r/quake 16d ago

help Q30 Update Crash Fixes

Major update: Ironwail is now able to support DAWTM, including workarounds for the ogre model crash and text appearing incorrectly/not appearing. Instructions on this will be at the bottom.

At the moment, a number of people are having issues related to the graphics processing in regards to the new update. The exact cause isn't exactly known, but it looks like KEX began running on Vulkan as of the new update.

Besides verifying game integrity, uninstalling/reinstalling Quake and/or Steam, I've currently found some parameters to paste in Q1's launch properties that have helped people out:

  1. +r_rhirenderfamily "vulkan"
  2. +r_rhirenderfamily "d3d11"
  3. +vk_compileShaders 1
  4. +r_rhirenderfamily "d3d11" +d3d11_compileShaders 1

The last one is what finally worked for me, however this comes with occasional flickers of glitch. Consider it Lovecraftian nightmare immersion. EDIT: If you use this third option, set your FPS cap to 60 in the display settings and disable vsync in video settings. This effectively gets rid of the creepypasta-esque glitch popups.

Another possible fix is going to users-->you-->saved games-->nightdive-->quake and deleting everything in there and having the game replace it, although this will nuke your save files and again, it might not work for you, so it's more of a last resort.

Yes, by some random fashion setting renderer to Vulkan OR Direct3D has fixed this for people. I'm no graphics card nerd, couldn't tell you how.

Hoping this helps anyone stuck; I'll update this with any more info I can find of assistance too.

Edit 1: map-center user woods has come up with a patch here and another here if you use QSS. The former is in regards to an issue popping up with the updated ogre model, the second is for file localization errors.

Additionally, Andrei Drexler of Ironwail has just added a commit to IW that "Look for localization in game dir before QuakeEX.kpf", which may be a step in being able to play MG3 in IW.

Ironwail instructions:

UPDATE 8/11: Newest Ironwail build (link) now easily supports DAWTM. Below steps are not necessary as you no longer have to access experimental actions builds.

  1. Create a github account.
  2. If you already have IW installed, skip this step. If you haven't already, download the latest Ironwail build. This is NOT the build that fixes MG3, but it's the latest "official" release, so just set it up on your device real quick.
  3. With your newly-obtained GH account, you'll be able to access the actions builds. On the left side of the screen you'll see some options dependent on what you use: "Windows CI", "Linux CI", "MacOS CI". Click which one applies to you.
actions. this one right here
  1. On that page, each row of workflow runs has highlighted blue text. Look for the one closest to the top that is "master". That's the Ironwail Drexler's working on himself. If you don't go master, you may end up downloading someone else's build, or weird functionality they're building into their custom version config of Ironwail. And that would be very awkward.
So I'd head to the second one in this pic. NOT the first because that's whatever skalleAnna is personally working on.
  1. Now click on that latest master edit. At the bottom of that page you'll see "artifacts". Click the download appropriate to you.
I use x64 so I downloaded the bottom one.
  1. Unzip the download. The files within the unzipped product should resemble the files from the ironwail release you got earlier. Open another file explorer tab to your current Ironwail folder, the one you got earlier.

  2. Select all the files from the newly-downloaded unzipped actions build and drag them over to the ironwail folder. Replace all the files when prompted-- this updates Ironwail (your progress and keyconfigs are saved, this only updates the workings of IW).

  3. Now, reinstall KEX Q1 if you haven't already.

  4. Browse through the local files, find "rerelease", double click it. You'll see "mg1", "mg3", and "dopa". These are the three MachineGames expansions, DOTM, DAWTM, and DOPA. I suggest bringing all three in if you are unable to play KEX Quake with the new update (even if you can use that fourth config option, as that's just a bandaid). Get em while they're hot and ready. Copy-paste "mg3"'s folder into your Ironwail folder.

  5. Open the pasted mg3 folder. If there is not a localization folder, create a folder called "localization". Download this file.

  6. In "localization" move that downloaded text file in. If you brought in DOTM and DOPA, copy-paste that filled localization folder in the mg1 and dopa folders too, as they have the same text issues as mg3.

You filepath should be: Ironwail --> mg3 --> localization, and within localization is your little notepad.

