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Quake Live Mod Manager - A Modding Tool for Quake Live

Updates

v1.0.2 11mo
  • Feature Disabled mods are now labelled in the mods list
  • Feature Enabled mods are now moved to the top of the list (disabled by default)
  • Addition Links added to the About page
I unfortunately am going to be away from home so I had to push this one out without a few of the features, mainly file paths showing in the selection window and one-click installs, I'll add some of the things from the Todo list when I get back.

QLMM also appears to have been triggering false-positives in some antivirus engines, I'm not entirely sure what would have caused this (possibly one of the dependencies) but you can examine the source on GitHub, including that of the libraries used, if you are ever unsure that it is safe to install.

EDIT Feb 26 2021: 8 more AV engines have suddenly flagged the installer as malware. If you have advice on how to fix this, please tell me now! In the mean time I will be sending the installer to analysts to have them correct the problem.

EDIT Mar 7 2021: I've traced down the issue to Newtonsoft's JSON. It was flagged as Trojan.Bulz. I will investigate potential fixes later.

EDIT June 7 2021: I have been procrastinating on this for way too long, I have a massive todo list to comb through and haven't finished one-click installs yet. It sure is a good thing I don't have any daily users of this tool to yell at me!
v1.0.1.0 11mo Feature2 Addition Improvement v1.0.0.1 11mo Overhaul
A mod manager for Quake Live.

Written and compiled in VS2019 using C# and WPF.

It works by scanning your game assets folder /baseq3/ for pk3 files and changing the file extension to disable/enable them, and also allowing you to view the metadata of each .pk3 by means of the pk3's package comments.

1. System Requirements


Linux users: You will need Winetricks to run this application!

2. Installation

2.1. Windows

Open QLMM_setup.exe and follow the on-screen directions. Remember where you install the program to, or create a shortcut on your desktop.

2.2. Linux/Mac/BSD

If you don't already have WINE and Winetricks installed, install them from your package manager of choice.

Using Winetricks, select Select the default wineprefix > Install a Windows DLL or Component, and install dotnet472 plus any other files you may need which you are missing. If you run into any problems during installation, please read the troubleshooting tips on WineHQ's AppDB for workarounds.

Run wine QLMM_setup.exe in the folder where you saved the installer, and follow the on-screen directions. Remember where you install the program to, or create a shortcut on your desktop.

3. Compatible Games

QLMM currently has official support for:
  • Quake III: Arena
  • Quake Live 
  • Warfork (and by extension, Warsow)

3.1. Quake III: Arena

As of version 1.0.1.0, Quake III may show some extra files in the QLMM window that you did not install. This does not happen with Quake Live since Quake Live's default filenames are blacklisted from the file search. You can customize the blacklist in future versions to mitigate this problem, but until then, you should compile your own copy of QLMM if you want a custom blacklist.

3.2. Quake Live

Quake Live has out-of-box support, and if is installed to the right location QLMM will set everything up for you.

3.3. Warfork

Warfork uses a custom version of the Quake II engine called QFusion, but it uses the same file formats as idTech3, so it is compatible with QLMM. However, the same issue with Quake III: Arena is here: a custom blacklist will be needed in order to hide the stock game files.

Keep in mind that Warfork organizes itself a little differently. In the game's install folder, the baseq3 folder is usually found at fvi-launcher\applications\warfork\Warfork.app\Contents\Resources\basewf\ as opposed to simply baseq3\

You may need to extract the PK3's contents or else Warfork may override them with the default game files!


4. Usage

4.1. Importing Mods

idTech3 uses the ZIP format, often also labeled as PK3, to store game assets.
When importing, QLMM will ask you for which mod file you wish to import.

If you were to look for said mod in the baseq3 folder, you may notice that the file name is completely different from the file you just imported. This is for two reasons:  
  • Quake Live's main assets are stored in pak00.pk3. Quake Live loads pk3s in a specific order, so naming your mod starting with pak01_whateverblahblah helps prevent the mods from being cancelled out by the game itself.
  • Some mods may have the same file name, so to prevent QLMM from overwriting one you already have, it will add a random number to the end of the file name, followed by the extension.  

4.2. Creating Metadata

QLMM reads metadata from the mod's comments, not a file inside. This allows us to store our own data inside of the PK3, without interfereing with the game, and without having to extract the mod (incase it is incredibly large).  

To create metadata, you will need a ZIP archiving tool (e.g., WinRAR), with the ability to edit comments. Paste this template into your PK3's comments, after removing any existing comments. Edit the values as needed:  

{
  "qlmm": {
    "name": "Put your mod's name here.",
    "author": "Put the creator's name here.",
    "description": "Put your description here.",
    "version": "1"
  }
}

5. FAQ

5.1. QLMM crashed, what do I do?

Oh no, that's sad! Here's what you can do to fix it:
  • Move all of your mods to a different folder for a moment. If QLMM successfully starts after that, it's probably an issue with how QLMM parses mod data, so send me whatever mods you have installed so I can test them and fix the issue.
  • Ensure that Newtonsoft.Json.dll and ICSharpCode.SharpZipLib.dll are in the same folder as QLMM.exe and that it is the right version of the file. QLMM relies on these files to perform file operations, and the versions included with QLMM also have a special certificate attached so you know that it came from me and not someone else. The library DLLs must be available and signed with QLMM's certificate. Both of these criteria must be met or QLMM will not start.
  • Reset your settings. You can find them at %LocalAppData%\bonkmaykr\QLMM\data.json. Delete the file, and restart QLMM.

5.2. When opening QLMM, I got a popup telling me that it couldn't find my game files. Help!

When you start QLMM for the first time, it scans certain folders to see if Quake Live is installed. If Quake Live is not installed, or if you installed it somewhere other than the default Steam library folder location (usually C:\Program Files (x86)\Steam\steamapps\common), QLMM will not be able to find the game on it's own.

To solve this problem, you must fill in the two boxes with the right file path, as shown below:

The game's executable path is not needed unless you start the game with the "Start Game Directly" option. If you would like, you can leave it blank.

To obtain the location of your baseq3/ folder, open your Steam Library, then right click Quake Live in the games list on the right. Hover over "Manage", then click "Browse local files". Explorer will open. Look for a folder named "baseq3", open it, and copy the file path from the address bar at the top.

5.3. Where can I find the source code for QLMM?

If you wish to study, take code from, or otherwise have the source code for Quake Live Mod Manager, it is available on GitHub.

5.4. How do I make QLMM display special information about my mods?

Please read section 4.2. Creating Metadata.

5.5. Is QLMM libre software? Meaning free as in freedom?

Yes.

5.6. Is QLMM gratis software? Can I have it without paying?

Yes.

5.7. Where can I find older versions of QLMM?

I keep only the latest release build of QLMM on the Gamebanana page to ensure that confused users do not accidentally pick an obsolete version. If you want to use older builds of QLMM, you may find them here on the repo's release page.