The Quake engine is the game engine that was written to power 1996's Quake, written by id Software. It featured true 3D realtime rendering and is now licensed under the GPL.
After release it immediately forked, as did the level design. Much of the engine remained in Quake II and Quake III Arena. The Quake engine, like the Doom engine, used Binary space partitioning (BSP). The Quake engine also used Gouraud shading for moving objects, and a static lightmap for nonmoving objects.
Earlier I planned to add more/better normal/specular maps for (level textures), but instead ended up removing the normal/specular maps as they looked too often like some molten plastic. I might redo them (much) later with more time and care as an optional package.
The double Magnum Pistols got individual recoil animation. The Power Meow button also doubles as a melee button that allows player to do a double Cat Claw attack.
Player character's new Cat Combat Armor.
The new Railgun has some glowy parts and the purple part spins when firing it.
The Missile Launcher got some polish on the texture and a little bit to the model too.
The new Grenade Launcher got a revolving magazine.
The Plasmagun energy cell was moved to the middle to avoid arm intersecting with it.
The Lightning Ripper got a proper handle.
Version 9: Should have at least one new level. If I'm quick enough, maybe two levels or more improvements to models? Maybe some new level textures? At some point I also want to improve some of the sound effects, should that be v9 or later?
You can get the Hell Denizen early access or wishlist here:
Hell Denizen has progressed into version 7 along with 2 levels in episode 2.
The time has come for you to finally complete your journey - heed the call of the Shepherd of Wayward Souls and defeat the Guardians of the Old World...
Something something, it (was) january! here's all the super cool stuff you missed.
The monthly update report for December of 2023. Lots of cool stuff, and information on a new port!
Fast paced action first person shooter. Earth has been invaded by demons many years ago. The demon rulers have slaved, tortured and killed everyone who...
Call of Duty: Zombies Quake demake "NZ:P" for the PlayStation Portable & VITA, Nintendo Switch & 3DS, Windows, Mac, and Linux.
You are Outlander. Once adrift upon the Ageless Sea, you now find yourself on the shores of a dying world. From the consuming darkness emerges a figure...
Rage through 32 single player levels and 6 deathmatch levels of sheer terror and fully immersive sound and lighting. Arm yourself against the cannibalistic...
One of the most highly anticipated releases of 1997, HeXen II was the first game from an outside developer to ship with Quake engine technology. The game...
Aiming to recreate the experience, you know and love, for portable and lower-end devices!
Conscript is a Quake mod using the FTE Quake World engine that takes place in an alternate half-life 2 universe, through the eyes of a conscript
Solitude (Working Title) is a PSP and PC game using a heavily modified Quake engine, expanding upon the story of Halo: Combat Evolved. Expect a great...
the group of the game, which was broken, but I fixed it now, YAS I think I fixed it >:( why did I have to make another group >:(
The First Version of KM Edition! Platforms: Windows 10 Windows 7 Windows 98 (maybe?) Linux (also maybe?) Mac (don't know)
>you can only make standalone games with this when owning "Quake" by id Software.
Not true. The "Quake Engine" source has been released under the GPL.
What this really meant to say was if you make a quake one mod that references or uses quake one media (textures, compiled maps, models or sounds) the recipient must own quake one. In other words, you are not licensed to re-distribute iD software proprietary media with your releases.
You could easily make a stand-alone (GPL, free, or even commercial) game as long as you re-release the modified engine code under the GPL, *AND* make (or license) all your own models, maps, sounds and textures.
The restriction would be that you could not use any quake one: textures, compiled maps, models or sounds.
The quake one map sources have also been released, but I'm not sure under what license.
For reference see: Open Quartz - Sourceforge.net
This is a complete GPL release that you could use to build a GPL game with no restrictions on licensed content.
thx really helped
What you need this to play NZP or what????
plz help
No.
Note to all: THe Quake Engine was just the Doom Engine (also used in the two earlier games, Wolfenstien and Catacomb (which came first), but with 3D Models and Mouse Look, two things that the Doom Engine did not have.
Wolf 3d used a texture mapping engine
Doom used Id tech 1 which is capable of sectors but not room over room
Quake uses another engine which is capable of room over room technology and a bunch of other stuff like 3D floors (slopes and wedges)
Thank you
The Quake engine is NOT Doom engine with a few new features, Everything in Quake engine is new (relative to Doom). It is possible that a few lines are straight from Doom Engine. Also, Wolfenstien 3D and Catacomb 3D are not on Doom engine, their engine functionality is much lower, all the lighting had to be the same, all rooms were square, and, in the case of Catacomb 3D I believe it did not have a 256-color palette. Adding mouselook to Doom would cause strange texture mapping on most objects, and adding 3D models to the Doom renderer would be very hard, and, in most cases, wouldn't look as good as Quake.
First of all, you can only make standalone games with this when owning "Quake" by id Software.
The SourceCode can be find here: Gamers.org
The sourcecode is the engine, the executable file (.exe).
The gamecode is written in the language "QuakeC", a selfmade language by id Software which is C like. Quaketastic.com
If you are new to Quake modding, visit this site: Inside3d.com
Quake-C source code:
Includes painkeep support: Moddb.com (.qc found in "source code" directory)
Includes hipnotic support: Moddb.com
Notes:
All qc compiler errors are fixed in these sets. They are ready for modding.
Painkeep 2.2 includes visible weapons support for the standard quake 1 weapons and painkeep items, frikbots and pk*bots. You will need painkeep 2.0 for all the models: Moddb.com (follow instructions included to install this mod) If you are going to base a mod on painkeep 2.0, you pretty much have to get the full install.
If you use the hipnotic Quake-C and dont have the mission pack "Scourge of Armagon" - Amazon.com - installed, you will not be able to use any hipnotic item. You wont have the models.
For help with Quake-C coding try this resource: .qc - Moddb.com
Feel free to post questions on the comment board or in the forum: hard_code() Moddb.com