Uhm
I think it already compiles on 64bit; at least the Mac version is universal, i.e., contains both a 32bit and a 64bit build.
#897 posted by jt_ on 2014/08/06 16:29:19
i'll have to look again. last time i compiled 'vanilla' quake on linux it built but there was no audio of video. damn x11.
Sounds In QS
#898 posted by Barnak on 2014/08/06 18:46:09
While cleaning some of my folders, I've found a Quake sound folder containing sub-folders like "ogre", "player", "zombie", "misc", etc.
The sound files are all in .wav format and are of very good resolution. So I was wondering if I could use them in QS. If so, how ?
I guess that the "sound" folder should be placed inside the "id1" directory, but what should be the proper path ? And do QS recognizes such sounds ?
I've also found some high resolution textures ror the arors and other items, like "armor.mdl_0.tga", "s_light.spr_0.tga", "s_bubble.spr_0.tga", s_bubble.spr_1.tga" etc. Where should they be located ?
@jt_
#899 posted by ericw on 2014/08/06 20:04:23
You're porting vanilla glquake to a new 64-bit os? there are some tips here: http://forums.inside3d.com/viewtopic.php?f=3&t=3376
@Barnak
#900 posted by ericw on 2014/08/06 20:12:44
Yep, create a "sound" directory in id1 and they will be used (so id1/sound/player/gib.wav, etc); should work on all engines.
The quake mixer runs at 11025Hz by default, your replacement sounds are probably higher, so to avoid having quakespasm downsample them, you may want to try "-sndspeed 44100". This will make the original sounds worse, though.
@ericw
#901 posted by jt_ on 2014/08/06 21:46:58
thanks for the link. yes, i'm attempting to port quake to plan 9 (the 9front fork actually) for fun.
@jt_
#902 posted by mfx on 2014/08/06 21:59:28
so you can run it on a raspberry pi?
I�m exited!
Ericw
#903 posted by Barnak on 2014/08/06 23:34:07
Apparently, it doesn't work well. The hires sounds are sounding low res in QS.
And what about the textures I was talking about ?
Barnak
#904 posted by necros on 2014/08/07 01:41:02
i believe you need to put them into a pak file for the sounds to work. make a pak2.pak and then mirror the folder structure.
Sounds Sucks
#905 posted by Barnak on 2014/08/07 01:42:58
Eww !
And how do I make a pak file on OS X ?
There should be an option in QS to friendly use custom sounds...
#906 posted by necros on 2014/08/07 01:49:51
this is how the quake engine works. in ID1, it will always favour pak files.
The alternative is to put the sounds in a mod folder and run with -game.
@ Necros
#907 posted by Barnak on 2014/08/07 02:32:34
The sounds are now working great (and they're awesome), as a "sounds" mod.
But what if I want to play a normal mod ?
How can I turn the "sounds" mod into a pak (on OS X) ?
A long time ago, there was an application on OS 9 (depacker) to unpack packs on the Mac, but it doesn't work anymore on OS X without the Classic environment (Fuck You, Apple !).
Sounds To Pack File
#908 posted by Barnak on 2014/08/07 02:38:32
Here's a link to the sounds set (about 22.1 MB, zipped), so one of you could turn it into a pack file :
http://fsgregs.startlogic.com/Public_Files/Cham/Pictures/sounds.zip
#909 posted by necros on 2014/08/07 02:40:35
i believe quakespasm allows multiple mod directories, so you can just do -game soundMod -game actualMod.
note that the order that you put the mods in will affect what files are retained. the first mod will have it's files overridden by the second mod and so on.
make a shortcut to always start the game with your sound mod.
@Barnak
#910 posted by Baker on 2014/08/07 02:42:11
Use http://winebottler.kronenberg.org/ (it's easy) and https://www.quaddicted.com/files/tools/pakscape-011.zip
You use Wine Bottler on the .exe and you can run it on your Mac.
It's pretty easy, although you may need to install X11 (I don't think that comes with Mavericks).
@ Baker
#911 posted by Barnak on 2014/08/07 03:47:46
EWW ! Man, such complicated emulation stuff just to use an utility, it isn't for me. I'm trying to make my life simple.
Someone could convert the sound files I gave above to a pack and publish it back here ?
#912 posted by Baker on 2014/08/07 04:23:15
Thanks Mate !
#913 posted by Barnak on 2014/08/07 04:35:44
It's working great !
Thanks a lot !
I'm now wondering about the textures I talked above. Where should I put them ?
#914 posted by ericw on 2014/08/07 05:32:52
QS doesn't support external model/sprite textures, afaik, just replacement textures for the bsp
Plan 9
If you can install SDL, -> Quakespasm should be easy as anything i would have thought ???
Just edit the Quake/Makefile and disable all the fancy sound stuff.
Otherwise ... TyrQuake ?
@mfx
#916 posted by jt_ on 2014/08/07 14:05:30
it may be possible to play doom on 9front on the rpi, that was already ported. i'm doing this as an exercise for the 64 bit kernel.
New Builds (0.85.10-r958)
#917 posted by szo on 2014/08/08 16:40:25
What Are The Differences For OS X ?
#918 posted by Barnak on 2014/08/08 17:24:31
@Barnak
#919 posted by szo on 2014/08/08 17:46:10
Almost all of the changes are cross-platform, no osx-specific changes. Since you asked, here is a summary of changes since r947:
- speedup of tga and pcx external images
- further slight speedup for lightmap loading
- change sv_aim default value to 1 (i.e. turn off autoaim)
- add 'prev' and 'next' keywords to the 'cd' command
- work around a linux cdrom issue (playback might not start for a while after a stop).
You can follow the development history from http://sf.net/p/quakespasm/code/
Thanks Szo
#920 posted by Barnak on 2014/08/08 19:00:16
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