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First post, by typh0id

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I was wondering if there is anything like Hexen II's Hammer of Thyrion fan patch for Quake. Neither Quake nor Hexen II like the internal graphics on my old Dell Latitude 505 (running Win98) and won't natively run in GL mode (they just crash to desktop upon launch). I was absolutely delighted to find that Hammer of Thyrion works perfectly in Windows 98 and now Hexen II runs in GL mode beautifully and without issue. So I was hoping something like that might exist for Quake. I do have a Direct3D-hacked executable for Quake that will get the game running in GL mode but it doesn't run very well. Other than that, I can run the game in GL mode if I use "-windowed" but I'd really like to run it full screen if I can.

Anything like this out there?

Last edited by typh0id on 2022-04-09, 18:41. Edited 1 time in total.

Reply 1 of 13, by DosFreak

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Quake Ports for DOS,98 and ME

Below are the versions I've tested:

DOS
Engoo 205d 12-16-2010
qbism8_DOS-9_bin 7-15-2014

Can't remember if you can play Q1 singleplayer or not with QDOS but give it a shot http://dk.toastednet.org/QDOS/

WINDOWS
Dark Places darkplacesengine20110328beta2 3-28-2011
Engoo 277w 12-31-2013
ProQuake 4.93 10-24-2012
Qbism Super 8 v288 11-19-2016
Quakespasm 0.90.1 6-13-2015 (Haven't tested 0.94.1 yet but I have a note of 0.93.2 for Windows 2000 so likely not)
TyrQuake 0.66 12-3-2019 (Possibly newer versions may work haven't tested)

TyrQuake or Quakespasm may be what you want.

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Reply 2 of 13, by typh0id

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DosFreak wrote on 2022-04-07, 16:48:
Quake Ports for DOS,98 and ME […]
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Quake Ports for DOS,98 and ME

Below are the versions I've tested:

DOS
Engoo 205d 12-16-2010
qbism8_DOS-9_bin 7-15-2014

Can't remember if you can play Q1 singleplayer or not with QDOS but give it a shot http://dk.toastednet.org/QDOS/

WINDOWS
Dark Places darkplacesengine20110328beta2 3-28-2011
Engoo 277w 12-31-2013
ProQuake 4.93 10-24-2012
Qbism Super 8 v288 11-19-2016
Quakespasm 0.90.1 6-13-2015 (Haven't tested 0.94.1 yet but I have a note of 0.93.2 for Windows 2000 so likely not)
TyrQuake 0.66 12-3-2019 (Possibly newer versions may work haven't tested)

TyrQuake or Quakespasm may be what you want.

Thanks so much for these suggestions. No luck yet though. TyrQuake still seems to only run in software mode and crashes if I try to go fullscreen at 1024x768. And I haven't yet found a copy of QuakeSpasm 0.99 but as you suspected, the newer versions don't work on Win98. Just get memory errors.

Reply 4 of 13, by DosFreak

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Reply 5 of 13, by leileilol

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It's Quakespasm...sort of. At least one programmer from Hammer does the bulk of Quakespasm, but quakespasm doesn't have any legacy/software/DOS build direction that Hammer's had

apsosig.png
long live PCem

Reply 6 of 13, by DosFreak

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http://quakespasm.sourceforge.net/Quakespasm.html
QuakeSpasm 0.94.0 has initial support for playing the 2021 re-release content: Copy the quakespasm binary to your rerelease installation and run quakespasm as you normally do.

Need to look into why newer versions are broken, probably third party libraries and/or compiler since SDL 1.2 is still supported.

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Reply 9 of 13, by DosFreak

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Looks like there were some openGL switches, it's likely a cli switch may get it working.
Unknown if there is a list of all switches, found these in the 0.90 notes

o Support for opengl non-power-of-two-textures extension (disable
with command line: "-notexturenpot".)

o Support for OpenGL vertex buffer objects (VBO, OpenGL 1.5 or newer)
for world and brush models (disable with command line: "-novbo".)

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Reply 10 of 13, by typh0id

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DosFreak wrote on 2022-04-08, 12:27:
Looks like there were some openGL switches, it's likely a cli switch may get it working. Unknown if there is a list of all switc […]
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Looks like there were some openGL switches, it's likely a cli switch may get it working.
Unknown if there is a list of all switches, found these in the 0.90 notes

o Support for opengl non-power-of-two-textures extension (disable
with command line: "-notexturenpot".)

o Support for OpenGL vertex buffer objects (VBO, OpenGL 1.5 or newer)
for world and brush models (disable with command line: "-novbo".)

Neither switch worked on either executable. When running quakespasm.exe I get "The LIBFLAC-8.DLL is linked to missing export MSVCRT.DLL:_fstat64."

When running quakespasm-sdl2.exe I get "The SDL2.DLL file is linked to missing export KERNEL32.DLL:AttachConsole."

