Rage through 32 single player levels and 6 deathmatch levels of sheer terror and fully immersive sound and lighting. Arm yourself against the cannibalistic Ogre, fiendish Vore and indestructible Schambler using lethal nails, fierce Thunderbolts and abominable Rocket and Grenade Launchers.

Description

The Quake you all remember, but now in glorious 44kHz! Brightening Quake the right way.

Preview
Quake Sound Bulb
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R3TR0
R3TR0 - - 19 comments

does this work for the quakespasm engine?

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SoundBulb Author
SoundBulb - - 77 comments

Yes. That is why there are pak files. Read the instructions. I wanted to make sure everybody can enjoy it. Hopefully, when you get everything up and running, you enjoy it.

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antvrrxzZ
antvrrxzZ - - 4 comments

how do i get it to work ive read the instructions but i still cant get it to work

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antvrrxzZ
antvrrxzZ - - 4 comments

I am using quake engineX btw

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SoundBulb Author
SoundBulb - - 77 comments

Sorry for the inactivity. You gotta get the pak file and put it in with the rest. Literally just drag the folders out of the zip and drop them into the Quake directory.

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Agitatio
Agitatio - - 13 comments

Read the instructions that are included in the archive.

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Agitatio
Agitatio - - 13 comments

I assume this version more up to date compared to one you have on Func_Msgboard?

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SoundBulb Author
SoundBulb - - 77 comments

Yes.

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Guest
Guest - - 688,627 comments

Thank you so so much. This is exactly what I was looking for. I had harsh clipping whenever I would fire the Super Nailgun, so I tried Sean's sound pack. However, the Health Pickup sound clipped on his as well as the Jump grunt. Your pack made it perfect and everything sounds crisp, clean, and brand new! Thanks again!!

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SoundBulb Author
SoundBulb - - 77 comments

No problem, friend. Glad you enjoyed it. Make an account so you can always be notified about updates. I'm cooking up a big one. Just been extremely busy with other projects; mostly Doom Sound Bulb.

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Joshuaortiz698
Joshuaortiz698 - - 229 comments

say,are people allowed to release mod packs that use your work,as long as your given credit? I haven't released anything online,im just asking

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SoundBulb Author
SoundBulb - - 77 comments

**** yeah. Go ahead! Anyone can use these. I want these to be used. I am getting sick of low quality sounds being used in modern mods.

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Joshuaortiz698
Joshuaortiz698 - - 229 comments

yeah,I used the doom sound bulb,and I mixed the weapon and door sounds into doom 3

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Joshuaortiz698
Joshuaortiz698 - - 229 comments

Drive.google.com

this is what I did

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SoundBulb Author
SoundBulb - - 77 comments

Oh, I thought you meant the Quake ones. Still fine. Like I always say, it's not like they're mine to begin with anyway. But I have a complete shotgun sound without the cocking if you want it for the firing sound in Doom 3.

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Joshuaortiz698
Joshuaortiz698 - - 229 comments

if its high quality,ill use it than

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SoundBulb Author
Joshuaortiz698
Joshuaortiz698 - - 229 comments

what did you do when you made this? cause the sound is slightly muffled..."Ive reluctant to tell you that"

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SoundBulb Author
SoundBulb - - 77 comments

I removed the clicks, because all it is, is an edited explosion. And guns don't have clicks like that, so I smoothed it out to sound more gun-like. It isn't muffled, it's just smoother.

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Joshuaortiz698
Joshuaortiz698 - - 229 comments

OK I understand

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SoundBulb Author
SoundBulb - - 77 comments

No worries. That's exactly what I want. Publicity is best.

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CrackSmokingWarlock
CrackSmokingWarlock - - 10 comments

I'm having a very strange issue with this. I apply it to Quake 1.5 and it sounds wonderful, very high quality, however I apply the exact same pak file to vkQuake and it's nowhere near as good. The sound has definitely changed compared to pre installation, but it sounds "fuzzier" than when I run it through Quake 1.5. Does the DarkPlaces engine do something Quakespasm and it's derivates don't?

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SoundBulb Author
SoundBulb - - 77 comments

VKQuake probably doesn't have any form of resampling. Have you already entered "sndspeed 44100" into the console? If not, you probably should. Darkplaces has linear resampling. Unfortuanately, Spasm doesn't have any, but it shouldn't be too much of a problem once you enter that command. What you are hearing is called "aliasing" which is caused by mismatched nyquists.

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Guest
Guest - - 688,627 comments

My .pak files are named "PAK0" and "PAK1" instead. I do what the instructions tell me to do, but I get an error that tells me:

"You must have the registered version to use modified games."

I'm using the Quakespasm Spiked source port. What am I doing wrong?

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SoundBulb Author
SoundBulb - - 77 comments

PAK0 and PAK1 are the game's data, if you replaced it by mistake, that is likely the issue. You must name the Sound Bulb PAK "PAK2" in your case.

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Guest
Guest - - 688,627 comments

which version is the most up to date right now, this one or the one on func_msgboard?

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SoundBulb Author
SoundBulb - - 77 comments

This one. I completely forgot I posted it to func_msgboard.

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JackV16
JackV16 - - 5 comments

Amazing mod that I've been using it for a year now. Compatible with any other mods since they share the /id1/ .pak files
May I suggest an HD footstep sounds one? that would be cool.

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SoundBulb Author
SoundBulb - - 77 comments

I am not so sure about that. I don't know how to code in QCC, or in anything for that matter.

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Guest
Guest - - 688,627 comments

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blaster054
blaster054 - - 3 comments

Bro thank you so much! It works great with darkplaces but does not work with remastered steam version. How can i make it work with steam remastered version?

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