Quake 1 Pak1 Pak
Hello and welcome to my Quake guide. I've been hooked on this great game since I first got my hands on the Shareware version back in 1996. I've used many Source Ports over the years but these days I prefer to use Quakespasm.
Why Quakespasm? Because it runs and looks great and because it's ideal to play custom content, 99.9% of the modern and not so modern custom maps and episodes work great with Quakespasm. Sadly, Quakespasm's MP is a bit hit and miss at the moment.In case you need more convincing:This hopefully easy to follow guide will show you how to:Install and configure Quakespasm.Play Quake's official and unoffical episodes.Play great custom maps and where to find them.Play co-op games with friends using Evolve or similar VLAN.Play Deathmatch games with friends and/ or bots using Evolve or similar VLAN. Install Quake and sourceforge.net2. Extract all Quakespasm files to your main Steam Quake directory (overwrite license.txt)3. Delete or backup the original winquake.exe and rename quakespasm.exe to winquake.exe4.
You can now launch Quake(spasm) from your Steam LibraryNon-Steam:1. Create folders x:quakespasm and x:quakespasmId12. Download sourceforge.net3. Unrar the Quakespasm files to the main Quakespasm folder4. Copy/ paste the original Quake PAK0.PAK and PAK1.PAK files to x:quakespasmid1 (you don't need any other original files).
Config.cfg:Start and Exit Quakespasm at least once, doing so will allow QS to generate a config.cfg file for us in Quake/Id1If you're like me and want QS to www.quaddicted.com you'll want to use: gltexturemode 'GLNEARESTMIPMAPLINEAR'Framerate: look for hostmaxfps and set your desired max framerate, by default the framerate is locked at 72 fps. I use hostmaxfps '144'.
Note that changing this can cause some minor physics problems on some maps.Transparent water, lava and waste: make sure rnovis is set to 1, you can then tweak the level of transparency by altering the value of rwateralpha, I like to use '0.8'.Shadows: rshadow 1 enables shadows. Autoexec.cfg:Add the line svaim 1 to the autoexec.cfg file to disable vertical auto-aim.
The autoexec.cfg file is also located in QuakeId1, create this file yourself if it's not there.You can change the field of view via the in-game console (press cdn.computerhope.comkey to lower the console) with the fov command, If you want to change the FOV on a more permanent basis just add the line fov to Quake's autoexec.cfg. I use fov 100.Add rparticles 2 for beautiful Square ParticlesIf you want to change the Default Difficulty Setting you can add the line skill to the autoexec file: skill 0 = Easy, skill 1 = Medium, skill 2 = Hard, skill 3 = Nightmare.
Expansion PacksSteam:1. Install Quake Mission Pack 1: Scourge of Armagon (Hipnotic Software) and/orQuake Mission Pack 2: Dissolution of Eternity (Rogue Entertainment)2. These Expansion Packs come with their own config.cfg, you can delete these cfg files and use our Quake config.cfg instead.Location of MP1's cfg file: steamappscommonQuakehipnoticLocation of MP2's cfg file: steamappscommonQuakerogue3. The Steam version of these expansion packs doesn't come with the soundtracks.Let's fix this:- www.quaddicted.com-Create a new subfolder called music in your hipnotic folder, extract the mp3 files to this location- www.quaddicted.com-Create a new subfolder called music your rogue folder, extract the mp3 files to this location4a.
Start the mission packs directly from your steam Library4b. Or right-click Quake in your Steam Library and select Set Launch Options in the General tab add -hipnotic or -rogue depending on which Expansion Pack you want to play, now simply start Quake from your Steam Library4c. Or you could launch Quake, lower the console and type game hipnotic or game rogue,game id will bring you back to Quake's main menuNon-Steam:1. Create an extra folder in your main Quakespasm folder and copy and paste the correct Pak files in there, for Scourge of Armagon this would be: x:quakespasmhipnotic, you don't need other files from the CD.2a. Create a new shortcut to quakespasm.exe and add -hipnotic to the Target Linee.g. Quakespasmquakespasm.exe -hipnotic2b.
Or you could launch Quake(spasm) and type game hipnotic in the console, game id will bring you back to Quake's main menu3. These Expansion Packs come with their own config.cfg, you can delete this and use Quake's config.cfg instead.
This is the location of MP1's cfg file: Quakehipnotic. Custom MapsVisit www.quaddicted.com to discover amazing custom maps for Quake. Most modern custom maps want to have their own subfolder in your main Quake folder, others go into Quake/Id1/maps.Always check the Readme file that comes with these maps because you'll often have to edit the Command Line (Steam's Set Launch Options or Target Line in non-steam shortcut)Two examples:1.
www.quaddicted.com this is a map that needs to be installed in QuakeId1maps.So:-extract the contents of the zip file to your QuakeId1maps folder-start Quake-lower the console and type map bbelief20082. www.https this is an example of a release that requires its own subfolder.
