It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
high rated
Quake: The Offering Tweak Guide

In this video I am showing you how to get the most out of Quake: The Offering, a recent release from GOG.com.

I will be using a modern Quake engine, Quakspasm, show you how extract the audio files from the CD images, how to de-emphasise the Quake audio files (this is not needed for the mission packs) and where to place the audio files so that the game has working music.

♦Downloads and links♦

Quakespasm: http://quakespasm.sourceforge.net/

SoX - Sound eXchange: http://sox.sourceforge.net/

DAEMON Tools Lite 10: https://www.daemon-tools.cc/products/dtLite

♦deemph.bat batch file for de-emphasising♦

sox "01 Track 1.wav" "track02.wav" deemph
sox "02 Track 2.wav" "track03.wav" deemph
sox "03 Track 3.wav" "track04.wav" deemph
sox "04 Track 4.wav" "track05.wav" deemph
sox "05 Track 5.wav" "track06.wav" deemph
sox "06 Track 6.wav" "track07.wav" deemph
sox "07 Track 7.wav" "track08.wav" deemph
sox "08 Track 8.wav" "track09.wav" deemph
sox "09 Track 9.wav" "track10.wav" deemph
sox "10 Track 10.wav" "track11.wav" deemph

Updates / Notes / Additions

1. Please delete opengl32.dll from C:\GOG Games\Quake

In my case I didn't have to, because I was using the 645 bit version of Quakespasm, but delete it regardless, it's a wrapper and can interfere when trying to play with a Quake engine

2. The game will play music from the first drive letter. So if you have a real drive as D: and a virtual as E:, it won't play the Quake music from E:. Solution: Swap the drive letters

3. There is controversy surround the de-emphasising of the Quake sound tracks. I've found all sorts of information online, but it's possible that de-emphasising is not necessary. Best to listen to the two versions in my video and make a call yourself :)
Post edited August 30, 2015 by philscomputerlab
Great guide! Really enjoyed it!
I am giving up on Quakespams. I extracted into my GOG quake file, but when I try to start it I get an error message.

Does ANYBODY have simple to follow,clear instructions on how to install and use Quakespams? The help page you get with the download is so techniacla as to be useless.
There is not much more too it. You copy the files from the zip package into the Quake folder. You can see this in my video.

What error message did you get?

Have you mucked around with the Quake installation before? If so, install it, reinstall it, and start fresh.

If, for some reason, your system isn't working with Quakespasm, there are lots of other engines you can try. The process of getting music going is likely similar.

The focus on my video is mostly getting the music going, I just used Quakespasm because other people mentioned it. I could have used any other engine though...
Post edited August 29, 2015 by philscomputerlab
I don't want to be the guy that just posts this particular thing in every thread about Quake engines, but it seems to be a common issue here, so:

Did you remember to delete opengl32.dll?

(I admit I just skimmed the video here but I didn't see it mention that.)

Quakespasm and other modern Quake engines are meant to use the actual OpenGL driver (or Direct3D in some cases) of your video card. opengl32.dll, however, is an old wrapper that converts OpenGL calls into 3dfx Glide, used with GLQuake back in the days before consumer-graphics OpenGL drivers got whipped into shape. opengl32.dll will intercept OpenGL calls from any program run from that same folder.

It looks like GOG has set things up with the original GLQuake so that it still uses that wrapper, stacked on top of ANOTHER wrapper (nGlide) which converts the 3dfx Glide calls into Direct3D. We've speculated in some other thread about why they might have gone with that setup, but it's a moot point if you're using a modern Quake engine like Quakespasm. With a modern Quake engine you should get rid of opengl32.dll so that the rendering calls from the Quake engine go directly to OpenGL as intended.

On some systems Quakespasm might happen to work if its rendering is routed through that stack of wrappers, but it's not intended/tested to work that way.
Post edited August 29, 2015 by Johnny_Law
Hi Johnny_Law!

No I didn't delete that file. Yes, GOG set this game up with GLQuake and nGlide. However when you use a modern Quake engine, like Quakespasm, none of this should matter I believe. You set the resolution from inside the game, something not possible with GLQuake.

But I will check it out. You can install the game from the CD image, that will give you a clean installation. But I'm reasonably sure that none of this is needed as the Quake engine Quakespasm takes over.

If, for some reason, one wants to play with GLQuake, then yes, the DLL needs to go. Otherwise it will go through nGlide, which can be observed by the 3dfx splash logo. However I would replace the supplied version with version 0.97 as well.

So far I have tested "my method" on the following machines:

i7 GTX660 Windows 8.1
Pentium G645 Intel onboard Windows 10 Pro (V-sync not supported message in the console)
AMD E-450 onboard Radeon Windows 10 Pro

All working great :)

Deleting the dll made no difference to the visuals. Putting in a fake dll also did nothing. So I can only conclude that this isn't an issue and that:

- People wanting to play GLQuake > Must delete the DLL
- People wanting to play with Quakespasm > Makes no difference
Post edited August 29, 2015 by philscomputerlab
That would be cool if it happens that way for everyone; we've had other threads here though where Quakespasm or Fitzquake doesn't work until that file is deleted.

Edit with one additional thought: it may depend on whether one is running the 32-bit build or 64-bit build of Quakespasm. The 64-bit build probably ignores that DLL since it is a 32-bit DLL. (And similarly for other Quake engines -- it seems plausible that the DLL gets in the way only if you're running a 32-bit program.)
Post edited August 29, 2015 by Johnny_Law
avatar
Johnny_Law: That would be cool if it happens that way for everyone; we've had other threads here though where Quakespasm or Fitzquake doesn't work until that file is deleted.

Edit with one additional thought: it may depend on whether one is running the 32-bit build or 64-bit build of Quakespasm. The 64-bit build probably ignores that DLL since it is a 32-bit DLL. (And similarly for other Quake engines -- it seems plausible that the DLL gets in the way only if you're running a 32-bit program.)
That is a good point!

Let me test with a 32 bit version and come back :)

EDIT: Ah, ok, now I see it. Okido, I've added an overlay into the video. Thanks for pointing this out!
Post edited August 29, 2015 by philscomputerlab
Nice, mystery solved. :-)
I suggest use virtualdvd instead of daemon.

http://ohsoft.net/en/product_virtualdvd.php

nowadays, daemon is just another bloatware
Thanks for the tip!

the bloat doesn't worry me so much. But I used Daemon tools since I can remember :) It never let me down.
Almost forgot. Nice guide.
Great work and thanks for posting this! The guide is excellent.
Thanks guys :)
(Source hydrogenaud.io)

iTunes (Mac OS & Windows):
Recent versions detect pre-emphasis in subcode and apply de-emphasis automatically for both playback and ripping.


For more informations: I create an own "how to" post about the 4 important engine-ports with music support...
Post edited October 02, 2015 by ZerTerO