There is a minor amount of configuring to do.
Dump pak0.pak and pak1.pak (you must have both) in pathTo/GameDevelop/Game/Virtuoso. That is all
customization stuff:
case: I do not want to use proQuake493
solution (you must do both steps):
1) Go to pathTo/GameDevelop/Game/ - delete all engine files and dump your desired engine files in its place
note: do not delete the Virtuoso folder
2) open pathTo/GameDevelop/netradiant32/virtuoso_q1/default_build_menu.xml - change this line:
<var name="Engine">glpro493.exe</var> to reflect the name of the engine executable you want to use
note: The line is very close to the top of the document
case: I want to use more than 2 processors (threads) to compile
solution:
1) open pathTo/GameDevelop/netradiant32/virtuoso_q1/default_build_menu.xml - change this line:
<var name="tc">2</var> to reflect the amount of threads you want to use
case: I do not want to dump pak0&1 into the Virtuoso folder
solution (you must do both steps):
1) Dump the ID1 folder in pathTo/GameDevelop/Game/ - you must have at least pak0
2) open pathTo/GameDevelop/Game/Virtuoso/run.bat and change:
%1 -Virtuoso -game %2 +map %~n3
to
%1 -game %2 +map %~n3
case: I do not use a windows machine
solution: Get one. Whereas this game pack will almost work on other OS's, the almost part is enough to not use it at all.
------
What does this package include?
Years of collecting, including and refining things.
It is an almost completely stand alone compilation for Quake One game development. It includes NetRadiant, preconfigured to build and run maps using any compiler. The only exception to that statement is you may have to supply a different engine. For instance you can compile with hmap2 all day but, if you aren't using the darkplaces engine, you wont have any results. You could also use the Map2 compilers but they will not work with ProQuake (the supplied engine). Actually, ProQuake is nowhere near as bling bling as almost all of the compilers. It just so happens to be the one I am currently using so, that's what you get too.
Within Game/Virtuoso/develop you will find a complete QC dev environment. This is also preconfigured to put a compiled cs/svQC where it belongs. Simply executing develop.bat will start the editor with a welcome screen of instructions and a cs/svQC project panel complete with the entire file tree for both sources. You can delete the np++ tree in the project panel, I use it to tweak the mess out of np++ and I just never removed it myself (right click/ remove from project (NOT DELETE))
The GameDevelop/assets folder contains pakscape and texmex. I thought about adding more stuff but decided against it in lieu of keeping the overall package small. YOu can dump this package anywhere and it will immediately work (with the exception of you having to add your own paks). However, you can't move it from wherever you put it (after first start) and expect it to still work. If you do want to move it, navigate to pathTo/GameDevelop/netradiant32/settings and delete the entire 1.5.0 folder. You can then move it BUT you will have to manually open your maps again for the first time as no reference to them will remain.
There are a bunch of other things. I would suggest to simply explore. My logitech dual action profile and the necessary radiant shortcut list is supplied, documents for all compilers are supplied, grid and flat color wad and external replacement textures for those wads are supplied. There really is a retarded amount of stuff. There is even hidden stuff. It's not hidden to be an easter egg or anything. It's hidden because you will probably never use it. For instance starting a game with a rogue or hipnotic -basedir can be found in the build menu (Im not even sure this is a thing but I wrote it anyway), it is just commented out. There is also backup copies of things like the build menu and original shortcut list. Most of this stuff can be found in pathTo/GameDevelop/netradiant32/virtuoso_q1 subdirectories.
The develop folder has other goodies as well, like the qc manual, and...hmmm maybe that's it./ Really it's just a big ass thing full of stuff and none of the stuff it includes is a mystery to use or understand. If you know how to basically do various quake modding, this is no different. It's just organized and compiled in a way that you don't have to set a bunch of crap up or worry about where the files you are creating are going to go/end up. They will go wherever they are supposed to unless you tell it otherwise.
