woogal
Certified Guru
gpQuake is ported from the latest pocketquake code, so it has always contained all the converted stuff that the PPC version has (which is only selected bits of code - there is still lots of floating point stuff left in there)
pocketquake, which is based on winquake.anyways, what version of Quake is GP Quake based off of?
GL , winquake , what?
Most commands should work. A few don't, but they're mainly the demo commands (demo stuff is disabled because it's unstable). The way quake is written, the majority of the game code is almost identical between the different ports, and usually small things are just added or tweaked to improve performance or quality.ok, thx
will normal quake and winwuake console command work in it then?
theoreticly, if so, I plan on pumping up the quality a lot higher just to see how good it looks, to see it this is what I want for my mods, or if I should wait a bit still
~Octavious
Just try copying over the id1 folder as it is. Mods don't need to be stored as pak files so I'd guess the original game doesn't need the files as pak's either.okay but does anyone know how I can get the full game working on my GP then, using the files I have? I didn't try to compress or remove anything I has no idea what was essential or what wasn't. I just turned all the seperate files in the id1 folder into one .pak file and named it pak1.pak. By the way the software I used to make the .pak file is called adquedit. The pak file it creates was 54mb big :blink:
Put it in the id1 folder, or if you're running a mod put it in the mod folder.where do I put this .cfg file??
and, are you using 8 bit mode for the sounds?