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  1. SO YOU WANT TO PLAY QUAKE?
  2. April 13, 2016 version 6
  3.  
  4. #####TABLE OF CONTENTS#####
  5. SETUP - LINE 13
  6. MUSIC - LINE 42
  7. CONFIG - LINE 54
  8. CUSTOM - LINE 80
  9. ONLINE - LINE 97
  10. HOSTING - LINE 135
  11. MAPPING - LINE 150
  12.  
  13. #####setup######
  14. DOWNLOAD:
  15. https://mega.nz/#!PdgmWBRZ!V--GmdhJL5vDKTJ2-3fx6iBLnIBHE9bcuAHKq4JjUo0
  16. ADDONS (optional):
  17. https://mega.nz/#!HMRxzJTB!uyk6lPCpmn1eVK0qh667Ekwh3yQEdHzVLGR9uqHV9JM
  18. https://mega.nz/#!idwA2BQZ!LolmyFx3umn-feNj1UCwgIgjtm8zSKpCNRLpmBXFDbU
  19.  
  20. Unzip all of these into one folder. You should have "id1", "hipnotic", and "rogue" if you grabbed them all.
  21.  
  22. SOURCEPORTS: This guide will focus on these two (nQuake is just EZQuake) though the guide should be applicable to other engines.
  23. Quakespasm - faithful, recommended for singleplayer, multiplayer protocol is fitzquake
  24. http://quakespasm.sourceforge.net/download.htm
  25. EZQuake - faithful, recommended for multiplayer, multiplayer protocol is quakeworld
  26. http://ezquake.sourceforge.net/download/
  27. nQuake - built on ezquake, meant to be more userfriendly, i really recommend this because it will autodownload a lot of popular multiplayer maps
  28. http://nquake.com/
  29.  
  30. OTHER POPULAR SOURCEPORTS:
  31. Darkplaces - not-faithful, multiplayer protocol is darkspaces
  32. DirectQ - faithful, multiplayer protocol is fitzquake
  33. ProQuake - faithful, multiplayer focused, multiplayer protocol is fitzquake
  34.  
  35. !!!DIFFERENT NETWORK PROTOCOLS ARE NOT COMPATIBLE WITH ONE ANOTHER!!!
  36.  
  37. Unzip the sourceport(s) into the folder you placed "id1" into. You should now be able to run the game by running the executable. If you can't, ensure the executables are at the top of the folder and not nestled into their own folders.
  38.  
  39. "But wait! Wasn't there a soundtrack?!??"
  40. YES!
  41.  
  42. #####MUSIC#####
  43. EZQuake does not support music to my knowledge, Quakespasm supports ".mp3", ".ogg", and cd music.
  44.  
  45. "Where can I find the music?"
  46. QUAKE:
  47. https://mega.nz/#!rBhGGbqL!bZON3OBL4kgOJ8RPETFpIkAfJBPOzixCYvRr8BOR_ZM
  48. ADDONS: (might be exactly the same?)
  49. https://mega.nz/#!uMgAxJjY!qmvX0GQmE-pfJ3F8_Gf-YD5ooYVAZPqIym7RRvYzBPs
  50. https://mega.nz/#!LF4jyYSa!O59n0e2D9zvLINN1z58tp2RJjLZFr-J6_FtYa5gDmsc
  51.  
  52. You would unzip the music into the respective folders for whichever game/addon it is for.
  53.  
  54. #####CONFIG#####
  55. Create a file named "autoexec.cfg" in the "id1" folder. All commands will go in there.
  56.  
  57. Here is my autoexec with explainations;
  58.  
  59. gl_texturemode gl_nearest // forces texture filtering and mipmapping off
  60.  
  61. r_particles 2 // forces square particles in engines that support it (quakespasm)
  62. r_lerpmodels 0 // removes interpolation on models, makes weapons feel more powerful for example, (quakespasm)
  63. r_lerpmove 0 // removes interpolation on movement, makes enemies less wobbly looking but more jerky (quakespasm)
  64. // the above three options wont work in ezquake, but it has options to do this in it's option menu under "misc"
  65.  
