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Difference between revisions of "Quake"

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{{Disambig|the original Quake|Valve's [[Engine:GoldSrc|GoldSrc]] multi-player remake|[[Deathmatch Classic]]|2021's Nightdive remaster|[[Quake (2021)]]}}
 
{{Infobox game
 
{{Infobox game
 
|cover        = Quake Cover.jpg
 
|cover        = Quake Cover.jpg
Line 6: Line 7:
 
{{Infobox game/row/developer|Hipnotic Interactive|Mission Pack 1}}
 
{{Infobox game/row/developer|Hipnotic Interactive|Mission Pack 1}}
 
{{Infobox game/row/developer|Rogue Entertainment|Mission Pack 2}}
 
{{Infobox game/row/developer|Rogue Entertainment|Mission Pack 2}}
{{Infobox game/row/macporter|Lion Entertainment, Inc.}}
+
{{Infobox game/row/porter|Lion Entertainment Inc.|Mac OS}}
{{Infobox game/row/linporter|Dave D. Taylor}}
+
{{Infobox game/row/porter|Dave D. Taylor|Linux}}
 
|publishers  =  
 
|publishers  =  
 
{{Infobox game/row/publisher|GT Interactive}}
 
{{Infobox game/row/publisher|GT Interactive}}
 +
{{Infobox game/row/publisher|Activision|Expansion packs}}
 
{{Infobox game/row/publisher|MacSoft|Mac OS}}
 
{{Infobox game/row/publisher|MacSoft|Mac OS}}
 
{{Infobox game/row/publisher|Macmillan Digital Publishing USA|Linux}}
 
{{Infobox game/row/publisher|Macmillan Digital Publishing USA|Linux}}
 +
{{Infobox game/row/publisher|Bethesda Softworks|Digital}}
 
|engines      =  
 
|engines      =  
 
{{Infobox game/row/engine|Quake engine}}
 
{{Infobox game/row/engine|Quake engine}}
 
|release dates=  
 
|release dates=  
 
{{Infobox game/row/date|DOS|June 22, 1996}}
 
{{Infobox game/row/date|DOS|June 22, 1996}}
{{Infobox game/row/date|Mac OS|1997}}
+
{{Infobox game/row/date|Linux|July 5, 1996}}
 
{{Infobox game/row/date|Windows|January 22, 1997}}
 
{{Infobox game/row/date|Windows|January 22, 1997}}
{{Infobox game/row/date|Linux|May 20, 1999}}
+
{{Infobox game/row/date|Mac OS|August 28, 1997}}
 +
{{Infobox game/row/date|Windows|August 26, 2015|wrapper=DOSBox}}
 +
|reception    =
 +
{{Infobox game/row/reception|Metacritic|quake|94}}
 +
|taxonomy    =
 +
{{Infobox game/row/taxonomy/monetization      | One-time game purchase, Expansion pack }}
 +
{{Infobox game/row/taxonomy/modes            | Singleplayer, Multiplayer }}
 +
{{Infobox game/row/taxonomy/pacing            | Real-time }}
 +
{{Infobox game/row/taxonomy/perspectives      | First-person }}
 +
{{Infobox game/row/taxonomy/controls          | Direct control }}
 +
{{Infobox game/row/taxonomy/genres            | Action, FPS, Shooter }}
 +
{{Infobox game/row/taxonomy/art styles        | Realistic }}
 +
{{Infobox game/row/taxonomy/themes            | Fantasy, Sci-fi, Lovecraftian }}
 +
{{Infobox game/row/taxonomy/series            | Quake }}
 
|steam appid  = 2310
 
|steam appid  = 2310
 
|steam appid side  = 9030, 9040
 
|steam appid side  = 9030, 9040
|gogcom page  = quake_the_offering
+
|gogcom id    = 1440166133
 +
|gogcom id side = 1435828198
 +
|igdb        = quake
 +
|hltb        = 7452
 +
|lutris      = quake
 
|strategywiki = Quake
 
|strategywiki = Quake
 +
|mobygames    = 374
 
|wikipedia    = Quake (video game)
 
|wikipedia    = Quake (video game)
 
|winehq      = 930
 
|winehq      = 930
 +
|license      = commercial
 
}}
 
}}
{{Series|Quake}}
 
{{Disambig|the original Quake|Valve's [[Engine:GoldSrc|GoldSrc]] multi-player remake|[[Deathmatch Classic]]}}
 
