Another update, this time to include the remastered sounds from the recently released Quake Remaster. Now not just a few sounds are replaced/improved, but all of them - including the mission packs.
Note: In order to fully profit from this, be sure to set your sndspeed variable to "44100". In Mark V-WinQuake, there is a config.cfg entry, while in Quakespasm it would have to go into autoexec.cfg (sndspeed "44100") if you don't want to set it manually with each game launch.
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Vanilla Quake Fixes
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Update released. This takes care of Knight/Shub animations which broke during my QuakeC code corrections, a missing sound loop in drone6.wav and should fix (hopefully) pretty much all the z-fighting instances in all ID1 maps + mission packs (unless I missed any, but I tried to be thorough, even checking secrets). We are talking about 23 additional entities z-fighting-fixed in ID1 (on top of the few I copied over from Quakespasm's custom PAK), 48 entities in SoA and 35 in DoE.
As a bonus, QuakeC source for the progs.dat files are also included.
<Outdated, latest link in OP>Last edited by NightFright; 09-05-2021, 12:33 PM.
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Vanilla Quake Fixes
My next Quake-related project is out of the door! This time, it's a compilation of fixes for vanilla Quake + mission packs, with many fixes created by myself.
It contains fixes for models, maps, code (progs.dat) and better sounds taken from QTest.
My personal highlights are fixes that had not been available from anywhere before, such as floating zombies in E4M7 dropping into the water pool below after teleporting in, Spike Mines in HIPDM1 spawning from the launcher tube on top of the level as intended (100% kills possible now), music fix for silent HIPDEMO1... the list goes on!
Latest version (Sep 20, 2021):
Download "Vanilla Quake Fixes" Rev.7 (38.3 MB)
See readmeLast edited by NightFright; 09-20-2021, 03:09 AM.Tags: None
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