Thread View: alt.games.quake
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Started by Mark Williams
Thu, 06 Nov 2003 20:19
how to apply a .pak file
Author: Mark Williams
Date: Thu, 06 Nov 2003 20:19
Date: Thu, 06 Nov 2003 20:19
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I just downloaded a weapons mod for Quake. It is a .pak file. How do I install and use this mod? Thanks.
Re: how to apply a .pak file
Author: George M. Reagan
Date: Thu, 06 Nov 2003 22:49
Date: Thu, 06 Nov 2003 22:49
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Did it come with any documentation? Anyway, create a directory under the quake directory named after the mod. Then create a shortcut from quake or sourceport with the added target of -game xxxx, where xxxx is the name of the new directory. Or you can try my launcher: http://mywebpages.comcast.net/georgereagan/index.html G. "Mark Williams" <marrckus@earthlink.net> wrote in message news:vqlb7eeb663f82@corp.supernews.com... > I just downloaded a weapons mod for Quake. It is a .pak file. How do I > install and use this mod? Thanks. > >
Re: how to apply a .pak file
Author: Artifakt
Date: Thu, 06 Nov 2003 23:12
Date: Thu, 06 Nov 2003 23:12
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"George M. Reagan" <georgeunderscorereagan@hotmail.com> wrote in news:D6mdnZPnI4cOUjeiRVn-ig@comcast.com: > Did it come with any documentation? Anyway, create a > directory under the quake directory named after the mod. Then > create a shortcut from quake or sourceport with the added > target of -game xxxx, where xxxx is the name of the new > directory. Or you can try my launcher: > http://mywebpages.comcast.net/georgereagan/index.html > G. > > "Mark Williams" <marrckus@earthlink.net> wrote in message > news:vqlb7eeb663f82@corp.supernews.com... >> I just downloaded a weapons mod for Quake. It is a .pak >> file. How do I install and use this mod? Thanks. >> >> Pak files should have a number, like Pak0.pak, Pak1.pak, Pak2.pak, and so on. This naming system allows, at most, 10 pak files (0-9). In the base quake directory, there should already be a Pak0 and a Pak1. If the file name is numbered higher than those two, it is designed to be loaded in sequence with them, but if it is named Pak0 or Pak1, the person who designed it intends for it to replace the standard version. You may not want to do this, either because you don't want to run Quake with the modified weapons all the time, or because you don't trust the new file's designer that much. To make things short, if its numbered Pak2, or Pak4 or something, you can test it safely by just dropping it in the same directory with Pak0.pak and Pak1.pak. If Quake runs screwy, delete that new pak file. You can test a modified Pak0 or Pak1 the sme way, but please save a copy of the original in another directory so you can use it to revert to normal configuration if anything goes wrong with the mod. If you want to switch a Pak on and off, try putting it in a sub folder, and launching the game from a command line with the path, like this: Quake +c:\quake\foo.map +c:\quake\extrapaks\pak7.pak and see if that works. Sorry, but I haven't run Q1 in a couple of years, so I'm not sure if that syntax is exactly right, and also don't remember which loaders are capable of dealing with add on pak files.
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