  66. fov 108 // field of view, the higher this is the more you will be able to see. i like 108. note ezquake adjusts fov to widescreen by default so this would likely end up being 118 so just know you would have to change that behavior if you dont like it (you wont)
  67. sensitivity 5.5 // mouse sensitivity, i set it to 5.5 by preference
  68.  
  69. bind 1 "impulse 1" // axe
  70. bind 2 "impulse 2" // shotgun
  71. bind 3 "impulse 3" // super shotgun
  72. bind 4 "impulse 4" // nailgun
  73. bind e "impulse 5" // super nailgun
  74. bind q "impulse 6" // grenade launcher
  75. bind f "impulse 7" // rocket launcher
  76. bind r "impulse 8" // lightning shaft
  77. // i bind weapons to buttons around my hand. this makes it easier to access them faster, so for example, if i wanted to use lightning gun, as i have shaft bound to "r" i would press "r" and it would switch to the lightning gun
  78. // in addons and other things with their own weapons, you may have to bind more "impulses". like for example, in hipnotic, mjolnir is bound to impulse 226 which is fucking nuts, you will just have to research and read addon readmes or use "next weapon" commands like a pleb
  79.  
  80. #####CUSTOM######
  81. Most maps are found here.
  82. https://www.quaddicted.com/reviews/
  83.  
  84. I know this is lazy, someday I will create an infographic showing off some cool maps. Anyways this is basically Quake's DoomWorld.
  85.  
  86. If the mod comes in a folder, you would place the entire folder into the Quake folder and load it by going ingame, opening the console with ` (tilde) and typing "game (addon foldername)".
  87. !!!THIS IS CASE SENSITIVE!!!
  88. Make sure to read the output as it may require you to "exec quake.rc". For example, lets say I wanted to play "czg07", a miniepisode by czg. I would type "game czg07" and it wouldn't start yet. If you read the console output it would have asked you to type "exec quake.rc", and once you do BAM.
  89. If this doesn't work it is very likely just a regular map file, the next lines touch on this.
  90.  
  91. Single maps such as "ztricks" or "skull" have to be installed in the folder the sourceport reads from. For example, EZQuake loads maps from a folder named "maps" found in another fucking folder titled "qw" within your quake directory;
  92. ./quake/qw/maps/
  93. -Quakespasm however looks for maps in a folder also titled "maps" within your "id1" folder;
  94. ./quake/id1/maps/
  95. -throw your ".bsp" files into one or both of those folders and load the sucker by typing "map (mapname)". You will not need to write the extension of the file. If you had installed nQuake it would have loaded you up with a big pack of popular maps and mods already which I very much recommend. If loading the map with "map (mapname)" doesn't work out of box, it could be because the map maker did not add any singleplayer spawns. So you would need to open deathmatch, host a server (doesn't have to be online) and then call "map (mapname)".
  96.  
  97. #####ONLINE#####
  98. MANUALLY JOINING:
  99. Open console, and type "/connect (server ip)".
  100.  
  101. SERVER BROWSER IN EZQUAKE:
  102. You will need a server list.
  103. http://www.quakeservers.net/quakeworld/server_lists/
  104.  
  105. Grab the file "global.txt", unless you know what you are doing. This has all the servers. Once you have saved the text file (you may need to right click the "global.txt" link and "save page as"), you need to create yet another folder within the directory "ezquake" titled "sb";
  106. ./quake/ezquake/sb/
  107. -then throw "global.txt" into this folder. You will then need to enable the server by opening EZQuake, selecting multiplayer and then join game, press right arrow key to get to the sources page, press enter on global, press left arrow, and then finally press space to refresh the list. You will need to do this everytime as far as i know.
  108.  
  109. "But there are still no fucking servers!!"
  110. EZQuake also hides empty servers by default. Turn this off hitting right arrow a couple more times to go to options, and then finally hitting enter on "hide empty servers". You also have to do this everytime.
  111.  
  112. "OK. I see servers, but I dont see anybody in my fucking country"
  113. Welcome to Quake, try joining a server with decent ping and expect to wait an hour for someone to join. During your wait, you can practice playing the game. You can type "ztricks" in your console to go to this map called "ztricks". It will help you learn movement exploits while you wait forever. There is a sequel called "ztricks2", as well as others like "zjump" and so on. Most servers have this so you can just call the map and it will autodownload.
