This site is no longer active and is available for archival purposes only. Registration and login is disabled.

Unpack PAK0 if you can... WOW !


Re: Unpack PAK0 if you can... WOW !

Postby randall » Mar 8, 2001 @ 12:49am

Wow, this whole pak thing gets confusing after a while.<br><br>I don't have the room on my Casio to test the order-of-preference, with the pak1.pak, pak0.pak and individual pak files. Instead, I tested it on my laptop using a registered version of WinQuake. Dunno how this compares to PocketQuake.<br><br>For the record, unpacked or individual files are considered "modified files" by the Quake engine. Quake must be registered to use modified files.<br><br>The order-of-preference depends on the presence of the pak0.pak, pak1.pak and unpacked files. This is because of the way the engine looks up the "gfx/pop.lmp" file.<br><br>Here are four different ways of mixing the files, and the order-of-preference. (* identifies the preference)<br><br>(1.)  *pak1.pak<br>       pak0.pak<br>       (unpacked files)<br><br><br>(2.)  *pak0.pak<br>      (unpacked files)<br><br><br>(3.)  *(unpacked files)<br>       pak1.pak<br><br><br>(4.)  *(unpacked files)<br><br>The unpacked files came from pak0.pak and included "gfx/pop.lmp". Numbers 1 and 2 appear to be consistent, but unexpected. Number 3 completely switches with the absence of pak0.pak.<br><br>Mixing the unpacked files with PAK files can certainly be done. It doesn't appear to be as cut-and-dry as "THIS FILE ALWAYS GETS PREFERENCE" as I previously stated.<br><br>I'd recommend using ONLY pak files, or ONLY unpacked files, but not mixing the two.<br>
User avatar
randall
pm Insider
 
Posts: 3426
Joined: Feb 23, 2001 @ 4:02pm
Location: Schnoogie


Re: Unpack PAK0 if you can... WOW !

Postby randall » Mar 8, 2001 @ 12:52am

So is this the same with PocketQuake, or did you change it, Dan?
User avatar
randall
pm Insider
 
Posts: 3426
Joined: Feb 23, 2001 @ 4:02pm
Location: Schnoogie


Re: Unpack PAK0 if you can... WOW !

Postby randall » Mar 8, 2001 @ 12:54am

What I mean is, can someone actually test, this on a PocketPC?
User avatar
randall
pm Insider
 
Posts: 3426
Joined: Feb 23, 2001 @ 4:02pm
Location: Schnoogie


Re: Unpack PAK0 if you can... WOW !

Postby Dan East » Mar 8, 2001 @ 8:20am

According to the source, it should search for individual files first, then look in the pak file. That's not something I changed.<br><br>Dan East
User avatar
Dan East
Site Admin
 
Posts: 5264
Joined: Jan 25, 2001 @ 5:19pm
Location: Virginia, USA


Re: Unpack PAK0 if you can... WOW !

Postby Dr. Phat » Mar 8, 2001 @ 3:56pm

so we can load custom files now, or what?
Mike Greene
"Quanti est illa perna?" (How much is that ham)
User avatar
Dr. Phat
the <i>phattest</i>
 
Posts: 834
Joined: Jan 24, 2001 @ 4:46pm
Location: Vienna, VA


Re: Unpack PAK0 if you can... WOW !

Postby randall » Mar 8, 2001 @ 4:09pm

Here is the way I consucted the test.<br><br>I inserted a start.bsp file in pak1.pak<br>I inserted a start.bsp file in pak0.pak<br>I inserted a start.bsp file in the \quake\id1\maps folder<br><br><br>Start.bsp is the the first map of a SinglePlayer game.<br><br>Each file was actually a different map, which I renamed "start.bsp". This was to make it easier to differentiate which file was being loaded when I started a SinglePlayer game.<br><br>In the case of playing a custom map, the custom map only exists in ONE location: \quake\id1\maps\<br>So that location gets preference, since it doesn't have much of a choice.<br><br>I can't account for the discrepency when the file exists in all locations.<br><br>On a different note: I unpacked pak1.pak and pak0.pak and combined their contents. All the map files were deleted to reduce the total size to 9.0 megs.<br><br>Essentially I have pak1.pak and pak0.pak on my Casio- without all the bloat from the map files (I don't have a memory card or drive). Now Ican play pak1.pak maps! :)<br><br>Once again, repacking and gzipping the file will reduce its size even further.<br><br>Last modification: randall - 03/08/01 at 13:09:45
User avatar
randall
pm Insider
 
Posts: 3426
Joined: Feb 23, 2001 @ 4:02pm
Location: Schnoogie


Re: Unpack PAK0 if you can... WOW !

Postby randall » Mar 8, 2001 @ 5:19pm

Dr. Phat:<br><br>Yes, we can play custom maps. I suspect we have been able to do this all along, I just haven't been able to test it until now (limited space).<br><br>There are requirements that MUST be met in order to play custom maps with the current build(s) of PocketQuake.<br><br>1. PocketQuake requires pak1.pak to verify the game is registered (actually, only "gfx/pop.lmp" is required). Without this verification, playing custom maps and modified PAKS is not possible.<br><br>2. All custom textures, models, sounds and extra graphics must be present either in a PAK file or as individual files.<br><br>3. You must have enough room on your device to meet all these requirements AND have enough extra memory to run the game.<br><br>Normally, this would require at minimum 24 megs af storage for the PAK files alone (both files gzipped). I have trimmed it down to 9 megs + the size of the custom map. A typical custom map is less than 1 meg.<br><br>Keep in mind that custom maps can have a higher-than-normal polycount- especially nowadays since we have much faster computers. These kinds of maps will run painfully slow on a PocketPC... high polycount = low FPS.<br><br>SOOOOOOooooo, the short answer is YES, you can play custom maps. and YES, I have actually verified this by PLAYING a custom map on my Casio (IMP1SP1.bsp)<br><br><br><br>
User avatar
randall
pm Insider
 
Posts: 3426
Joined: Feb 23, 2001 @ 4:02pm
Location: Schnoogie


Re: Unpack PAK0 if you can... WOW !

