This site is no longer active and is available for archival purposes only.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

pak1.pak


pak1.pak

Postby rowan » Apr 29, 2001 @ 2:49am

rowan
 


Re: pak1.pak

Postby 999 » Apr 29, 2001 @ 5:03am

Okay, here's the deal.<br>You can strip everything from your pak1.pak file except for the gfx folder.<br>inside of that should simply be the pop.lmp file. Everything else can go.<br><br>Now, if you've fownloaded the bot pak, make sure to follow the instructions on intallation, it sounds like you might not have the obots pak file in the right directory.<br><br>
Image
999
pm Member
 
Posts: 1227
Joined: Jan 24, 2001 @ 11:48pm


Re: pak1.pak

Postby rowan » Apr 29, 2001 @ 10:50am

ok, I deleted everything - and also followed your instructions from your >modpak< thread, but to no avail. I still get the server spawn error, the pak0.pak for the obots should be in /quake/obots folder right? i thought that if i put the maps from your obots pak into my original pak0.pak or pak1.pak file in the /quake/id1 directory that i could get the pak to work...
rowan
 


Re: pak1.pak

Postby Moose or Chuck » Apr 29, 2001 @ 8:29pm

999 THATS WHATS HAPPENING TO ME :P it won't read the freakin maps in your pak file. SOrry dude. you neeed to figure out whats up. and Rowan are you on a casio?
Moose or Chuck
 


Re: pak1.pak

Postby 999 » Apr 29, 2001 @ 8:56pm

Okay, after some serious investigatin' I've come to the conclusion that the Command-Line on the MIPS version doesn't work quite perfectly yet.<br><br>The Command-Line in the ARM version works, I'm not sure about the SH3 version.<br><br>What this means, is in order to get the MIPS Mods to work, you've got to overwrite the Progs.dat file in your pak0.pak file in the id1 directory, as well as add the required mod files.<br><br>That pretty much sucks, because you're looking at 2 megs and change for each mod if you included the base files, *and* gzipped it. Even then, you'd have to swap out pak0.pak files depending on the mod you wish to play.<br><br>Omnicron would be a good bot because you can get two different gameplay experiences at the cost of one mod pak. The problem is it's resources, although I can't really tell the difference. <br><br>For those still interested, I can fashion pak files ready to go with the needed base and progs.dat file in place. You simply need to supply your own registered pop.lmp file inside the gfx folder of u'r ID1 directory. <br><br>I did happen to find FrikRA, which is as the name implies, Frickbots in an RA setting. They're called "clientside bots", in the sense that they mimic real players rather than just being robots with guns. They're extremely talkative, and get some really funny dialogue going when there's a few on them in play. They're also very good, and use weapons effectively, and not just rockets or the thunderbolt either.<br><br>Sorry, but until the Command-Line for mips gets sorted, Mods are going to be pretty messy.<br><br>Last modification: 999 - 04/29/01 at 17:56:15
Image
999
pm Member
 
Posts: 1227
Joined: Jan 24, 2001 @ 11:48pm


Re: pak1.pak

Postby Moose or Chuck » Apr 29, 2001 @ 9:25pm

thats fine i liked the messy ness, i didn't like the 'easy oof install' i was fine when i installed RA just from Rail arena on i've had trouble.
Moose or Chuck
 


yea..

Postby Longbaugh » Apr 30, 2001 @ 1:19pm

Nah, I am on a ipaq.  Actually I got the thing to work pretty well.  Heres what I did, i took the pak0.pak (the default one, 8.18 megs) i used pak explorer to get the pop.imp from the pak1.pak and put it in the gx folder in the pak0.  then i took all the things from the 0.98 meg RA pak that the original pak0.pak, like the ara.cfg. maps a few other configs - - he omicron bots work good (they spawn by themselves sometimes) which is weird because they just started doing that last night...<br>But, the bots work great - plus i did not gzip my pak0.pak which is only 12 megs..I can load quake up and be playing in about 3 to 4 seconds (very sweet)
[signature here]
Longbaugh
pm Member
 
Posts: 5
Joined: Apr 27, 2001 @ 2:20pm


Re: pak1.pak

Postby Longbaugh » Apr 30, 2001 @ 1:21pm

er, i took all the stuff from the RA pak that my pak0.pak did not have, like the ara.cfg etc...
[signature here]
Longbaugh
pm Member
 
Posts: 5
Joined: Apr 27, 2001 @ 2:20pm


Re: pak1.pak

Postby Moose or Chuck » Apr 30, 2001 @ 2:33pm

which pretty much makes your pak the RA pak, which is what i did before, i'm talking about using his shortcuts and his pak files in the folders he says to put them in, NOT editing your pak file, sure anyone can do that.
Moose or Chuck
 


Re: pak1.pak

Postby 999 » Apr 30, 2001 @ 2:53pm

Yea, Chuck is right, the whole idea was a matter of convenience, but it ends up you've got to make specific Pak files (complete with base files) to run the mods properly on MIPS machines.<br><br>Paul's QuakeOn project could be the answer to all our problems.<br><br>So, until PocketQuakeOn is released, MIPS users will have to resort to the brute force method for playing different mods.<br><br>
Image
999
pm Member
 
Posts: 1227
Joined: Jan 24, 2001 @ 11:48pm


Re: pak1.pak

Postby Paul » Apr 30, 2001 @ 3:00pm

don't put all the burden on me! you're the experienced c programmers, all i can do is make a bad evb version - i've got a problem with the shortcut generator you wanted - they dont work properly despite following dan's advice on making them - see the quakeon thread
Paul
pm Insider
 
Posts: 9835
Joined: Apr 2, 2001 @ 3:15pm
Location: California


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