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http://www.neogaf.com/forum/showthread.php?t=1238769

To play in the Quakespasm sourceport do the following (This worked for me):

1. Unzip the dopa.bat and pak0.pak from the download
2. Rename pak0.pak to pak2.pak
3. Move dopa.bat and pak2.pak to the id1 subfolder in your Quake installation files.
4. Play!

I have no idea how to do this in other ports of Quake or software/DOS Quake. I'm not that experienced with Quake. :P
Nice! Finally some good news today. :)
Just beat it on Hard, and oh boy was this a treat! The level design is incredibly faithful to Quake 1.. and then some! There are few nice surprises in there, like the last level. The only frustrating parts were the secret level (TIGHT CORRIDORS WITH OVERWHELMING ENEMY RUSH SHEEESH) and the very last seconds of the last level were spent with me savescumming and trying to peek out of corner to cut the last Shambler with an axe.. but again, I asked for this because this was on hard.

Impressive level/game design as usual, and a really neat way to celebrate 20th anniversary.

EDIT: to comfortably run this with any source port, I suggest the following:

1) In Quake's directory, make a folder named "dopa."
2) Put all the files from zip there.
3) Right click and "edit" dopa.bat with any text editor.
4) Replace "winquake" with the executable name of your preferred port. I used quakespasm, so it looked like "quakespasm -game dopa."
5) Execute the batch file and enjoy!
Post edited June 24, 2016 by WesleyB
I got the game working

but why isn't it letting me save my game?


nevermind....i got it sorted, WesleyB's way works better it allows the game to be saved.
Post edited June 25, 2016 by Blaze72
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Blaze72: WesleyB's way works better
Indeed, as that is how you are meant to run it. It is, after all, an addon to the main game, so it shouldn't have its pak file renamed and should be present in its own folder, not merged into the main id1 folder.

So far I've played a few levels of it using Quakespasm. Might try with DarkPlaces at some point, too. It was nice that the levels already appear to be vispatched allowing water transparency. :)
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Blaze72: WesleyB's way works better
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korell: Indeed, as that is how you are meant to run it. It is, after all, an addon to the main game, so it shouldn't have its pak file renamed and should be present in its own folder, not merged into the main id1 folder.

So far I've played a few levels of it using Quakespasm. Might try with DarkPlaces at some point, too. It was nice that the levels already appear to be vispatched allowing water transparency. :)
Is Quakespasm worth using?.....i've just been using WinQuake running Windows 10.
Yes, QuakeSpasm is worth using because you can get the original soundtrack working with it.


Here's another way to run DOPA: create the dopa directory and put the file there, then run QuakeSpasm normally, open the console, and type "game dopa" (without quotes) in it.

Should work with just about any Quake port, not just QuakeSpasm. You can also use "game rogue" or "game hipnotic" and so on...
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Gaerzi: Should work with just about any Quake port, not just QuakeSpasm. You can also use "game rogue" or "game hipnotic" and so on...
Does that work correctly for hipnotic and rogue, though? I thought if those ones were loaded from within the console that the updated HUD they use for their new weapons/ammo types wasn't implemented. Or does that only happen with the DOS version and WinQuake?

I always load the expansions from a command line prompt using -game <name> instead. In fact, I only have one batch file from which there are 5 options:

1 - Quake (id1)
2 - Scourge of Armagon (hipnotic)
3 - Dissolution of Eternity (rogue)
4 - Abyss of Pandemonium (impel)
5 - Dimension of the Past (dopa)


EDIT: Oops, in fact, hipnotic and rogue I load using -hipnotic and -rogue, omitting the -game entirely, as the game command itself is what I read was preventing the correct HUD being used.
Post edited June 26, 2016 by korell
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korell: Does that work correctly for hipnotic and rogue, though? (…)
EDIT: Oops, in fact, hipnotic and rogue I load using -hipnotic and -rogue, omitting the -game entirely, as the game command itself is what I read was preventing the correct HUD being used.
In the olden days, you had to use "-hipnotic" or "-rogue" to get the correct hud; with newer versions of QuakeSpasm "-game hipnotic" or "-game rogue" work as well.
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korell: Does that work correctly for hipnotic and rogue, though?
Works fine in QuakeSpasm at least.
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Gaerzi: Yes, QuakeSpasm is worth using because you can get the original soundtrack working with it.

Here's another way to run DOPA: create the dopa directory and put the file there, then run QuakeSpasm normally, open the console, and type "game dopa" (without quotes) in it.

Should work with just about any Quake port, not just QuakeSpasm. You can also use "game rogue" or "game hipnotic" and so on...
WesleyB is better imo for me....then you can just create a shortcut and run it from there


also its a shame the Shrak add-on hasn't become freeware.
Post edited June 27, 2016 by Blaze72
Worked fine with DarkPlaces. I had to get the 64-bit version though.
I was expecting a bit of text at the end of the episode, did DP just glitch on that part or is that just not there?
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DustyStyx: Worked fine with DarkPlaces. I had to get the 64-bit version though.
I was expecting a bit of text at the end of the episode, did DP just glitch on that part or is that just not there?
No end text. And as evidence, I went and found a playthrough on YouTube (even though I already finished the game myself). https://www.youtube.com/watch?v=TzPN8P4dAF4
I managed to finished it on hard......Damn there were some tough moments

should'eve done it on Normal.