This is the most up-to-date and the best combination package you could ever use to play quake in true High Definition with special effects. This mod has many textures, progs, and effects from Rygel, Seven, Ruohis, Moon[Drunk], etc. The engine is done with the latest Darkplaces mod as well. It took me years to combine them all into their respective pk3, pak, and autoexec.cfg files. There is no need to patch or run any kind of vispatch for water effects. Just drop in your registered PAK0.PAK AND PAK1.PAK and your good to go!

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2 comments by HitmanVash on Aug 2nd, 2013

Quake HD Remastered

autoexec.cfg

Here are the links to download the mod. It's very easy to use, just place your pak0.pak and/or pak1.pak files from your id, hipnotic, and rogue folders into the respective folders within the directory of the mod, run the darkplaces.exe, and your done.

This works with any version of Quake, if you want to integrate this to steam, delete the pak0.pak file in the id folder, copy the entire mod into the Quake directory within your steam common folder and just run the game through steam like normal. If you want to run with a retail copy, use darkplaces.exe or winquake.exe, armagon.bat, or dissolution.bat within the quake directory to play regular quake or the expansions.

The soundtrack is tricky however, right now the sound folder within the id folder is housing the soundtrack for Quake; if you want to play the expansions with their respective soundtracks, you must take the sound folder out of the id folder and place it into the Quake directory. I know this is annoying but darkplaces combines the use of the id folder and its mods to mod the expansions as well. If I find a fix for this I will submit another update.

I have edited the autoexec.cfg file to include the expansion monsters for the Spider and Afrit monsters. Also I have played with the Gyro effects of the sprites so when you hit them they will move or even fly backwards to give the weapons a bit more of a powerful feeling.

At the top-left there is a down arrow that allows you to download the file. If you read the file itself, there are descriptions that tell you exactly what each configuration does. I got Nvidia 3D to work, within the autoexec.cfg file, I added a line for, "vid_dx9" "0". Just change the 0 to a 1 and you are good to go!

Post comment Comments  (0 - 10 of 34)
Hey-Pi-Ron
Hey-Pi-Ron Feb 17 2014, 4:38pm says:

any torrent, maybe?

+1 vote     reply to comment
Hey-Pi-Ron
Hey-Pi-Ron Feb 17 2014, 5:02pm replied:

just any mirror...I can't download it from google drive. Download just breaks off and never ended... Please, anyone, help!

+1 vote     reply to comment
HitmanVash
HitmanVash Feb 27 2014, 1:18pm replied:

I have it uploaded else where, although slow, it should still work. Let me know if you have problems. Thanks.

+1 vote     reply to comment
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Guest Jan 13 2014, 10:37am says:

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HitmanVash
HitmanVash Feb 27 2014, 11:50am replied:

joy_enable 1

+1 vote     reply to comment
Govik
Govik Nov 3 2013, 7:42am says:

3 things...

1. This has the pak0.pak and pak1.pak included and they are the full versions not a shareware. So I'd suggest taking those out so it's legal. You even show in the Tutorial at the top to add those files yet they are already there.

2. This mod looks considerably better with these 2 commands which you can add to the autoexec.cfg

r_glsl_offsetmapping 1
r_glsl_offsetmapping_reliefmapping 1

This adds parallax mapping which makes the textures look even better. Don't believe me start up this Mod stand next to a wall and enable them and see the difference.

3. I am not sure but it seems the autoexec.cfg that you also linked is included in the main Quake.rar, I haven't looked at them both but when I replaced the one already present with the one linked above they are the same size.

Thanks for the great compilation mod, as many have stated I like this more than Epsilon.

+1 vote     reply to comment
HitmanVash
HitmanVash Nov 16 2013, 9:58pm replied:

I tried to keep this as vanilla as possible so that the UI, sounds, and chosen models all make sense. I worked around as many models that I could find online and the biggest problem with so many mods is that A LOT of them conflict with one another with models and textures. So I combined them all into one pack so that the textures and models no longer have conflicts and I picked out the ones that looked the best and the closest to vanilla. I did pick out a few of the sound mods I found and left a few alone like the rocket launcher and the super nailgun since they are the most favorite to everyone. I wasn't fond of the new sounds for them so I left the original sounds alone. I did however like the other sounds that were in that sound package. None of this is my work. The only thing I did was pick and choose the best mods I could find and put it all together how I felt it should be like. The guys that make these mods are mad at me for putting it together but I'm proud of them because they made it possible.

+1 vote     reply to comment
HitmanVash
HitmanVash Nov 16 2013, 9:50pm replied:

Thanks for the heads up. I have checked my batch folder where I use to store my files for uploading and the only two that I see that are in there are just the shareware pak0, pak2 file for water patching and the pak3.pk3 file that I have for the mods. I'm reuploading just in case. Thanks again.

+1 vote     reply to comment
Govik
Govik Nov 3 2013, 8:48am replied:

Figured out what you did with the autoexec.cfg file so they are different. Just had to read the full description *embarrassed*

also note that adding the parallax does look incredible but is a performance hit

+1 vote     reply to comment
HitmanVash
HitmanVash Nov 21 2013, 10:12am replied:

I considered your suggestion and I must say I am impressed. I really appreciate this, thank you.

+1 vote     reply to comment
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