So:-create a folder called jam6 in your main main Quake folder-extract the contents of the zip file to that folder.-now you have to edit the command line (Steam's Set Launch Options), in this case you have to add:-heapsize 65536 -game jam6-start Quake from your Steam Library and enjoy this great Map Jam. Download eclecticmenagerie.com file, it contains the Frikbot AI and hundreds of Frikbot-ready maps. Be sure to check out if you want to know all there is to know about Quake Bots!2. Place the Frikbot folder in your main Quake folder (e.g. Launch Quakespasm with 'quakespasm-bots-ffa-cycle' or if you want to use Steam's Set Launch Options feature:-listen 16 -game frikbot -zone 2048 -heapsize 192000 +exec quickstart.cfg4. Once you're in-game you can add and remove bots by pressing B and NCheck out the maps folder and the quickstart.cfg file in the Frikbot folder, you can edit this file with your text editor of choice.
Use Deathmatch '1' if you want to disable Weapons Stay.Some handy DM console commands:fraglimit e.g. Fraglimit 25timelimit e.g.
Timelimit 15map, to change maps, for example map aerowalk or map exdm2restart. Warning: Quakespasm is currently not the best Source Port for multiplayer and as such you may run into weird connection problems, hopefully future version of QS will have better netcode. If you manage to get connected the game works great, we've completed many episodes in co-op without anyone dropping out, but getting connected is not always possible and I have no idea why that is.
It would be great if someone could shed some light on this. This is the error clients get to see from time to time: server to client keepalive.If you want to play online and Quakespasm gives you too much gief you may want to check out a more multiplayer-focussed Source Port. fte.triptohell.info works fine and can be configured to look pretty close to vanilla Quake.
Optional but recommended: Install Frikbots and the ton of maps that come with it (see above)1. Install www.evolvehq.comor a similar VLAN client, create a Private Network (called Party in Evolve) and invite all players to it, take note of your virtual IP address.Example of Evolve Party room:2. The host has to add the following Launch Options:-listen 16 -ip -game frikbot -zone 2048 -heapsize 192000 +exec quickstart.cfgThe client has to add the following Launch Options:-listen 16 -ip -game frikbot -zone 2048 -heapsize 192000 +exec quickstart.cfg3. The host can now start a DM game by launching Quake from his Steam Library4. Client(s) can join by using the 'connect ' console commande.g. Connect 10.54.186.3. Ok so I spent two hours trying to get Quake to work, yours was the ONLY guide that actually worked for me, so thank you!
However I'm still having issues with the music? I don't think its playing correctly, or maybe I'm just mistaken because all of the songs are really soft and quiet and I've played the first three stages and all the music has been extremely quiet and muted. Is this supposed to happen? I'm just trying to make sure I get the best Quake experience I can.
Either way, your guide was AMAZINGLY helpful.
This long awaited mod is finally available. It's still BETA and has some minor bugs here and there (mostly some effects being a little weird e.g. Water reflections) but when it comes to the gameplay it's already very solid. It is highly recommended to use the DarkPlaces build that's included with the mod.
Berzerk2002: This long awaited mod is finally available. It's still BETA and has some minor bugs here and there (mostly some effects being a little weird e.g.
Water reflections) but when it comes to the gameplay it's already very solid. It is highly recommended to use the DarkPlaces build that's included with the mod. Berzerk2002: This long awaited mod is finally available. It's still BETA and has some minor bugs here and there (mostly some effects being a little weird e.g. Water reflections) but when it comes to the gameplay it's already very solid. It is highly recommended to use the DarkPlaces build that's included with the mod.
Darkredshift: It doesn't work properly. After launching the mod, it didn't seem to change much. There's no rain, new lighting, no new explosion effects, the guns are still centred and the mod menu via the home key doesn't work.WHAT THE HELL IS GOING ON?For reference, the version of the mod in this video is the one I want to play:EDIT: Christ this is the third time I've ended up solving my own problem after asking for help, but it's fine now: I had to add it to the same folder as the Darkplaces executable and not the quake root folder. I've been pulling my hair out (and I'm bald) all night trying to get this to work. I'm I found a recent thread for once and that you got it running!I'm currently having the exact same problem you were.
Quake 1 Download
I followed the instructions exactly and nothing has changed. Would you mind posting a screenshot or something of your folder? Are you using the recommended Darkplaces build or the 2017 version mentioned in the ModDB post?Thanks in advance.
Darkredshift: It doesn't work properly. After launching the mod, it didn't seem to change much. There's no rain, new lighting, no new explosion effects, the guns are still centred and the mod menu via the home key doesn't work.WHAT THE HELL IS GOING ON?For reference, the version of the mod in this video is the one I want to play:EDIT: Christ this is the third time I've ended up solving my own problem after asking for help, but it's fine now: I had to add it to the same folder as the Darkplaces executable and not the quake root folder. MFBATZ: I've been pulling my hair out (and I'm bald) all night trying to get this to work. I'm I found a recent thread for once and that you got it running!I'm currently having the exact same problem you were.
I followed the instructions exactly and nothing has changed. Would you mind posting a screenshot or something of your folder? Are you using the recommended Darkplaces build or the 2017 version mentioned in the ModDB post?Thanks in advance. Yes, I am using the recommended one as my original copy is an older build.The image shows that the files must be in the Darkplaces folder but still in the Quake 1.5 subfolder.
Quake 1 Pak1.pak Download
The Run Quake1.5 batch can be in darkplaces folder itself. But it's further down in the menu so you won't see it in the snipshot.