Reply 11 of 13, by DosFreak

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For ""The SDL2.DLL file is linked to missing export KERNEL32.DLL:AttachConsole.""
Yeah, SDL2 is incompatible with 9x (unless you use kernelex). You'll need to use either the regular executable or the SLD1.2 one.

For "The LIBFLAC-8.DLL is linked to missing export MSVCRT.DLL:_fstat64."
It's likely that 0.90.1 or the libraries (I've seen different projects oddly use different compilers....) was compiled with a newer version of mingw-w64 that requires a newer msvcrt.
You can use the attached that works for 3.51-9x-2000 that has _fstat64
http://web.archive.org/web/20170826022647/htt … ent-variable-ma

Extract
Rename MSV6.DLL to MSVCRT.DLL
Copy msvcrt.dll to c:\
Boot to DOS
Go to C:\windows\system and rename msvcrt.dll to msvcrt.bak
Copy c:\msvcrt.dll to c:\windows\system
Start windows

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Reply 12 of 13, by typh0id

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DosFreak wrote on 2022-04-08, 13:58:
For ""The SDL2.DLL file is linked to missing export KERNEL32.DLL:AttachConsole."" Yeah, SDL2 is incompatible with 9x (unless yo […]
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For ""The SDL2.DLL file is linked to missing export KERNEL32.DLL:AttachConsole.""
Yeah, SDL2 is incompatible with 9x (unless you use kernelex). You'll need to use either the regular executable or the SLD1.2 one.

For "The LIBFLAC-8.DLL is linked to missing export MSVCRT.DLL:_fstat64."
It's likely that 0.90.1 or the libraries (I've seen different projects oddly use different compilers....) was compiled with a newer version of mingw-w64 that requires a newer msvcrt.
You can use the attached that works for 3.51-9x-2000 that has _fstat64
http://web.archive.org/web/20170826022647/htt … ent-variable-ma

Extract
Rename MSV6.DLL to MSVCRT.DLL
Copy msvcrt.dll to c:\
Boot to DOS
Go to C:\windows\system and rename msvcrt.dll to msvcrt.bak
Copy c:\msvcrt.dll to c:\windows\system
Start windows

Yes. That did it. Quakespasm 0.90.1 is running perfectly now. Thank you so much. You are always ridiculously helpful.

Reply 13 of 13, by DosFreak

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No, thank you for playing Quake with a new (well kinda) port on an old system!

It shouldn't take much to get newer versions working just needs to be looked into to see what broke where.

I ran through alot of the various Doom ports this morning and suprisingly most still work on XP so that's nice but the 64bit only crowd is slowly creeping in and the 3rd party libraries dropping XP just because are an issue as well.

You can't really discuss this on Doomworld or in most forums or even comment trackers or issues since the detractors will weigh you down and everyone will tag team. Might be worth bringing up this breakage directly with the Quakespasm team though.

Now you get all this (well the ones that apply anyway):
https://sourceforge.net/p/quakespasm/news/201 … uakespasm-0901/

Version 0.90.1 of QuakeSpasm is released. Changes since the previous version: […]
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Version 0.90.1 of QuakeSpasm is released.
Changes since the previous version:

Bugfixes:

Fix dynamic light artifact where changing lightmap are rendered one
frame late (bug introduced in 0.90.0).
Fix texture memory leak when changing video modes with SDL2.
Fix rare incorrect mdl lighting on 64-bit builds. (details here:
http://forums.inside3d.com/viewtopic.php?f=3&t=5620)
Fix fullbrights turning black after "kill" command (bug introduced
in 0.90.0).
Clear all fog values on map change to prevent colored fog carrying
over to jam3_tronyn.bsp.
Allow loading saves with } character in quoted strings, fixes issue
with retrojam1_skacky.bsp.
Fix viewmodel not lerping on extended-limit maps.
Fix crash on out-of-bounds skin number.
Performance:

Use multithreaded OpenGL on OS X for better performance.
New, faster mdl renderer using GLSL. Disable with "-noglslalias".
Visual improvements:

New gamma correction implementation using GLSL. Fixes all known
gamma issues (affecting the full display, persisting after
quitting, or darkening the screen on OS X). Disable with
"-noglslgamma".
Use high-quality water by default (r_oldwater 0).
Shadows use stencil buffer to avoid overlapping artifacts (from
MarkV.)
r_noshadow_list cvar added (from MarkV.)
Interface improvements:

Support pausing demo playback with the "pause" command.
Autocompletion for "game", "record", "playdemo".
Experimental windowed fullscreen mode available with
vid_desktopfullscreen 1 (only in SDL2 builds, takes effect upon
entering fullscreen mode the next time.)
Silence "exceeded standard limit" messages unless developer cvar is
greater than 0.
Some spam moved from developer 1 to 2: "can't find tga/lit/ent",
"trying to load ent", "bad chunk length", "meshing",
"PR_AlocStringSlots: realloc'ing"
Code cleanup:

Clean up IDE project files to build on fresh systems.
Update 3rd-party libraries.

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