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Quake Pak0.pak

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  • Copy the game data file 'pak0.pak.gz' or 'pak0.pak' into your installed Quake directory 'Quake ID1 ' on your flashcard or RAMdisk of your Handheld PC. Hint: Unpack the 8MB 'pak0.pak.gz' file to the 18MB 'pak0.pak' file and the loading time will be reduced to a minimum of 4 - 8 seconds.
  • Quake pak0 pak pak1 pak.rar Full version Direct download. From 4shared.com17.82 MB. From mediafire.com7 MB. From 4shared.com 17.82 MB.

Missionpack1 should be in the 'hipnotic' subfolder; missionpack 2 in the 'rogue' subfolder. Also as usual your Quake installation must have an 'id1' subfolder that contains the original Quake pak0.pak and pak1.pak files. Let's call the directory where Quake is installed the 'Quake directory' from now on. So for example your Quake directory is 'C: Quake ' or '/home/ranger/ games/quake/'. If you do not know where it is, try searching for a file called pak0.pak. It should be inside a directory called id1 which itself is inside your Quake directory. Pak0.Pak is the Shareware file version of Quake, only the first Episode is included in this version. This file is required for the main Quake Engine to run (and its Source ports) otherwise the user will get an gfx.wad error.

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Please report any issues on Discord.
Quake

Developer: id Software
Publishers: GT Interactive, MacSoft (Macintosh)
Platforms: DOS, Windows, Mac OS Classic, Linux
Released internationally: June 22, 1996 (MS-DOS), August 22, 1997 (Macintosh)

This game has unused code.
This game has unused graphics.
This game has unused sounds.
This game has unused text.
This game has revisional differences.

This game has a prototype article

Quake is a story about a homicidal man who likes to kill Lovecraft-inspired monsters through barely connected level sets. He also likes to murder his friends (who respawn as soon as they are killed) in castles that have a large Jesus crucified in them for some reason.

Pak0.pak

The main game doesn't have a lot of unused stuff, but there's a shitload of it in the two prototypes floating around.

  • 1Unused Graphics
  • 5Other Unused Content
  • 6Revisional Differences

Unused Graphics

Unused 'Sell' Screen

A poorly-made screen that was supposed to urge you to purchase the final version can be found hidden in the game's graphics. There is no way to bring it up in the game. This message appears in the Beta3 prototype and is unused there as well.

Pak0.pak

Unused Skin Scraps

There's two early faces at the bottom right, and an unused set of eyes at the right of the face.

The Knight had darker skin and a different helmet design that was recycled for the Death Knight. Furthermore, much of the upperleft edges of the texture go unused due to a UV size disrepancy at model compile time.

At the far right are two triangle shaped pieces of flesh. Pre-release images show the ogre having horns and this may be a remnant of that.

A lone clean spaulder is placed in the space between the front and back.

An early upper-mouth is seen in the middle.

Quake Pak0.pak

Unused Particle Effect

Each entity is given an .effects field to control entity-specific lighting. As spotted in defs.qc, an unused flag EF_BRIGHTFIELD appears, but is never used elsewhere in the QuakeC sourcecode.

If set, it creates yellow glowing dots surrounding a given entity in question. This effect is also featured in Half-Life, where it appears if an enemy is spawned in a wall.

Unused Lighting Effect

defs.qc also defines EF_BRIGHTLIGHT. This causes an entity or object to emit a bright light.

Aside from illuminating a wider area, it is otherwise identical to EF_DIMLIGHT (which is the standard glow for Quad Damage or Pentagram of Protection).

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Unused Sounds

boss2/idle.wav

An unused 'omnomnom' idle sound for Shub. Internal timestamp is June 20 1996.

boss2/sight.wav

An unused whispery sight sound for Shub. Internal timestamp is June 20 1996.

hknight/grunt.wav

An unused grunt sound for the Death Knight.

Mayfair magazine free download oct 2019. Its first editor was David Campbell, and its first deputy editor was.

Unused Code

The QuakeC source code contains T_BeamDamge. This is a variation of T_RadiusDamage, without parameters for the inflictor or entity to ignore.

Unused Text

Intended to appear when someone tries telefragging an invincible player, but it never appears in normal play. This is fixed in QuakeWorld, as well as a community mod.

A client obituary for a dragon, not implemented in the original game. The text is replaced in the expansion pack Dissolution of Eternity, where the dragon is actually implemented.

