Gpquake 0.4


woogal

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Joined
May 15, 2003
Messages
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Age
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Location
Newark, UK
Website
gp32.sector808.org
http://gpquake.sourceforge.net/

quakescr1.jpg
quakescr2.jpg


qrally1.jpg


Please read the readme, it contains a lot of info.

Installation (for those too lazy to read the readme)

Put gpQuake.fxe in "gp:\gpmm\"
Put gpQuake.qbi in "gp:\gpmm\quake\"
Put quake datafiles (*.pak) files in "gp:\gpmm\quake\id1\"
Put other mod folders in "gp:\gpmm\quake\"

Some mods may require a registered version of quake (pak1.pak).

Launcher commands -
Change clockspeed - L
Change display detail - R
Cycle through mod list - A
Toggle FPS display - B
Toggle turbo mode - Select
Load Quake - Start

(turbo mode won't display the weapon or particles, as well as other stuff - see the readme for more info)

Changelog

Removed gamma bug, water bug.
Enabled particles and gamma during game (brightness control and flashing effects).
Timing fixed (added RTC from Mr.Spiv). Game will run at correct pace on all clockspeeds.
FPS counter added.
Mods supported (both .pak and loose file types).
Autoexec.cfg and other config file loading.
- Configuration is saved when quitting through quit.
Game saving/loading (current buggy - saved game list will disappear at random).
Initial demo playback disabled but operational (On main Quake demos cause a crash when starting game, but on some mods they work fine).
- Playdemo command renamed to gpplaydemo for those that really want to see demos.
Added launcher app
- Clockspeed (133-256mhz).
- Graphic detail.
- FPS counter toggle.
- Mods selector.
- Turbo mode toggle
Changed menu to support A,B,START.
New keymapping:
- L: , (default strafe left)
- R: . (default strafe right)
- L+R: K_INS (+unpress L,R) (default keyboard look)
Full chatboard support (can be used in game, not just console).
Fixed input when trying to start new game.
 
Looking good i'm transfering it now to my GP (*sigh* the quake .pak files are so big :eek:) and i can't wait to play it :D

Keep up the good work i'm lovin it :D
 
try openquartz thats a very small pak.

its designed for mp tho, so there only one single player map.

it'd be great to make maps for cos its low poly.
 
Ok, i've just tested it. It works almost like 0.3 version, but it has included a new and cool "Quake launcher" where you can select the fps counter, the memory speed, the game detail, (low, high, very high, very low), and many more stuff. It works just like the 0.3, 6 fps in extensive zones, and around 12 in normal rooms. It plays good, i'm anxious to see a version with speed improvements :D
 
It works just like the 0.3, 6 fps in extensive zones, and around 12 in normal rooms. It plays good, i'm anxious to see a version with speed improvements
Actually, speed and sound are the only things that haven't been touched at all. Virtually everything else has been bug fixed, activated, or improved.
 
woogal posted on Sep 11 2004 at 12:56 PM said:
Yuglooc posted on Sep 11 2004 at 01:52 PM said:
I get the error

Code:
W_LoadWadFile: couldn't load gfx.wad

Any ideas?
You haven't got pak0.pak in gp:\gpmm\quake\id1\
Oh, so you need both pak0.pak and pak1.pak...
 
Last edited by a moderator:
Yuglooc posted on Sep 11 2004 at 02:21 PM said:
woogal posted on Sep 11 2004 at 12:56 PM said:
Yuglooc posted on Sep 11 2004 at 01:52 PM said:
I get the error

Code:
W_LoadWadFile: couldn't load gfx.wad

Any ideas?
You haven't got pak0.pak in gp:\gpmm\quake\id1\
Oh, so you need both pak0.pak and pak1.pak...
You need just pak0.pak if you want to play the shareware levels (and any mods that don't need the full version), and both pak0.pak and pak1.pak if you want the full game.
 
Last edited by a moderator:
are there different mods for quake like there are for Doom, if so, can they be used on this version?
 
extremegamer posted on Sep 11 2004 at 01:32 PM said:
are there different mods for quake like there are for Doom, if so, can they be used on this version?
Yes, you can use mods. It's in the changelist.
 
Last edited by a moderator:
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