SAGE
#13 posted by -_- on 2007/09/20 20:21:17
sega
Haha
#14 posted by starbuck on 2007/09/21 12:22:32
those levels look total balls! Is there supposed to be no lighting? Seriously, the majority of the people who post on Func can do better speedmaps.
Starbuck:
#15 posted by metlslime on 2007/09/21 22:04:58
but, consider the ridiculously low specs of the systems they were designed to run on. (Not to say these were awesome, but you do have to consider being told "re-make this 1mb map, but it can only be 500k in size, and you can only use lightmaps on 50% of the walls" or similar.)
I Think
#16 posted by bambuz on 2007/09/21 22:11:06
he meant the bonus map.
Errr....
...Can anyone fill me in on how to actually run a game with an emulator? I tries Yabause, SSc to no avail... YAbause is the easiest to use for me, but, after having set up the thing, told it where to find track01.iso, nothing happens...
Uff.. damn my poor tech skills....
Any help will be greatly appreciated, thanks...
It's Not Worth It
#18 posted by Spirit on 2007/09/22 19:11:01
It's _very_ slow and as I said entities do not show up. You need to find a BIOS image for Yabause and specify some options too.
#19 posted by golden_boy on 2007/09/26 20:18:33
@screenshots: Are you kidding? :-)
Spirit et al: What is the format, I assume it's a CD image? Is it ISO9660?
If so, it should be easily readable. You could mount it and look at the contents. Maybe it does have PAK files.
Or it has a LHA archive like Shareware Quake.
It is definitely possible to extract the BSPs. But downloading 70 MB of crap from some unreliable host doesn't seem attractive to me considering the screenshots.
Who did the four bonus levels? Id Software?
#20 posted by negke on 2007/09/26 20:43:37
Yes, it's an iso file. There are no pak files, the maps are in .lev format iirc. No idea how to open/convert them.
They were most likely not made by id - see metl's first post.
Heh
#21 posted by Spirit on 2007/09/26 20:53:28
The filelist from the ISO:
382 Kilobytes - 1997-10-24 - 0
996 Kilobytes - 1997-10-23 - credits.lev
77 Kilobytes - 1997-10-13 - drklogo.pic
1269 Kilobytes - 1997-10-21 - e1l1.lev
1363 Kilobytes - 1997-10-21 - e1l2.lev
1321 Kilobytes - 1997-10-21 - e1l3.lev
1212 Kilobytes - 1997-10-21 - e1l4.lev
1355 Kilobytes - 1997-10-21 - e1l5.lev
1216 Kilobytes - 1997-10-21 - e1l6.lev
654 Kilobytes - 1997-10-21 - e1l7.lev
1369 Kilobytes - 1997-10-21 - e2l1.lev
1349 Kilobytes - 1997-10-24 - e2l2.lev
1590 Kilobytes - 1997-10-21 - e2l3.lev
1457 Kilobytes - 1997-10-21 - e2l4.lev
1348 Kilobytes - 1997-10-21 - e2l5.lev
1500 Kilobytes - 1997-10-21 - e2l6.lev
77 Kilobytes - 1997-10-03 - e2m6.pic
1340 Kilobytes - 1997-10-21 - e3l1.lev
1181 Kilobytes - 1997-10-21 - e3l2.lev
1218 Kilobytes - 1997-10-21 - e3l3.lev
1403 Kilobytes - 1997-10-21 - e3l4.lev
1434 Kilobytes - 1997-10-21 - e3l5.lev
1263 Kilobytes - 1997-10-21 - e3l6.lev
982 Kilobytes - 1997-10-22 - e4l10.lev
1029 Kilobytes - 1997-10-21 - e4l11.lev
1281 Kilobytes - 1997-10-21 - e4l1.lev
1444 Kilobytes - 1997-10-21 - e4l2.lev
1319 Kilobytes - 1997-10-21 - e4l3.lev
1406 Kilobytes - 1997-10-21 - e4l4.lev
1441 Kilobytes - 1997-10-24 - e4l5.lev
1149 Kilobytes - 1997-10-21 - e4l6.lev
1497 Kilobytes - 1997-10-21 - e4l7.lev
1259 Kilobytes - 1997-10-21 - e4l8.lev
1080 Kilobytes - 1997-10-21 - e4l9.lev