  
'''Key points'''
+
{{Introduction
{{++}} Engine is open source with modern multi-platform ports available; see [[#Source ports|Source ports]]
+
|introduction      =
{{--}} The Steam version lacks the original soundtrack; see [[#Restore music playback|Restore music playback]]
+
 
{{--}} Vanilla Quake sometimes has trouble running on modern machines. It is recommended to use a [[#Source ports|Source port]]
+
|release history  = Originally released for MS-DOS, patches were later released for the MS-DOS version to take advantage of compatible 3D accelerators at the time.
 +
 
 +
Official source ports for Microsoft Windows include ''WinQuake'' which utilises DirectX 3.0 and is visually identical to the software-rendered MS-DOS version, and ''GLQuake'', a fully 3D accelerated version of the game using OpenGL.
 +
 
 +
|current state    = The engine is open source with modern multi-platform ports available; see [[#Source ports|Source ports]] for more information. The game utilized a mixed-mode disc for data and music, which can be problematic for modern systems. See [[#Restore music playback|below]] for fixes.
 +
 
 +
}}
  
 
'''General information'''
 
'''General information'''
{{mm}} [http://quake.wikia.com/wiki/Quake_Wikia Quake Wiki] - A detailed wiki for every Quake game made.
+
{{mm}} [https://github.com/id-Software/Quake Source code]
{{mm}} [http://steamcommunity.com/sharedfiles/filedetails/?id=120426294 Quake Owner's Manual (Steam Community)] - A very detailed guide on configuring Quake
+
{{mm}} [https://github.com/id-Software/Quake-Tools Tools source code]]
{{mm}} [http://www.celephais.net/board/news.php Func_Msgboard] - The mapper hub, new map releases, technique improvements.
+
{{mm}} [https://steamcommunity.com/sharedfiles/filedetails/?id=120426294 Quake Owner's Manual (Steam Community)] - A very detailed guide on configuring Quake.
{{mm}} [https://web.archive.org/web/20130128224604/http://bit7.org/quake/ bit7.org/quake (archived)] - Community site with extensive mirrors section, reviews and details on editions of the game.
+
{{mm}} [https://www.celephais.net/board/news.php Func_Msgboard] - The mapper hub, new map releases, technique improvements.
{{mm}} [http://www.inside3d.com/ Inside3d] - The modder hub, QuakeC tutorials and an active forum.
+
{{mm}} [https://www.quaddicted.com/ Quaddicted] - A collection of categorized and rated single player maps as well as general information and history.
{{mm}} [http://www.quaddicted.com/ Quaddicted] - Great collection of categorized and rated single player maps as well as a ton of general information and history.
 
 
{{mm}} [http://www.quakeone.com/ QuakeOne] - Original network style multiplayer hub, player community.
 
{{mm}} [http://www.quakeone.com/ QuakeOne] - Original network style multiplayer hub, player community.
 
{{mm}} [http://www.quakeworld.nu/ QuakeWorld nu] - QuakeWorld multiplayer hub, competitive player community.
 
{{mm}} [http://www.quakeworld.nu/ QuakeWorld nu] - QuakeWorld multiplayer hub, competitive player community.
 +
{{mm}} [https://www.gamers.org/dEngine/quake/info/techinfo.091 Technical information file about Quake from id Software].
 
{{GOG.com links|1435828198|quake_series|for game series}}
 
{{GOG.com links|1435828198|quake_series|for game series}}
{{mm}} [http://steamcommunity.com/app/2310/discussions/ Steam Community Discussions]
+
{{mm}} [https://steamcommunity.com/app/2310/discussions/ Steam Community Discussions]
  
