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Thread View: alt.games.quake
3 messages
3 total messages Started by Mark Williams Thu, 06 Nov 2003 20:19
how to apply a .pak file
#74842
Author: Mark Williams
Date: Thu, 06 Nov 2003 20:19
2 lines
927 bytes
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
#74840
Author: George M. Reagan
Date: Thu, 06 Nov 2003 22:49
14 lines
1732 bytes
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
#74841
Author: Artifakt
Date: Thu, 06 Nov 2003 23:12
47 lines
3231 bytes
"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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