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Ok so i will admit i am a total newbie when it comes to this whole thing. But from what i can gathered noone has found an elegant solution to the whole music thing. Some people claim that putting the .ogg files in id\music will solve the issue, from what ive seen it doesn't. Others claim that mounting game.cue as a virtual drive works, and i've tried that too. i am completely lost here and if anyone knows anything, help would be appriciated
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Ok so i discovered a few things. I renamed _winmm.dll to winmm.dll. Having the .ogg files in the MUSIC folder in the root directory allowed the main game to play the music! Sadly i still cannot figure out how to play the music for the mission packs. Before you say anything, yes i know there are source ports i can use. But is it so wrong to want to use the original glquake? thats what im trying to do here, and the problem is 1/3 solved. If anyone has any insight on how to get the music for the mission packs working, it would be wonderful.
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sonicstar5: Before you say anything, yes i know there are source ports i can use. But is it so wrong to want to use the original glquake?
Actually, GLQuake is itself a source port. http://quake.wikia.com/wiki/GLQuake
Whilst it was released by id, they do not support it (and it never even reached a v1.0 release).

Interestingly enough, it wasn't the first source port either. The first was WinQuake, also officially released. Further to this, GLQuake actually had regressions present (probably because it was unfinished). It doesn't support overbright lighting or fullbrights, and it has weaker coloured lighting effects than the software version. Take a look at this page:
https://www.quaddicted.com/engines/software_vs_glquake

GLQuake also contributed to many other source ports, so why limit yourself to GLQuake considering the many issues and limitations it has? I remember using it the first time I played Quake and the gamma setting wouldn't work no matter what value I set it to, so I had to change my monitor settings each time.

If you want a vanilla style gameplay experience then why not try Quakespasm? And if you really don't want to use a source port then go with DOSBox for the original DOS experience (but I really don't recommend it).
Post edited November 01, 2017 by korell
Is quakespasm really that much better? I may just have to check it out. As for DOSquake, i believe it has its place, on android! I use magicdosbox for android to run my gog dos games on my phone or nvidia shield.

But yeah anyway, i guess i will have to give quakespasm a try. I gave eduke32 a try and that wasnt bad, neither was gzdoom. Maybe im just being stubborn. Thanks for the input!
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sonicstar5: Is quakespasm really that much better? I may just have to check it out. As for DOSquake, i believe it has its place, on android! I use magicdosbox for android to run my gog dos games on my phone or nvidia shield.

But yeah anyway, i guess i will have to give quakespasm a try. I gave eduke32 a try and that wasnt bad, neither was gzdoom. Maybe im just being stubborn. Thanks for the input!
You can't compare Quakespasm and GZDoom/eduke32. Quakespasm is very faithful although it is limit enhancing/bug fixing. GZDoom and eduke32 are like DarkPlaces – all of them have made huge changes to the rendering and even game play, although GZDoom/eduke32 can be set up to look (mostly) vanilla.

It's really strange: I cannot stand DarkPlaces, but I use GZDoom. ;-)

TL;DR: Use Quakespasm!
Can i use mods with quakespasm? Half the reason i bought quake is because i wanted to try xmen the ravages of apacolypse. I hear its average but im a huge xmen fan!
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sonicstar5: Can i use mods with quakespasm? Half the reason i bought quake is because i wanted to try xmen the ravages of apacolypse. I hear its average but im a huge xmen fan!
Yes, of course.
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sonicstar5: Ok so i discovered a few things. I renamed _winmm.dll to winmm.dll. Having the .ogg files in the MUSIC folder in the root directory allowed the main game to play the music! Sadly i still cannot figure out how to play the music for the mission packs. Before you say anything, yes i know there are source ports i can use. But is it so wrong to want to use the original glquake? thats what im trying to do here, and the problem is 1/3 solved. If anyone has any insight on how to get the music for the mission packs working, it would be wonderful.
1. rename track file names from mission pack 1 (hipnotic) from "track2.ogg", ..., "track 9.ogg" to "track12.ogg", ..., "track19.ogg" respectively

2. put them into same ../Quake/MUSIC folder

3. link corresponding track for each level:
http://quake.wikia.com/wiki/Scourge_of_Armagon_Soundtrack

4. console command magic (e.g. cd remap)
"cd remap <track1> <track2> <track3> ...
Allows you to switch what tracks are played. This is especially useful if you want to play music other than that on the Quake CD. If the CD audio system is told to play track 1, it will instead play the 1st track you specified. For example: assuming a CD with 1 data track and 8 music tracks, the command "cd remap 1 9 8 7 6 5 4 3 2" would leave the data alone and play the audio tracks as if they had been placed on the CD in the opposite order."

5. profit
Post edited November 24, 2017 by Cadaver747
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sonicstar5: Can i use mods with quakespasm? Half the reason i bought quake is because i wanted to try xmen the ravages of apacolypse. I hear its average but im a huge xmen fan!
I was able to run most of my favorite mods with Quakespasm including Shrak for Quake, Malice for Quake and of course Arcane Dimensions by Simon OC (supported exclusively by Quakespasm)

But no matter what X-Men: The Ravages of Apocalypse (both original and updated) just won't run on Quakespasm
On its homepage it states that "X-Men: ROA is also playable in Lord Havok's DarkPlaces engine, and in PSP Quake, so the original Quake is no longer necessary."
http://www.zerogravity.com.au/xmen/

I was able to run it on Darkplaces with no issues (except some weird messages in console), but if someone knows how to run it in Quakespasm please do tell me.

P.S. I just checked that a new version of Quakespasm released, will check if it somehow works with X-Men, cause it's the remaining mod i haven't installed yet.

EDIT: It works, XMEN works under Quakespasm as well!
Post edited November 24, 2017 by Cadaver747