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Pak0 Pak Pak1 Pak S

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  1. One more comment, for when you've managed to get the pak0.pak and pak1.pak files: I'm sure you can manage to get the FoD Quake engine running, but you might want to look into other more modern and updated/maintained projects as well, especially if you want to play any recent usermade maps.
  2. Although PAK1 was the first family member found to be frequently upregulated in human cancer, PAK2 and PAK4 are also widely overexpressed in human cancer as per the analysis carried out using the cBioPortal database (Cerami et al., 2012; Gao et al., 2013).However the extent of PAK's overexpression varies widely across cancer types and depends on the nature of the dataset and the specific study.

If you have installed Quake using Steam, 'PAK' files are usually located in the following folder: C: Program Files (x86) Steam steamapps common Quake Id1 Please make sure you do have PAK0.PAK and PAK1.PAK before proceeding with the next steps!

Step 1: Prepare original Quake

classicQ requires Quake 1 to run. More specifically, it needs the game data archives contained in the PAK0.PAK and PAK1.PAK files. These two files are always located inside the Quake/Id1/ folder.

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You can purchase a legal copy of Quake (Windows only) on Steam:
http://store.steampowered.com/app/2310/

If you have installed Quake using Steam on Windows operating system, 'PAK' files are usually located in the following folder: C:Program Files (x86)SteamsteamappscommonQuakeId1

Please make sure you do have PAK0.PAK and PAK1.PAK on your Mac before proceeding with the next steps!

Optional: Verify PAK files

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Pak0 Pak Pak1 Pak S View

If you want to double-check that you have the correct files, you can verify their MD5 hashes against the table below.

FileSizeMD5 checksum
PAK0.PAK18 689 235 bytes5906E5998FC3D896DDAF5E6A62E03ABB
PAK1.PAK34 257 856 bytesD76B3E5678F0B64AC74CE5E340E6A685

You can easily calculate MD5 checksums with Terminal:
md5 PAK0.PAK PAK1.PAK

Step 2: Download classicQ

Pak0 Pak Pak1 Pak S Green

To download classicQ, simply get the latest release (under 'Source code' link) from GitHub:
http://github.com/classicQ/classicQ.github.io/releases/latest
Don't worry, you won't need to compile anything.

Step 3: Generate config file

Config files are text files with the .cfg extension. They contain player settings such as keyboard controls. All Quake settings must be configured using the in-game console or by manually editing .cfg files. This is quite cumbersome to new users. Luckily, you can setup a basic config file using the configurator below.

Firstly, rearrange the keyboard settings (refresh the page to restart the process if needed)

  • W
  • S
  • A
  • D
  • SPACE
  • Left Mouse Button
  • Right Mouse Button
  • Middle Mouse Button
  • Q
  • E
  • SHIFT
  • moves forward
  • moves back
  • moves left
  • moves right
  • jump
  • (primary attack) Rocket Launcher
  • (secondary attack) Thunderbolt
  • (tertiary attack) Grenade Launcher
  • Axe
  • Shotgun
  • Nailgun
Pak0
Pak0 Pak Pak1 Pak S

Do you play with inverted mouse?

Next, enter your nickname here:

Finally, click the button below to create your .cfg file (download may not work on Safari):

Pak

Please save it as initial_keybinds.cfg and keep it for later use.
You can put it into the same folder with the already prepared PAK0.PAK and PAK1.PAK files.

Step 4: Put everything together

You're almost finished! Now that you have all the necessary files, it is time to copy everything to the correct folders.

  1. Extract classicQ from .zip file to any temporary location
  2. Open the extracted files in Finder and locate the Fodquake directory (the one with an uppercase 'F')
  3. Move Fodquake directory to ~/Library/Application Support/ folder
    Tip: press Command+SHIFT+G keys in Finder to open 'Go To Folder' pop-up window and paste the location: ~/Library/Application Support/
  4. Next, open the ~/Library/Application Support/Fodquake/id1/ directory. Move the previously prepared PAK0.PAK, PAK1.PAK files and the initial_keybinds.cfg file here (you can overwrite the existing initial_keybinds.cfg file)
  5. Now open the ~/Library/Application Support/Fodquake/ directory and double-click on fodquake-YYYYMMDD-i686-macosx.dmg file. You will see Fodquake-GL application - you can put that anywhere you want, for example on Desktop or in Programs

Congrats! You have finished installing classicQ!
To start the game, run Fodquake-GL app.


Pak0 pak pak1 pak s view

Pak0 Pak Pak1 Pak S View

If you want to double-check that you have the correct files, you can verify their MD5 hashes against the table below.