Virtuoso Complete Q1 map/qc Pack
Dump pak0.pak and pak1.pak (you must have both) in pathTo/GameDevelop/Game/Virtuoso. That is all
customization stuff:
case: I do not want to use proQuake493
solution (you must do both steps):
1) Go to pathTo/GameDevelop/Game/ - delete all engine files and dump your desired engine files in its place
note: do not delete the Virtuoso folder
2) open pathTo/GameDevelop/netradiant32/virtuoso_q1/default_build_menu.xml - change this line:
<var name="Engine">glpro493.exe</var> to reflect the name of the engine executable you want to use
note: The line is very close to the top of the document
case: I want to use more than 2 processors (threads) to compile
solution:
1) open pathTo/GameDevelop/netradiant32/virtuoso_q1/default_build_menu.xml - change this line:
<var name="tc">2</var> to reflect the amount of threads you want to use
case: I do not want to dump pak0&1 into the Virtuoso folder
solution (you must do both steps):
1) Dump the ID1 folder in pathTo/GameDevelop/Game/ - you must have at least pak0
2) open pathTo/GameDevelop/Game/Virtuoso/run.bat and change:
%1 -Virtuoso -game %2 +map %~n3
to
%1 -game %2 +map %~n3
case: I do not use a windows machine
solution: Get one. Whereas this game pack will almost work on other OS's, the almost part is enough to not use it at all.
------
What does this package include?
Years of collecting, including and refining things.
It is an almost completely stand alone compilation for Quake One game development. It includes NetRadiant, preconfigured to build and run maps using any compiler. The only exception to that statement is you may have to supply a different engine. For instance you can compile with hmap2 all day but, if you aren't using the darkplaces engine, you wont have any results. You could also use the Map2 compilers but they will not work with ProQuake (the supplied engine). Actually, ProQuake is nowhere near as bling bling as almost all of the compilers. It just so happens to be the one I am currently using so, that's what you get too.
Within Game/Virtuoso/develop you will find a complete QC dev environment. This is also preconfigured to put a compiled cs/svQC where it belongs. Simply executing develop.bat will start the editor with a welcome screen of instructions and a cs/svQC project panel complete with the entire file tree for both sources. You can delete the np++ tree in the project panel, I use it to tweak the mess out of np++ and I just never removed it myself (right click/ remove from project (NOT DELETE))
The GameDevelop/assets folder contains pakscape and texmex. I thought about adding more stuff but decided against it in lieu of keeping the overall package small. YOu can dump this package anywhere and it will immediately work (with the exception of you having to add your own paks). However, you can't move it from wherever you put it (after first start) and expect it to still work. If you do want to move it, navigate to pathTo/GameDevelop/netradiant32/settings and delete the entire 1.5.0 folder. You can then move it BUT you will have to manually open your maps again for the first time as no reference to them will remain.
There are a bunch of other things. I would suggest to simply explore. My logitech dual action profile and the necessary radiant shortcut list is supplied, documents for all compilers are supplied, grid and flat color wad and external replacement textures for those wads are supplied. There really is a retarded amount of stuff. There is even hidden stuff. It's not hidden to be an easter egg or anything. It's hidden because you will probably never use it. For instance starting a game with a rogue or hipnotic -basedir can be found in the build menu (Im not even sure this is a thing but I wrote it anyway), it is just commented out. There is also backup copies of things like the build menu and original shortcut list. Most of this stuff can be found in pathTo/GameDevelop/netradiant32/virtuoso_q1 subdirectories.
The develop folder has other goodies as well, like the qc manual, and...hmmm maybe that's it./ Really it's just a big ass thing full of stuff and none of the stuff it includes is a mystery to use or understand. If you know how to basically do various quake modding, this is no different. It's just organized and compiled in a way that you don't have to set a bunch of crap up or worry about where the files you are creating are going to go/end up. They will go wherever they are supposed to unless you tell it otherwise.
Virtuoso Complete Q1 map/qc Pack
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