what am i doing wrong
- Maximo2703
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what am i doing wrong
alright i got Pinnoy's Quake selfboot kit i read the instructions he had in his readme i was gonna use ian's RADquake to play the mods but i wasnt sure how to use it and pinnoy had quakedc in his readme so i went with that. i downloaded Quake DC then i got my mod of choice (which i grabbed Target Quake) i put target quake's pak0 file into the id1 folder in my quake dc directory then moved it all of the quake dc files and folders into pinnoy's quake dc directory then opened up his quake dc sb program and told it to make a CDI image it created the image successfully. i changed the name of the image to target quake and proceed to open up my Alochol 120 and burned the image. i went up to play it on my DC and everything seemed fine then it just hung on the SEGA screen i didnt hear much activity at all coming from the dc it sounded like it did a little reading of the disc but nothing else. Now the target quake also came with a file called Progs.dat should i have included that file somewhere? can someone tell me what i did wrong.... another damn cdr wasted on some more trail n' error with this stuff damn it.
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Check this site:
http://quakedev.dcemulation.org/tutorials
You need the Utopia Bootdisc for using this method.
http://quakedev.dcemulation.org/tutorials
You need the Utopia Bootdisc for using this method.
Create your own Dreamcast games using the Quake-Engine:
http://quakedev.dcemulation.org/develop/getstarted.htm
http://quakedev.dcemulation.org/develop/getstarted.htm
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Lets see...
You would rename the pak0.pak from TargetQuake to Pak2.pak and the pak1.pak from TargetQuake to Pak3.pak and then drop those into the id1 directory with the original pak0.pak and pak1.pak.
You need a program like PakExplorer to open and edit pak files. In this case you would need to open the pak1.pak from TargetQuake and drop it into the root of the pak. (not in the maps, progs, or sound directorys) If there is already a progs.dat there then you'll need to overwrite it.
Everything else seems ok I think... (been a long time since I selfbooted QuakeDC)
BTW.. Pinoy's selfboot kit was made for QuakeDC so it probibly will not work with RADQuake.
I think that is your first problem. You made no mention of including the original quake pak files. The original Paks are Pak0.pak and Pak1.pak from your original quake installation. You need those PLUS the pak files for the mod.i put target quake's pak0 file into the id1 folder in my quake dc directory
You would rename the pak0.pak from TargetQuake to Pak2.pak and the pak1.pak from TargetQuake to Pak3.pak and then drop those into the id1 directory with the original pak0.pak and pak1.pak.
yes.Now the target quake also came with a file called Progs.dat should i have included that file somewhere?
You need a program like PakExplorer to open and edit pak files. In this case you would need to open the pak1.pak from TargetQuake and drop it into the root of the pak. (not in the maps, progs, or sound directorys) If there is already a progs.dat there then you'll need to overwrite it.
Everything else seems ok I think... (been a long time since I selfbooted QuakeDC)
BTW.. Pinoy's selfboot kit was made for QuakeDC so it probibly will not work with RADQuake.
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- Maximo2703
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well i got the pakexplorer just wasnt sure what role in played it in this whole thing. and target quake only came with 2 files pak0 and progs.dat nothing else. i dont have the orginal quake software so i just downloaded what was on quake dev site thru dcemulation which i believe is moi's rerelease of it. man this is all quite confusing and somewhat of a pain to do i think ill wait till theres an easier way or something. but i take it i hafta have the orginal game in order to get the mod to even play. blah i feel like such a damn idiot
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Maximo: I guess you are mixing BOR mods and Quake mods.
BOR mods ARE standalone games, which means they dont requiere any original BOR files.
Quake mods are only additions to the regular Q1 game so you need the full version of the PC game to use mods on the Dreamcast/PC.
There are also Total conversions (TC) which have all Q1 files replaced so they are standalone game
BOR mods ARE standalone games, which means they dont requiere any original BOR files.
Quake mods are only additions to the regular Q1 game so you need the full version of the PC game to use mods on the Dreamcast/PC.
