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Help... Quake music without CDs
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Nash



Joined: 19 Oct 2007
Posts: 95
Location: Kuala Lumpur, Malaysia

PostPosted: Sun Nov 11, 2007 8:39 pm    Post subject: Help... Quake music without CDs Reply with quote

I prefer to play Quake with the CD music, but it's very inconvenient for me to have the CD physically inside my CD drive everytime I want to play. I also feel that the disc has already had enough reading throughout the years, it's starting to skip.

(I managed to rip the songs into WAVs on my hard disk prior though so nothing is lost)

One neat feature in Darkplaces is that it supports fake CD tracks through a sounds/cdtracks directory but pretty much only DP supports this.

However, I usually play most SP maps using a true software oldschool port like WinQuake or ProQuake because I just don't like the flashy next-gen stuff for vanilla Quake maps.

But the lack of music when I play in these vanilla ports distracts me.

So basically: I want to play vanilla ports, I want the music, but I don't want to have to put the CD into the CD drive.

Does anyone know if there's a solution?
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Sun Nov 11, 2007 10:15 pm    Post subject: Reply with quote

Daemon tools?
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scar3crow
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Joined: 18 Jan 2005
Posts: 837
Location: Las Vegas, NV

PostPosted: Mon Nov 12, 2007 2:18 am    Post subject: Reply with quote

Quote:
However, I usually play most SP maps using a true software oldschool port like WinQuake or ProQuake


Let me fix that for you

Quote:
However, I usually play most SP maps using a true software oldschool port like WinQuake or FitzQuake


I second the Daemon Tools if you're not going to be using DP (which I don't find particularly flashy... though I also like plain ol winQuake. I stab 'pro'Quake in the eye every chance I get).
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Spirit



Joined: 20 Nov 2004
Posts: 476

PostPosted: Mon Nov 12, 2007 8:30 am    Post subject: Reply with quote

Yes, simply mount a disc image. Make sure the drive letter is "above" your real drive though (D: emulated, E: real).
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Nash



Joined: 19 Oct 2007
Posts: 95
Location: Kuala Lumpur, Malaysia

PostPosted: Mon Nov 12, 2007 2:23 pm    Post subject: Reply with quote

Okay, I'll give the mounting software a try.

Is FitzQuake more "vanilla" than ProQuake? I would stick with WinQuake but it doesn't support the mousewheel and the most "vanilla" port I've stumbled upon is ProQuake...
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Mon Nov 12, 2007 3:20 pm    Post subject: Reply with quote

zQuake was cool, Fitz is cool, then there was that one by Vic, the name escapes me.

EDIT: tochris quake engine.

But yeah, afaik, zQuake and tochris are both discontinued, while Fitz is still officially supported, but updates are few. ProQuake is quite uncool Neutral
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Nash



Joined: 19 Oct 2007
Posts: 95
Location: Kuala Lumpur, Malaysia

PostPosted: Mon Nov 12, 2007 3:37 pm    Post subject: Reply with quote

What's wrong with ProQuake? :/
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Mon Nov 12, 2007 8:29 pm    Post subject: Reply with quote

Officially, zquake is depreciated. Unofficially, zquake is now a testbed for cool features that Tonik comes up with before 'infecting' other engines with them too. Smile
Apparently one of the recent additions to zquake is the ability to run NQ mods. I don't know anything other than that, but its not dead. Just slowed a bit/lot. Razz

Regarding the original topic, FTE is meant to support oggs/fake media tracks, and have a working sw renderer too. Of course, FTE's sw renderer is horribly slow nowadays due to various additions (d_smooth anyone? Very Happy ) but it can do it. (ffov anyone? Very Happy ) Until it crashes that is. (r_sirds anyone? Very Happy ) You'll probably think I'm biased, but FTE rules, except for its software renderer, which requires a beefy machine than it should otherwise need (but hey... authentic quake 20fps and all...).

Alternativly, you could just use a seperate media player. Although admittedly you won't get the right track for each map (fuhquake has a feature to control winamp from inside the engine).
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scar3crow
Inside3D Staff


Joined: 18 Jan 2005
Posts: 837
Location: Las Vegas, NV

PostPosted: Mon Nov 12, 2007 10:49 pm    Post subject: Reply with quote

Nash - It uses a terrible form of "security" that servers seem to think does a damn thing, and others have adopted it, leading to clients perpetuating horrible and ineffective code that simultaneously divides.

Of course, thats a multiplayer problem... but theres no real reason to use it for singleplayer over glQuake.exe I strongly recommend FitzQuake though, made by a metlslime, a sp Quake mapper, and one of the preferred engines of the mapping community.
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leileilol



Joined: 15 Oct 2004
Posts: 1322

PostPosted: Mon Nov 12, 2007 11:22 pm    Post subject: Reply with quote

fitz quake didn't have overbrights last time i checked though. fullbright colors too?
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Preach



Joined: 25 Nov 2004
Posts: 122

PostPosted: Mon Nov 12, 2007 11:58 pm    Post subject: Reply with quote

It has both.
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leileilol



Joined: 15 Oct 2004
Posts: 1322

PostPosted: Tue Nov 13, 2007 1:13 pm    Post subject: Reply with quote

pix or it didn't happen
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Nash



Joined: 19 Oct 2007
Posts: 95
Location: Kuala Lumpur, Malaysia

PostPosted: Tue Nov 13, 2007 9:00 pm    Post subject: Reply with quote

The FitzQuake readme SAYS it has it...
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leileilol



Joined: 15 Oct 2004
Posts: 1322

PostPosted: Tue Nov 13, 2007 10:45 pm    Post subject: Reply with quote

leileilol wrote:
pix or it didn't happen

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Sajt



Joined: 16 Oct 2004
Posts: 1028

PostPosted: Wed Nov 14, 2007 12:03 am    Post subject: Reply with quote

Yes it has overbrighting, that's why it's not a crap engine like GLQuake. (Of course it also has higher mapper limits, fullbright colours, and no ms2 crap)
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