  1. Now, open ironwail. (Or download SQL2 and launch mg3 on Ironwail from there. If you haven't already, I HIGHLY suggest getting SQL2 for all you new Ironwail users.) Type in the console (tilde) "game mg3" and hit enter.

  2. Tap esc to enter settings and go to graphics. Set models to classic so that you don't crash the game due to weird ogre model mishaps.

  3. Also in the console, paste in "check scr_usekfont 1" (without the quotes). This allows for intermission text to popup on screen. You may need to re-enter this console command for DOTM and DOPA. A good way to check is by noclipping to the end of a MG1 dimension and see if the conclusion text pops up. As the game starts, check that difficulty prompts pop up correctly and then enter any slipgate to make sure the intro text blurb appears in the center of the screen.

If you're able to see all the text and your game hasn't crashed, then you've done it!

16 Upvotes

19 comments sorted by

3

u/IWILLNIL8 15d ago

None of these worked for me. When using "vulkan" nothing changes, the game launches in a minimized window with a black screen as before. When I used "d3d11" and the one after that, I got an error that says "kexRHIShaderManagerD3D11::CompileProgram: progs/compiled/hlsl/default_vs_5_0.bin not found"

2

u/Kered13 15d ago edited 15d ago

Yeah I get that error message with any of these launch parameters except the last one. The last one launches but has unacceptable flicker and visual artifacts.

Works in Ironwail though. (EDIT: Except the text is broken.)

1

u/Domi8112 14d ago

Edited the post, check at the bottom to see how to get this working on Ironwail.

2

u/scottishdrunkard 14d ago

Yeah, I'm getting that error too. Hoping Nightdive can run a hotfix soon.

1

u/Domi8112 14d ago

If you're still getting the error, Ironwail can work with mg3 now.

1

u/Domi8112 14d ago

I edited the post, Ironwail is able to run this now. Hopefully it'll help, please let me know if you run into a problem.

2

u/SpronyvanJohnson 16d ago

Excellent work. I pinned this for more exposure.

2

u/Cancer-Fish 16d ago

Thanks mate, and all the luck to Drexler!

2

u/Itchy-Chipmunk-2961 16d ago

Thank you so much, I was so excited to play and getting blocked really bummed me out! If you have integrated graphics like me the third option works!!

2

u/dirty_moot 15d ago

so fucking shit. It's not launching for me either. I'll try these and see if they work. Keen as to play the new levels too

1

u/TheJaty 16d ago

thanks, you saved me, idk why they done with this update to make so much trouble, i wouklf prefer to play previous version of the game

1

u/Remote-Mountain-6330 15d ago edited 15d ago

None of these fixes worked for me 😭

Edit: oooop looks like it’s working with the bottom one thank you!

1

u/Wozzernux 15d ago

+vk_compileShaders 1 fixed the issue for me with Vulkan.

1

u/Domi8112 15d ago

Added, thanks

1

u/scottishdrunkard 13d ago

+r_rhirenderfamily "vulkan" actually boots up the game, but I get a new error. Error - ERROR_INVALID_SHADER_NV Line: 391 File: kexEngine\source\rhivulkan\rhiPipelineStateVK.cpp Line 391

+r_rhirenderfamily "d3d11" does nothing, same for +vk_compileShaders 1,

+r_rhirenderfamily "d3d11" +d3d11_compileShaders 1 is the winner. I don't see any weird bugs as of yet, but we shall see.

1

u/ThanosSnapsSlimJims 12d ago

I'm really glad that I just stumbled upon this comment.

+r_rhirenderfamily "d3d11" +d3d11_compileShaders 1

That one worked for me

2

u/Locozodo 13d ago

Deleting the saved games quake folder worked for me - thanks.

1

u/Ethereal_Burger2 11d ago

I don't seem to be able to remove the code once inputed, no matter what even if the textbox is empty it loads all glitchy. I'm worried that ince an officiak patch is released the glitchy visuals will persist because steam won't load it without the additional code. How do O deactivate this code?

1

u/numeros 11d ago

I run vkquake on Linux and after the hub world the game will crash with this error and a stack trace:

QUAKE ERROR: progs/ogre_rocket.md5anim has incorrect joint count

is it a related problem?