Postby Moose or Chuck » Mar 9, 2001 @ 3:14pm

Let's say you have a gfx.wad file in both pak1.pak, pak0.pak, and pak9.pak.<br>The engine searches each pak file, starting with 0, going up to 9. The engine says, "Hey look, there's that gfx.wad file I need, horrah! But wait! I haven't looked through pak1 or pak9 yet. Let's take a gander." So it does, it then finds gfx.wad in both pak1 and pak9, so it has 3 to deal with! But... the pak files are numbered sequentially. And of course, a normal person start's (old) with 0 and ends (new) with 9. So, it looks like the newest files should be in pak9.pak, "I'll use pak9's gfx.wad," exclaims the engine.<br>That is how it works.<br>Knowledge learned from many months of Q2 and Sin pak editting, may or may not be applicable. Void where prohibited ;).Last modification: Moose Master - 03/09/01 at 12:14:53
Moose or Chuck
 


Re: Unpack PAK0 if you can... WOW !

Postby randall » Mar 9, 2001 @ 3:44pm

In a nutshell Moose, that is pretty much how it works. But Sin and Quake 2 seemed to be a little more consistent by ALWAYS giving preference to individual files, regardless how many times they appear in other PAKs.<br><br>For some odd reason I really miss the Sin days of editing...
User avatar
randall
pm Insider
 
Posts: 3426
Joined: Feb 23, 2001 @ 4:02pm
Location: Schnoogie


Re: Unpack PAK0 if you can... WOW !

Postby Dr. Phat » Mar 9, 2001 @ 7:53pm

1st one to make a playable map for quake gets dr. phat's phat seal of phatness! and a pat on the back! from everyone on the board! Hopefully!
Mike Greene
"Quanti est illa perna?" (How much is that ham)
User avatar
Dr. Phat
the <i>phattest</i>
 
Posts: 834
Joined: Jan 24, 2001 @ 4:46pm
Location: Vienna, VA


Re: Unpack PAK0 if you can... WOW !

Postby Moose or Chuck » Mar 10, 2001 @ 10:48am

Hehe.. That won't be to hard. I'll make a big cube with no lighting, it will run at 80FPS!! Muahahaha, Deathmatch here I come 8).<br><br>I also miss the days of SiN. SiN had the most kick arse Deathmatch games ever, levels above Quake2. I don't know what made it so much fun either. I think it was the maps, they were pretty realistic (real world type realistic).<br><br>Oh, and Dr. Phat, you do need to get offline once in a while. ;D<br>Last modification: Moose Master - 03/10/01 at 07:48:56
Moose or Chuck
 


Re: Unpack PAK0 if you can... WOW !

Postby randall » Mar 10, 2001 @ 2:34pm

Dunno what it was about Sin that made it so cool.<br><br>Unfortunatly, not many people used SinScript in their maps- which was so easy to use and really enhanced the map. I wonder if anyone ever used those two prefabs I created with SinScript- "control tower" and "articulated boom lift".
User avatar
randall
pm Insider
 
Posts: 3426
Joined: Feb 23, 2001 @ 4:02pm
Location: Schnoogie


Re: Unpack PAK0 if you can... WOW !

Postby randall » Mar 10, 2001 @ 2:37pm

Sorry this is getting "off topic"<br><br>WOW, how 'bout them PAK files, huh? Lots of stuff packed in them PAK files. oh yeah, lots of stuff... and... stuff. Or something.
User avatar
randall
pm Insider
 
Posts: 3426
Joined: Feb 23, 2001 @ 4:02pm
Location: Schnoogie


Re: Unpack PAK0 if you can... WOW !

Postby Dr. Phat » Mar 10, 2001 @ 4:00pm

Randall- my point exactly, its not a crime to stray off topic. it is just the way the conversation goes!<br>Moose- A deathmatch would be so phat! like phat to the extreme!<br>Can you make like unlimited ammo and weapons and stuff in the .cfg file?
Mike Greene
"Quanti est illa perna?" (How much is that ham)
User avatar
Dr. Phat
the <i>phattest</i>
 
Posts: 834
Joined: Jan 24, 2001 @ 4:46pm
Location: Vienna, VA


Re: Unpack PAK0 if you can... WOW !

Postby randall » Mar 10, 2001 @ 6:06pm

Dan, I have pak0.pak and pak1.pak unpacked on my Casio. This method has worked very well so far, as far as game play goes.<br><br>For some reason PocketQuake doesn't like it when the *.dem files are unpacked. It won't even run the demos.<br><br>These files MUST reside in pak0.pak, so as a quick fix, I repacked the *.dem files. The resulting PAK is very small. But the fact that I am forced to use a pak0.pak is irritating.<br><br>I can't use a different PAK number (pak3.pak for instance) because the game requires the existence of pak0.pak and pak1.pak.<br><br>This doesn't happen on the PC version. Any ideas?
User avatar
randall
pm Insider
 
Posts: 3426
Joined: Feb 23, 2001 @ 4:02pm
Location: Schnoogie


PreviousNext

Return to Pocket Quake 1 and 2


Sort


Forum Description

Discuss Pocket Quake 1 and 2 by Dan East

Moderators:

Dan East, sponge, James S

Forum permissions

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

cron