Talk about Games (Podcast) – Quake and Quake Remastered

Quake and Quake Remastered - Talk About Games

The latest Talk About Games Podcast features Quake and Quake Remastered.

If you’ve been a YouTube since the beginning you might recognize Mike Matei from helping Cinemassacre or the Angry Video Game Nerd.

Mike has started his own stream and YouTube channel since leaving Cinemassacre to pursue his own streaming career.

The other host name is Ryan and he works with Cinemassacre as well with his company Screenwave Media. He has been a long time gamer and even enjoys Quake.

It’s a great podcast episode and I highly recommend checking it out if you are a retro gamer. We don’t normally share out other podcast who we aren’t partnered with. Since this is mostly about Quake and I’ve been a long time fan of what they have done for a long time. I figure I would give some exposure today.

Music Problems with Quake

Mike mentions in the podcast that he had problems with the music and streaming it. This has been a problem ever since they released a Vinyl LP of the original Quake Music.

This happens to the best of us. Even whenever we use modern source port engine like Quakespasm we can run into problems.

Having problems with music in Quake Spasm? You should check out this guide.

Quake Music Non Copyright

Luckily someone over on the Func_Msgboard has compiled a pack to get past all of those issues.

Download The Alternate Quake Music Click Here

I’ve ran into this problem myself making YouTube video even, and not even streaming. I also know another Quake YouTuber Greenwood who does lots of playthroughs has encountered this as well.

It’s a safe bet to just go ahead and install this pack so you won’t encounter any problems.


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QuakeSpasm Music – Troubleshooting and Video Guide

I hope the video helps you with QuakeSpasm Music as I know many people have run into many problems with getting the ripped music to work, including myself.

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The QuakeSpasm_Music.txt File that comes with the QuakeSpasm Engine states as follows.

QuakeSpasm supports ogg, mp3 and wav external music files to be played
instead of cd music. What you should do is simple:

1. Use your favorite cd-ripper application and rip your quake cdrom
   audio tracks, convert them to ogg or mp3 so they occupy less space,
   like track02.ogg, track03.ogg, etc.

   Note #1: There is no such thing as track01:  the first tracks of
            original Quake and the mission pack cdroms are always data
            tracks.

   Note #2: Since the Quake cdrom audio tracks are pre-emphasized, you
            should de-emphasize them during or after ripping to make
            them sound right. (thanks to Sander van Dijk for this note)

2. Go into your quake installation directory and create a new directory
   id1/music (for windows users id1\music).

3. If you have the Scourge of Armagon mission pack, then create another
   directory hipnotic/music .  If you have the Dissolution of Eternity
   then create another directory rogue/music .

4. Take the ripped music files from step1, place them under id1/music.
   If you have the mission packs, repeat step1 for the mission packs,
   too, and place the ripped music files under hipnotic/music for the
   first mission pack or under rogue/music for the second mission pack.

5. All are ready to go: When a level starts, the engine will first try
   playing the necessary cdaudio track and if it doesn't find the cdrom
   it will use the ripped music files instead.

Troubleshooting Music Files in Quakespasm

Now I just want to say even I was a bit confused reading all the text in the file, but I eventually did figure it out.

The first thing I want to point out is the filename of the tracks that most rips come in the form of.

  • track02.ogg

For the most part if you are getting Music Files for your mods for Quake, they come in all sorts of different filenames. Most notable I’ve found that the majority of them are ripped for the Darkplaces engine and not Quakespasm.

The Rips I had problems with were whenever the filenames were like track002.ogg.

Quakespasm will not play these automatically, but whenever I typed the music command in the console using the ~

Example

music track002

The music would start playing letting me know it was in the correct folder and Quakespasm was reading the file.

Sometimes, whenever a map loads it was saying it couldn’t find “track 2”.

Confused as clearly track002.ogg is listed in the correct folder! Why wasn’t it playing?

After renaming the file to track02.ogg the music automatically played.

Quakespasm won’t read the files automatically unless you name it in the correct format.

This is the correct format for the file name for the Quakespasm engine.

  • track02.ogg

Where do I put my Quake Mod Music Files for Quakespasm

The Quakespasm_Music.txt file assumes you already know how to install mods. But, it also jumps straight from installing the Music for the original game to the mission packs.