There are also Total conversions (TC) which have all Q1 files replaced so they are standalone game
Create your own Dreamcast games using the Quake-Engine:
http://quakedev.dcemulation.org/develop/getstarted.htm
http://quakedev.dcemulation.org/develop/getstarted.htm
- Maximo2703
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well i guess im screwed for doing those mods cause i dont have the orginal game for PC.. so im guessing the only mods i could even possibly play are the TC's
EDIT:now you say the TC's dont require the orginal Quake files and Target Quake according to Ian's list is a TC. so what did i miss was it just because i didnt include that data.prog file or which ever in there. now do i need to extract data.prog in the pakexplorer? if target quake is a TC then what am i missing if i dont need the orginal Quake for a TC
EDIT:now you say the TC's dont require the orginal Quake files and Target Quake according to Ian's list is a TC. so what did i miss was it just because i didnt include that data.prog file or which ever in there. now do i need to extract data.prog in the pakexplorer? if target quake is a TC then what am i missing if i dont need the orginal Quake for a TC
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well... the term 'TC' causes a lot of confusion.
Over the years 'TC' has been used to discribe mods that radically change the way a game is played (like TargetQuake, QuakeRally, or Codename:Corporal) The problem is that of the three examples... only one can be played without the original Quake files. (Codename:Corporal) The others do still require files from the original Quake .PAKs
Also... the gameplay can be near identical to Quake and still be a 'true' TC. One good recent example would be Twisted XMas. Which was recently converted to a TC by Moi.
Basicly the differance between a 'TC' and a 'True TC' is if the mod requires ANY files from the original paks then it is not a True TC.
Twisted xmas and codename corporal should both be avalible on the console quake site (in my sig)
Over the years 'TC' has been used to discribe mods that radically change the way a game is played (like TargetQuake, QuakeRally, or Codename:Corporal) The problem is that of the three examples... only one can be played without the original Quake files. (Codename:Corporal) The others do still require files from the original Quake .PAKs
Also... the gameplay can be near identical to Quake and still be a 'true' TC. One good recent example would be Twisted XMas. Which was recently converted to a TC by Moi.
Basicly the differance between a 'TC' and a 'True TC' is if the mod requires ANY files from the original paks then it is not a True TC.
Twisted xmas and codename corporal should both be avalible on the console quake site (in my sig)
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- Maximo2703
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- Maximo2703
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To make things a little easier...
There is an .sbi of Twisted Xmas (if your familiar with Selfboot Inducer) that has EVERYTHING you need to get Twisted Xmas working.
You can get it here
http://www.edgefiles.com/files/11161.html
Codename:Corporal comes with almost everything you need. I'd still recommend QuakeDC (actually Moi's rerelease) for it... Instructions are included in the zip. RADQuake does work just fine now though. (instructions for RADQuake are not in the readme)
Here is a direct link to download Codename: Corporal
http://www.edgefiles.com/files/5125.html
There is an .sbi of Twisted Xmas (if your familiar with Selfboot Inducer) that has EVERYTHING you need to get Twisted Xmas working.
You can get it here
http://www.edgefiles.com/files/11161.html
Codename:Corporal comes with almost everything you need. I'd still recommend QuakeDC (actually Moi's rerelease) for it... Instructions are included in the zip. RADQuake does work just fine now though. (instructions for RADQuake are not in the readme)
Here is a direct link to download Codename: Corporal
http://www.edgefiles.com/files/5125.html
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- Maximo2703
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Yes it's worth to mention that Codename is optimized for QuakeDC and Twisted Xmas is optimized for RadQuake (and won't run under QuakeDC btw).
But as TDA already said: in the SBI of Twisted Xmas is everything you need to run it. It's the easiest way to test the Q1 engine on DC .
Just download and burn and it'll run, no worrying abour configuring, binds or original quake fles.
For Codename just use a non selfbootable multisession cdr. It's always easier to use (actually the way I prefer ) and lets you save a lot of cdr because you can burn a new sessions and add new/other mods to your cdr.
Here are the burning tutorials: http://quakedev.dcemulation.org/tutorials
But as TDA already said: in the SBI of Twisted Xmas is everything you need to run it. It's the easiest way to test the Q1 engine on DC .
Just download and burn and it'll run, no worrying abour configuring, binds or original quake fles.
For Codename just use a non selfbootable multisession cdr. It's always easier to use (actually the way I prefer ) and lets you save a lot of cdr because you can burn a new sessions and add new/other mods to your cdr.
Here are the burning tutorials: http://quakedev.dcemulation.org/tutorials
Create your own Dreamcast games using the Quake-Engine:
http://quakedev.dcemulation.org/develop/getstarted.htm
http://quakedev.dcemulation.org/develop/getstarted.htm
- Maximo2703
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You'd really save yourself a lot of bother if you just bought Quake:
http://cgi.ebay.co.uk/ws/eBayISAPI.dll? ... gory=62053
http://cgi.ebay.co.uk/ws/eBayISAPI.dll? ... gory=62053
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- Maximo2703
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