Q1Q3 Pak-v.5.4  *final(?) version*      Updated: 27July01 



1) Put  q1q3.pk3 in ...quake3\baseq3. 
   NOTE: For use with the Q3Fortress mod, rename q1q3.pk3 to q3f_q1q3.pk3 and put it 
   in your ...quake3\q3f folder. This is required for it to work correctly with Q3F.

2) Edit your   q3config.cfg    file so that you have; seta cg_forceModel "1" 
   (or set "Force Player Model" in your settings/game-options menu). 

3) Select Ranger (Q1 guy) or Doom model from the setup/player/model menu in game. 
   NOTE: You can use Sarge model now and still have Q1/QW player model sounds.

4) Play QW-2000    :-) 
  

NOTE: It appears that id has changed the way the Q3:A pure system works in v1.17. In most newer 
mods, Q3Fortress and RA3 are two examples, as well as in retail Q3DM/CTF, you can not have this pak 
file (or any custom *SOUND* pak it would seem) installed and play on pure servers (sv_pure 1); the
server will now kick you off (drop you to the menu). The way it used to work is that if you 
connected to a pure server you could still join & play but the content in your custom sound .pk3 
would simply not be loaded and you couldn't use it. So now you either have to move q1q3.pk3 to 
a temp directory OR rename it to something other than .pk3 (like q1q3.pk for example) to play on 
pure servers. Fortunately there are still a lot of sv_pure 0 servers out there. Maybe if enough 
people bitch to id they will change the code back so that people who use custom sound paks will 
not have to mess around like this.

q1q3.pk3   does the following: 

1)  Replaces Q3 Ranger & Doom player sounds with Quake1 & Doom player sounds. 
2)  Replaces Q3 railgun sound with the Quake2 railgun sound. 
3)  Replaces the Q3 rocket launcher sounds (fire/explode) with those from Quake1. 
4)  Replaces the Q3:A-CTF flag cap/return sounds with those from Q1-ThreewaveCTF. 
5)  Adds a new, more gothic, font for the status part of the HUD. **REMOVED IN v.4.2**
6)  Adds a more "Quake2 like" rail effect. **REMOVED IN v.5.4 
7)  Replaces the grenade firing sound with the one from Q1. 
8)  Replaces the Q3 machinegun firing sound with Q1 SuperNailGun firing sound . 
9)  Replaces Q3 gib sound with the Q1 gib sound. 
10) Replaces the Q3 "beeping" sound of player chat with the Q1 version. 
11) Modifies plasma gun sound. 
12) Replaces Q3 menu sounds with Q1 menu sounds. 
13) Replace Q3 teleporter sound with Q1 teleporter sound. 
14) Replaces the Q3 50 (yellow) armor pickup sound with Q2 light-armor sound.*REMOVED IN v.4.3*
15) Replaces the Q3 100 (red) armor sound.  
16) Replaces the Q3 health pickup sounds with the ones from Q1 (including MH). 
17) Replaces the Q3 item-respawn sound with the Q1 version.
18) Replaces the Q3 weapon-pickup sound with the Q1 version.
19) Replaces the Q3 ammo-pickup sound with the Q1 version.
20) Replaces the Q3 lightning gun sounds with the Q1 versions.
21) Replaces the Q3 sound for using-medkit with Q1 MegaHealth sound.
22) Replaces the Q3 sound for PowerUp-respawn (haste, regen, invis, MH) with Doom teleporter sound (easy to hear!).
23) Replaces the Q3 sound for picking up holdable items (medkit, p.teleporter,etc) with Q1 "found a secret" sound.
24) Replaces the player sounds of Sarge model with Quake1 player sounds *New in v.4.1, added for Q3F*  
25) Replaces many of the new Q3Fortress v.1-fBETA player & weapon sounds with those from Q1. *New in v.5.0*
26) Replaces many of the new Q3:A (ver.1.27g/h) CTF sounds so that it still sounds like Q1-Threewave CTF. *new in v.5.2*


Also note that this whole setup only works with Q3:A V1.14 (beta) or higher. In retail 
(v1.11) Q3 choosing "Force Player Model" option resulted in the game using Sarge 
model as default. Now (v1.14 beta and higher) when you choose "Force Player Model" 
everyone in the game is the player model you choose for yourself in setup/player/model 
menu. 
  

  
Thank you id for so many years of great games...

Have Fun,

linear_quaker@hotmail.com

www.geocities.com/q3coolquake