 
==Availability==
 
==Availability==
 
{{Availability|
 
{{Availability|
{{Availability/row| Retail | | DRM-free | Without modifications CD is required for in-game music |  | DOS, Windows, Mac OS }}
+
{{Availability/row| Retail | | DRM-free | Without modifications the disc is required for in-game music.<br />The only official Linux retail release was included as part of the ''Quake: The Offering'' collection in 1999. |  | DOS, Windows, Mac OS, Linux }}
{{Availability/row| GamersGate | DD-Q1 | Steam | See Steam below |  | Windows }}
+
{{Availability/row| Gamesplanet | 2966-1 | Steam | |  | Windows }}
{{Availability/row| GOG.com | quake_the_offering | DRM-free | Quake: The Offering. Pre-packaged with nGlide (GLQuake) and DOSBox (software mode). Due to legal reasons, the in-game soundtrack in .ogg format is excluded, but is still included as disk images.<ref>[https://www.gog.com/forum/quake_series/quake_the_offering_music GOG.com Community Discussions - Quake: The Offering - Music]</ref> |  | Windows }}
+
{{Availability/row| GOG.com | quake_the_offering | DRM-free | Quake: The Offering pre-packaged with nGlide v1.04 (GLQuake) and [[DOSBox]] v0.74 (software mode). Comes bundled with [[Quake Enhanced]]. Due to legal reasons, the in-game soundtrack in .ogg format is excluded for the original version (although the soundtrack is included with the Enhanced version), but is still included as disc images.<ref>{{Refurl|url=https://www.gog.com/forum/quake_series/quake_the_offering_music|title=Quake: The Offering - Music - GOG.com Community Discussions|date=2021-08-24}}</ref> |  | Windows }}
{{Availability/row| Humble | quake-offering-pack | Steam | Quake: The Offering | | Windows }}
+
{{Availability/row| Steam | 2310 | DRM-free | Can be played without Steam.<ref>{{Refcheck|user=AmethystViper|date=2021-08-24|comment=The Steam version's GLQuake.exe and WinQuake.exe do not use Steam's DRM.}}</ref> Comes bundled with the two mission packs and [[Quake Enhanced]]. Does not come with game soundtrack (although the soundtrack is included with Enhanced version); see [[#Restore music playback|Restore music playback]]. The version of GLQuake included is also outdated (v0.95). See [[#Version differences|Version differences]] for a download link of the latest version (v0.97). |  | Windows }}
{{Availability/row| Steam | 2310 | Steam | Does not come with game soundtrack; see [[#Restore music playback|Restore music playback]]. Also, the version of GLQuake included (v0.95) is outdated. See [[#GLQuake|GLQuake]] for a download link of the latest version (v0.97). |  | Windows }}
+
{{Availability/row| Bethesda.net | QU1CSTPCBG01 | DRM-free | DRM-free when launched directly from executable ({{file|WINQUAKE.EXE}}). Comes bundled with [[Quake Enhanced]].|  | Windows | Unavailable }}
 +
{{Availability/row| GamersGate | quake | Steam | |  | Windows | unavailable }}
 
}}
 
}}
{{ii}} Quake: The Offering includes the base game along with all expansions.
+
{{ii}} [https://archive.org/details/QuakeSpasmicons The Quakespasm icon] is higher quality icon faithful to the original.
  
{{DLC|
+
===Version differences===
{{ii}} The Sega Saturn console port has four exclusive secret levels: Purgatorium, Hell's Aerie, The Coliseum, and Watery Grave. It also contains an exclusive unlockable, "Dank & Scuz", which is a story set in the Quake milieu and presented in the form of a slide show with voice acting. The Nintendo 64 version also contains an exclusive deathmatch level, The Court of Death.
+
{{ii}} Quake: The Offering includes the base game along with the two mission packs.
 
