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Digital Quake releases have always had this finicky problem with music unless a source port was used. Does this actually have the game music playing, or does it not have it at all?
This question / problem has been solved by Ghostbreedimage
I'd also like to know!

Also, the bundle that includes Doom and Doom 2. Does it use DOSBox? Are the SETUP files included?
Give me a second guys!
Update: Okay, for the first time ever, a digital release of Quake finally has the soundtrack included!
As for DOSBox wrapper. I do not know. When I started the game, the 3DFX logo appeared before the game started.
I'm vaguely guessing they use the official GLQuake wrapper then.

Update 2: Tfishell and Magmarock pointed out that Quake uses the nGlide wrapper, not GLQuake like I mentioned earlier.
I believed this because this is how Steam sells Quake.

Doom uses DOSBox wrapper though. Just checked.
And yes, the SETUP for each Doom game is included.
Post edited August 26, 2015 by Ghostbreed
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Ghostbreed: Give me a second guys!
Update: Okay, for the first time ever, a digital release of Quake finally has the soundtrack included!
As for DOSBox wrapper. I do not know. When I started the game, the 3DFX logo appeared before the game started.
I'm vaguely guessing they use the official GLQuake wrapper then.
Do the addons for Quake have their original soundtracks or do they just use the one from the main game?
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Harzzach: Do the addons for Quake have their original soundtracks or do they just use the one from the main game?
The expansions also have music and they use their own OST's instead of sharing with the basegame.
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Harzzach: Do the addons for Quake have their original soundtracks or do they just use the one from the main game?
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Ghostbreed: The expansions also have music and they use their own OST's instead of sharing with the basegame.
YES!!! Thank you!
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Harzzach: YES!!! Thank you!
:D You're welcome!
Okay, despite I have it on Steam, I'm going to buy this game again, just for the soundtrack and to support GoG. Well done!
I assume the game is using nGlide for 3Dfx support. :)

http://www.zeus-software.com/downloads/nglide/compatibility
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Ghostbreed: Give me a second guys!
Update: Okay, for the first time ever, a digital release of Quake finally has the soundtrack included!
As for DOSBox wrapper. I do not know. When I started the game, the 3DFX logo appeared before the game started.
I'm vaguely guessing they use the official GLQuake wrapper then.

Doom uses DOSBox wrapper though. Just checked.
And yes, the SETUP for each Doom game is included.
Sounds like they're using Nglide. It's a 3rd part wrapper that GOG uses for some of their games. It's a good way to get old games working on new hardware with very little getting in the way.
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Magmarock: Sounds like they're using Nglide. It's a 3rd part wrapper that GOG uses for some of their games. It's a good way to get old games working on new hardware with very little getting in the way.
Yeah, now that you're mention it. I'm familiar with nGlide from playing some games on here, SiN and Undying for example.
Post edited August 26, 2015 by Ghostbreed
That's a little odd that they'd choose to go through the OpenGL->Glide wrapper (from the original GLQuake release) and then the Glide->Direct3D wrapper (nGlide). Instead of just removing all the wrappers and going directly to OpenGL, which is how people used GLQuake after the graphics card vendors got their OpenGL drivers up to par. If that really is the situation then I wonder why GOG did that.
Very pleased to hear the music's actually there, and that Quake finally has a digital re-release that does it justice. Trent Reznor's CD soundtrack is great if you're into dark ambient stuff and IMO, it doesn't get enough love.

I've only ever played the Steam versions of the mission packs, so I can't speak for their music, but if it's anywhere near as good as that of the base game, I might end up buying my 5th (or 6th?) copy of Quake.

EDIT: GoG was just legally pressured to remove the .OGG conversions of the music from the Windows version. *Sigh*, you guys tried...
Post edited August 27, 2015 by pbaggers
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Johnny_Law: That's a little odd that they'd choose to go through the OpenGL->Glide wrapper (from the original GLQuake release) and then the Glide->Direct3D wrapper (nGlide). Instead of just removing all the wrappers and going directly to OpenGL, which is how people used GLQuake after the graphics card vendors got their OpenGL drivers up to par. If that really is the situation then I wonder why GOG did that.
The original GLQuake has a buffer overflow bug that causes the engine to crash in modern OpenGL (when the game starts it prints the text with the available OpenGL extensions to the console - the console has a 4K buffer for a single line and that was enough for the 90s since there weren't that many extensions, but today OpenGL has hundreds of them and a 4K buffer isn't enough).

Of course they could have used a more modern engine, like Quakespam, which keeps the original look, fixes a ton of bugs and is compatible with most mods out there.
Ha, interesting. I've never had that issue running GLQuake, but I'll bet that NVidia has a profile for it with extension limit enabled.