Dianus
If you buy the game through steam or gog then your map should work.
#15516 posted by - on 2015/10/23 01:50:48
As the corpse of the monstrous entity Chthon sinks back into the lava whence it rose, you grip the Rune of Earth Magic tightly. Now that you have conquered the Dimension of the Doomed, realm of Earth Magic, you are ready to complete your task in the other three haunted lands of Quake. Or are you? If you don't register Quake, you'll never know what awaits you in the Realm of Black Magic, the Netherworld, and the Elder World!
Shareware Quake is pak0.pak only, registered also has pak1.pak which has all the content missing from shareware like maps and several enemies and lightning gun.
The Steam version is the full registered version, the .exes it comes with just don't run without Steam running, but you can avoid that by using any other engine .exe which you want to do anyway.
#15517 posted by Rick on 2015/10/23 04:31:16
I wonder if Steam, and not Id/Bethesda is responsible for this? I bought a copy of Fallout 3 goty from Steam and it runs fine without Steam.
I bought Quake when it first came out, direct from Id, and have been moving the folder from one computer to another for 20 years and I don't remember ever having to deal with drm of any kind.
Personally, I now try to verify that the Steam version of a game will run without Steam before buying. If it doesn't, then I won't buy that game from them unless they are the sole supplier.
GOG.com is a great source for DRM free games
#15518 posted by necros on 2015/10/23 04:56:34
Personally, I now try to verify that the Steam version of a game will run without Steam before buying
what steam game DOESN'T require the client to be running??
#15519 posted by Joel B on 2015/10/23 05:00:04
A few don't. http://steam.wikia.com/wiki/List_of_DRM-free_games
In the case of Quake I don't really care, since I almost never use the original engines and they're downloadable from id anyway. The key bits are just pak0/pak1.
#15520 posted by Rick on 2015/10/23 13:26:34
I have Fallout 3 (goty)and all three of the new Shadowrun series bought on Steam that I know will run from where ever I put the game folder and don't require Steam to be running.
Note that Steam gives you a short time to try games and still be able to get a full refund. Basically less than 2 hours played and within 2 weeks of purchase.
http://store.steampowered.com/steam_refunds/
Steam
#15521 posted by madfox on 2015/10/23 20:13:10
refused my DukeNukum3D because I played it once,
and my account had used it before.
refused AliceInWonderland because..,
and so on.
It Works!
#15522 posted by dianus on 2015/10/24 09:18:47
Decided to go with the GOG version (being DRM and client free) and...it works! The map loaded just fine. I didn't realize the full version of Quake was needed, seems obvious now. Thanks guys!
Good to see you got the game, time to play through it and once you're done play through the maps on quaddicted
Damage By Triggered Action
#15524 posted by khreathor on 2015/10/31 20:38:07
1) Can I give a damage to monsters by enabling a trigger in vanilla Quake? For example I use trigger_counter and when the sequence is complete it kills some monster.
2) Can I execute telefrag on monster without a teleport entities?
#15525 posted by Lunaran on 2015/10/31 21:53:55
QC hacks might make this possible. You could set the 'use' key on the monster to whatever the name of it's death function is in the progs ("dog_die" or whatever, you'll have to look in the source to see), then just trigger it, but it won't figure into the kill count properly.
You can also make a func_door or something and set "touch" on it to "tdeath_touch", and have it open from under the floor to poke the monster in the feet, that should blast it pretty hard. note: I have never tried this.
#15526 posted by Lunaran on 2015/10/31 21:56:02
of course, that's assuming the monster isn't moving, in which case I guess you could just crush it too ... never mind, I'm not paying attention!
#15527 posted by skacky on 2015/10/31 23:46:58
I have a quad on a func_wall that gets killtarget when the map starts. The quad then floats in midair. It worked fine until I enabled VIS during my compiles, and now the quad falls through the world. What gives?
#15528 posted by - on 2015/11/01 00:47:15
Not sure, but you might need to killtarget it a bit later if you are doing it instantly when the player spawns, the Quad may have not dropped to floor yet if you do it instantly.
#15529 posted by skacky on 2015/11/01 00:53:21
Doesn't change anything, sadly.
#15530 posted by skacky on 2015/11/01 00:55:08
Okay I found out why. It needs to have a proper texture, not SKIP.
#15531 posted by PuLSaR on 2015/11/01 07:28:38
Is it possible to compile a map without wateralpha these days?
Should Be Possible
#15532 posted by ericw on 2015/11/01 07:58:47
it's a qbsp option. for tyrutils: -notranswater and bjptools: -nowatervis
Thanx!
#15533 posted by PuLSaR on 2015/11/01 08:12:02
#15534 posted by metlslime on 2015/11/01 19:18:02
Skip should have the same collision as other textures unless some compiler has changed this behavior
#15535 posted by necros on 2015/11/01 22:21:22
droptofloor uses visible hull, no?
@necros
#15537 posted by Spike on 2015/11/04 01:15:26
no.
it uses a tracebox, so the hull it uses depends upon the size of your entity (which is kinda what you'd normally expect).
No Teleport Effect
#15538 posted by killpixel on 2015/11/04 02:32:03
Having a group of several monsters teleport but only one shows the tele effect. I can't seem to get more than one instance of the effect at one time. Anyone seen this before? Using the latest quakespasm btw.
Shortage Of Particles?
#15539 posted by necros on 2015/11/04 06:04:11
try running the engine with -particles 100000.
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