77 Kilobytes - 1997-10-03 - e4m6.pic
77 Kilobytes - 1997-10-03 - end1.pic
77 Kilobytes - 1997-10-03 - end2.pic
77 Kilobytes - 1997-10-03 - end3.pic
77 Kilobytes - 1997-10-03 - end4.pic
1220 Kilobytes - 1997-10-21 - end.lev
81 Kilobytes - 1997-01-17 - initload.dat
164 Kilobytes - 1997-01-17 - intro.dat
77 Kilobytes - 1997-10-07 - litlogo2.pic
Kilobytes - 1997-09-22 - nits_abs.txt
Kilobytes - 1997-09-22 - nits_bib.txt
Kilobytes - 1997-10-21 - nits_cpy.txt
77 Kilobytes - 1997-10-07 - qblank.pic
77 Kilobytes - 1997-10-16 - qload.pic
77 Kilobytes - 1997-10-03 - qlogo.pic
77 Kilobytes - 1997-10-13 - quaker1.pic
77 Kilobytes - 1997-10-18 - quaker2.pic
77 Kilobytes - 1997-10-13 - quaker3.pic
6 Kilobytes - 1997-10-24 - quake.scr
77 Kilobytes - 1997-10-03 - secret.pic
77 Kilobytes - 1997-10-18 - sega.pic
11204 Kilobytes - 1997-10-21 - skank.dat
77 Kilobytes - 1997-10-03 - splash1.pic
77 Kilobytes - 1997-10-03 - splash2.pic
77 Kilobytes - 1997-10-03 - splash3.pic
77 Kilobytes - 1997-10-03 - splash4.pic
1068 Kilobytes - 1997-10-24 - start.lev
632 Kilobytes - 1997-10-18 - static.dat
77 Kilobytes - 1997-10-03 - tele.pic
607 Kilobytes - 1997-10-21 - test.lev
518 Kilobytes - 1997-10-21 - title.lev
3 Kilobytes - 1997-10-24 - usip.bin
#22 posted by golden_boy on 2007/09/26 21:07:59
My thought on that is that
a) LEV is obviously short for Level
This means it's not really an established file format, just a work extension. I'm pretty sure the actual file format is BSP, because it seems unlikely that they had their own map compiler.
b) It could be renamed BSP (unlikely)
c) It could be individually compressed files, i.e. packed with one of the standard packers of the time.
Finding out which is a matter of trying to open them with various unpackers.
Moreover, the unpacker would have to be on the CD, because the files would need to be extracted for playing. It is either an executable or it's built into the engine. Or it's some built-in SEGA thing (BIOS?).
One could also spy at the files with a text editor.
Maps: If id wasn't guilty, who is? The names of these mappers should be in the Book of Quake.
Lev.bsp
#23 posted by negke on 2007/09/26 21:22:12
I doubt it's standard bsp format. At least when I opened it with a text editor and searched for worldspawn, I found nothing (no text strings). Maybe I overlooked something but I don't think so.
Well, I Tried Some Stuff
#24 posted by Spirit on 2007/09/26 21:25:20
eg file *.lev:
all except credits.lev and e*l1.lev are "identified" as lif file, the others are just "data". Seems like file does not work on these as it also "identifies" some pictures as sounds here (at least I think we can be sure that the .pic files are no sounds...).
Watching them with a Hexeditor shows that they got quite some non-different stuff in the header(?).
http://shub-hub.com/files/trash_will_be_removed/SomeExtractedDataSegaQuakeISO.zip
Good luck! :)
What Book of Quake? It's not in Masters of Doom if you meant that.
*Of Course I Meant Hex Editor Above
#25 posted by negke on 2007/09/26 21:34:20
They don't seem to be compressed as their sizes are rougly equal to their PC counterparts (a bit smaller, likely because of the reduced details).
Spirit
#26 posted by golden_boy on 2007/09/26 21:42:42
E1M1.bsp (the PC version) registers at 1365176 bytes; this one (assuming E1L1 is Slipgate Complex) is 1269 KB.
