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.

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Quake Engine
Blog RSS Feed Post news Report abuse Latest News: Patch 2.2

0 comments by Hajas on Feb 19th, 2008

The Latest Patch 2.2 was released at 23.Jan.2008! You need this patch to connect at our server!

This patch aside add few more maps and fix some other small graphic details, was more focus in the network, fixing overflow messages, and other tweaks that made everyone have less pings in our server and better connection stability.

Seams all the connection problems of Q2E 0.40 were solved right now... until we find another... :D

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Post comment Comments  (0 - 10 of 30)
numbersix
numbersix Nov 3 2011, 4:36pm says:

>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.

+6 votes     reply to comment
thommoboy
thommoboy Oct 29 2011, 6:37am says:

i need some help with quake mapping and mods for my rage portable

+1 vote     reply to comment
ManuelxMendoza
ManuelxMendoza May 19 2011, 7:55pm says:

What you need this to play NZP or what????
plz help

0 votes     reply to comment
Maxen1416
Maxen1416 Aug 21 2011, 2:22am replied:

No.

+3 votes     reply to comment
AmaroqDricaldari
AmaroqDricaldari May 7 2011, 6:58pm says:

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.

-1 votes     reply to comment
MitchZer0
MitchZer0 Dec 16 2011, 8:54pm replied:

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

+1 vote     reply to comment
Juniez
Juniez Aug 8 2011, 2:14am replied:

"Note to all: The Quake engine is like the Doom engine, but with everything different"

+2 votes     reply to comment
Sharlowidalot
Sharlowidalot May 19 2011, 7:48pm replied:

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.

+3 votes     reply to comment
RangerC
RangerC Mar 8 2011, 12:11pm says:

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

+3 votes     reply to comment
numbersix
numbersix Nov 3 2011, 4:04pm replied:

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.

+2 votes     reply to comment
numbersix
numbersix Nov 3 2011, 3:39pm replied:

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

+2 votes     reply to comment
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Platforms
Windows, Linux, DOS
Company
id Software
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Official Page
Idsoftware.com
Licence
GPL
Release Date
Released Jun 1996
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Highest Rated (2 agree) 10/10

wtf? this engine is EPIC!!!!!!!!!!!!! FUCK YHEA.

Dec 15 2010, 7:05am by JTMD

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