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Playing Mods


Playing Mods

Postby Hooded » Jan 30, 2001 @ 8:05pm

with the current release of pocketquake it is impossible to play mods for 1 main reason: the executable does not support command line commands. In quake the only way to use a mod is to use the -game parameter. There is a work around for handling the registeredness of the game. You need 2 things, some sort of pak explorer and the registered version of quake. With the pak explorer open up the pak1.pak in your id1 directory on your computer. Then delete everything in it but the gfx directory and its contents. When you're done use gzip to compress this and throw it into the id1 directory of pocketquake. pocketquake will be considered registered.
Hooded
 


Re: Playing Mods

Postby Mark (KILzt) » Jan 31, 2001 @ 6:06am

I think Dan is first trying to make PocketQuake realistically playable, it's just tooslow at the moment. Also consider that most mods do more with the Quake engine, such things would just kill speed.<br><br>However I'm sure that in a month or so we'll have improvements and a solution. I for one would like to re-play titles such as X-Men, YPOD (Doom for Quake) and Malice.
Mark (KILzt)
 


Re: Playing Mods

Postby Moose or Chuck » Jan 31, 2001 @ 3:03pm

Uhm.. I thought you could type "game modname" in the console... But whatever you say. You sound like you're 'in the know.'
Moose or Chuck
 


Re: Playing Mods

Postby Dr. Phat » Feb 3, 2001 @ 8:08am

howver, mods would be cool!
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