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Sean's Better Quality Sounds For Quake UPDATED

I did it guys! I updated the mod. It shouldn't be ear-piercing anymore. Give me feedback. PAK files are also now included. Thanks for your patience. Let's not make this thread another argument about source-ports, okay?

Original spiel:

Are you a fan of the original sound design of Quake, but tired of the sounds sounding like they are coming from a telephone? Well, that fatigue is about to fade because I remastered all the sounds from Quake 1 as well as the two official mission packs. Download it today. I assure you that you will never want to go back to playing Quake the old way again.
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Nice work man. I've only heard a few samples so far but it sounds good. I know that there have been high quality versions of the stock sounds that id used but I didn't expect to hear higher quality custom sounds like monster groans. 
I am very impressed. 
How was this done? I am interested in the process. 
Sounds Great 
I'm also interested in the process. How did you remove the noise and sibilance from the high end? An eq/deesser sort of combo or some magic plugin? 
great work! 
This should be a news thread. 
I’ll see if I can convert it. It ought to be a moderator feature to reclassify threads, but it isn’t. 
It's pretty impressive stuff. I want to know if you dove down deep into samples to clean these up.

I know some of the effects are available in the Sound Ideas Library but certainly not all of them.

Very curious to know your process. 
Yes, Mankrip, 
I will make this a news thread. 
My Process? 
I have no way to really explain, but here's what I got:
I used Audacity and Wavosaur. I use Wavosaur for pitchscaling the resampled audio. I save the pitchscaled sound to a subfolder in each folder the base sound comes from. I then put the regular sound and the pitchscaled one into Audacity. I apply a high-pass filter to the pitchscaled one and perform noise reduction with both the built-in tool and RX7 Elements Volume De-Noise tool. (We got it on sale). Some sounds, not many, are voiced over by me... With a high-pass filter. The rest I found from other sources, including Qtest1, Quake 2 and Mindgrid. I am sure that is a good explanation, yes? 
My Favorite Samples I Worked On. 
I would have to say winch2.wav is my favorite, alongside of the water sounds, player sounds, the zombie, the guns, and the medkey.wav 
New Download Link! 
I decided to create a bitly link so I can track downloads. Comments have been enabled for the file on Google Drive. Comment away! 
Fixed Link.

It wasn't a link in the previous post. 
How Do I Install This? 
where do I put the pk3 files? Do I have to unpack or rename? Which engines will it work with? 
Installation Guide 
There are 3 folders in the zip. Just drag those folders into the base Quake directory. 
Some are good but a lot have a nasty hiss. axhit2 and land2 show it up pretty clear. 
DarkPlaces and FTW uspport pk3s for Fitz based engines unzip the pk3 (they are zip files actually) to the appropriate sound folder. 
Nasty Hiss? 
Wwhat do you mean? 
Ww Complaint Solution 
I will make a 22 khz version. I probably just went apeshit with the highs. 
Quakespasm-Spiked also supports pk3... i never tested, but it's listed as one of its many core features: 
Yeah QSS is great. Better than Quakespasm by a longshot. 
PAK Versions 
I have repacked the sounds into Quake PAK format for easier handling in ports like Mark V.

Dropbox link (zip, 34.2 MB):

How to use:
1) Unzip zipfile into your Quake dir
2) Rename the included pakx.pak files in id1/hipnotic/rogue subdirs for proper loading (e.g. if the last pak in your id1 subdir is named pak1.pak, rename pakx.pak to pak2.pak)
3) Load the game and enjoy 
Quake3 has the same armor sound 22.05 kHz 
PAK Version Not Found 
The previous download link doesn't work. 
@zz And @Barnak 
@zz I found the sound from Qtest. But thanks anyway.
@Barnak just get Quakespasm Spiked. 
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