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What's your favorite *active* Quake source port?

What's a source port? A new engine for quake that uses the game files you bought. It's the same game, but often improves the graphics, controls, and compatibility (like widescreen support).

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I like Quake HD (which uses the DarkPlaces engine). Here's the link:
http://www.moddb.com/mods/quake-hd-pack-guide
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hudfreegamer: What's your favorite *active* Quake source port?

What's a source port? A new engine for quake that uses the game files you bought. It's the same game, but often improves the graphics, controls, and compatibility (like widescreen support).

---

I like Quake HD (which uses the DarkPlaces engine). Here's the link:
http://www.moddb.com/mods/quake-hd-pack-guide
Thanks for this I was just looking into source ports after getting this in the sale.
it's gonna be amazing playing through this again tonight.
Quakespasm -- especially if singleplayer is what you are interested in. But, there are lots of good choices. I already Wall-Of-Texted about this topic over at http://steamcommunity.com/sharedfiles/filedetails/?id=118401000 so I'll just link that.

(I'll admit I don't generally like the "HD" mods. If that's what you have to have though, then DarkPlaces should probably be your pick for a Quake engine.)

BTW if by "active" you mean still with developers working on it, the list is more or less limited to: Quakespasm, Fitzquake Mark V, qbism Super8, ezQuake, FTE, Qrack, and possibly Engoo.
Post edited December 25, 2015 by Johnny_Law
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hudfreegamer: What's your favorite *active* Quake source port?

What's a source port? A new engine for quake that uses the game files you bought. It's the same game, but often improves the graphics, controls, and compatibility (like widescreen support).

---

I like Quake HD (which uses the DarkPlaces engine). Here's the link:
http://www.moddb.com/mods/quake-hd-pack-guide
More or less, what does it adds?
I'm not a big fan of mod packs (they end up being abandoned, or with a shitload of alterate stuff I don't even know where its from), and even though it seems to be a great way to get together a lot of cool stuff, I'm a bit afraid of getting changes into my game I don't really want to..
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hudfreegamer: What's your favorite *active* Quake source port?

What's a source port? A new engine for quake that uses the game files you bought. It's the same game, but often improves the graphics, controls, and compatibility (like widescreen support).

---

I like Quake HD (which uses the DarkPlaces engine). Here's the link:
http://www.moddb.com/mods/quake-hd-pack-guide
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Neurus_Ex: More or less, what does it adds?
I'm not a big fan of mod packs (they end up being abandoned, or with a shitload of alterate stuff I don't even know where its from), and even though it seems to be a great way to get together a lot of cool stuff, I'm a bit afraid of getting changes into my game I don't really want to..
Take a look at the pics in the link. Quake HD is the Dark Places source port with high res textures and nicer lighting that still looks and plays like Quake. It doesn't modify the gameplay.


It also includes a basic source port engine which just improves compatibility with newer computers (no improved graphics).


I just copy my quake folder and then install a source port into that. That way it can't affect my main installation.
FWIW, even without an "HD" mod, DarkPlaces does slightly affect the lighting, texturing, and monster/item behaviors. It's not a super big deal, but if you really want an authentic looking/playing experience you might consider other choices.

Custom maps these days also tend to be tested against Quakespasm (and in the past were tested against the related Fitzquake engine). Most will work with DarkPlaces, but sometimes you'll get a surprise.

What DarkPlaces excels at is providing support for changing the effects, textures, animations, etc. Especially when playing the original Quake and missionpack campaigns, which is what it's mainly been tested against.
The two engines that come with Quake HD are Dark Places and Quakespasm. So, either way you get a version that will run properly on a newer computer and support widescreen resolutions.

I personally always go for the best looking option. I don't notice a difference in gameplay between the different source ports except for maybe how smoothly the enemies move.

But, I'm not really a purist. I often like enhancements, even if they change gameplay (like Brutal Doom). In Quake HD, there are no substantial gameplay changes that feel even remotely like that though.


This thread is just to tell you what's available so you can play how you want.


What I'd really like is a mod that worked with Quake HD that would move the gun to the right a little and let me change how much damage my weapons do.
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hudfreegamer: Take a look at the pics in the link. Quake HD is the Dark Places source port with high res textures and nicer lighting that still looks and plays like Quake. It doesn't modify the gameplay.

It also includes a basic source port engine which just improves compatibility with newer computers (no improved graphics).

I just copy my quake folder and then install a source port into that. That way it can't affect my main installation.
My question was more aimed towards "which versions of which mods is this mod pack using"? Are they updated? (for instance, it does not use the last version of Dark Places)

I've seen it uses texture packs from a project which list "vanilla" quake textures as "finished", but expansions as not finished, and for my own testing, I've seen there are several different textures on the HD and the project I mention.
There is a comprehensive (and easy to access) list of which mods does this pack uses?
Hi. I downloaded the Quake HD pack that is linked in the OP, but I can only play the first episode, like the shareware version.
Of course, I had previously purchased Quake in its GOG version, so I thought I would have access to the whole game in that sourcce mod.
I put the mod folder in the Quake GOG folder, but the mod is still the shareware version.

