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.
The Quake you all remember, but now in glorious 44kHz! Brightening Quake the right way.
does this work for the quakespasm engine?
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.
how do i get it to work ive read the instructions but i still cant get it to work
I am using quake engineX btw
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.
Read the instructions that are included in the archive.
I assume this version more up to date compared to one you have on Func_Msgboard?
Yes.
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!!
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.
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
**** 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.
yeah,I used the doom sound bulb,and I mixed the weapon and door sounds into doom 3
Drive.google.com
this is what I did
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.
if its high quality,ill use it than
Drive.google.com
what did you do when you made this? cause the sound is slightly muffled..."Ive reluctant to tell you that"
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.
OK I understand
No worries. That's exactly what I want. Publicity is best.
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?
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.
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?
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.
which version is the most up to date right now, this one or the one on func_msgboard?
This one. I completely forgot I posted it to func_msgboard.
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.
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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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?