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When I try to start Quake I, I get this generic error message:

"The application was unable to start correctly (0xc0000005). Click OK to close the application."

Does anyone know how to fix that? I have Windows 7 64 bit. Re-installing, running as an admin, compatibility mode etc. don't seem to do anything.
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Leonaru: When I try to start Quake I, I get this generic error message:

"The application was unable to start correctly (0xc0000005). Click OK to close the application."

Does anyone know how to fix that? I have Windows 7 64 bit. Re-installing, running as an admin, compatibility mode etc. don't seem to do anything.
Though this doesn't fix GLQuake, I'd instead recommend that you use a source port to run the game as GLQuake is old and has its issues.

If you want a very faithful looking source port use Quakespasm. If you want to be able to have improved graphics and options for high resolution textures and higher polygon count models then try DarkPlaces. I think you should just be able to extract them over the top of the GOG installed version and then use the source port executable to launch the game.
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korell: If you want to be able to have improved graphics and options for high resolution textures and higher polygon count models then try DarkPlaces.
Quakespasm does support higher resolution textures, too. But it doesn't support normal mapping like Dark Places does.
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korell: If you want to be able to have improved graphics and options for high resolution textures and higher polygon count models then try DarkPlaces.
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mk47at: Quakespasm does support higher resolution textures, too. But it doesn't support normal mapping like Dark Places does.
I just found out that DarkPlaces doesn't work well with Abyss of Pandemonium as the lighting is bad. Take the first area, for example, almost pitch black even if you turn up the lighting to max. Some kind of shadow issue? Runs fine in Quakespasm.
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mk47at: Quakespasm does support higher resolution textures, too. But it doesn't support normal mapping like Dark Places does.
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korell: I just found out that DarkPlaces doesn't work well with Abyss of Pandemonium as the lighting is bad. Take the first area, for example, almost pitch black even if you turn up the lighting to max. Some kind of shadow issue? Runs fine in Quakespasm.
You need rtlight files if you want to use dynamic lighting in DarkPlaces. It sounds like you don't have them.
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korell: I just found out that DarkPlaces doesn't work well with Abyss of Pandemonium as the lighting is bad. Take the first area, for example, almost pitch black even if you turn up the lighting to max. Some kind of shadow issue? Runs fine in Quakespasm.
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mk47at: You need rtlight files if you want to use dynamic lighting in DarkPlaces. It sounds like you don't have them.
Possibly, as it is just that third mission pack (that doesn't seem to be considered a standard mission pack as you don't get it from Steam or GOG and it doesn't launch with -impel, you have to set -game impel instead). The others work fine probably because DarkPlaces supports them as standard, but this addon (Abyss of Pandemonium) doesn't come with any rtlights.

EDIT: In fact, yes, I have Romi's RTlights for Quake and SoA, and Inkub0's RTlights for DoE. I have none for AoP. Any idea where I can find some?
Post edited October 11, 2015 by korell
Do those ports have all the features of the original Quake?

To get back to my original question: Is this a common error?
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korell: Any idea where I can find some?
http://quakeone.com/forums/quake-mod-releases/finished-works/11787-abyss-pandemonium-new-improved-reforged.html
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Leonaru: Do those ports have all the features of the original Quake?

To get back to my original question: Is this a common error?
Both have more features than the orignal GLQuake. GLQuake even misses some features of the orignal software mode Quake. Quakespasm re-introduces them and fixes many bugs. There is absolutely no point in using GLQuake. I've always used source ports and have been using Quakespasm since it was released.

Darkplaces has many graphics improvements, but has lost some of the original Quake spirit on the way. The most obvious changes concern the phyisics and there was (or is) a serious bug that broke one of the missionpacks weapons. I don't know if this has been fixed, as the last time that I have used Darkplaces was about 9 years ago.

There is one mod that requires Darplaces called Nehara Quake Project.
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mk47at: Both have more features than the orignal GLQuake. GLQuake even misses some features of the orignal software mode Quake. Quakespasm re-introduces them and fixes many bugs. There is absolutely no point in using GLQuake. I've always used source ports and have been using Quakespasm since it was released.