Any help?
Thanks!
Oh, it seems my question was already answered in the Readme file, and in the Quake HD comments: "You need to copy the .pak files from the ID1 folder of the original Quake copy to the ID1 folder of your HD pack. Same applies for mission packs. Copy the .pak files in your hipnotic and rogue folders to the respective folders in the HD install directory"
It´s the full game now :)

But I can´t access the expansions in "Classic" mode. They appear in the "HD" mode , but I don´t see any executable icon in Classic for them, just the Quakespasm one, that is just the original game.
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ryuhei64: But I can´t access the expansions in "Classic" mode. They appear in the "HD" mode , but I don´t see any executable icon in Classic for them, just the Quakespasm one, that is just the original game.
You have a few options:

1. Load mission packs from within the game:
start game, open console with ~ and type:
game hipnotic
or
game rogue

2. Create 2 shortcuts or batch files to play each that contain this text:
quakespasm.exe -hipnotic
or
quakespasm.exe -rogue.

To create a shortcut:

-Open the location that contains the item to which you want to create a shortcut.
-Right-click the item, and then click Create Shortcut. The new shortcut appears in the same location as the original item.
-Drag the new shortcut to the desired location.

To create a batch file:
Create a new blank text document in your Quake directory (where your quakespasm.exe file is).
Edit the text file. Put this into the text file:
quakespasm.exe -hipnotic
Save the file. Rename the file to Hipnotic.bat (or whatever you want.

Do that again with
quakespasm.exe -rogue.

It will be easier if you enable seeing file extensions.


Or, make a batch file that lets you choose:

---

@echo off
echo Quake + expansions
echo 1: Quake
echo 2: Mission Pack 1: Hipnotic
echo 3: Mission Pack 2: Rogue
set /p userinp=choose a number (1-3):
goto %userinp%
:1
goto end
:2
game%=hipnotic
goto end
:3
game%=rogue
goto end
:end
quakespasm.exe -game %game%

---

I haven't tested that. I modified code I found and posted here:
https://www.gog.com/forum/quake_series/playing_ground_zero_with_sourceport/post2
Post edited December 29, 2015 by hudfreegamer
Amazing, thanks!
I just tried all those methods: Launching from the console works perfectly, creating the individual .bat files works great too, but about the third way, I create the batch file and it launches the three options, but when I select "2" or "3" for the expansions, it goes to the main game, just like "1".
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ryuhei64: Amazing, thanks!
I just tried all those methods: Launching from the console works perfectly, creating the individual .bat files works great too, but about the third way, I create the batch file and it launches the three options, but when I select "2" or "3" for the expansions, it goes to the main game, just like "1".
I tried several things, but couldn't get that batch launcher to work right.

Another option is MiniQL. It's a quake launcher. So, you run the launcher and can choose which mods to load:
http://runtimelegend.com/rep/miniql/index

I tried it out, but didn't care for it.

I think the individual batch files are the best option.
Post edited December 29, 2015 by hudfreegamer
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ryuhei64: Amazing, thanks!
I just tried all those methods: Launching from the console works perfectly, creating the individual .bat files works great too, but about the third way, I create the batch file and it launches the three options, but when I select "2" or "3" for the expansions, it goes to the main game, just like "1".
Try this batch file. It should work for you. It's based on a batch file I use for loading custom WAD files with gzDOOM. =)

Edit: Added a missing goto statement after launching Hipnotic. Thanks, etb, for pointing it out. =)
----

@echo off
setlocal

:main
cls
ECHO ==============================================
ECHO o ------------------------------------------ o
ECHO o Choose Your Game: o
ECHO o ------------------------------------------ o
ECHO o 1) Quake o
ECHO o 2) Quake Mission Pack 1: Hipnotic o
ECHO o 3) Quake Mission Pack 2: Rogue o
ECHO o ------------------------------------------ o
ECHO o 0) Exit Program o
ECHO o ------------------------------------------ o
ECHO ==============================================
ECHO.
ECHO Choose an option [1-3, 0]:
choice /c 1230 /n
if errorlevel 4 goto exit
if errorlevel 3 goto e3
if errorlevel 2 goto e2
if errorlevel 1 goto e1

:e1
START quakespasm.exe
goto main

:e2
START quakespasm.exe -game hipnotic
goto main

:e3
START quakespasm.exe -game rogue
goto main

:exit
exit

----

You may want to adjust the menu borders with Notepad or other text editor as the forum here removed most of the spacing. If you're interested in the batch file I use for gzDOOM, see my post , and Korell's post [url=http://www.gog.com/forum/doom_series/this_has_really_aged_pretty_roughly_hasnt_it/post18]here for the inspiration. =)

Flynn
Post edited December 30, 2015 by FlynnArrowstarr
Nice, the text posted by Flinn works perfectly, thank you !!

The individual launchers for the expansions are also a good idea.

But is it possible to change the icons for those .bat launchers? I would like Quake logos there :)