After playing around with some Doom mods recently, I wondered - what about Quake? There was already one released for PS3 RetroArch Tyrquake - Quake Arena Arcade - so it's obviously possible.Looking at Quake Arena Arcade's PAK file, it seems that getting mods to work with RetroArch Tyrquake is similar to RetroArch Doom, you have to 'patch' the main PAK file with the mod PAK. However, I've not been able to find any info about this, as Tyrquake is a bare-bones source port that apparently has not been updated for several years. I've also looked at some Quake tools, and none of them seem to do anything like patching.So, anybody have any ideas? There is a great deal of awesome-looking mods out there, it'd been nice to them in action on the PS3. One thing - the Tyrquake core has been broken for a while now, we'll have to use an older version for this. After playing around with some Doom mods recently, I wondered - what about Quake?
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Browse to the ID1 folder inside the steam quake folder, and copy over the PAK0.PAK and PAK1.PAK files from there over to the ID1 folder in the map you made a bit ago - download this build of darkplaces darkplaces-20110702.zip and extract the files included in that zip into the base folder you just made a bit ago.
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There was already one released for PS3 RetroArch Tyrquake - Quake Arena Arcade - so it's obviously possible.Looking at Quake Arena Arcade's PAK file, it seems that getting mods to work with RetroArch Tyrquake is similar to RetroArch Doom, you have to 'patch' the main PAK file with the mod PAK. However, I've not been able to find any info about this, as Tyrquake is a bare-bones source port that apparently has not been updated for several years. I've also looked at some Quake tools, and none of them seem to do anything like patching.So, anybody have any ideas? There is a great deal of awesome-looking mods out there, it'd been nice to them in action on the PS3. One thing - the Tyrquake core has been broken for a while now, we'll have to use an older version for this.
List of confirmed working modsBy 'confirmed', I mean the mod loads, and at least the first level or two works - I haven't played through all the levels in every mod.Also, many mods use extra keyboard commands (impulses) that aren't accessible through normal means. The on-screen keyboard of RetroArch has never worked, unfortunately. (maybe try using a USB keyboard?) You can somewhat get around this by using aliases and bindings in the config files, but the PS3 controller only has so many buttons.After the FallAlien QuakeBlack OpsBloodMageBeyond BeliefFantasy QuakeFuture vs.
FantasyInsomniaJawsMarine QuakeNavy SEALSOdanan's QuakeOmenOmen 2Operation: Urth MagikQuake B-BallQuake BorgsRaptorsRaptors ReturnSoul of EvilStar Wars To the MaxxTomorrow Never DiesTremor: Classic QuakeTwisted ChristmasYour Path of DestructionOnly semi-works.Special Forces Quake - regular Quake maps work, but some of the custom ones (they replace episode 1) have too many mapping errors, and crash RetroArch. E1M1, E1M2, crash. Start, E1M3, E1M4 work, but E1M4 crashes if you try to enter it from beating E1M3 (you can warp directly to it). Haven't tested the others.Borg Quake: The Locutus Edition - start map works, but then crashes. No mapping errors here - not sure what's happening.Quake 1: Arena - first 3 maps play, but crashes on fourth. But this was already ported to PS3 already as Quake Arena Arcade (from PSP).Doesn't work.X-Men: Ravages of Apocalypse - doesn't even load, just crashes. No errors, but at 60 megs, the PAK must be just too big/complex/too much memory.
Disappointing, as this was the mod I most wanted to play. PAK file infoYou can hope that a mod has all its data in a single PAK, but don't bet on it. Other source ports (even DOS Quake) supports external data, but RetroArch Tyrquake only recognizes external config files.
To edit PAKs, I recommend PakScape, as its Explorer-like interface makes it easy to drag-and-drop stuff in to/out of/between PAK files.-What goes into a PAK?Note: not every mod will have all of these files/folders.Folders.gfxmapsprogssoundFiles.(they go into the root directory)gfx.wadprogs.datquake.rcfiles with a.DEM extensionend1.bin, end2.bin are DOS text screens - obviously not needed.qwprogs.dat is for online Quake servers - not needed, either.CFG files are better left outside the PAK, in case you need to edit them. (extract them, then delete then from the PAK)If there are multiple PAKs, move all the data from them into a single PAK.-Now what?If your 'normal' Quake has only PAK0.PAK, you have the shareware version, so the mod's PAK should be named PAK1.PAK. Note that some mods require the registered version (PAK0.PAK and PAK1.PAK). If you have the registered version, name it PAK2.PAK.