While this boss appears, it has no attack. The only way to be harmed by it is to approach it, and it is credited to a generic trigger rather than Shub-Niggurath.

This monster only appeared in the prototype and was never fully implemented. Only this and a reference to its removed wake up sound remain.

Other Unused Content

  • The Quake console provides '+use' as a command. The game doesn't use it (with the player shooting or touching items instead), and modders were unable to exploit it until the source code was fixed.

Map Specific Content

  • When playing E2M3 as a deathmatch level, an item at coordinates '-1200 208 -106' falls out of the level, and is then removed from the map. It's a Super Nailgun, and is already close to another Super Nailgun that doesn't fall out.
    • Also in E2M3, when playing in deathmatch, there is an untextured button that appears by the Super Nailgun.
  • E2M4 has a few monsters that will not teleport into the active map area.
  • E4M3 has a fiend that is spawned in easy, but not the corresponding teleport.
  • HIP2M4 - two spikemines are missing on hard difficulty. They are placed too close to the walls.
  • HIP2M5 - three spikemines don't teleport into the map.
  • HIPDM1 - a spikemine is reported to be present, but is missing. (The missing monster also registers as a monster during deathmatch.)
  • R1M4 - a shambler entity 't399' is spawned in all skill levels, but on easy/normal, the corresponding teleport isn't.
  • R1M6 - A wraith will not enter the map.

False Positives

A bug in the Quake-C script causes rotfish to be counted twice in the number of monsters in a level, but only once when they are killed. This causes Quake to incorrectly claim that there are unreachable monsters in a level, when they don't actually exist.

Quake 2 pak files

Revisional Differences

Quake 1.06

Starting with version 1.06, there are two copies of progs.dat in pak0.pak. The old version (CRC 51103; used in version 1.01) is found at 0x580358, is 410616 bytes long, and is not indexed. The version in use (CRC 24778) is found at offset 0x116DF17 and continues to the end of the file. The index entry for the newer progs.dat file also contains semi-random characters to prevent triggering the anti-modding mechanism in the Shareware version.

Quake 1 Pak Files

Brown Faded Menu Background

Version 1.07 (first included with Scourge of Armagon) and all subsequent versions removes the brown fade effect in the menu. The reason is for performance, as reading pixels from video memory is very slow and it's much faster to write a black dither pattern instead, especially for high resolutions.

The only trace left of the fadescreen code left in the released GPL source was recently discovered as a dummied out 'gelmap' table that was going to be used as a feature to color models to a single range of colors, but was scrapped.

Missing Sound Card

Quake

Mail has been fixed; you should now be able to confirm your e-mail address, watch pages, and the like.
Please report any issues on Discord.
Quake

Developer: id Software
Publishers: GT Interactive, MacSoft (Macintosh)
Platforms: DOS, Windows, Mac OS Classic, Linux
Released internationally: June 22, 1996 (MS-DOS), August 22, 1997 (Macintosh)

This game has unused code.
This game has unused graphics.
This game has unused sounds.
This game has unused text.
This game has revisional differences.

This game has a prototype article

Quake is a story about a homicidal man who likes to kill Lovecraft-inspired monsters through barely connected level sets. He also likes to murder his friends (who respawn as soon as they are killed) in castles that have a large Jesus crucified in them for some reason.

The main game doesn't have a lot of unused stuff, but there's a shitload of it in the two prototypes floating around.

  • 1Unused Graphics
  • 5Other Unused Content
  • 6Revisional Differences

Unused Graphics

Unused 'Sell' Screen

A poorly-made screen that was supposed to urge you to purchase the final version can be found hidden in the game's graphics. There is no way to bring it up in the game. This message appears in the Beta3 prototype and is unused there as well.

Unused Skin Scraps

There's two early faces at the bottom right, and an unused set of eyes at the right of the face.

The Knight had darker skin and a different helmet design that was recycled for the Death Knight. Furthermore, much of the upperleft edges of the texture go unused due to a UV size disrepancy at model compile time.

At the far right are two triangle shaped pieces of flesh. Pre-release images show the ogre having horns and this may be a remnant of that.

A lone clean spaulder is placed in the space between the front and back.

An early upper-mouth is seen in the middle.

Unused Particle Effect

Each entity is given an .effects field to control entity-specific lighting. As spotted in defs.qc, an unused flag EF_BRIGHTFIELD appears, but is never used elsewhere in the QuakeC sourcecode.

