As a matter of fact, I've just checked and it seems you may be right. The Quake64 OST was not made by NIN but by Aubrey Hodges, the guy who did the PlayStation Doom and Doom64 soundtracks. Here's his Bandcamp if you wanna check it out: https://aubreyhodges.bandcamp.com/al...ial-soundtrack
I don't know about the legalities but what's for certain is that an audio soundtrack would never have fit in a cartridge. Aubrey Hodges' is MIDI. Sounds pretty cool for MIDI though.
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n64 quake is missing some maps. I don't remember which ones. I thought I read something a while back about the soundtrack not being Included in consoles due to some licensing issue. It must have been saying something else and I just remember wrong.
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Yeah, I would've found it surprising if it had no soundtrack at all. Doom64 did have one. I don't remember it either but at the time, I already owned the PC version. I bought a second hand copy of this one for comparison purposes, tried to play the first level with that shitty gamepad, quit the game, returned to my good ol' keyb+mouse combo and I don't think I ever looked back. I might have insisted if it had different maps like Doom64, but since the game was identical there was no point in doing so. In fact, I bought it because I believed it went the Doom64 way. Big disappointment! And yeah, Quake's ending has always been anticlimactic, especially after that tough gauntlet you go through in the final level.
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I did a lil research and apparently n64 quake did come with the soundtrack. I remember 0% of ever listening to it. My little brother and I mostly DMed. I vaguely remember trying to beat SP. If I remember right my father and I kept taking shots at it over a week or 2 til we finally beat it. I also seem to remember telefragging shub, having no clue what just happened and feeling robbed.
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It's not your usual NIN. Except for the very beginning of the first track, the rest is dark ambient focusing on creating an unsettling creepy atmosphere. It sets this game apart, really, I mean even more than it does on its own. id and NIN worked very closely together on this game, hence the NIN logo on the nail crates. NIN also provided most of the sound effects in the game - when you hear Ranger scream, it's actually Trent Reznor. You can find a download here: High Quality Music Packs ripped from the original CD by Roy Batty and ready for use in-game.Last edited by Mugwump; 09-23-2016, 08:38 AM.
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@I should listen to the OST
1) It's true, I do not recall ever even having the OST. I bought the N64 quake when it first came out and I don't remember that having a soundtrack. All my PC Quake's have been pirated copies cause I already bought Quake for N64. I'm not buying it again.
2) I am the complete opposite of a NiN fan. Maybe if Pantera or Slayer did the soundtrack I would be more interested.
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If this one isn't bullshit like its follow-up, you seriously should. This OST is not like the others, it's not some random industrial metal that would distract you from hearing the enemies. It's an integral part of the experience that boosts its atmosphere tenfold. Well, maybe not that much but you get the idea.Originally posted by MadGypsy View PostI've never tried playing Quake with the original soundtrack.
@Nahuel A very good replacement for NIN's soundtrack is the one made by XOlve, called Diabolipak. Also dark ambient, but with a different flavor. I like to keep NIN for the original game but I sometimes install this one for the mission packs and some fan-made maps. I don't know if it's available as a standalone but you could rip it out of the Epsilon build.
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very interesting!!Originally posted by Spike View PostFTE can do in-engine brush editing
it just needs a decent editor ui... written in csqc... my csaddon thing contains my attempt, but its lame and bordering on unusable. oh well. still, its quite fun destroying the floor underneath monsters. mwahaha.
also useful for realtime walls destruction, although again that form needs some (ss)qc... bah
how work it exactly?
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FTE can do in-engine brush editing
it just needs a decent editor ui... written in csqc... my csaddon thing contains my attempt, but its lame and bordering on unusable. oh well. still, its quite fun destroying the floor underneath monsters. mwahaha.
also useful for realtime walls destruction, although again that form needs some (ss)qc... bah
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Me too, Nahuel. Me too.I dream with a map editor-compiler in game, something like CUBE engine but more advanced.
I don't think I'm gonna be the guy that makes that happen for us, though. Spike on the other hand......[cough][hint][doit]
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I've never tried playing Quake with a different soundtrack. I've never tried playing Quake with the original soundtrack. I've never tried playing Quake.
OK maybe that last one is bullshit but, in comparison to the people here, it's virtually true...
Do you have any ideas that you would like to see in an engine? I'm speaking beyond 3d engine functions.