Here we have a simple Quake folder structure.

  • C:\Quake\

For example if you want to download the original Quake Music for ONLY the original game. You would make a new folder in id1 called music. You would then place your ripped music files into this folder with the correct filename structure above in this article.

Original Quake Music going to this folder for Quakespasm

  • C:\Quake\id1\music

Now how do you add music for mods and mission packs? It can be a little bit confusing you might think you just put everything into id1\music according to how the text reads. Or, you might even think you create another id1\music folder in your mod or mission folder.

You simply must people a music folder, into your mod or mission pack folder like so.

  • C:\Quake\xmen\music

Combined with the video and the following tips you should be able to get the music working in Quakespasm!

Quakespasm Music Conclusion

I hope this little guide and video helps many Quakefans out there as it took me a bit of tinkering to completely understand why in the world my music wasn’t working at all.

Below I’ll link directly to the music files used in most of the mods, original, and mission packs!

These are hosted by https://quaddicted.com and they are safe to use!

I might update these some other day but I hope this helps you out!

I’ll do a Darkplaces Engine Music help soon but if you stumbled upon this having Quake music problems you might find it useful. Darkplaces for mods need to be structured like this – put the .ogg files into (mod)/sound/cdtracks/


Original Quake Remaster (2021) Has been Announced

An Original Quake Remaster was announced at Quakecon 2021 today 8/19/2021.

You can now buy the game on all current consoles as well as get an update on the Steam version of the game.

This release is said to have mod support on consoles even with carefully selected mods! This is big news for the Quake community as this opens up the opportunity for a bigger audience!

Quakefans.net will be doing an impressions video soon over on youtube so be sure to look for a video and hit that subscribe button.

The Original Quake hasn’t seen a console release since the Sega Saturn!

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Quake Reboot Rumors Emerge on Quake’s 25th Birthday!

That is right Quakefans, a Quake Reboot featuring a Single player Mode and Multiplayer modes just might be in the works!

According to an article over on https://wccftech.com/ the article states that on a Xboxera podcast Shpeshal Nick co-founder of the podcast.

Reveals that Id alongside Machinegames is in the process of developing a new Quake. They also state that the lead protagonist would be a female in the reboot of the franchise.

Quake IV being the last single-player installment in the Quake Franchise this comes as a nice surprise. Rumors have been circulating since the launch of Quake Champions. Quake Champions being the first Game as a Service in the franchise and always online and is still in early access.

Microsoft to Save Quake?

All this also comes after Microsoft acquired Bethesda. Microsoft has also dropped some subtle hints right after the acquisition that they are interested in the Quake Franchise.

The Xbox Twitch account has also been showing their face around during the Quake Pro League and even streaming the event as well!

Microsoft seems to hold all the keys to the kingdom now when it comes to First Person Shooters. Halo, Quake, Doom, and Wolfenstein just to name a few. The Doom and Wolfenstein reboots have been great so far. It will be interesting to see how they handle the Quake franchise going forward.

Quake Reboot Conclusion

There are many things that the Quake reboot needs to feature in order for it to be a success. As a huge Quakefan myself, I have to say I didn’t enjoy Quake IV and I believe the game was mediocre at best. Quake 4 felt like a add-on to Doom 3 than an original game. That being said, I prefer the Quake (1) story more-so over the Quake2/4 marine shooter.

For whatever reason Quake has always been the franchise that Id has always been willing to try something different/experiment with and has always pushed the technology of their engine with Quake. Then along comes Quake Champions and it is featured on a whole different engine all together with no mod support etc etc…

The Quake Reboot needs to allow the community to pick right up where it left off when it comes to modding/mapping for Quake. The number of amazing games that Quake has helped produced simply because normal users have been able to modify the game.

When it comes to Multiplayer for Quake to continue to be a success there has to be the ability to host servers and have a server browser. There is a reason why older Quake games are still living and breathing today. They have servers up 24-7 and it gives you the ability to host your own! This is a huge mistake that Quake Champions has decided to ignore and when the official servers go offline, there is no more Quake Champions.

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