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Extracting .gz


Extracting .gz

Postby Matthew » Dec 12, 2002 @ 1:21am

I can uncompress the pak1 from a gz. to a .pak file.

how do I do this?
What program?

Thanks
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Postby James S » Dec 12, 2002 @ 1:32am

You don't need to. The game can read the pak0.pak.gz file. This is a good thing because the gzip compressed file is less than half the size of the uncompressed file.

Read the readme file to see where to put the files. It even tells you that you don't need to ungzip it.

If you're one of those types of people, then I'll just tell you now that you need to put the pak0.pak.gz file in \quake\ID1 or \Storage Card\quake\ID1

Also, if you MUST ungzip it, then try WinRAR.com
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Postby Matthew » Dec 12, 2002 @ 1:49am

Yeah yeah. I have a 128 mb CF card.

On a hunch, i just ran it and my winrar automatically opened it, before I even read all this.

And I already had it on the card. Thanks mate.
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Postby Dan East » Dec 12, 2002 @ 1:56am

For the record, WinZip can decompress .gz. To create gzipped files you can use the tools at http://www.gzip.org . can compress or decompress .gz and .zip directly on your PPC.

If you ungzip the files then Pocket Quake can load much, much faster (because of the super-cheapo way in which I added compression support to Quake).

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Postby James S » Dec 12, 2002 @ 2:01am

Dan, when are you going to get back to working on PocketQuake? Maybe you could do a few bug fixes or something after Varium is finished? Just kind of hoping for any update on PocketQuake, it's a project that deserves attention.
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Postby Dan East » Dec 12, 2002 @ 2:25am

It will be a very long while before I can work on PQ. Definitely not before Varium is released. At this point I would be more inclined to rip out the entire 3D engine and use something like PocketGL in its place. The immediate limitation that comes to mind is that Quake uses light maps, while PocketGL doesn't (it uses vertex lighting). If I remember correctly, the Quake source was pretty well designed to support a different 3d renderer, even though things like OpenGL, Direct3D and hardware 3D rendering didn't exist at the time.

I would at least seriously evaluate going that route.

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Postby NinthOption » Dec 12, 2002 @ 2:42am

Wait, are you saying we'll see GLQuake on our PPC's in the future, or just faster software Quake?
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Postby Dan East » Dec 12, 2002 @ 2:47am

No Pocket PC in existance has hardware 3D acceleration, so it would be software no matter what. However, I believe I would get better end results (performance-wise) if I could use PocketGL, and it would take less development time as well.

So to be specific, PocketGL is a software renderer, that pretty much doesn't have anything to do with OpenGL. Pocket3DLib or similar would have been a better name.

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Postby James S » Dec 12, 2002 @ 2:48am

PocketGL is simply a 3D engine, just like the technology behind Quake is a 3D engine, just like Lithtech is a 3D engine, and Unreal Engine is a 3D engine. PocketGL is a poorly named 3D engine for the PocketPC, it is not a graphics enhancer.

PocketGL is a 3D engine, like Quake's, but it is highly optimized for the PocketPC meaning it runs very smoothly on the PocketPC. Dan just wants to tear Quake's guts out and put PocketGL in it's place because PocketGL is optimized to use integer calculations (fast) while Quake uses floating point (slow).

For the final time, PocketGL is a poorly named 3D Engine for the PocketPC, not a graphics enhancement technology like as OpenGL (which REQUIRES a Hardware Graphics card!!!).
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Postby NinthOption » Dec 12, 2002 @ 2:52am

Oh!

I thought pocketGL was some hack someone put together to run OGL on an ARM chip REALLY poorly.

And, yes, I know what an engine is.
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Postby Dan East » Dec 12, 2002 @ 3:02am

Last edited by Dan East on Dec 12, 2002 @ 3:05am, edited 1 time in total.
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Postby James S » Dec 12, 2002 @ 3:04am

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Postby Matthew » Dec 12, 2002 @ 8:07am

Dan, you seriously rule. You got some mad skills man.

I hope Varium goes good, and hopefully you'll get something back for all your work.

Best of luck mate.
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Postby sponge » Dec 12, 2002 @ 3:23pm

Woah.. hold on a second, Quake uses lightmaps? No Quake games up until Q3 used lightmaps, unless our definitions are both different.
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Postby James S » Dec 12, 2002 @ 5:08pm

Quake2 definitely used light maps, just fire a rocket and there you have it.

Quake1, I'm not sure about dynamic light maps, but levels use lightmaps, most definitely.
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