Moved topic "Mods for quakedc that work" from old forums

Talk about Quake, Doom, Wolfenstein 3D, or other DC first person shooting game ports and mods for those games in here.
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TheDumbAss
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Moved topic "Mods for quakedc that work" from old forums

Post by TheDumbAss »

sam17
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Joined: Aug 04, 2001
Posts: 183
From: Tijuana , mexico!
Posted: 2001-10-17 10:19

is there any page with the complete list of quake mods?

Some links i found with quake mods.(downloads)
http://pluto.spaceports.com/~quaker/qmods.html
http://singe.telefragged.com/
http://www.mninter.net/~cathyh/mods_quake.htm
http://www.users.qwest.net/~mimpchnk/bots2.htm
http://www.frag.cl/titles/quake/q1mods.asp
http://www.quaketerminus.freeola.com/addon.htm (this one rules)
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[ This Message was edited by: sam17 on 2001-10-17 10:25 ]

[ This Message was edited by: sam17 on 2001-10-17 10:39 ]


XDelusion
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Joined: Aug 04, 2001
Posts: 246
From: St. Pete's Beach Florida
Posted: 2001-10-22 23:47

Kool thankx for the links, alway open for more!
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TheDumbAss
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Joined: Aug 04, 2001
Posts: 149
From: Indpls, IN USA
Posted: 2001-10-23 01:09

Hmm... thought I wrote a reply to Sam17 before... guess not.

No there is no such thing as a complete list for quake mods. There are a few reasons why it would be impossible to make one.

1) There are litteraly thousands (if not 10s of thousands) of mods out there. Often there are multiple versions of the same mod. (if the person running a mod on a server doesnt like a feature or thinks a feature is missing they add/remove/replace that feature making a new version. Some people go through the trouble of adding/removing things just for their own single player enjoyment too.)

2) there are thousands of unreleased mods. Many may never be released. Some may be released tomarrow (not really just an example though)
I have 4 partly finished mods on my computer right now. A couple could be released as betas if I really wanted. (and Im not even a regular mod maker who works almost daily on quake anymore) Imagine how many mods some of the hard core coders have sitting around but havent released for one reason or another.

There is a couple mods Ive been looking forward to for up to a year that havent been released (Star Wars: Dog fighting for example)
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sam17
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Joined: Aug 04, 2001
Posts: 183
From: Tijuana , mexico!
Posted: 2001-10-23 10:53

ok, thanx .

and i have Many more links for quake mods if you want.
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XDelusion
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Joined: Aug 04, 2001
Posts: 246
From: St. Pete's Beach Florida
Posted: 2001-10-23 14:11

Oh send send, I am adding them to my "other" home page as I find them.

Thankx again!
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radish28
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Joined: Oct 16, 2001
Posts: 136
From: Ottawa, Canada
Posted: 2001-10-23 15:50

why dont yo ujust edit the pak files or the cfg files to not need other cd's, there is a way! there is a way!
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TheDumbAss
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Joined: Aug 04, 2001
Posts: 149
From: Indpls, IN USA
Posted: 2001-10-24 01:59

radish I dont understand what your talking about.
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gooee
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From: sunderland (UK)
Posted: 2001-10-24 15:44

me thinks he is on about editing the .cfg files to have more than one mod on one disc.


radish28
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Joined: Oct 16, 2001
Posts: 136
From: Ottawa, Canada
Posted: 2001-10-24 17:31

exacly, and put it on other folders etc.
though i guess if it was esasy as that it would have already been done...
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[ This Message was edited by: radish28 on 2001-10-24 17:34 ]


gooee
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Joined: Aug 16, 2001
Posts: 173
From: sunderland (UK)
Posted: 2001-10-24 17:41

The way you are thinking is possible, I have a few mods on one disc *BUT* at the moment sound does not work. If I can get it sorted, thedumbass is helping me, it will no doubt go up on his site, but until then I don't know.


radish28
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Joined: Oct 16, 2001
Posts: 136
From: Ottawa, Canada
Posted: 2001-10-24 22:36

all im thinking (without seeing th ecfg) is putting the mods into a folder and writing a prog that will just let you browse the disc and load the pak fle you want, seems ok to me... though who's gonna write the prog...
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TheDumbAss
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Joined: Aug 04, 2001
Posts: 149
From: Indpls, IN USA
Posted: 2001-10-25 02:35

Ok... I get it.

You cant simply edit the cfg files or pak files and get them to load from a differant directory. You cant in GLquake eather.

The way quake is designed it loads from the ID1 folder always. I figured out how to hex edit the EXE and get it to load from a differant folder. (Not sure if Gooee figured it out on his own or found my old exparaments) This means you have to have an exe and corisponding folder for each mod and a way to pick which exe to use.

Gooee is using a winCE based menu called CEloader to try this out. But like he said... sound doesnt work at the momment. I'm in communication with TheGypsy about this trying to find out why the sound would be messed up. (looks like something in DirectSound to me right now)

The cfg files for QuakeDC are exactly the same as they are for PC. So if you have the PC version you can just look at them.


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radish28
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Joined: Oct 16, 2001
Posts: 136
From: Ottawa, Canada
Posted: 2001-10-25 17:20

then i shall burn quakeDC when this is figured out and is the CELoader the illegal version of th ehacked win ce or is it the prog of ce loader?
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TheDumbAss
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Joined: Aug 04, 2001
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From: Indpls, IN USA
Posted: 2001-10-26 17:13

CEloader is a program coded for and compiled for both Dreamcast's WinCE and WindowsNT.

It is legal and is distributed with source code. The distribution doesnt contain the WinCE folder. So you'd have to use the WinCE folder from something else (QuakeDC)

Im not sure how well it runs or even if it actually loads WinCE files on WindowsNT I just know it supposed to. Seems to work somewhat well on Dreamcast though. Not positive but the sound problem mentioned above seems to be caused by it though.
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Post by Gooey »

Notice the name change (gooee --> gooey)

A repost of the mods that worked

Quake rally
Raptors
raptors revenge
starwars duel
simpsons quake
beyond belief
minion battle chess
(and some i have forgot)

Ajays site has a load of mods he has working on dc
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