Article View: alt.games.doom
Article #93233Re: Doom 3 Hell: Remind you of Quake?
From: McGrandpa
Date: Fri, 06 May 2005 20:04
Date: Fri, 06 May 2005 20:04
124 lines
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6623 bytes
"Stephen Howe" <sjhoweATdialDOTpipexDOTcom> wrote in message news:427978bd$0$319$cc9e4d1f@news.dial.pipex.com >> I'll have to get it running again and play those levels and tell ya >> whats up with em. > > The easiest thing I found was running WinQuake. Running version 1.09. > Sound, Keyboard, Mice no problem. This is on Windows XP Professional, > SP2. Right, got that when I saw it mentioned a couple days ago, and it's working perfectly (but plain graphics) on this rig (P4-3.0/800/1meg L2, 2 gigs DDR400, 6800GT, XP Pro SP2, nv 71.89). I did have GLQuake/QuakeWorld running under XP pre SP. Dunno what broke it for sure. I think it was actually one of those "all in one" Quake front end/launcher/managers. > > I have here the original Quake CDROM (so 1.06), both expansion packs > and also the triple version of Quake : Quake 1, 2 & 3, all ID > Software CDROMs. > Quake for DOS does not start properly > (I can probably try and get it work with XP by either playing around > with XP's compatability options and/or browsing Quake web sites > online to see if anyone has already done this and what Windows XP > "gotchas" need addressing. But why bother? If WinQuake works why use > the DOS version?). I know for certain if I ran Windows 95, both > versions will work. > XP is not as compatible as Micosoft claims. > > I have not got GLQuake to work. I figured out that the DLL that ID > Software supply is too old, and to use the version that comes with > this video card but then I hit more problems. I gave up on this. > GLQuake, AFAIK, was the first version to have transparent water (as > well as transparent lava - looked very strange - glowing red holes - > who normally sees through stone?) and also shadows. > There was a bug with shadows in that they projected onto abysses's > (and shadows dont normally do that). It would have been fun to get > this going. > VQuake I manged to run under Windows 95 but the palette was > unbelievably dark. VQuake huh? You must have had a Verite 1000 or higher accelerator early on, like I did. I still have that .exe but it sure don't work with the 6800GT! > Shaggy in one the Quake newsgroup pointed at palette tools where you > can edit and resave the PAK but again I did not see the point. Some of the 3D gurus had put together a lightened texture set that really helped a LOT in this problem. I forget where it originally came from. > > Scourge of Armagon and Dissolution of Eternity are so old that I had > problems installing. > Scourge complained about having -12Gb on the hard disk (those were > the days when no partition exceeded 2Gb), did I want to continue? > Blow me after about 5 error messages, it installed and worked. > That is what I like, strong installation, where customer knows best > :-) > Dissolution just did not install, period. Installation barfed. I > coped the files manually on, set up a CFG, and yes, no problem it > worked. > So I am using WinQuake 1.09 to play no problem. 1280x1024 resolution. > No complaints. > >> I recall that if you DO it right, you can get the rotfish count >> right. > > Only by doctoring the PAK files, surely? :-) Nope, I never did that. I Use the regular shotty, as multiple hits on the rotfish count as one kill. Like ye ol Thunderstick or the nades or RL. I saw this in a.g.q. years ago, and that appears to be the workaround for that bug. I have winQuake 1.0 installed now. Oh, where did ya get 1.09? I didn't see that on the WinQuake site. > >> In Elder Gods Shrine you can get too many Fiends right at the >> beginning :) I think it ends up ALL the fiend count from the level >> will drop for you there, yet also respawn in their norm triggers. > > I know what you mean :-). 7 Fiends teleporting in every 30 seconds > near that square pillar with the yellow-and-red mural. > I have never had a problem with the level. All 105 enemies killed. > Good level. > >> Palace of Hate :) > > Yes. Good level. that is the one where I figured out recently that > you jump on a slanted light and then onto a beam for 4th secret. > For ages I was trying to jump beam to beam from where Death Knight is > - absolutely impossible. Yep. It's a fun level. > > I also like the Pain Maze (E4M6). "Shoot the unholy altar repeatedly". > Those rooms of Spawn (fun watching many Spawn beat up a Vore). > Also like NIN's music to this. All of the Quake music is good. Oh yes, it was an easy one in the SP game, but not at all easy with a few good players in it in either FFA or CTF. That made it all the more fun and memorable though. The music, my fave is the track I call "Mutters", with blood and stuff dripping in the first few minutes of the track. I think it was track 4. Might be Call of Chthon. Long track :) > >> Dammit. Now I'm gonna have to dig out my old CD's and also get this >> thing to work with my current rig. SO FAR, I haven't liked any of >> the "things" like FuhQuake. > > Dont know FuhQuake. Any good? Yes, for multiplayer and cheat stoppers. But not worth much if you are used to the old console :) > > Heh, I suddenly realised: I am off-topic :(. > But then Quake is a brother of Doom, right? :-) Definitely! :) > > SH McG.
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Path: mbox-mo1.pugleaf.net!number1.nntp.ams.giganews.com!number1.nntp.dca.giganews.com!border1.nntp.dca.giganews.com!border2.nntp.dca.giganews.com!nntp.giganews.com!cyclone.austin.rr.com!news.rr.com!tornado.texas.rr.com.POSTED!53ab2750!not-for-mail From: "McGrandpa" <McGrandpaNOT@NOThotmail.com> Newsgroups: alt.games.doom References: <x0Vce.6032089$Zm5.917831@news.easynews.com> <42761896$0$378$cc9e4d1f@news.dial.pipex.com> <fBxde.50999$hu5.43961@tornado.texas.rr.com> <4278228c$0$340$cc9e4d1f@news.dial.pipex.com> <MYcee.34016$AE6.18472@tornado.texas.rr.com> <427978bd$0$319$cc9e4d1f@news.dial.pipex.com> Subject: Re: Doom 3 Hell: Remind you of Quake? Lines: 128 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 6.00.2900.2180 X-MIMEOLE: Produced By Microsoft MimeOLE V6.00.2900.2180 X-RFC2646: Format=Flowed; Response Message-ID: <S4Qee.58246$hu5.13914@tornado.texas.rr.com> Date: Fri, 06 May 2005 20:04:02 GMT NNTP-Posting-Host: 70.114.228.97 X-Complaints-To: abuse@rr.com X-Trace: tornado.texas.rr.com 1115409842 70.114.228.97 (Fri, 06 May 2005 15:04:02 CDT) NNTP-Posting-Date: Fri, 06 May 2005 15:04:02 CDT Organization: Road Runner High Speed Online http://www.rr.com MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit