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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There are 2 new levels since version 4. Player and level stats can be recorded and viewed from the new Records menu, which also contains some background stories for the monsters, weapons and levels. Version 7 also has some weapon tweaks and bug fixes.


Gameplay & Attacks:

The Magnum Pistols primary fire is now the magnum bullets and the alternate fire is an explosive magnum flare. The Machinegun alternate fire is mini rockets. The Rocket Launcher is now a Missile Launcher and only fires guided missiles. It has 3 types: basic, incendiary and fusion. Player can also do a Power Meow.

Ball Lightning

The Lightning Ripper alternate fire shoots a Ball Lightning that can fire secondary lightning bolts at nearby enemies as it travels.

Records Monsters

Background for the Demon Spawn with kill and death stats.


New Levels:

Level 11: Rovaniemi Anomaly - yard

The portal at the end of Episode 1 took player to the north into Rovaniemi. This level was earlier meant as the first level or in episode 1, but didn't feel like fitting so early. Now it's Level 11: Rovaniemi Anomaly and it got some extensions and improvements.

Level 11: Rovaniemi Anomaly - basement

A basement underneath the yard.

Level 11: Rovaniemi Anomaly - lava

The place is heated with some lava.

Level 12: Power Plant

It's snowing in Level 12: Power Plant. Fortunately your armored suit has good insulation. This level is big and kind of non linear. All 4 Catnomicons can be found in this level, although 1 of them is in a secret. Can you find them all?


Plans:

Version 8: Going to make proper specular textures for all level textures, so they don't use the fallback specular, which makes every surface using it shine the same amount. All monsters should have at least 2 death animations, and remove the silly spinning. The player character could have some updates: like a bigger visor for the helmet, maybe return the cat ears, and remove the skirt, the belt part of the skirt could stay. Then maybe some other polishing, maybe no new levels until version 9.

Plans for the whole year: Here's a collage / plan image for Episode 2. The image is missing: Level 15 which may contain a boss monster, Level 20 which will be the final level, Level 11 which is already complete. Don't know if I'll make them in order, though the first two levels of episode 2 were made in order. Levels 14, 16, 17 and 18 are the most complete.

Episode 2 Plan Collage

You can get the Hell Denizen early access or wishlist here:

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Comments  (0 - 10 of 29)
numbersix
numbersix - - 2,244 comments

>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.

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bett-url-you-will-ev
bett-url-you-will-ev - - 87 comments

thx really helped

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ManuelxMendoza
ManuelxMendoza - - 18 comments

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

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Maxen1416
Maxen1416 - - 5,558 comments

No.

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AmaroqDricaldari
AmaroqDricaldari - - 1,331 comments

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.

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MitchZer0
MitchZer0 - - 39 comments

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

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Sharlowidalot
Sharlowidalot - - 55 comments

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.

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RangerC
RangerC - - 1,484 comments

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

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numbersix
numbersix - - 2,244 comments

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.

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numbersix
numbersix - - 2,244 comments

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

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