  114.  
  115. !!!TO CALL A VOTE FOR A MAP, YOU DO NOT WRITE "map", YOU JUST CALL THE NAME OF THE MAP. OTHERWISE YOU ARE LEAVING THE SERVER AND GOING INTO SINGLEPLAYER!!!
  116.  
  117. If someone says they want to play an aim map, this is where you only play with rocketlauncher and/or lightning gun. On the map called "end", which is the final map of Quake, they expect you to run to the little circle in the middle of the map, not run around collecting ammo and health (i did this at first). A common sub-gametype is where you only have rockets but cannot kill the other player unless you nail them in the air.
  118.  
  119. This link has a great list of maps commonly played in certain gametypes.
  120. http://www.quakeworld.nu/guide/gamemodes
  121.  
  122. But for the sake of compilation i will list them;
  123. duel - dm4, dm6, dm2, ztndm3, aerowalk
  124. aim maps - povdmm4, end, endif, oldcrat, amphi
  125. 2v2 - dm4, dm6, dm2, ztndm3, aerowalk
  126. 4v4 - dm3, dm2, e1m2
  127. clan arena - dm3
  128. ffa - ztndm3, aerowalk, pkeg1, castle
  129.  
  130. Players (mainly in America) congregate on the weekends to play together. Saturday is freeforall, Sunday is Team Fortress, you will always see different countries having fun in duels and 2v2 but you will just have to like waiting for the American that rarely shows. I am often running around on various Texas hosted servers so feel free to join me and maybe we can get a game going where you can fuck my shit up.
  131.  
  132. "And how would I host a server?"
  133. First of all, don't be "that guy" hosting on a toaster. I recommend *at least* a 486 CPU capable of clocking at 50 megahertz or higher.
  134.  
  135. #####HOSTING#####
  136. To start a non-dedicated server in EZQuake it is as simple as opening the port "27500", opening EZQuake, going to multiplayer, then finally go all the way to the right with the arrow keys and press host for whatever you want (deathmatch, coop, etc). To actually start a game, I have no fucking idea. Ready button isn't recognized so you can't even ready up and the nQuake IRC is dead. At least coop works seemlessly as it should.
  137.  
  138. For dedicated servers, I recommend nQuakeSV.
  139. http://nquake.com/
  140.  
  141. To download it, hover over the download button until a popup shows up asking if you want the client or the server. Pick server. Don't pay too much attention to the hostname dealios as in the scope of things it doesn't fucking matter but do change the RCON password as this can be used to interface with the server remotely. Install the program to your Quake directory (nQuakeSV will try to nest itself in it's own fucking folder so it can download shareware quake so be wary of that shit), open the port it asks you to in your router, and then open one of the shortcuts respective to the gametype you want to host found in the folder;
  142. ./quake/shortcuts/
  143. -you will get a graphical interface and you will also be able to join the game. And to start the server, who the fuck knows. Seriously what the fuck why is it so undocumented I cant find shit anywhere. To read how the shortcuts work, right click them, and go to properties. You will see they point to .cfg files found in;
  144. ./quake/ktx/
  145. -which determine your settings.
  146.  
  147. "What about creating maps?"
  148. If you thought playing quake was userfriendly you will love this.
  149.  
  150. #####MAPPING#####
  151. TrenchBroom - recommended. I only have experience with this editor.
  152. http://kristianduske.com/trenchbroom/downloads.php
  153.  
  154. OTHER POPULAR EDITORS:
  155. Valve Hammer (previously WorldCraft)
  156. QuArk
  157. GTKRadiant
  158.  
  159. Some editors have built in compilers and other *bloat*. but not TrenchBroom my friends, and neither do most editors anyways so I need to mention this. There are three programs you will need to make your map playable. "bsp", "vis", and "light", which you can find as "TyrUtils" (an enhanced version of the three original tools).
  160. http://disenchant.net/utils/
  161. !!!THESE PROGRAMS WILL NOT WORK AS THEY SHOULD IF THEY ARE NESTED IN A FOLDER WITH TOO LONG A NAME (not actually 8 letters like i said at first)!!!
