A conservative "high definition" replacement set for the menu, monsters and weapons/items -- each of these 3 in a separate pk3 in the event a user desires only a specific set. For the monsters, these are simply "AI image upscales" for the original monsters so they look nicer on modern displays. The menu is a crisp gold originating from JoeQuake (joequake.runecentral.com) but made compatible with DarkPlaces. The weapons/items are a combination of slightly modified work from the nQuake set (Ruohis/PrimeviL principal authors) and Rygel's DarkPlaces set -- the modifications to these largely are adjusting the bright colors of the armor to match the same colors/hue of the originals in Quake and to the extent possible, altering the texture path inside models to the same folder as the model.
This is a JPEG version of Quake 1.5 with all patches plus the QuakeC source code. The .bat was modified to use the faster, nicer mouse-driven Zircon Engine ("DarkPlaces Mark V Project"). The author of the incredible Quake 1.5 mod is more than welcome to utilize any of the contents of this .zip. Quake 1.5 is one of the most incredible works made for Quake.
doesn't work, zircon hangs on startup and then crashes
Imgur.com
jns, thanks for the info.
I'll double check the file setup and find out what is wrong. :(
(It does for work for me, I'll test against some different types of setups --- id1, re-release, base installation and see if I re-create this and then fix it.)
let me know if you need any logs, more info etc ;)
Yes please!
I just tried 3 different setups and can't get it to crash or fail.
I'm having difficulty getting it to crash/not work, so not sure what the X factor is ...
I tried re-release, re-release deleting config.cfg, stock id1 (non-rerelease) standard setup.
(I'm about to sleep, but I'll follow this up until the solution is resolved, but it'll have to be after I wake up ... going to post a small update on Zircon page first about a feature I'm working through implementing ...)
That screenshot tells me it ran out of memory when it was loading entities.
I'll see what I can do to recreate it, is there anything special about your setup? What version of Windows are you using?
I'll try to think of what could trigger that to occur.
my setup is pretty recent.
7800X3D, 7900XTX, 32GB DDR5 6000, WIN11.
i've played lots of quake on different sourceports on this machine, never had this issue before.
Thanks for the information.
Hey jns ..
I asked jakub1 to try to give the Quake 1.5 download a try, it said it loaded for him and he loaded up several different levels.
I'm going to try the file on a few different machines and also see if I can start the engine in a such a way that memory is too low.
1. Are you using this with re-release or regular Quake id1?
2. Do you happen to be using an extra replacement texture pak with this?
I'll continue to try to get it to recreate this issue.
I know when the issue is occurring ...
Quake 1.5 starts up, it plays a demo.
Quake 1.5 has CSQC, during this demo it spawns CSQC entities.
So I have a lead to the nature of the issue. I will need to look through the CSQC in Quake 1.5 to see what could cause it to spawn out of control to run out of memory.
My guess without looking is missing a particle effect might somehow cause this.
I have some leads on this.
I need to check the order in which DarkPlaces loads files. I know DarkPlaces prioritizes files outside a pak file.
What does "jpeg" version mean exactly?
The high resolution TGA and PNG files were converted to jpeg with alpha channel support reducing the filesize for those textures and usually it results in faster loading too.