Pak Files Are Not Exactly Complicated...
#76 posted by mwh on 2008/03/07 22:04:19
Though I somehow have managed to avoid writing a pak file creator so far.
#77 posted by JneeraZ on 2008/03/07 22:17:11
I might write one eventually for OSX but I have a few other projects to do first...
#78 posted by THERAILMCCOY on 2008/03/08 02:42:26
This is excellent, exactly the kind of mod Quake is suited to. The only major issues I have when playing this are more the result of flaws in the Quake engine than anything in the mod. For instance, functioning aiming and hearing all sounds are pretty much essential in this mod, yet by default in Quake weapon fire isn't in sync with the crosshair and sounds are dropped when too much is going on. I know Joequake has a fixed crosshair while FitzQuake and Aguirre's engine seem to fix dropped sounds, but is there any engine out there that fixes both of these problems?
A Lil Bug...
#79 posted by metalseed on 2008/03/09 02:06:31
After dying and restarting, the next weapon cmd crashes the level.
Posted Earlier But Skipped
#80 posted by madfox on 2008/03/09 04:49:27
great mod!
I have never played deathmatch, but this one gave me the q3 feeling I really enjoyed in Q1!
Good Job, Willem!
#81 posted by JneeraZ on 2008/03/09 12:50:43
"After dying and restarting, the next weapon cmd crashes the level."
Urr .. OK. Weird! I'll look at the code and see if something obvious jumps out I guess.
#82 posted by metalseed on 2008/03/10 03:56:30
..I neglected to mention that this happens in the hall of choices before i pick one of the 3 maps. That 3rd map is tough. I sure am tired of falling in the lava with no place to get out.
Why Was The Elder Area Nerfed ?
#83 posted by Sielwolf on 2008/03/10 06:11:29
I liked the jumping over lava, quite the thrill :) you could have just put teles in there, losing a good amount of health would have been enough punishment, and players would be able to continue.
Updated The Link...
#84 posted by metlslime on 2008/03/10 06:23:32
to point to the new information page instead of the old blog entry
#85 posted by JneeraZ on 2008/03/10 11:52:45
Siel
Sorry, the monsters wouldn't cross the func_wall I was toggling no matter what I did. I took them out for the sake of gameplay. Monsters who don't chase you aren't much of a threat. :)
Lava..
#86 posted by metalseed on 2008/03/10 23:52:00
hate it.
#87 posted by JneeraZ on 2008/03/10 23:59:12
It hungers for your flesh. Your crispy, delicious flesh.
Willem, About Pak Utility,
#88 posted by Dooomer on 2008/03/11 01:28:31
I don't know, maybe, just maybe, you can use a dos based utility together with a mac version dosbox.
Pak Utility
#89 posted by gb on 2008/03/11 09:25:09
I use something called QEU3, under Linux. Command line programs, comes with the source code, so maybe you could make it work? Contains pak, wad etc utils.
Can't you even run Linux programs under OSX? There is xpak (I think thats the name) for X11. Can you run wine (ugh...)?
#90 posted by JneeraZ on 2008/03/11 11:30:31
Command line utilities? DOS? Please. :)
I mean, thanks for the suggestions but I've been command line free for years now and I'm not going back. Heh.
Apple Snob
#91 posted by gb on 2008/03/11 14:00:38
:-P
Baaad, bad command line. How do you compile your maps? Drag and drop?
No, I meant such little things could perhaps be easier to port. Or attach to your map editor. Or somesuch. I mean they are open source. /shrug
Willem =
#92 posted by ijed on 2008/03/11 14:23:14
The dissenting Mac user.
#93 posted by JneeraZ on 2008/03/11 14:37:14
"Baaad, bad command line. How do you compile your maps? Drag and drop? "
ToeTag. :)
"No, I meant such little things could perhaps be easier to port. Or attach to your map editor. Or somesuch. I mean they are open source. /shrug"
I'll probably do something eventually along those lines if I have enough need of it. I can read PAK files so there's no reason I couldn't write something to create them.
#94 posted by JneeraZ on 2008/03/11 14:38:06
"The dissenting Mac user."
No, no ... discerning. :)
Ha! I Knew It!
#95 posted by HeadThump on 2008/03/11 16:19:40
ToeTag. :)
The editor is just a compiled batch file with a lot of bells and whistles thrown in. Command line free, my right cheek bottom :)
#96 posted by JneeraZ on 2008/03/11 17:31:16
Hey, am I typing on a command line? Hells no, I'm clicking a button. The way modern man was meant to live. :P
*nudges Willem*
#97 posted by scar3crow on 2008/03/11 22:07:46
http://www.cryptonomicon.com/beginning.html
Get in touch with your inner primate ;)
ToeTag does look good though, I'd love to try it, but I only own PCs.
Willem
#98 posted by Sielwolf on 2008/03/11 23:44:30
Monsters who don't chase you aren't much of a threat. :)
not a problems in such a small arena as monsters spawn on both sides of the lava
Packaging
#99 posted by Shambler on 2008/03/12 13:51:03
But, um...dude. Don't include source code or source maps, provide them as a separate sdk.
Don't put all the content in open folders inside a folder named qonquer inside another folder named qonquer.
The download zip should contain:
qonquer ( a folder, named in lowercase, that players simply extract to c:/quake/ )
Inside that folder there should be:
pak0.pak
qonquer1_1.txt ( it's good to add the version number to this filename, but whatever this file is named it should be the same as the zip )
Kell is right about this. When I downloaded this zip, it was full of all sorts of shit. Redundant folders, random unspecified files with the same name as folders, extra mac bits, .DS_store files. They wouldn't copy over in one lot, I had to find out which bits were extra and leave them out.
Obviously I did it and enjoyed Qonquer but it's an unnecessary hassle given how most Quake mods, well, just work as Kell says.
#100 posted by JneeraZ on 2008/03/12 14:49:38
Alright, I'll try and do better next time.
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