  162.  
  163. And if you want textures you will also need "quake.wad" (or other Quake texture wads) which is basically the textures ripped straight from Quake and even though you already have the fucking game download it anyways (unless of course you just don't want to use the quake textures).
  164. http://www.bspquakeeditor.com/downloads.php
  165. more wads:
  166. https://www.quaddicted.com/files/wads/
  167.  
  168. Once you have read the manual for whatever editor you are using, have created a map, and saved that puppy, it will be a ".map" file. First of all open this ".map" file with a text editor and change ""wad" "textures/quake.wad"" to a direct path to the previously downloaded texture wad if it isn't already a direct path. If you aren't getting textures on compilation this is the problem.
  169. You would then drag the ".map" file over "qbsp.exe" and it will create a ".bsp" file. Then you would drag the ".bsp" file over "light.exe", and then finally drag the same ".bsp" file over "vis.exe". This needs to be done in order. In Linux you would have to compile the utilities and then you could basically do this same thing after making it executable with "chmod +x ./(program name)" and drag+drop or use the terminal to point the files to the respective binaries, but you could probably just use wine if you don't feel like compiling it. Consider reading the README. You can now load the ".bsp" file by plugging it into the previously mentioned "maps" folder for your respective engine, opening your game, starting a deathmatch server (or singleplayer for singleplayer maps, deathmatch maps have to be loaded like this though and it doesn't have to be online) and once you are ingame type "map (mapname)" into console.
  170.  
  171. You should read the ".log" files respective to these utilities. This is where you would find errors. I am actually pretty new to the mapping scene so will list shit as I learn it.
  172.  
  173. GENERIC TIPS:
  174. Some things require more explaination than others and are not explained in the map editor's manuals themselves. First of all, all editors use the same entities and all that good stuff. Therefore tutorials for different editors should be applicable to use in your editor. So theoretically, you should be able to create teleporters in QuArk the same was as in TrenchBroom. I say theoretically because I cant fucking figure it out!!!
  175.  
  176. Complex entities are those that require a trigger, such as a teleporter. I was stuck on this for awhile and I realized my problem was that I was actually attributing a target to the graphic. Draw the box you will use as the teleporter, right click it and select "trigger_teleport". This will not be visible ingame, you will need to give it a graphic by creating another box of the same size and stuffing it in there, but do this later. So now give the teleporter a target on it's entity page on the right of the editor, say "tp1" (but it can be anything). Then create an "info_teleport_destination" and give it a "targetname" of "tp1"
  177. Check out the WorldCraft complex entities tutorial.
  178. http://www.quake-1.com/wc16a-tutorial/entities2.html
  179.  
  180. "How would I make certain ammo boxes have different ammunition amounts?"
  181. Select the ammo box, and then go to the entity page. Change the "spawnflags" area from 0 to 1.
  182.  
  183. Also notice that when you click on a field, a list of different variables and their effects will be listed. This includes being able to restrict items to singleplayer or multiplayer and so on.
  184.  
  185. ""light" isn't working, says something about a file not found."
  186. This can happen if the directory you are working in has too long of a filename. I just renamed "tyrutils-214jfdhslkdj" to simply "TyrUtils" and then "light" worked.
  187.  
  188. "What about optimization?"
  189. Said nobody. I know what you are thinking;
  190. "I have seen this game run on literal toasters, I have seen it run on a hospital's oscilloscope, my washingmachine plays Quake demos on loop all day, why would it need optimization?"
  191. My answer to this is, why not? Actually I will go ahead and tell you several reasons you may not want to do these at the end of each suggestion.
  192.  
  193. Less polygons equal better performance. A roof comprised of several polygons will run worse than a roof comprised of only one polygon. If you can replace several areas with a single polygon, even if that polygon in the end is bigger, the map will run better. A downside to this is management. I don't recommend doing this at first because if you wanted to change a room later it would take longer to edit so this is more of an end-of-development optimization.
  194.  
