises us and actually does some of them, you'll probably find your way into a news post at a minimum and other Quake players will be very happy with you.
These maps are in the final map pack that will be the standard issue set in future FreeQuake servers, which we will be hitting very hard when the time is right.
Example:
bind "r" "say_team I am at %L with %A Armor and %H Health "
Will tell your team, "I am at Red Armor with 0 Armor and 37 Health"
bind "r" "say_team I am at %L with %A Armor and %H Health "
Will tell your team, "I am at Red Armor with 0 Armor and 37 Health"
For reasons unknown, either due to "losing them" or maybe no one ever made them due to Quake 3 and other games depleting Quake 1, there don't seem to be a very large number of ProQuake loc files for custom maps.
In fact, the only ones I know exist are for the maps ultrav, aerowalk, q1edge.
How To Make ProQuake Style Loc Files
1. Install CRMOD from http://www.crmod.com into c:\quake\crmod
2. Start Quake with a command line like:
c:\quake\glpro.exe -game crmod -condebug
The condebug parameter is important, that is where the raw data output appears.
The condebug parameter is important, that is where the raw data output appears.
4. Type admin 1234567 in console to get full admin, enables the "spot" command.
5. Bind spot to a key, like BIND k "spot", this will print your current x,y,z to the console and this data will accumulate in c:\quake\crmod\qconsole.log
6. Use Flyme so you can get off the ground when needed.
7. Now the real work begins
8. The first thing you need are the absolute extremes of the map. You need the left-most, bottom-most position first and then the right-most, top-most position. This is the map box. Think of it as 2 extreme corners of a cube. This is your catch-all coordinates. Use the spot command that you have bound to a key when you are in each of these positions.
9. Now, for each section of the map locate 2 extreme corners for, say, the section you want to label as "RA Tunnel". Use the spot command that you have bound to a key when you are in each of these positions.
10. Repeat for each area of the map.
11. When done, close Quake and open c:\quake\crmod\qconsole.log and you'll need the raw data.
12. Open up a text editor, make the positions you did in step #8 the very last set of coordinates in the loc file. ProQuake evaluates each region one by one for a match and stops at the first hit. This is why the catch-all box must be at the end.
13. Save the file in c:\quake\id1\locs\aerowalk.loc, substituting aerowalk for whatever the name of the map is.
14. Run around the map and use your say-team bind and make sure it works right.
The final output should look like this:
/
// dm1.loc Baker - mostly perfect 5/10/2005
//
//
-416,704,-98, 496,944,-26, "Mega Health Floor"
496,920,150,336,704,46, "Mega Health ledge"
-176,1128,-98,-416,959,25,"Green Armor"
-104,1328,-98,496,1000,-26, "RL Button Room"
292,1648,-98,496,1384,-38, "RL Room"
496,976,46,400,1648,230,"Tele Hall"
336,1280,46,-80,1024,203,"Shotgun Room"
560,856,46,920,1432,238,"Rockets Room"
1136,1432,94,942,688,208,"Rockets Room Upper"
1136,812,94,16,552,46,"NG to Mega Hall"
112,684,46,-568,823,109, "Green Armor View Ledge"
-344,1648,134,-688, 944,46, "RA Back Hall"
-288,1376,246,336,1648,46, "RA Upper"
336,1648,46,-288,1376,-194, "RA Lower"
1136,1648,-98,-568,704,246, "DM1" // catch all box
// dm1.loc Baker - mostly perfect 5/10/2005
//
//
-416,704,-98, 496,944,-26, "Mega Health Floor"
496,920,150,336,704,46, "Mega Health ledge"
-176,1128,-98,-416,959,25,"Green Armor"
-104,1328,-98,496,1000,-26, "RL Button Room"
292,1648,-98,496,1384,-38, "RL Room"
496,976,46,400,1648,230,"Tele Hall"
336,1280,46,-80,1024,203,"Shotgun Room"
560,856,46,920,1432,238,"Rockets Room"
1136,1432,94,942,688,208,"Rockets Room Upper"
1136,812,94,16,552,46,"NG to Mega Hall"
112,684,46,-568,823,109, "Green Armor View Ledge"
-344,1648,134,-688, 944,46, "RA Back Hall"
-288,1376,246,336,1648,46, "RA Upper"
336,1648,46,-288,1376,-194, "RA Lower"
1136,1648,-98,-568,704,246, "DM1" // catch all box
List of maps that need done:
a2, agent, alk08dm, auhdm2, baldm6, baldm8, bsp, dranzdm8, factory3, fragtwn7, hipdm1, lacrima, nindm3v2, q1dm17, q3dm6qw, rf2, rm, sanity, schloss, skull, sofdm1, toilet4, xntrick, zed2, ztndm3
Download these maps: here
Download these maps: here


But if someone surprises us and actually does some of them, you'll probably find your way into a news post at a minimum and other Quake players will be very happy with you.
These maps are in the final map pack that will be the standard issue set in future FreeQuake servers, which we will be hitting very hard when the time is right.
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