IMPORTANT NOTE: It has come to my attention that the Vulkan API hasn't been widely adopted yet and therefore many players couldn't launch the custom engine. Make sure to update your graphics driver to the latest version, as Vulkan support is still in the experimental phase. I apologize for the inconvenience, and will port the game to QuakeSpasm, which is compatible with any hardware, in a later update. In the meantime, you can still play the mod without the custom engine, by renaming the .pak file to PAK2.PAK and move it your ID1 folder.
The source code to both the engine and the game will be open sourced after the contest is over. More detailed information will be posted on the Github repository.
The modified Quake engine, creatively called shQuake, is based on vkQuake by Novum, the Vulkan port of Quake.
The main additions to the engine, beside the SUPERHOT related stuff, are external loading of assets for fast prototyping and easier modding.
Although shQuake is compiled with built-in shaders, they can be overridden with your own custom shader files stored in the game directory or .pak files. Both source GLSL and compiled SPIR-V shaders can be loaded directly from the engine. However, GLSL files requires the game to be in developer level 2 and the Vulkan SDK to be installed and properly set up on your system.
The engine as well as the game code were kept as backward compatible as possible, so that it should be possible to use the modified engine with older mods, and the modified game mod with older engines.
Quake's just received a remaster that brings new features, functionality, and quality of life changes into the game, propelling it into the modern day. To kick things off, here's five fantastic mods worth revisiting Quake for, and our thoughts on the remaster.
By Bloodshot
This mod was featured in our latest Top 5 Promising New Mods article, and it deserves the attention - it's a truly awesome recreation of the new DOOM games within Quake. Featuring all the weapons, enemies, and mechanics introduced by the new games alongside new additions by the team, it's a brilliant total conversion that is every bit as adrenaline pumping as 2016 and Eternal's DOOM outings are.
By Bloodshot
A great graphical and gameplay overhaul mod, Quake 1.5 uses the community-made Darkplaces basis to create a greatly engaging revamp of the original game. New weapon models and animations, visual effects, and enemies alongside changes to level progression will give longtime veterans of Quake a fresh new way to experience the campaign.
By Zetta
This modification changes the gameplay loop and recreates the more methodical, strategic SUPERHOT gameplay within Quake. Each combat scenario requires precision to succeed, and the visual style is carried over too, providing a superbly unique experience to the original.
By Quake Community Team
Arcane Dimensions is a huge community project, turning Quake into a projectile-based experience with an emphasis on exploration in a new, dimension-hopping story. Dozens of unique environments join the still-ongoing collaborative community effort to release more content in the form of extra dimensions, and the bar for quality is high with each and every one!
By Robin Walker (yes, that Robin Walker)
If you're here anyway, why not revisit one of the classics? Yes, Team Fortress has since received remakes on both Goldsrc and Source - but the original release of this incredible mod is still fun, fast-paced, frenetic action. Get a group of friends together or join any of the classic TF communities still alive today, and see where the franchise set down its roots.
Quake is a classic FPS, amongst the first fully 3D shooters on the market, and with a legacy that stretches across the industry. From Half-Life to Call of Duty, Quake’s gameplay - and the astounding technology behind the game - have influenced an entire generation of games. When it comes to playing older titles in the modern era, however, games like Quake often fall short - not simply graphically, but technically. The Quake release on steam previously required a number of patches and Steam guides to work around its antiquated UI. Now, thanks to the very recent Remaster update, this is no longer the case.
The remaster’s visuals are “old made new again”, with faithful improvements to Quake’s classic style
The remaster features numerous fixes and compatibility patches to bring the title into the modern age, playing more smoothly and pleasantly than ever before. It comes alongside two new level packs developed by MachineGames; one was released on its own a few years ago during QuakeCon2016, but the second level pack is newly developed especially for the remaster and features some stunning environment design - especially impressive with Quake's classic world assets.
No longer concerned with the technical limits of the era, MachineGames’ newest episode
carries astounding visuals alongside Quake’s core gameplay loop
The update is free to any existing owners of Quake, and also features releases on other consoles like PS4 and Xbox One to allow non-PC players to experience this classic shooter for themselves. Improved multiplayer functionality allows friends and communities to relive the glory days and compete in multiplayer or co-operate in the new campaign levels. On top of that, there’s an addons menu that, in time, could be a one-stop locale for curated content from Quake’s prolific content creators. This would allow even console players to access the vast amounts of Quake UGC on the web.
Quake is a classic game that was worth a go even before the remaster. Now, there's simply another reason to revisit the roots of the FPS genre. See you in the game!
Binaries for Windows (64-bit & 32-bit). Just extract the files to your Quake folder (i.e., it just needs the 2 pak files in the id1 folder), then launch...
Binaries for Windows (32-bit). Just extract the files to your Quake folder (i.e., it just needs the 2 pak files in the id1 folder), then launch shQuake.exe...
Binaries for Windows (64-bit). Just extract the files to your Quake folder (i.e., it just needs the 2 pak files in the id1 folder), then launch shQuake.exe...
Binaries for Windows (64-bit). Just extract the files to your Quake folder (i.e., it just needs the 2 pak files in the id1 folder), then launch shQuake.exe...
Binaries for Windows (32-bit). Just extract the files to your Quake folder (i.e., it just needs the 2 pak files in the id1 folder), then launch shQuake.exe...
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Can't put it in fullscreen.
Im having a problem which would make it impossible to play, i basically have the throw key unbound accidentaly, could someone tell me what is the command so i can bind it?
Nevermind found out the command. (if youre wondering or having the same problem here is the command "qc_use")
W_LoadWadFile: couldn't load gfx.wad
Great mod! Love it! Only problem: every time I start up the mod after I've installed it gives me the error "vkQueueSubmit failed". The temperary sollution I've found is to reinstall quake as well as the mod every time I want to play it (It only works once, then returns to giving me the error and I have to reinstall again). Help?
I tried to use the 0.30 and the 0.20(x64), 0.30 just made grunts fire nails and all enemies killed me instantly(no change in color or time mechanics), 0.20(x64) added text to the menus that couldn't be accessed.
any help, I tried to use both standard quake and darkplaces
I think you should release the source code soon, since the Quake engine is GPLed which requires the modified source code to be available (and some people like me may also want to port it to Linux).
Sorry for the late answer, I was on vacation!
I had planned to release the source code right after the end of the competition but the comp finishing date got delayed and I ended up completely forgetting about it. Anyway, I'd like to port the engine to QuakeSpasm and release this version instead, although I won't have time to work on this before September.
better than superQOT!
also a bug: mod has some problems with expansion packs (to use expansion packs you use .bat files)
Thanks!
Sorry for the issue with the expansion packs. Could you describe the bug in more detail?
Unfortunately, I don't have the expansion packs, so I can't test it out myself but I don't think that the mod could work with them since it's compiled from the Quake 1.06 QC codebase, which lacks any references to the SoA/DoE specific content.
Is this a mod for SUPERHOT or is it a mod for Quake that brings SUPERHOT to Quake. I'd like to check out this mod (as mods are like lower budget [sometimes, as games like CS 1.0 were high budget mods] but free games!)
It's a mod for Quake!