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4

Yes, you can; this post on the Steam community forums is a comprehensive overview of Q1 engines. I don't know about Q2 or Q3A, but as far as I know they work the same way; you can just install one of the open-source engines on top of the data files provided by Steam. The same goes for the Steam versions of Doom 1/2 and Duke3d, by the way. However, you ...


4

This are the console commands you're looking for I guess. cl_bob is "0.02" ["0.02"] view bobbing amount cl_bobcycle is "0.6" ["0.6"] view bobbing speed cl_bobmodel is "1" ["1"] enables gun bobbing cl_bobmodel_side is "0.15" ["0.15"] gun bobbing sideways sway amount ...


4

1 and 2 are easily answered in one answer: The sounds are a combination of both, Unreal Tournament and Quake. The kill streaks and headshot sounds are from UT and other sounds like Impressive, Holy Sh*t, etc are from Quake. 3 is too broad... There are too many mods out there doing equal stuff and they're all different. Basically every mod has sounds for: ...


3

You will need three components to make this work: A launcher, an engine, and a set of original data files. The latter may be the most annoying to obtain; however, a quick search suggests you can still buy an original game disc on Amazon. Once you have that, install this package: http://packages.debian.org/sid/quake This launcher package will also pull ...


3

They need to be in {game}/{mod}/music so move them to {game}/id1/music ensure that the cvar bgm_extmusic is set to 1 and that you are not using the command line option -noextmusic Typing music <filename> at the console will play a specific music file. Source: http://quakespasm.sourceforge.net/music.htm (note that in the document above they cite the ...


2

In 2018 follow the accepted answer, but you're better off using quakespasm instead of quake-x, you can download it here: http://quakespasm.sourceforge.net/download.htm


2

The DarkPlaces engine is a very easy way to play Quake 1 on Linux. Simply type in sudo apt-get install darkplaces into the console, and it will install. To play Quake, you will need to direct it to the base files. In a console, type darkplaces -basedir /foo/bar/baz/, /foo/bar/baz/ being the directory to the game files. Mind that this is not the id1 folder, ...


2

To open the Nightmare difficulty, one must find a small hidden black book in the room named 'The Library'. This is on the ground floor of the X-Mansion, through the rightmost door behind the staircase. The black book is a very small switch found embedded in the bookcase immediately to the player's right as they enter the library. Walk into it and the ...


1

As an example, this set of commands toggles between the two shotguns with the Q key: alias select-shotgun "impulse 3; bind q select-super-shotgun" alias select-super-shotgun "impulse 2; bind q select-shotgun" bind q select-shotgun select-shotgun and select-super-shotgun are arbitrary aliases — feel free to rename each to anything you ...


1

I can't find the specific numbers for Quake 1 nor the DarkPlaces variant of the engine but for a Quake 2 dedicated server it is recommended to have 2.5-2.8 kbps of bandwidth per player. I would expect that Quake 1 would be around the same or less and will update if I find anything specific to Quake 1. The Dark Places engine has support for multiple ...


1

Yes, use the Epsilon build and copy the .pak files from your steam version of quake (in the id1 folder) to the id1 folder in epsilon. Location of the steam quake folder will be steam\steamapps\common\quake\


1

The QuakeSpasm developer said that I'd need a full version of Quake for the music to work. Bacause of the shareware is limited to only what is inside pak0.pak file - music resides outside it so the engine ignores it. Chaning the engine's source code and compiling a custom "prison break" version could probably make it work, but that would be against the ...


1

Is it possible to play any quality, free content with some of the free Quake 1 engines, without the original game? Quake epsilon includes the first quarter (original shareware portion) of the game, but other than that, no.


1

It Depends(TM), but the general answer is no. Quake handles game assets in a manner similar to an "overlay" filesystem. The .pak files contain a directory tree of files (similar to ZIP files). Quake mods typically contain only updated/additional map geometry, textures, and monster logic, with the remaining textures and logic being furnished by the ...


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