ssokolow: You'll have to wait for me to download it to get you confirmation, but my original Quake CD contains a DOS version and uses Redbook audio (CD Audio) for the music, so the GOG version probably uses a DOSBox config which mounts a CD image. (GOG prefers to offer DOS versions when possible, because DOSBox is easier to support than early Windows games when customers are running modern Windows.)
I'll let you know once my download finishes. (Probably in 3 or 4 hours. For some reason, I'm only getting download speeds in the 70-100K range right now.)
king_mosiah: Thanks a lot. I really wish they didn't remove the oggs.
Yep. Almost immediately after I asked innoextract to open the installer, it lingered on these lines:
- "app/game.cue" (477 B)
- "app/game.gog" (732 MiB)
- "app/gamea.cue" (443 B)
- "app/gamea.gog" (320 MiB)
- "app/gamed.cue" (400 B)
- "app/gamed.gog" (334 MiB)
(These are BIN/CUE pairs. GOG has a history of renaming their .ISO or .BIN files to .GOG extensions for some reason.)
There are basically two common ways to get the audio out of those.
Since I'm already set up to rip audio from physical CDs and I have CDEmu installed, I usually just mount the CUE file in gcdemu and let my custom-configured KAudioCreator spit out Ogg and FLAC files.
The other option is to install bchunk (sudo apt-get install bchunk) and then ask it to explode the BIN/CUE pair into an ISO and a bunch of Wave files.
bchunk -w game.gog game.cue game_track
Here's a snippet of shell script which'll do it for all three images when run from inside the "app/" dir innoextract produces.
for X in game gamea gamed; do bchunk -w "${X}.gog" "${X}.cue" "${X}_track"; done
...or, with newlines inserted for readability:
for X in game gamea gamed; do
bchunk -w "${X}.gog" "${X}.cue" "${X}_track";
done