Darkplaces has many graphics improvements, but has lost some of the original Quake spirit on the way. The most obvious changes concern the phyisics and there was (or is) a serious bug that broke one of the missionpacks weapons. I don't know if this has been fixed, as the last time that I have used Darkplaces was about 9 years ago.
As you are a long time user of Quakespasm (whereas I only found out about it since Quake came to GOG recently), do you know if it is capable of translucent water surfaces? I know the vanilla game doesn't have this, but I really like how it looks in DarkPlaces, what with being able to see into the water. Having only played with Quakespasm once I've not yet seen any options for it, and the water surfaces can't be seen into, but I could be missing something in the menus, or it could be a cfg edit that I need.
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korell: As you are a long time user of Quakespasm (whereas I only found out about it since Quake came to GOG recently), do you know if it is capable of translucent water surfaces? I know the vanilla game doesn't have this, but I really like how it looks in DarkPlaces, what with being able to see into the water. Having only played with Quakespasm once I've not yet seen any options for it, and the water surfaces can't be seen into, but I could be missing something in the menus, or it could be a cfg edit that I need.
Yes, it is, but they aren't turned on by default, because there is a slight complication: The maps that come with Quake don't have vis'ed water, which means if you make the water transparent, you will encounter graphics bugs. During the compilation of the maps to the format of the game, some data (which visleaf is visible from other visleafes) is calculated to speed up the rendering. Because the waters is assumend to be opaque, the game doesn't render the other side.


The variable r_wateralpha determins, how translucent the water is. 1 is opaque and 0 is completely invisble. It's only possible to change it for all liquids at the same time.

You have to used map files with updated visibility data, otherwise you will get ugly graphical glitches. There is a program called vispatch to update the vanilla maps.
Quakespam doesn't work for me. I get the exact same error message (except with the Quakespam.exe).
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mk47at: Yes, it is, but they aren't turned on by default, because there is a slight complication: The maps that come with Quake don't have vis'ed water, which means if you make the water transparent, you will encounter graphics bugs. During the compilation of the maps to the format of the game, some data (which visleaf is visible from other visleafes) is calculated to speed up the rendering. Because the waters is assumend to be opaque, the game doesn't render the other side.

The variable r_wateralpha determins, how translucent the water is. 1 is opaque and 0 is completely invisble. It's only possible to change it for all liquids at the same time.

You have to used map files with updated visibility data, otherwise you will get ugly graphical glitches. There is a program called vispatch to update the vanilla maps.
Hmm, I can't remember ever vispatching id1, hipnotic and rogue, but I must have done as they work fine in DarkPlaces with the water surface transparency. Well, time to go looking for vispatch data for Abyss of Pandemonium then.

I would imagine that vispatched maps don't cause an issue with ports that don't use water surface transparency, as they would just result in redundant data due to the water surface not showing what was underneath anyway. I'll have to have a play around and see.
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Leonaru: Quakespam doesn't work for me. I get the exact same error message (except with the Quakespam.exe).
In that case I don't think it is the game causing the issue, but your Operating System.

I Googled the error message and found this:

http://answers.microsoft.com/en-us/windows/forum/windows_7-windows_programs/error-0xc0000005-when-ever-i-try-to-do-anything/568af1bf-b998-47af-a9cf-9373ae735100?page=1

That points at Windows Updates KB2872339 and KB2882822 being the cause of Error 0xc0000005.

It lists the fix as uninstalling these updates. You can do this via Windows Update or by running a command in the command prompt. For example: wusa.exe /uninstall /kb:2872339

Good luck with this.
Post edited October 12, 2015 by korell
Found the issue. Apparently Quake requires a .dll to be deleted from the Quake folder to run. The game works now.

Thanks for the help, everyone. :)
Post edited October 12, 2015 by Leonaru
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Leonaru: Found the issue. Apparently Quake requires a .dll to be deleted from the Quake folder to run. The game works now.

Thanks for the help, everyone. :)
Which DLL was it, out of interest and also so that it might help anyone else getting the same error message.

Also, Quakespasm should come with its own DLLs and engine files, as all it needs from the original Quake is the data files (.pak) in their folders, and it will also use the OGG files for music if they are put in a certain folder.
Post edited October 12, 2015 by korell
Winmm.dll I think. Had the same problem.

QuakeSpasm only works if you delete OpenGL32.dll, or create a new Quakespasm folder and put the .pak files in a folder named ID1
Post edited October 12, 2015 by Jonathan_The_Gamer