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Quake pk3s for Dummies - My quake

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  • #46
    Originally posted by inkub0 View Post
    But....
    are you using Darkplaces or another engine?
    that problems are pretty strange....

    Yes, darkplaces build 20100408, directly from darkplaces website (is there any other modern build? im running it on win7 x64 no probs so far... but still)

    So yeah I already did everything you told me, tried ammo/weapons pk3s into the quake/id1/ subfolder even with the same name i've downloaded them... perhaps i have to rename them to pak1.pk3, pak2.pk3 and so on? (tried that, didn't work) i've tried every single pk3 one by one and nothing... and about the music, yeah I opened the console and it recognises the ogg format and specs (mhz, bits etc) but it says "no audio cd on drive 0" and so on... I think it has something to do with some command line/console command as in "cl_noaudiocd" or something like that... I've tried a few commands but they didn't exist.

    and also I know that I have to unrar the 6 parts rar into the pk3, but I haven't downloaded them (the rygel+qrp pack) im just trying the other pk3 files for upgrades, ammo , weapons straight into the quake/id1/ pack.

    Also, i have darkplaces on its own directory, no other engines installed (except for quoth, but it runs slow as fuck in some of the remixed maps)

    so what else can do? or what other info do you guys need?

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    • #47
      Try to do this:

      -Create a brand new Quake folder

      -Create an ID1 subfolder

      -Copy ONLY pak1.pak and pak0.pak in ID1

      -unrar darkplaces in the main Quake folder (in files section of the site, you can download darkplaceswin64only)

      -move pk3s in ID1 folder.

      -start Darkplaces-sdl.


      maybe a progs.dat or a config file is wrong
      Ia! Ia! Shubb Niggurath!


      "Not dead is what forever can wait" (HPL)

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      • #48
        Originally posted by Ezerhordren View Post
        hey, you said this is intended for dummies right? 0k, my problem is, I have all those pk3 files into my Quake/id1/ folder... but nothing happens, ammo and weapons all look the same... I took the mp3 to the quake/id1/sound/cdtracks/ subfolder ...I renamed the mp3 to tra001, track 002 etc... converted the mp3's to Ogg and nothing happend... so, now I ask, WHAT THE FUCK AM I DOING WRONG? because I've been configuring dark places for... I don't know the last 4 fucking hours? and this shit is really starting to piss me off. The new textures for enemies work, the effectinfo.txt works and the config.cfg is already there and working... BUT STILL THE FUCKING MUSIC AND THE pk3 DOESNT FUCKING WORK!! this shit is driving me crazy!

        please help!

        btw: do I have to rename the pk3? convert them? extract the files on them to some folder? please... please help....
        The CD tracks do need specific names and NO spaces...the numbering starts from 2, not 1, since track 1 is the data track in the real cd...
        So...
        track002.ogg (or mp3, they're not the same)
        track003.ogg
        and so forth.

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        • #49
          Originally posted by Bloodbat View Post
          The CD tracks do need specific names and NO spaces...the numbering starts from 2, not 1, since track 1 is the data track in the real cd...
          So...
          track002.ogg (or mp3, they're not the same)
          track003.ogg
          and so forth.
          did it, my dir is quake1/id/sound (no "s" lol) perhaps it's the quality of my ogg? (i think they are over cd quality)

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          • #50
            Originally posted by Ezerhordren View Post
            did it, my dir is quake1/id/sound
            the right name is /ID1 not /ID !!!
            Ia! Ia! Shubb Niggurath!


            "Not dead is what forever can wait" (HPL)

            Comment


            • #51
              i know sorry it was a typo, quake/id1/sound

              files in it

              track002.ogg
              track003.ogg

              and nothing... also, im using your config.cfg so I don't know what THE FUCK am I doing wrong, but this si driving me mad as hell.. I love original quake music

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              • #52
                Originally posted by Ezerhordren View Post
                i know sorry it was a typo, quake/id1/sound

                files in it

                track002.ogg
                track003.ogg

                and nothing... also, im using your config.cfg so I don't know what THE FUCK am I doing wrong, but this si driving me mad as hell.. I love original quake music
                The folder path should be:
                \quake\id1\sound\cdtracks

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                • #53
                  Originally posted by Bloodbat View Post
                  The folder path should be:
                  \quake\id1\sound\cdtracks
                  done... nothing just yet I'll try to start all over with the config.cfg

                  Comment


                  • #54
                    Another thing, try to play the ogg's in winamp to see if any sound comes. My old PC I had to go into dxdiag.exe and disable hardware acceleration for sound for ogg files to play in ANY program. You could have the same error - give that a try. Easy to re-enable if it doesn't work.

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                    • #55
                      Originally posted by Ezerhordren View Post
                      done... nothing just yet I'll try to start all over with the config.cfg
                      Also, like ooppee suggested, try playing the ogg files with another tool, lowering hardware acceleration does not apply to Win 7 (it isn't there, hence the need for..say...Creative Alchemy), see if they work, sometime before you mentioned they were "better than CD quality", maybe try lowering the .ogg q factor when compressing?
                      Update your drivers?

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                      • #56
                        try to run it in administrator mode...
                        Ia! Ia! Shubb Niggurath!


                        "Not dead is what forever can wait" (HPL)

                        Comment


                        • #57
                          Objects.pk3 fixed DP's torch + 3D-fire problem (i love original Quake 3D-fire much more then animated sprites from DPmod), but original low-poly torches do not fit "HD" environment. How to bring back missing 3D fire to high-poly torches from rugel's pack?
                          Or, at least, to make torches wear highres skin from Objects.pk3?
                          This pack contains flame.mdl_0.png (by Primevil), but no flame.mdl or someting to make it useful!

                          Comment


                          • #58
                            Originally posted by BEEF34T3R View Post
                            Objects.pk3 fixed DP's torch + 3D-fire problem (i love original Quake 3D-fire much more then animated sprites from DPmod), but original low-poly torches do not fit "HD" environment. How to bring back missing 3D fire to high-poly torches from rugel's pack?
                            Or, at least, to make torches wear highres skin from Objects.pk3?
                            This pack contains flame.mdl_0.png (by Primevil), but no flame.mdl or someting to make it useful!
                            Build your own pack...get your needed files from rygel's (why is everyone calling him Rugel?) and insert them into a pack of your choice, after all pk3 are just renamed zips, remove the sprite torches from pack if it's monolithic and such, or if they are in their own pack, just remove that pack; thing is it also uses a custom progs.dat and I don't know if anything else in the packs posted here use it (most certainly the footsteps...but I don't use those).

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                            • #59
                              I've found that model and skin:
                              QuakeWorld.nu Forum / PrimeviL's Skins (Retexturing)
                              primevil.fr
                              primevil.fr
                              But it doesn't work in Darplaces for me. Seems like this problem has ezquake roots.

                              Comment


                              • #60
                                I think, in theory, they should work...if placed in the right paths...

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