+
{{Source ports table|content=
{{DLC/row| Mission Pack 1: Scourge of Armagon | | DOS, Windows }}
+
{{Source ports table/row| Qtest | url=https://community.pcgamingwiki.com/files/file/408-qtest-quake-deathmatch-test/ | A technology test released on February 24, 1996, a few months before the full release. Meant to showcase the multiplayer and level themes of the full game. Includes 3 maps and many elements of the game that were either cut or changed for the final release. Further details can be found on [https://quake.fandom.com/wiki/Qtest Quake Wiki]. | DOS }}
{{DLC/row| Mission Pack 2: Dissolution of Eternity | | DOS, Windows }}
+
{{Source ports table/row| Quake (shareware) | url=https://community.pcgamingwiki.com/files/file/410-quake-shareware/ | This version is the official demo for the game (besides Qtest). Only the first episode ("Dimension of the Doomed") is available to play. Also, the [https://community.pcgamingwiki.com/files/file/411-quake-shareware-pak/ shareware PAK file] can be downloaded separately from the main release (to be used with source ports). | DOS }}
{{DLC/row| DOPA | An extra episode created by [[Company:MachineGames|MachineGames]] and released for free as a gift for the game's 20th anniversary.<ref>[https://twitter.com/machinegames/status/746363189768650752 machinegames on Twitter: "Happy 20th to Quake @idsoftware! As a gift to the fans, we created a new episode of the game"]</ref> Considered semi-official. | DOS, Windows, Linux, Mac OS }}
+
{{Source ports table/row| Quake | The original DOS version. Can be run in [[DOSBox]] for newer systems. Maximum supported resolution of 1280 x 1024. | DOS }}
 +
{{Source ports table/row| VQuake | The first hardware accelerated version of Quake, released shortly before GLQuake. This MS-DOS port is specifically designed for the Vérité chipset by short-lived company Rendition, using their proprietary Speedy3D API. Uniquely for the time, this version offered edge anti-aliasing, adjustable from 0 to 7, covering various combinations of world, object and particle polygons. As there is no emulation of this hardware available, this port cannot be played on modern computers. | DOS }}
 +
{{Source ports table/row| GLQuake | url=https://community.pcgamingwiki.com/files/file/419-glquake/ | A hardware accelerated Windows port of Quake, rendered with OpenGL. Greatly improves the overall look, allows widescreen resolutions of up to 2560 x 1440 and higher FOV. Screen resolutions need to be specified as [[command line arguments]] before launch. This port also has a few regressions; it does not support overbright lighting<ref>{{Refurl|url=https://www.quaddicted.com/webarchive/www.quaddicted.com/software-vs-glquake/software-vs-glquake-overbright-lighting/|title=quaddicted.com|date=May 2023}}</ref> and has weaker colored lighting than software rendered Quake. For a complete list of differences between GLQuake and Quake / WinQuake, see [https://www.quaddicted.com/engines/software_vs_glquake here]. | Windows }}
 +
{{Source ports table/row| WinQuake | url=https://community.pcgamingwiki.com/files/file/420-winquake/ | Native 32-bit version of Quake designed to run under Windows 9x or NT 4.0. Takes advantage of DirectX but has no 3D acceleration. Closely resembles DOS Quake in appearance. Maximum supported resolution of 1280x1024. | Windows }}
 +
{{Source ports table/row| QuakeWorld | A multiplayer only version of Quake specifically designed to play over the Internet. A version using OpenGL rendering is also available (GLQuakeWorld). See [[#Quake_vs._QuakeWorld|Quake vs. QuakeWorld]] for specifics. | DOS, Windows }}
 
}}
 
}}
{{ii}} Several unofficial add-ons were also released. Full list available [http://quake.wikia.com/wiki/Add-ons here] at the Quake wiki.
 
  
===Official versions===
+
====Quake vs. QuakeWorld====
====Qtest====
+
When Quake initially launched its netcode was not optimized for the dial-up connections of the time, and so consequently QuakeWorld was created, a separate exe for the game which was multiplayer only with adjusted physics and severely revamped netcode. As personal internet connections improved, the original Quake protocol became more relevant. The original, non-QuakeWorld version, is now often referred to as NetQuake, and there is a divide as to which to play. Serious competitive players are very sensitive to the differences between them, however for the starting out player the differences will be barely noticeable, and the experienced but more casual players play whichever, simply going for servers where a fun time can be had.
A technology test released on February 24, 1996, a few months before the full release. Meant to showcase the multiplayer and level themes of the full game. Includes 3 maps and many elements of the game that were either cut or changed for the final release.
 
  
The tech test can be downloaded from [https://community.pcgamingwiki.com/files/file/408-qtest-quake-deathmatch-test/ PCGamingWiki].
+
==Monetization==
 
+
{{DLC|
Further details can be found on [http://quake.wikia.com/wiki/Qtest Quake Wiki].
+
{{DLC/row| Mission Pack No. 1: Scourge of Armagon | A three-episode expansion pack by Hipnotic Interactive. | DOS, Windows }}
 
