This is a patching and repackaging of the original Travail for use in modern darkplaces. Got permission from all the requisite parties etc, and now you can play it. Happy easter.
Download (200MB)
This is pre-release, seanstar's given his permission for use of the sauron skins, but would like to wait until his final versions are released. Also there's a couple of bugs the community may be able to help with. What follows is more-of-less directly taken from the readme file:
Differences from original travail:
1. Fixed final level for use with darkplaces (original level could not be completed in darkplaces due to script/spawn problem), thanks to Jack Meacher!
2. New azoth model from Andrew (Preach) Denner added.
3. My quake-reforged-edit alt-enforcers (newer version) added for the 2nd and third kinds of enforcers in travail.
4. Multiple travail packages combined.
5. Some older models stripped away.
6. A few models added courtesy of Quake Reforged, fragger, lightning hunter, the Shambler castle team and seanstar.
7. Handy startup batch/bash files added with lighting adjustment on first run to compensate for lack of 'full lighting'.
8. Original quake flame models added back in (otherwise any build using the small mod compilation and these maps will have no flames in some places).
9. .ent and .rtlight files generated for travail start map to properly differentiate from id1 directory start map settings.
10. Seven's transparent HUD used.
11. Travail soundtrack converted from .mp3 to .ogg for darkplaces engine.
12. Jakub's VIS'ed maps and relight files used.
13. All files extracted from .pak in order to override any files in id1 directory - particularly travail's progs.dat, which is required to complete the game.
14. Gloss, norm and luma maps generated for all the travail-specific monsters (unfortunately these don't show up as much as they should due to "high" lighting).
Description:
==============
This is the best partial-conversion/map-pack/mod I've seen for Quake, and rivals the original game, once you get into it.
The first few levels feel like your usual space marine thing, but the further you get in... dark and interesting.
This was released by the Travail team (Travail) in 2007, who have thankfully given their blessing for me to patch/package it for use with the epsilon builds.
It consists of 3 episodes, 15 levels, plus a secret level - plus it's own (highly atmospheric) soundtrack!
Great work by the team.
Requirements:
===============
To get this expansion to work you need installed on your system:
* full commercial version of quake installed (ie. full-version .pak files copyed into your id1 directory)
* a darkplaces build with (at a minimum) the quake reforged bestiary skins, rygel texturepack (or QRP texturepack) and dp pretty water mod in your id1 folder.
Installation:
===============
Just unzip it into your main quake directory. To run:
Windows: (double-click) quake - travail.bat
Mac: (double-click) quake - travail - mac
Linux: (double-click) quake - travail - linux x64 glx
(If you're using a 32-bit version of linux, or want to use the dedicated or sdl versions of darkplaces, edit the bash file.)
Not-quite-bugs:
================
1. This game doesn't work with realtime dynamic lighting - most areas don't light up correctly and are impossible to see or navigate - therefore it's been configured by default to be set to 'high lighting' not 'full lighting'. If there is an easy fix for this that doesn't involve creating rtlight sets or editing the original maps, do let me know.
2. The first level has a lift button - a small square red button - that isn't immediately obvious. I ran around for ages without finding it.
3. Hi-polygon enforcers (tabun's or other) cannot be used with this mod. The additional hardcoded Travail enforcers are based on the original model and will not work correctly if the .mdl is changed. This is why the .mdl is included in the travail enforcers pk3.
4. Not all water will be affected by the pretty water mod. This is due (I believe) to the team using different water textures than the standard ones. This is partially by design by the original team, for whom non-transparent water was part of the design.
Sources and thanks to:
=======================
Travail: Travail
Monster skins by the Quake Reforged team: Quake Reforged - Bestiary
Seven's Transparent HUD: http://quakeone.com/forums/quake-mod...-hud-menu.html
Jakub's Vis'd Travail maps and .lit's: http://quakeone.com/forums/quake-tal...html#post63619
My travail enforcers (modified from quake reforged enforcer alt - new versions) and red ogre (modified from original ogre).
Fragger skins: http://quakeone.com/forums/quake-mod...load-link.html
Lightning hunter's classic grunt & Classic Chthon: http://quakeone.com/forums/quake-mod...html#post87833
Seanstar's Sauron Knight and Hellknight: http://quakeone.com/forums/quake-tal...ll-knight.html
My edited "grubby" skin for hipoly wizard (modified from original: http://quakeone.com/forums/quake-mod...axe-added.html).
