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| Frequently asked Questions | |||
| You can. The reason is that Quake1 Mods store their "Gameplay" Modifications inside the "progs.dat" file, wich is written and compiled in Quake-C languae. The quake.exe does know how to handle these. | |||
or: Why do some Quake2 Missionpacks not run ? | |||
| Dll`s are some sort of library, wich are requiered to run the game and hold programmcode about weapon effects, monster AI and a lot more. Unfourtunatly these "game***.dll"`s are compiled for specific cpu`s... A "gamex86.dll" is compiled for Intel compatible cpu`s, while a "gameppc.dll" is compiled for Powerpc. This means you wont be able to run a missionpack with a custom "gamex86.dll" in its drawer on the Amiga without having the "gameppc.dll" compiled from the sourcecode of this missionpacks "gamex86.dll". | |||
What are these .pak files ? | |||
| Thats actually a Quake Data file, containing a large number of files in it. Just one big file to avoid fragmentation of files on your harddrive. AmigaOS 3.9`s unarc tool can open them, if you want to look inside. Just think of it beeing an archive like zip or lha, without compression. These files have to be named pak#.pak ,always Where # is a number from 0-9. In order for Quake to recognise all .pak`s in a drawer they have to be numbered in seqence (pak0.pak, pak1.pak, pak2.pak etc). Skipping a number is not allowed! If different pak`s contain files wich have the same names, the files in the pak`s with the higher number get loaded by the game. If for example pak0.pak and pak1.pak contain a file called "player.mdl", the game uses the "player.mdl" file from pak1.pak, and ignores the file from pak0.pak. | |||
How to correctly install Quake2 Maps ? | |||
| There are a lot of Quake2 Mappacks out there wich tell the player to copy all the files into the "baseq2" drawer. DONT do this! You will end up overwriting one Mappack with the other and leave a crappy directory behind. It is better to create a seperate Drawer inside your quake2 Directory wich is going to hold all the files and subdirectorys of the Mappacks .zip file. so: create a Drawer of whatever name you like in your quake2 Directory, the name of the zipfile or the name of the mappack should be fine as the drawername. The next thing to do is unpacking the zipfile with all subdirectorys into the newly created Drawer. If there are pakfiles after unpacking, you may need to rename them in the right sequence. So if there is a pak2.pak and a pak3.pak, you need to rename pak2.pak to pak0.pak and rename pak3.pak to pak1.pak, see above question about pakfiles. Thats it, launch the game as usall and type into the console game "drawername" and press enter. If you called the drawer "coolmaps" you should type game "coolmaps" into the quake2 console. The advantage of creating a seperate Drawer is that you can just delete the Drawer to get rid of this specific Map(s) and all its belonging stuff (textures,models,pakfiles,etc), the most easy way and keep your baseq2 Directory as clean as possible. | |||
| There is only a small total number of paths Quake can handle. Every .pak file adds an additional searchpath to quakes internal list of paths. The only exception is the Official Amigaquake by Click-Boom and ID-Software, wich doesnt seem to suffer from such a restriction. You need to reduce the total number of Packfiles in the id1/ drawer found inside quake`s directory itself, and the number of .pak files in the -game dir you may start. In order to do so, rename or move unneeded pakfiles (dont touch pak0.pak and pak1.pak in id1/ drawer!) or use a Pakmanager to build a single packfile from multiple ones. The drawer id1/ is requiered to run quake, and always added to paths. | |||
| When GLQuake starts the first time it creates `meshes` and writes them to glquake/ in the game drawer you choose at launching quake. Meshes are Polygonal information or something.. If you run just the normal GLQuake you get meshes written in id1/glquake/. Now one tryes to run an addon with -game command, this addon then uses the existing meshes of id1/glquake/, if a 3dmodel got the same name as a model in normal quake, it dont gets meshed again because the meshed file is already existing in id1/qlquake/, so it looks crap. the solution is to delete the whole glquake drawer in id1/, and start the addon right after. The result is you have some new meshes in the -game drawer, that will now always be used instead of the ones in id1/. No need to worry about the meshes in id1/ , next time you run normal quake they will be created again. | |||
| That happens for some maps if they contain textures under the same name of a texture that is already loaded (from a pakfile in id1/ in order to play the demos or a currently played map for example) that is diffrent from the texture already cached in memory. No workaround for that yet... | |||
works in softwaremode but crashes in glquake | |||
| The meshes again ;-) It seems the meshes quake creates are platform and maybe even gfx card bound, so just delete the glquake/ drawer inside the addon drawer and try it again. If it still not works, there is a really small number of mods that dont work in gl, but if they work in gl on pc they do on Amiga! | |||
| Quake allocates a small amount of memory for storing aliases and some dynamic definitions in memory, if this allocation is to small for some addons or your new config, use the -zone command to raise this memory. Example "quake.exe -zone 512" or any higher value like 1024. please note: when lauching Quake from Quake gui found in quake ports by phx, the launcher(QGui) supplies zone, surfcachesize, particle and memory size commands in a wrong way (wich are different from commands of quake1 source), you need to add the commands to miscelaneous options there. | |||
| Thats an Amiga specific problem under some configurations. It appears when a programm on any other screen draws in the gfx buffer of your grafix card. This can be virtually any programm, even your fancy Clock on Workbench. Especially transfer or busy anims of mui applications push that effect. The only solution is to disable the animations where possible or iconify the programms. | |||
| This could mean your pakfile is dammaged or not a valid .pak file at all, be sure there was no crc error when unpacking archives. If this is not the case for you, check if your filesystem is ok. | |||
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| Explainations here may not be 100% accurate, but you get a starting point... DOH! | |
| Copyright The Amiga Quake Resource 2002 | |