This patch restores the original experience of vanilla Quake on Windows for modern machines. See the description for details
What's New
- Migrated from using _inmm.dll for music to using a modified version of winmm.dll that fixes track looping
- Added QWSVLaunch, see what's included for details
What's Included
- Latest versions of the original WinQuake, QWCL, GLQuake, and GLQWCL EXEs (taken from GOG's Quake: The Offering + GLQuake 0.97) that are made compatible with .mp3 music playback through a modified version of winmm.dll that fixes tracks not looping
- Original QWSV dedicated server executable (also taken from GOG's Quake: The Offering)
- QWSVLaunch, a nifty tool for quickly launching QWSV with various modes.
- Vanilla-compatible version of spawn.mdl for QuakeWorld; this means that you can now connect to (most) KTX/MVDSV-based servers without crashing.
- The .ogg soundtrack for Quake, and both Mission Packs 1 and 2
- Autoexecs that will enable mouselook and a crosshair and disable autoaim out of the box
- Additional .cfg files (music.cfg in hipnotic and rogue) for remapping the music for the mission packs (must be run +exec music.cfg as a parameter)
- Extra configuration files to enable non-square pixel resolutions for modern displays (320x200, 640x400, etc.), which were common at the time of WinQuake/GLQuake's release.
- Simple Quake Launcher 2 for easy parameterized launch
Notes
THIS WILL erase any previous autoexecs you have in your id, hipnotic and rogue directories, so back them up before extracting.
I needed this!
you're nuts! this ugly low res stuff is ridiculous... we all wanted to play it at maximum resolution back in the day... and to see people going out of their way to play it with bad graphics is really frustrating. i think that's the only reason people do it, honestly, to get a reaction out of people.
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The brightness in glquake still doesn't work
Something that I've found is that even if I run GLQuake in a Windows 95 virtual machine, the brightness slider doesn't work. GLQuake is probably the most problematic of the original Windows ports; it also doesn't play the startup demo music track for Mission Pack 1: Scourge of Armagon.
music dosent loop
Good catch, I'll take a look into finding a fix.
UPDATE: I changed the CD music method from winmm.dll to _inmm.ini, as it's a more accurate alternative to real CD music and fixes the looping issue.
The music for Dissolution of Eternity is not playing in the right order. In DOS, track 07 (which is number 27 in the provided files of this fix) plays during the demo, while with this it plays track 06 (which is 26)
I'm not sure if anything else is out of order, but could be worth a look. Anyway, if there's any way of correcting this, please let me know and thanks in advance.
Edit: To be more specific and provide more useful information, the level R1M5: Towers of Wrath is playing the wrong track, be it in the first demo or if you go through the level. As I mentioned, it should play track 07 (27) and not track 06 (26).
Thanks for the heads-up. I'll be looking into this tomorrow.
UPDATE: Mission Pack 2's Music has been fixed. I had to relabel the ogg files and remap them in the music.cfg file. The new version should be uploaded now.
Hello,
Are you able to get the music working and the Scourge Of Amagorn Expansion demo music fixed in DOSBox as well?
I want to thank you for this patch, the fixes helped improved playable with vanilla Quake and helped WinQuake play more nicely with modern Windows. I did notice some of the fixes like dgVoodoo 2, SQLauncher 2, the winmm wrapper used in this pack causes the game to force tab out upon launch, and the music files are in .mp3 instead of .ogg as advertised. I made an unofficial update for it and I've tested it on my GOG copy of the game and the newer fixes I've used helped with fixing music playback support with .ogg files and appears to have proper looping without launching another program in the background, updated some of the fixes used, and made a few tweaks to the autoexecs to streamline loading the music.cfg files and added a few GLQuake-related tweaks to make the game look (sort of) closer to how it was with the original software.
do you have a link to this unofficial update?
Here's the link to the unofficial update I put together. I made a few changes before sharing this and bumped up the .oggs for the music from 192/Kbps to 256/Kbps. Sources to the fixes and files are also included in the readme.
Update: Had to few a other mistakes I made with the music playback.
• 1drv.ms
Thanks.
This one's really neat and I prefer it over the ModDB download. WinQuake was the one I was really trying to get working, so I'm already satisfied, but for the sake of completion, I kinda want to get GLQuake's Mission Pack music working fully too. GLQuake can't seem to play the music for the demo of mission pack 1.
Do you still have the improved version of this mod somewhere on your drive by chance? The original link does not work. :(
Could you reupload this file, pretty please! I really wanted to download it, and now it is gone. :( BTW, Archive.org seems to be a safe place when it comes to storing stuff long term.
Sorry for the inconvenience, I wasn't able to edit my previous post when I was making updates to the fixes. Here's the new link and I'll see if I can upload the newer version on Archive.
• 1drv.ms
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is there a fix for using Abyss of Pandemonium expansion?