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Hello, friends! We're proud to inform you about a new project by Unkle Mike (the creator of Xash3D Engine) - Quake Wrapper (QWrap). It's a program that allows to use Xash3D as a shell to play original Quake game. First stable version is already released on ModDB.

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Hello, friends! We're proud to inform you that Unkle Mike (the creator of Xash3D Engine) is developing a new project - Quake Wrapper (QWrap). It's a program that allows to use Xash3D as a shell to play original Quake game. First stable version is already released on ModDB. We decided to present it via separate game profile under Xash3D Engine, though it's not an independent game in the usual sense. But this form should be more convenient for releasing potential updates or discussing the project. So welcome!

Quake Wrapper


Installation details are described with a file for download (press "Read more..." in description), so below is only a little QWrap's F.A.Q.

Q: What is Quake Wrapper?
A: Quake Wrapper it's a mod for Xash3D Engine, which allows to play Quake (the 1st one) and its mods in Xash3D. It doesn't change the gameplay and doesn't add some new content or modern visual effects, you just can play old good Quake in 32-bit graphics with good resolution, using friendly interface compatible with current Windows systems.

Q: How is it possible, Quake and Half-Life are very different, aren't they?
A: Not too much, in fact, they have a lot of common features like similar format of maps, sprites, configs - because Half-Life was initially developed using Quake Engine. Quake's resources are supported by Xash3D on core level, and QWrap is only a third-party mediator between Quake's virtual machine and Xash3D. So the most part of QWrap's code is a data interface unit, the virtual machine's wrapper, that's why it got such name.

Q: Can it handle Quake's demos?
A: Yes, since the build 4150 Xash3D supports Quake demos' playback.

Q: Can you play any Quake's mod with QWrap?
A: In most cases - yes, they should work properly. You can report if you find any problems. Some mods, which are intended to work exclusively under forked Quake's engines (like FTE or DarkPlaces), may be unplayable.

Q: What was the reason to develop QWrap, we already have a lot of Quake forks with tons of cool features?
A: In first of all, Unkle Mike created it for himself, because he likes the possibility to play Quake with his own engine. For others there are also some unique potential capabilities, which are not implemented yet, but it's not too hard for Unkle Mike to add them, if Quake community will show a proper interest for the project. Things that can be potentially realized or may be significant for modmakers in development of new mods:

  1. QWrap doesn't affect the engine, so you always have a stable core on any level of development.
  2. Models with skeletal animation and weight distribution.
  3. Powerful network engine with prediction and unlag system, with capability to download missing files.
  4. Decals.
  5. Smooth changelevel and capability to return on previous maps.
  6. Save/restore for decals, sounds, music.
  7. Enhanced sound engine with DSP effects.
  8. Possibility to hook through QWrap an advanced physics or a new renderer, even from your favorite Quake's fork, if you prefer to use it.
  9. Vertex lighting for static alias-models (Quake models).

You will not find any feature mentioned above in any of existing forks.

Q: What about Hexen II? This game is also great and uses Quake Engine too!
A: Probably it will be supported in future, technically this is possible.

Q: I'd like to play with music (Quake's soundtrack or a mod's soundtrack). What can I do?
A: The easy way is to download Quake Remake (another Quake-related project by Unkle Mike), extract pak2.pak from the archive and put this file into "ID" folder, inside QWrap's main directory. You can also manually rip MP3-files from CD-tracks of any original game CD you own, or take existing MP3 tracks (created for mods, for example), put them into "media" folder (inside "ID" or any mod's folder) and create a proper list of tracks for them - cdaudio.txt (first track is "blank", other should be listed with corresponding file names in the order of their layout on CD). You can check similar cdaudio.txt file in Half-Life's "valve\media" folder to see how it should be organized.

Q: I'm interested in this project, how can I help for its' development?
A: Most obvious thing - try to inform more people about QWrap, especially players and modmakers in existing Quake communities (and even maybe the creator of Arcane Dimensions himself :) , his mod was one of sources of inspiration in QWrap's development). You can also use source code and add some new useful features into current QWrap version. Or you can financially help to Unkle Mike, sending him a certain amount of money via:

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