  195. Triangles are smaller than squares. You can cut squares in half with the cut tool (c) or with the vertex tool (v). I have replaced every rectangle in my map that I could without it being visible with triangles, and I have milked an additional 100 fps out of it. Not like I needed 1500 fps but I wanted to mention that there are potentially results. Much like the removal of polygons, this should be done only at the end of development if ever. If you needed to change up an area it would take around three times as long to deal with it comparatively if all the areas were rectangles. And yes it is very time consuming, I spent three hours just running around my map cutting every block I could in half, which I did specifically for the guide as I wanted to see if it would make the map run better. I think it is worth doing but you might not.
  196.  
  197. All textures found in the map will be saved into the ".bsp" file, making it considerably larger, so it is also important you remove any additional textures found in the level that you didn't end up using. This could be a problem because you could lose your "bookmarks" of those textures if you intended to ever use them.
  198.  
  199. You will also want to utilize "vis". Yes it is optional, but "vis" will determine every single part of the map a player can see at any time. This makes it possible for the engine to only render what the player sees at any given time considerably lessening CPU usage. You can expect an additional 30 percent fps increase from "vis" alone and even more depending on how big your map is.
  200. "I ran my ".bsp" in "vis", but it didn't work. In the logs it says it cannot find the ".prt" file for my map."
  201. If "bsp" ("qbsp" for tyrutils) detects a leak in the map, it will refuse to generate a portal file, or ".prt". Read your "(mapname).log" file and you will find something like this;
  202. *** WARNING 10: Reached occupant at (464 320 16), no filling performed.
  203. -in this particular example, at "464 320 16" in the map, there is a leak. in TrenchBroom, you can go directly to this area by opening the map in TrenchBroom, press "view", then "camera", and finally press "move camera to" and copypaste those three numbers into the box that pops up. Just seal the puppy up and keep trying until a ".prt" file is generated.
  204. I know it may be tempting to create a gigantic fucking box around your map, but don't. It simply wont work, trust me. "vis" on it's own is not a heavy hitter and will make the map run much better so it is worth doing right. There are no cons other than having to fill in leaks which should be a priority anyways.
  205.  
  206. TL;DR, after optimization, I have managed to; raise map fps by 600, lower filesize by nearly half (imagine if all 50 players downloaded your map, you just saved 10 MEGAbytes), and cut down the actual source .map file by 50 percent.
  207.  
  208. "What is a leak?"
  209. The areas where you can see outside the intended viewing area of the map. These areas are easy to see ingame, as there are no textures and it will be glitchy. If you have a window or something like that, cover it with a skybox. Walls do not need to be double layered or anything like that, and skyboxes function as a wall so no need to cover them. As long as corners are touching it will not be considered a leak.
  210.  
  211. ""bsp" says I have a leak at "x y z" but I don't see anything there."
  212. This is likely a bug caused by entities touching walls. This appears to be the case regarding pickups. If ammo or health is touching a wall of any kind, it will either A.) not load into the map, or B.) give you errors with a leak. I have also had issues with light but I couldn't determine an explaination for why this happens. If its the fucking lights I recommend reloading a recent autosave which actually did generate a .prt file and build back onto that hoping to fuck these errors don't hit you as this is the cockroach of mapping.
  213.  
  214. "My map has areas where I don't see textures but textures are there."
  215. I believe this is a bug with the editor. When a triangle's pointed side touches another wall's bottom (the one with the texture issue), this will cause the texture to not be drawn for the side the corner touches for whatever reason. I assume this is caused by my brute force triangle optimization but I can imagine several situations where this could happen in a normal setting. This can be fixed by simply rearranging the triangle to where the thin part touches no walls (or at least touches a wall not as stubborn), or by reverting the triangle back to a six sided polygon.
  216.  
  217. "Can I have a copy of your map for reference?"
  218. Also said nobody, but just in case.
  219. https://mega.nz/#!DJYyHbyQ!xBcSpDPeyMArrWGdCsiqbOyR1B_LQH5kobdyubcwCYI
  220. Included is a basically finished version of my map, tt1, and the accompanying .map file which can be opened in TrenchBroom. To get textures in trenchbroom though you would need to have Quake.wad and HexenTwo.wad (which may be under another name, I may have renamed it for easier organization), both found;
  221.  
  222. http://www.bspquakeeditor.com/downloads.php
  223. https://www.quaddicted.com/files/wads/
  224. -respectively.
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