FileSizeMD5 checksum
PAK0.PAK18 689 235 bytes5906E5998FC3D896DDAF5E6A62E03ABB
PAK1.PAK34 257 856 bytesD76B3E5678F0B64AC74CE5E340E6A685

You can easily calculate MD5 checksums with Terminal:
md5 PAK0.PAK PAK1.PAK

Step 2: Download classicQ

Pak0 Pak Pak1 Pak S Green

To download classicQ, simply get the latest release (under 'Source code' link) from GitHub:
http://github.com/classicQ/classicQ.github.io/releases/latest
Don't worry, you won't need to compile anything.

Step 3: Generate config file

Config files are text files with the .cfg extension. They contain player settings such as keyboard controls. All Quake settings must be configured using the in-game console or by manually editing .cfg files. This is quite cumbersome to new users. Luckily, you can setup a basic config file using the configurator below.

Firstly, rearrange the keyboard settings (refresh the page to restart the process if needed)

  • W
  • S
  • A
  • D
  • SPACE
  • Left Mouse Button
  • Right Mouse Button
  • Middle Mouse Button
  • Q
  • E
  • SHIFT
  • moves forward
  • moves back
  • moves left
  • moves right
  • jump
  • (primary attack) Rocket Launcher
  • (secondary attack) Thunderbolt
  • (tertiary attack) Grenade Launcher
  • Axe
  • Shotgun
  • Nailgun

Do you play with inverted mouse?

Next, enter your nickname here:

Finally, click the button below to create your .cfg file (download may not work on Safari):

Please save it as initial_keybinds.cfg and keep it for later use.
You can put it into the same folder with the already prepared PAK0.PAK and PAK1.PAK files.

Step 4: Put everything together

You're almost finished! Now that you have all the necessary files, it is time to copy everything to the correct folders.

  1. Extract classicQ from .zip file to any temporary location
  2. Open the extracted files in Finder and locate the Fodquake directory (the one with an uppercase 'F')
  3. Move Fodquake directory to ~/Library/Application Support/ folder
    Tip: press Command+SHIFT+G keys in Finder to open 'Go To Folder' pop-up window and paste the location: ~/Library/Application Support/
  4. Next, open the ~/Library/Application Support/Fodquake/id1/ directory. Move the previously prepared PAK0.PAK, PAK1.PAK files and the initial_keybinds.cfg file here (you can overwrite the existing initial_keybinds.cfg file)
  5. Now open the ~/Library/Application Support/Fodquake/ directory and double-click on fodquake-YYYYMMDD-i686-macosx.dmg file. You will see Fodquake-GL application - you can put that anywhere you want, for example on Desktop or in Programs

Congrats! You have finished installing classicQ!
To start the game, run Fodquake-GL app.


The Pak Files

Introduction
It seems that every 3D Shooter has a file or files whichcontains all of the game's graphics, levels, sounds, sprites,etc.. Let's see, Doom, Doom II, Heretic, and Hexen with .wadfiles, Dark Forces with .gob files, and Duke Nukem 3D with .grpfiles. Well, Quake is no exception. It uses two .pak files thatcontain all of the game's data. The two pak files that Quake usesare Pak0.pak, which contains everything as the Shareware version,and Pak1.pak, which contains the rest of the information for theregistered version which the Shareware version does not. The Pakfile is like a Zip file that when unzipped, or unpacked, goesinto directories containing the information. Here's anillustration of the Pak file is made up.

I'll explain whats in each folder now. The gfx folder containsall of Quake's menu and console graphics(.lmp). The maps foldercontains all of Quake's maps(.bsp). The progs folder contains allof Quake's 3D Models (.mdl), Configuration Files (.cfg), ScreenShots (.pcx), and the progs.dat file, if you have some QuakeCyou want to use, place the Progs.dat file where it is as shown inthe picture. You can create a .pak file yourself, but sometimesthere are certain things that won't work in Quake when packed.

Creating a Pak File
Creating a .pak file is simple. Just download and execute my Setup Batch Filewhich sets up Quake for running add-ons easily. Aftercreating all the files you want to use for Quake, put them in theproper directory and then use AdQuedit,and get the Manuel,select the root directory and go to File>Create Pack. That waseasy was'nt it? Note that if you choose to create a .pak filem then all the folders and files must begin with lower-case letters. AdQuedit will build a .pak file with capital letters but Quake won't run it. PakExplorer will make files lower-case automatically. I really reccomend getting PakExplorer.This great little utility is better for creating .pak's because of features such as browsing and inserting more stuff without having to pack thewhole thing again, but be careful when dragging files out because it moves them out, not copies, and will cause Quake to crash if it can't find a required file. My example contains a .pak file with examples of everything on my editing pages, so if you want the stuff in it or any other .pak file, you're all set!


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