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wads/devqtex_v2.txt
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Some modified textures from the HL2 development texture set.
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devhltex.wad Halflife texture wad for Hammer
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devqtex.wad Quake format texture set for Worldcrafrt ect.
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Mechtech
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==============================================================
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Version 2 is a repackage of the orginal with remipped versions
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of the texures so they display correctly in the TrenchBroom
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editor.
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dumptruck_ds
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==============================================================
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wads/id1_wads_per_map_readme.txt
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wads/id1_wads_per_map_readme.txt
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Quake (1996)
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===========================================================================
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Title : id1 Wads per map v3
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Filename : multiple files
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Release date : 2019/14/12
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Author : dumptruck_ds & c0burn
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Email Address : lango.lan.party@gmail.com
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Other Files By Author : End of Solace, Remains in a Manger, OneTimPurple,
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Knight Gaunts, Carmack's Karnak, Bay Sick
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Misc. Author Info : Quake Mapping Tutorials on YouTube
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https://www.youtube.com/playlist?list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE
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Description :
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These are individual wads for each of the maps in the original Quake.
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I created these for two reasons. First, as an easy way to load a particular
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wad while reviewing the original map sources. Secondly, for new mappers, as
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a way to limit the amount of textures one can use in a map. This helps prevent
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using textures of a different theme in a given map which can look unpolished
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and sloppy.
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I've included an additional wad file called "clip_trigger" to augment the wads
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that are missing those textures.
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Thanks to c0burn for fixing and repackaging this collection in v2. Version 3
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is a more streamlined version that includes this readme and excludes some other
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wads that are not needed.
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===========================================================================
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* Construction *
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Editor(s) used : Wally, Quake-Tools (by Joshua Skelton)
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Find Quake-Tools source here:
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https://github.com/joshuaskelly/game-tools/tree/master/quake or the binaries
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here: https://joshua.itch.io/quake-tools
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===========================================================================
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SPECIAL THANKS TO:
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id Software
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the func_msgboard community
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Joshua Skelton
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===========================================================================
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* Copyright / Permissions *
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Authors (MAY/may NOT) use the contents of this file as a base for
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modification or reuse. Permissions have been obtained from original
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authors for any of their resources modified or included in this file.
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You MAY distribute this file, provided you include this text file, with
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no modifications. You may distribute this file in any electronic
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format (BBS, Diskette, CD, etc) as long as you include this file
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intact. I have received permission from the original authors of any
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modified or included content in this file to allow further distribution.
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39
wads/prototype.txt
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============================================================
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Name: Prototype WAD
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Date: 18th August 2017 (last updated: 3rd June 2019)
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File: prototype.zip
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Author: Aleksander "Khreathor" Marhall
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Email: khreathor@khreathor.xyz
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Twitter: https://twitter.com/khreathor
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URL: http://khreathor.xyz/site/prototype/
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Version: 1.2
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============================================================
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Version 1.2 changes (3rd June 2019):
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-----------------
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- Uniform colors added (including fullbrights)
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- Gold/Silver key texture added
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Version 1.1 changes (17th April 2019):
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-----------------
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- 16x16 and 32x32 texture variants added
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- lava texture added
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- *lavaskip,*slimeskip added
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- *hintskip added
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============================================================
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COPYRIGHT NOTICES
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-----------------
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Feel free to use it with any Quake release.
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I'm fine if you use it with other games, but give me a credit.
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If you want to make HD texture versions based on this WAD,
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You have to pay me $10000 and invite me to piniata party.
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This is no joke...
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Have fun!
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============================================================
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wads/readme.txt
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.: Quake Sewer Jam :.
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Filename: sewerjam.zip
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Authors and maps:
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Ubiquitous "Winning the Poo"
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Andrew Yoder "If you could do it all again"
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Greenwood "Sewer Wrath"
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Elithium "The Pain Drain"
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Artistical "The Ogre Swamp"
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Nolcoz "Blue Trash"
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Axebeard "Hello from the Gutter"
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Burnham "Waterdeep Junction"
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Pinchy "Royal Flush"
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MortalMaxx "Urine for a Treat"
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Ryan Trawick "Dearly Departed"
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Contents:
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11 Sewer Levels, 3 custom music tracks, new mod!