This is about a 10 percent size difference. What does the size difference come from?
a) Compression (see above)
b) Stuff they took out (see rename theory)
I see a single BIN file, which obviously means Binary - not necessarily executable.
usip.bin - only 3 KB so this isn't the engine.
There are also .dat files.
static.dat - 632 KB - Is this the game code?
skank.dat - 11.2 MB (!) This must be sounds or...
intro.dat - 164 KB - perhaps demos?
initload.dat - 81 KB - this sounds interesting.
I'm pretty sure those .dat files are interesting. Internet forums or newsgroups might know more... they are probably archives.
But considering we only want the levels, I think there's no need to look further.
Anyway - where is the rest of the stuff? There should be sound samples, models... only 67 MB? It must have been scaled down rigidly.
The Filename Gives A Hint
#27 posted by Spirit on 2007/09/26 21:55:46
I left out some bigger files as my upload sucks.
Oh, No I Was
#28 posted by golden_boy on 2007/09/26 22:17:46
thinking/talking wrong. I was stumped for a moment that the whole ISO is only 67 MB, but of course that's all right.
Pak0.pak is 18 MB, Pak1.pak is 34, so 67 MB is about right for the whole package (iso images don't contain audio). My fault, ignore what I said.
Thanks for the stuff, but I'm getting interested and might just buy the whole thing. ^^
Thank You For Playing Powerslave!
#29 posted by golden_boy on 2007/09/26 23:51:15
That's what I found in initload.dat. So I looked that up.
Turns out Powerslave (Exhumed) and Quake have a lot in common on the Sega Saturn.
based on Lobotomy Software's SlaveDriver Engine and feature a true 3D world, similar to Quake. It is worth noting that the same engine was used to power the Sega Saturn versions of Duke Nukem 3D and eventually Quake.
http://en.wikipedia.org/wiki/Exhumed_(video_game)
It Gets Even Better
#30 posted by golden_boy on 2007/09/27 00:11:42
http://www.ukresistance.co.uk/saturn/satduke.htm
Interview with Lobotomy Software on porting Duke to Saturn, using their own obviously superior engine PLUS their own level editor, which was modified to import the Duke maps.
Considering Lobotomy later did Quake for Saturn, the following conclusions seem in order:
1. Saturn Quake runs on Lobotomy's engine, not Id's
2. The levels were compiled using Brew, Lobotomy's editor.
In which case having the compiled maps is of no use to us.
:-/
#31 posted by golden_boy on 2007/09/27 00:17:27
Seems like they used sprites for the hud weapon models.
That would be explained then. You're playing Exhumed/Duke3D with Quake levels, not Quake.
The Thick Plottens!
#32 posted by Kell on 2007/09/27 00:36:36
#33 posted by golden_boy on 2007/09/27 00:40:05
Have A Beer
#34 posted by golden_boy on 2007/09/27 00:59:46
Lobotomy Software. You made a kick-ass engine and a nice game.
And that was that.
And The Final Scoop...
#35 posted by golden_boy on 2007/09/27 01:39:49
http://curmudgeongamer.com/article.php?story=20021008212903265
Interview with Ezra Dreisbach, Quake Saturn programmer
Ezra: For Quake, all the levels were rebuilt by hand using our in house tool "Brew".
That level (Ziggurat Vertigo) was way too open to run well on the Saturn. One of the main problems with both the Quake and the Duke ports was that, on the Saturn, you can't just draw a huge flat wall as one huge flat polygon. For one thing there's no perspective correction, and some other limitations prevent you from even trying to work around that problem by dynamically subdividing the walls. So a flat wall has to be drawn as a mesh of quads. This means that huge walls have to be a lot of polygons, so huge open areas just can't work. One of the Duke Nukem secret levels had to be replaced for the same reason.
The exclusive secret levels were designed by the whole quake team.
That sounds like a mountainous task, rebuilding all the levels. It also means there are not even map sources that any of us could use today.
Hmmmm...
...You guys really did your homework! What an interesting read!
So, is there any way I'll eventually get to play those levels?
Shall I keep trying to get those pesky emulators to work?
#37 posted by Spirit on 2007/09/27 09:08:24
Good work, golden_boy! Would be great to add this information to Wikipedia if you feel like it.
the_silent: I would not hope for it. :P
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