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gfx.wad solution


gfx.wad solution

Postby A fine old gentleman » Aug 22, 2001 @ 5:18pm

OK, I just tried installing this thing, and I get the annoying 'gfx.wad' error. I've read the readme file ( coincidentally, the FAQ link is dead ), and it didn't solve my problem. I think a lot of people have been going through the same thing, and not getting the answer they want, but I think I know what the problem is: insufficient memory. You may have the 8+ megs on your iPaq to install, but remember, the file needs to be decompressed into RAM too, so you probably need at least 16 megs free. I solved the problem by putting the pak0.pak.gz file in my CF card, with about 64 megs, and it works.
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Re: gfx.wad solution

Postby Moose or Chuck » Aug 22, 2001 @ 5:30pm

Wrong. It's because you had the file in the wrong location. People don't read the readme, so they don't understand where to install the game. Most just plop it into \My Documents\quake\ID1 instead of \quake\ID1 or \Storage Card\quake\ID1. And I'm personally sick of rectifying ignorance, since I am forced to all day long. When I get home and sit infront of my nice computer I find 3 more gfx.wad emails and messages on the board, because people don't understand their pocketPC's file system.
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Re: gfx.wad solution

Postby R0B » Aug 22, 2001 @ 5:41pm

Ok, here is another solution.<br>1. Buy a Jornada 720.<br>2. Wait untill thursday afternoon.<br>3. Download the new version of PQ that I am releasing.<br>4. Use the custom path editor to enter in the location of the *.pak files.<br><br>This is just a little something that I am working on to make sure the 720 version is the best (aside from the one that Dan has right now).
"1011001010 NNNNNNNNNNOOOOOOOOOOOOOOOO!!!!!!" -Bender
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Re: gfx.wad solution

Postby Chris Edwards » Aug 22, 2001 @ 5:59pm

Rob, you should talk to dan and see if he wants any of the changes you have done for his mainstream release...
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Re: gfx.wad solution

Postby R0B » Aug 22, 2001 @ 6:12pm

I plan on doing that, I just wanted to make sure it was completely tested before I sent it off to Dan for him to add to his source.  I wouldn't want to send him buggy source, and then have him waste his time trying to figure out where a bug in my code was, when he could be improving the rest of Quake.
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