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Vanilla Quake Fixes Pack
Your starter pack for a smoother and (hopefully at least more or less) bug-free vanilla experience has arrived! This is a large collection of fixes for vanilla Quake and its mission packs, covering models, maps, code (progs.dat) and sounds.

Contains quite a few fixes that have never been published before (personal highlights: Floating zombies in E4M7 start area, broken Spike Mine spawner in HIPDM1, music fix for HIPDEMO1).

UPDATE Aug 30, 2021: Rev.4 released

Download Rev.4 (4.3 MB)
See readme for details
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Impressive. 
Nice to see this type of vanilla patch.

I came in to ask if you incorporated the fixes from "Ultimate Regular Quake Patch" and then saw your reference to Quake Info Pool in the readme. Does this mean you fixed "all" of the bugs from QIP... or at least, most of them? 
 
What was marked as fixed in QIP should be fixed here as well, at least for ID1. That and some more, actually. I implemented as many progs.dat fixes into the mission packs as I was able to, but it's nowhere near the thoroughness of the main game. Then again, many vanilla bugs had already been fixed in the mission packs, and most of them you'll never notice.

More important are the map fixes solving broken spawns. It's beautiful to see SoA's "The Edge of Oblivion" work properly for the first time. That tunnel on the top is a Spike Mine spitter, triggered by up to five touchplates scattered throughout the map. In general, you'll see Spike Mines more often now in SoA since three maps had their spawns so screwed up they basically didn't appear.

Btw, there's going to be an update next week since I realized one of the QTest sounds (drone6.wav) was missing sound looping, preventing it from being played ingame. Fixed that already plus added more map fixes to solve z-fighting, taken from Quakespasm's custom pak. 
Nice! 
Gonna check it out! Meanwhile a bit of useless nitpicking, going through the readme:

> - Note #2: Full E2M6 from QTest was intentionally *NOT* used due to the large amount of entity differences.

I think you mean BETA3/Pre-Release, not QTEST.

> V. 34 better quality sounds taken from QTest (aka Quake Beta3)

And in here I think you DO mean QTEST :) 
#2 
Ah cool, I was just about to ask about the z-fighting fixes. I'm not sure the QS pak file has all of them... And can ALL these z-fighting instances be fixed just with .ent files? 
 
Possibly, but I am not an expert regarding that. There aren't many people around these days who would take the time to do such things. I am sure there are occurrences in the mission packs as well, but apparently nobody ever bothered looking into it.

Anyway, fixing everything is impossible, anyway, and you have to draw the line somewhere. Maybe I find more later on, but right now it's already quite a lot, I would say. 
Finally! 
R2M3: Fix for Lavamen dropping through their pools to the floor below in QSS.
Great! Thanks! 
 
This is a case that should be handled by the port, though. It isn't happening in regular Quakespasm, for example. Anyway, I doubt it will do any harm to have a map fix in place for the time being. Shouldn't break if QSS ever receives an update for this, either.

BTW regarding z-fighting fixes: Apparently KillPixel had published a project called Z-Fixed Quake back in 2013. According to his own accounts, he found and fixed almost 200 (!) cases of z-fighting in the original ID1 maps. Compared to that, the Quakespasm fixes are barely scratching the surface.
However, both KillPixel and this project have vanished and I gotta work with what I have. I still believe they fixed the most obvious and annoying glitches in the custom Quakespasm pak, so it's better to have that than nothing. 
KillPixel's Z-fixed Pack 
Wow, that's really cool, I had no idea it existed. It appears he first started it in 2012, then abandoned it for a year, then returned to it. He not only went to fix the z-fighting issues, but also misalligned textures, entity bugs, and some geometry problems. He also did it by editing the id1 .map sources that John Romero released in 2006 and compiling them in new .bsp files.

Luckily someone mirrored that pack and the Dropbox download link still works! Check out this post: https://quakeone.com/forum/quake-mod-releases/finished-works/12797-hgsz-s-retro-quake-glsl-retro-shaders-for-darkplaces?p=245292#post245292

The Dropbox download link: https://www.dropbox.com/s/b0m3dp1kymkabif/KillPixel%27s%20z-fixed%20maps.pk3?dl=0 
 
Yeah, but the catch is this: KillPixel altered the maps to such an extent that they break online gaming, demos... basically anything vanilla-related. That's not what I want this to be about and we don't have to get EVERYTHING fixed in a totally obsessed manner. A lot of this stuff you won't even notice.

I can take a look still and see if there's anything useful in there, but I will absolutely NOT just blindly integrate this into my project. 
Yeah 
Of course. One useful thing might be numerous .ent fixes for the z-fighting that can be extracted from these .BSP files. 
Status 
In the meantime, I found out that my progs.dat fixes broke the walking animation of the Knight and possibly the shaking anim of Shub. Those duplicate frame macros (attackb1, shake12) were there for a reason, shouldn't have removed them. Anyway, it's corrected and will be part of the update.

Right now, I am going through all ID1 maps manually to track down fixable z-fighting occurrences. Found 25+ really visible ones on top of those that come with the custom Quakespasm pak. A lot of testing is involved here, basically I do everything on my own since KillPixel's stuff proved to be almost useless.

Not all cases will be fixable, though. Where brushes instead of entities are screwed up (e.g. a wall from lower floor clipping into the ceiling, such as on the walkway in E2M1), you would have to edit the map and I won't do that. Still, after my ent fixes, z-fighting should be really rare. And yes, I'll also check SoA and DoE. 
 
> manually to track down fixable z-fighting occurrences

How are you doing that? Using Mark V's tool_inspector?

> E2M1

I always wondered why on Hard skill there's telefragging happenning in that map... Now I know, the trigger activates 4 enforcers and they walk into teleporter one after another, causing this. I wonder if it was done intentionally or just left as is because it was funny. Also, can this be fixed by adding some relay entity to activate two of the four enforcers with a delay? 
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