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Contact:
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See each author's respective readme in the docs folder.
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If you have problems running the mod, you can contact me at
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AndrewYoder@live.com
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Installation
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------------
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1. Create a new folder called "sewerjam" in your Quake folder
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(This should sit alongside your id1 folder)
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2. Extract the zip file into your sewerjam folder
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3. Create a shortcut to your preferred Quake engine
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4. Add the following to the command line in the shortcut's properties
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-game sewerjam
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5. Run the shortcut (click icon) and make sure the engine loads
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6. Use the Quake menu's to start singleplayer and pick a new game
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7. After the start map has loaded pick your skill level and choose a map!
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Comments
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--------
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Thank you to all of the mappers who participated, including a few of you who ran out of time.
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This sewer theme sparked a lot of interest, and I was glad to see a few new mappers join in.
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Specifically, congratulations to Axebeard and Ryan "Arma" Trawick on their first maps for Quake!
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Thank you also to Khreathor for his work setting up the mod that we used for the jam.
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More info on that below. He also added a new pipe weapon model to replace the axe, and it's great!
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Music
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-----
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track48 by MortalMaxx, used in swjam_maxx "Urine for a Treat"
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track55 by Artistical, used in swjam_artistical "Ogre Swamp
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track77 by Lindsay, used in swjam_yoder "if you could do it all again"
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More info on Lindsay's work here: https://lindsayambient.bandcamp.com/releases
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About the mod
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-------------
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Here are Khreathor's notes:
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Sewer Jam progs is based on "Extras". It has few bugfixes, few new features and 2 new enemies (Eel and Hydra).
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This mod is still developed/maintained. You can find latest code here: https://bitbucket.org/khreathor/extras_r5/src/master/
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Code in this pack has all commits for 08/22/2019 (last commit: 5e9b544)
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I don't guarantee latest builds from repo will work flawlessly with these maps,
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so best to play them with progs supported with this pack.
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wads/skips_2018_readme.txt
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2018-01-25
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This simple .wad file contains skip textures for use in Quake level editors,
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They were created for a video tutorial series for the editor Trenchbroom 2.0.
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Hopefully you will find them useful!
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Skip textures are not a standard feature of Quake compiling software. However,
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ericw's tools and some others compiling suites do have support.
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You can get Eric's here:
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https://ericwa.github.io/ericw-tools/
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You may use this wad file in any way you see fit. Map files do not
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rewuire any credit. Please give me credit if you include them in any
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type of non-map distribution.
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credit: dumtruck_ds
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email: lango.lan.party AT gmail DOT com
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You will find the tutorials on YouTube:
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https://www.youtube.com/channel/UCF502yOYr_olPaw6xgnYmaQ?view_as=subscriber
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Here's "skip" info from the readme found in the qbsp docs for ericw's tools:
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SPECIAL TEXTURE NAMES
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The contents inside a brush depend on the texture name(s) assigned to it.
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By default brush contents are solid unless they have a special name. Names beginning with an asterisk are liquids. A prefix of *slime indicates slime, *lava is for lava and anything else beginning with * will have contents as water.
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All faces of a brush must have textures which indicate the same contents. Mixed content types will cause qbsp to print an error and exit.
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SKIP
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Any surfaces assigned a texture name of skip will be compiled into the bsp as invisible surfaces. Solid surfaces will still be solid (e.g. the play can<61>t walk or shoot through them) but they will not be drawn. Water, slime and lava surfaces can be made invisible using the texture names *waterskip, *slimeskip and *lavaskip respectively.
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HINT
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Hint surfaces cause a bsp split and portal to be generated the on the surface plane, after which they are removed from the final bsp - they are neither visible, nor structural. Strategic placement of hint surfaces can be used by a map author to optimise the PVS calculations so as to limit overdraw by the engine (see also: vis(1)).
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Use a texture with the name hintskip on any surfaces of a hint brush which you don<6F>t want to generate bsp splits or portals. All surfaces of a hint brush must use either the hint or hintskip texture name.
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