Also note that under RetroArch Tyrquake, PAK files are case-sensitive - they must all be either all uppercase, or all lowercase.Next, move the PAK and any config files into your 'normal' Quake installation. Or, copy your 'normal' Quake PAK(s) into the mod's folder. Note that all config files must be in lowercase. Now load the PAK0 file (not PAK1 or PAK2), and hopefully it should run.-Anything else?I can provide further help with config files, as many mods use commands not immediately accessible with the PS3 controller.
Please note that my Internet access nowadays is very sporadic, so don't expect timely responses. But do know that I am committed to this, as I feel it's about time I give something back to this scene that has provided me countless hours of enjoyment.
Man, it's been a while since I messed around with Quake - been playing a lot of X-Wing lately (yes, PS3 Dosbox can run it with decent results). Anyway, I put together a little mod that allows you to play deathmatch and coop games with the default Quake maps with bots. I did not create this, I just merged the data into a single PAK and edited the configs to make them work more smoothly on the PS3. More info included in botquakeps3readme.txt (located in the ZIP).I don't have a PC, so if you want, you can make a RetroXMB PKG out of this. (The mod requires registered Quake, though; it's okay to distribute PAK0.PAK, but not PAK1.PAK.
Might be better to let users provide their own PAKs.). Playing mods in Tyrquake has gotten a lot easier since RetroArch 1.7.1. Set up your folders like this.quake-id1 (the main game)-hipnotic (mission pack 1)-rogue (mission pack 2)-somemod-someothermod (and so on)2.
No need to copy PAK0.PAK and PAK1.PAK into each mod folder - Tyrquake will search the mod's folder first, then the id1 folder for necessary files. (That's the number one, not a lowercase l, by the way.)3.
No need to match case with the PAK files (I think, I only tested this with 1 mod). Still, since the PS3 has a case-sensitive file system, you should keep all of your PAKs the same case.4. No need to put all files into a single PAK - just make sure they are numbered sequentially (PAK0, PAK1, PAK2, etc.).5. Tyrquake now reads all external data - just make sure all files and folders are lowercase. In theory, this means that you don't need any PAK files.
In practice, though, you need a PAK because RetroArch needs something to load. You can place a single file into a PAK and load that. The file doesn't even have to be related to the mod - Quake simply ignores unknown files.6. You can 'type' commands by using the cheat menu. For example, entering the following cheat and applying it.exec binds.cfg.will run the file binds.cfg in the mod's folder. Entering and applying this cheat.impulse 255.will give you Quad damage (in regular Quake).7.
No longer can you bind controls in autoexec.cfg. You have to put your binds into a separate config, and exec it after loading the mod. You have to do this every time - exec-ing the file in autoexec.cfg doesn't work. Playing mods in Tyrquake has gotten a lot easier since RetroArch 1.7.1. Set up your folders like this.quake-id1 (the main game)-hipnotic (mission pack 1)-rogue (mission pack 2)-somemod-someothermod (and so on)2. No need to copy PAK0.PAK and PAK1.PAK into each mod folder - Tyrquake will search the mod's folder first, then the id1 folder for necessary files. (That's the number one, not a lowercase l, by the way.)3.
No need to match case with the PAK files (I think, I only tested this with 1 mod). Still, since the PS3 has a case-sensitive file system, you should keep all of your PAKs the same case.4. No need to put all files into a single PAK - just make sure they are numbered sequentially (PAK0, PAK1, PAK2, etc.).5.
Tyrquake now reads all external data - just make sure all files and folders are lowercase. In theory, this means that you don't need any PAK files. In practice, though, you need a PAK because RetroArch needs something to load. You can place a single file into a PAK and load that. The file doesn't even have to be related to the mod - Quake simply ignores unknown files.6.
You can 'type' commands by using the cheat menu. For example, entering the following cheat and applying it.exec binds.cfg.will run the file binds.cfg in the mod's folder. Entering and applying this cheat.impulse 255.will give you Quad damage (in regular Quake).7. No longer can you bind controls in autoexec.cfg.
You have to put your binds into a separate config, and exec it after loading the mod. You have to do this every time - exec-ing the file in autoexec.cfg doesn't work.
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