If set, it creates yellow glowing dots surrounding a given entity in question. This effect is also featured in Half-Life, where it appears if an enemy is spawned in a wall.

Unused Lighting Effect

defs.qc also defines EF_BRIGHTLIGHT. This causes an entity or object to emit a bright light.

Aside from illuminating a wider area, it is otherwise identical to EF_DIMLIGHT (which is the standard glow for Quad Damage or Pentagram of Protection).

Falak SongFalak Shabir Sad Song Audio mp3 songs free, download. Falak Ijazat Full Official Video Song Source: YouTube. Ijazat song mp3.

Unused Sounds

boss2/idle.wav

An unused 'omnomnom' idle sound for Shub. Internal timestamp is June 20 1996.

boss2/sight.wav

An unused whispery sight sound for Shub. Internal timestamp is June 20 1996.

hknight/grunt.wav

An unused grunt sound for the Death Knight.

Mayfair magazine free download oct 2019. Its first editor was David Campbell, and its first deputy editor was.

Unused Code

The QuakeC source code contains T_BeamDamge. This is a variation of T_RadiusDamage, without parameters for the inflictor or entity to ignore.

Unused Text

Intended to appear when someone tries telefragging an invincible player, but it never appears in normal play. This is fixed in QuakeWorld, as well as a community mod.

A client obituary for a dragon, not implemented in the original game. The text is replaced in the expansion pack Dissolution of Eternity, where the dragon is actually implemented.

While this boss appears, it has no attack. The only way to be harmed by it is to approach it, and it is credited to a generic trigger rather than Shub-Niggurath.

This monster only appeared in the prototype and was never fully implemented. Only this and a reference to its removed wake up sound remain.

Other Unused Content

  • The Quake console provides '+use' as a command. The game doesn't use it (with the player shooting or touching items instead), and modders were unable to exploit it until the source code was fixed.

Map Specific Content

  • When playing E2M3 as a deathmatch level, an item at coordinates '-1200 208 -106' falls out of the level, and is then removed from the map. It's a Super Nailgun, and is already close to another Super Nailgun that doesn't fall out.
    • Also in E2M3, when playing in deathmatch, there is an untextured button that appears by the Super Nailgun.
  • E2M4 has a few monsters that will not teleport into the active map area.
  • E4M3 has a fiend that is spawned in easy, but not the corresponding teleport.
  • HIP2M4 - two spikemines are missing on hard difficulty. They are placed too close to the walls.
  • HIP2M5 - three spikemines don't teleport into the map.
  • HIPDM1 - a spikemine is reported to be present, but is missing. (The missing monster also registers as a monster during deathmatch.)
  • R1M4 - a shambler entity 't399' is spawned in all skill levels, but on easy/normal, the corresponding teleport isn't.
  • R1M6 - A wraith will not enter the map.

False Positives

A bug in the Quake-C script causes rotfish to be counted twice in the number of monsters in a level, but only once when they are killed. This causes Quake to incorrectly claim that there are unreachable monsters in a level, when they don't actually exist.

Revisional Differences

Quake 1.06

Starting with version 1.06, there are two copies of progs.dat in pak0.pak. The old version (CRC 51103; used in version 1.01) is found at 0x580358, is 410616 bytes long, and is not indexed. The version in use (CRC 24778) is found at offset 0x116DF17 and continues to the end of the file. The index entry for the newer progs.dat file also contains semi-random characters to prevent triggering the anti-modding mechanism in the Shareware version.

Quake 1 Pak Files

Brown Faded Menu Background

Version 1.07 (first included with Scourge of Armagon) and all subsequent versions removes the brown fade effect in the menu. The reason is for performance, as reading pixels from video memory is very slow and it's much faster to write a black dither pattern instead, especially for high resolutions.

The only trace left of the fadescreen code left in the released GPL source was recently discovered as a dummied out 'gelmap' table that was going to be used as a feature to color models to a single range of colors, but was scrapped.

Missing Sound Card

Version 1.08 for DOS (Dissolution of Eternity) crashes if you don't have a sound card, or otherwise configure the BLASTER environment variable incorrectly. Earlier versions only display a message telling you to set your environment variable.

The Quake series
PCQuake (Prototypes) • Quake II (Prototype) • Quake III Arena (Prototypes, Team Arena) • Quake Live
Sega SaturnQuake
Nintendo 64Quake 64
DreamcastQuake III Arena
PlayStation 2Quake III: Revolution

Quake 1 Pak Files Download

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