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I just locked up the playlist script so you seriously can't do one wrong thing and my engine doesn't give a shit if playlists.zip is there. BY "can't do one wrong thing" I mean you can try all the wrong things you want and none of it is gonna break my player. My player is either going to completely ignore your wrong thing and/or not even give you an interface (ie the keyboard events) to try "wrong" things. I also split 1 class into 2 (cause that's what made sense) and did some other quick optimizations. I am done with the player. XSPF, although pretty cool, is too far from the engine project to waste time on. I have streaming radio and local music access, I don't need podcasts too.Last edited by MadGypsy; 09-22-2016, 05:53 PM.
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little OT
did you try play quake with another ost??
I always did that.
I did try playing with the OST of the witcher 3 ( a cd version, come with the physic ps4 edition
), but I have some problems with linux.
My prefered was this OST playing the singleplayer of quake 2.
https://www.youtube.com/watch?v=3FnC...33F08EB5DE2BAB
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I just came across xspf playlists. These are pretty cool cause it is like a mixture of pls and wpl. Basically, its just a big xml list of specific mp3s on the internet (podcasts). I am going to handle xspf differently. Since xspf files are updated constantly, I am going to figure out a simple way to point my player to an online xspf. Maybe I can simply do this with wpl, like:
......<seq>
<media src="http://path/to/playlist.xspf" />
I already need to go back to my player and tell it to check file extensions in a wpl. It would be trivial to capture "xspf" and treat it accordingly.
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I meant to post this lastnight but, I didn't have time til just now to make some changes first.
noclip around an e1m1 with not great shadows and listen to pls or wpl playlists while also being notified of the currently playing station/song
I don't intend to post any more versions of my project for a while BUT, I had those 2 halfway done versions (playlist wise) hanging out so, I wanted to wipe them off the slate with a more complete version. All links have been changed to the one above.
WHat does this version actually do?
1) Listen to streaming radio via pls files. You can download these easily from shoutcast.com by clicking the download button which is next to the play button for the station you want.
2) Listen to your own local music via wpl files. You have to edit the file to have absolute full system paths. (ie ..\..\somefolder - is only true for WinMedPlayer you have to give my engine paths that are true) OR put my engine in the same directory as Windows Media Player o.O lol.
3) get a little fadey color transitioning notification of song/station as these things change. Blink and you miss it.
controls
N - next PLAYLIST
B - previous PLAYLIST
< - previous SONG (wpl only...obviously)
> - next SONG (wpl only)
SPACEBAR - stop/play
navigation:
LEFT/RIGHT - strafe
UP/DOWN - forward/back
MOUSE+LMB - freelook
How do I change the map?
rename any bsp29 version map to "e1m1.bsp" and dump it in test.zip. Overwrite? yes.
How do I add playlists
dump any version 2 .pls or any .wpl in playlists.zip. ALL files found in playlist.zip are added to the queue. My player figures it all out.
Can I delete playlists?
Yes, but do not delete playlists.zip because I have not told my engine yet to not care if it isn't there
Are you going to make this better?
My engine? Of course. The player? probably not. I'm not trying to build a full featured media player. I just wanted my engine to have some music features beyond game audio. That's why I stuck all the controls on the keyboard. I also wanted to do something that I have never heard of in a quake engine. To my knowledge, quake engines dont do streaming audio or parse media player playlist files. And you have to ask yourself, why not? It was 100% of dead simple to get this working. A trip through the mpeg layer 3 specs and a couple of 5 or 6 line parsers to gather playlist data. Actually the wpl parser can hardly be called a parser at all. Most of the code is just checking that xml tags actually exist before it tries to get data from it. If I dump the checks, this is what the "parser" would be.
for(n = 0; n < xml.body.seq.media.length; ++n)
{
playlist.paths[n] = xml.body.seq.media[n][email protected];
playlist.titles[n] = ( ( ( ( playlist.paths[n]).split("\\") ).pop() ).split(".") ).shift();
}
ugly and directly to the point. It's more work parsing the filename out of the path than anything regarding the entire rest of the playlist.
Can I load files other than mp3 and mp3 streams?
NO. It is possible but currently I only wrote an mp3 parser. If you try and stick anything other than an mp3 in, it is going to try and parse it as an mp3 cause my player doesn't know about any other format.Last edited by MadGypsy; 09-22-2016, 07:17 PM.
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