Don't worry about the -medium -high extensions on the end of packages, that's an epsilon thing, for future versions.
M
Download (200MB)
This is pre-release, seanstar's given his permission for use of the sauron skins, but would like to wait until his final versions are released. Also there's a couple of bugs the community may be able to help with. What follows is more-of-less directly taken from the readme file:
Differences from original travail:
1. Fixed final level for use with darkplaces (original level could not be completed in darkplaces due to script/spawn problem), thanks to Jack Meacher!
2. New azoth model from Andrew (Preach) Denner added.
3. My quake-reforged-edit alt-enforcers (newer version) added for the 2nd and third kinds of enforcers in travail.
4. Multiple travail packages combined.
5. Some older models stripped away.
6. A few models added courtesy of Quake Reforged, fragger, lightning hunter, the Shambler castle team and seanstar.
7. Handy startup batch/bash files added with lighting adjustment on first run to compensate for lack of 'full lighting'.
8. Original quake flame models added back in (otherwise any build using the small mod compilation and these maps will have no flames in some places).
9. .ent and .rtlight files generated for travail start map to properly differentiate from id1 directory start map settings.
10. Seven's transparent HUD used.
11. Travail soundtrack converted from .mp3 to .ogg for darkplaces engine.
12. Jakub's VIS'ed maps and relight files used.
13. All files extracted from .pak in order to override any files in id1 directory - particularly travail's progs.dat, which is required to complete the game.
14. Gloss, norm and luma maps generated for all the travail-specific monsters (unfortunately these don't show up as much as they should due to "high" lighting).
Description:
==============
This is the best partial-conversion/map-pack/mod I've seen for Quake, and rivals the original game, once you get into it.
The first few levels feel like your usual space marine thing, but the further you get in... dark and interesting.
This was released by the Travail team (Travail) in 2007, who have thankfully given their blessing for me to patch/package it for use with the epsilon builds.
It consists of 3 episodes, 15 levels, plus a secret level - plus it's own (highly atmospheric) soundtrack!
Great work by the team.
Requirements:
===============
To get this expansion to work you need installed on your system:
* full commercial version of quake installed (ie. full-version .pak files copyed into your id1 directory)
* a darkplaces build with (at a minimum) the quake reforged bestiary skins, rygel texturepack (or QRP texturepack) and dp pretty water mod in your id1 folder.
Installation:
===============
Just unzip it into your main quake directory. To run:
Windows: (double-click) quake - travail.bat
Mac: (double-click) quake - travail - mac
Linux: (double-click) quake - travail - linux x64 glx
(If you're using a 32-bit version of linux, or want to use the dedicated or sdl versions of darkplaces, edit the bash file.)
Not-quite-bugs:
================
1. This game doesn't work with realtime dynamic lighting - most areas don't light up correctly and are impossible to see or navigate - therefore it's been configured by default to be set to 'high lighting' not 'full lighting'. If there is an easy fix for this that doesn't involve creating rtlight sets or editing the original maps, do let me know.
2. The first level has a lift button - a small square red button - that isn't immediately obvious. I ran around for ages without finding it.
3. Hi-polygon enforcers (tabun's or other) cannot be used with this mod. The additional hardcoded Travail enforcers are based on the original model and will not work correctly if the .mdl is changed. This is why the .mdl is included in the travail enforcers pk3.
4. Not all water will be affected by the pretty water mod. This is due (I believe) to the team using different water textures than the standard ones. This is partially by design by the original team, for whom non-transparent water was part of the design.
Sources and thanks to:
=======================
Travail: Travail
Monster skins by the Quake Reforged team: Quake Reforged - Bestiary
Seven's Transparent HUD: http://quakeone.com/forums/quake-mod...-hud-menu.html
Jakub's Vis'd Travail maps and .lit's: http://quakeone.com/forums/quake-tal...html#post63619
My travail enforcers (modified from quake reforged enforcer alt - new versions) and red ogre (modified from original ogre).
Fragger skins: http://quakeone.com/forums/quake-mod...load-link.html
Lightning hunter's classic grunt & Classic Chthon: http://quakeone.com/forums/quake-mod...html#post87833
Seanstar's Sauron Knight and Hellknight: http://quakeone.com/forums/quake-tal...ll-knight.html
My edited "grubby" skin for hipoly wizard (modified from original: http://quakeone.com/forums/quake-mod...axe-added.html).
Don't worry about the -medium -high extensions on the end of packages, that's an epsilon thing, for future versions.
M
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