+
{{DLC/row| Mission Pack No. 2: Dissolution of Eternity | A two-episode expansion pack by Rogue Entertainment. | DOS, Windows }}
====Quake====
+
{{DLC/row| [https://www.quaddicted.com/reviews/aopfm_v2.html Abyss of Pandemonium - The Final Mission] | An unofficial and previously commercial two-episode expansion pack by Impel Development Team. An updated version has been re-released for free by one of the expansion's creators. Installing the [https://quakeone.com/forum/quake-mod-releases/finished-works/280702-abyss-of-pandemonium-v2-0-improved-edition-2019 Improved Edition] patch with further bugfixes from QuakeOne forums is recommended. | DOS, Windows }}
The original DOS version. Can only be run in MS-DOS (or DOSBox for newer systems). Fullscreen only.
+
{{DLC/row| [https://cdn.bethsoft.com/quake/dopa.rar Dimension of the Past] | An extra episode created by [[Company:MachineGames|MachineGames]] and released for free as a gift for the game's 20th anniversary.<ref>{{Refurl|url=https://twitter.com/machinegames/status/746363189768650752|title=machinegames on Twitter: "Happy 20th to Quake @idsoftware! As a gift to the fans, we created a new episode of the game"|date=9 June 2023}}</ref> Included with [[Quake (2021)]]. | DOS, Windows, Linux, Mac OS }}
 
+
}}
====Quake (shareware)====
+
{{ii}} Mission Packs No. 1 and No. 2 are no longer available for purchase individually on Steam as they are already included for free with [[Quake (2021)]] and bundled with the original DOS version as of the August 19, 2021 update.<ref>{{Refurl|url=https://steamdb.info/depot/2311/history/?changeid=M:4729707289730055832|title=Quake content (Depot 2311) · History · Change #M:4729707289730055832 - SteamDB|date=2022-04-08}}</ref> For Steam owners of the individual Mission Packs prior to August 19, 2021, it is recommended to uninstall them to avoid having redundant files and re-validate the integrity of the base game as they can launched through the base game's launch options.
This version is the official demo for the game (besides Qtest). Only the first episode ("Dimension of the Doomed") is available to play.
+
{{ii}} Several unofficial add-ons were also released. Full list available [https://quake.fandom.com/wiki/Add-ons here] at the Quake wiki.
 
 
The shareware can be downloaded from [https://community.pcgamingwiki.com/files/file/410-quake-shareware/ PCGamingWiki].
 
 
 
Also, the [https://community.pcgamingwiki.com/files/file/411-quake-shareware-pak/ shareware PAK file] can be downloaded separately from the main release (to be used with source ports).
 
 
 
====WinQuake====
 
This version is optimized to run under Windows 95/98 as an independent exe file. Allows the game to appear in a window and screen resolutions can be selected in-game.
 
 
 
It can be downloaded from [https://community.pcgamingwiki.com/files/file/420-winquake/ PCGamingWiki].
 
 
 
====GLQuake====
 
 
 
A special version of WinQuake that was designed to run with 3D accelerators (now known as graphics cards), unlike Quake and WinQuake, where all graphics rendering and game logic calculations were done by the CPU only. Rendered with OpenGL, it improves the overall look of Quake greatly (smoothed textures, transparent water, etc.) and allows widescreen resolutions and higher FOVs. Screen resolutions need to be entered in via console commands before launch.
 
 
 
This port also has a few regressions; it does not support overbright lighting<ref>https://www.quaddicted.com/webarchive/www.quaddicted.com/software-vs-glquake/software-vs-glquake-overbright-lighting/</ref> and has weaker colored lighting than software rendered Quake.
 
 
 
For a complete list of differences between GLQuake and software rendered Quake:<ref>https://www.quaddicted.com/engines/software_vs_glquake</ref>
 
 
 
It can be downloaded from [https://community.pcgamingwiki.com/files/file/419-glquake/ PCGamingWiki].
 
 
 
====QuakeWorld====
 
A multiplayer only version of Quake specifically designed to play over the Internet. A version using OpenGL rendering is also available (GLQuakeWorld). See [[#Quake or QuakeWorld?|Quake or QuakeWorld?]] for specifics.
 
 
 
====VQuake====
 
The first hardware accelerated version of Quake, released shortly before GLQuake. This MS-DOS port is specifically designed for the Vérité chipset by short-lived company Rendition, using their proprietary Speedy3D API. Uniquely for the time, this version offered edge anti-aliasing, adjustable from 0 to 7, covering various combinations of world, object and particle polygons.
 
 
 
As there is no emulation of this hardware available, this port cannot be played on modern computers.
 
  
 
==Essential improvements==
 
==Essential improvements==
===Getting started===
 
Today, Quake is primarily played with modified engines which make use of modern technology and operating systems. Installing them is as simple as extracting them into the same folder you can find WinQuake.exe and running the modified engine's exe. For multiplayer all you need is to pull down the console ({{key|~}}) and type <code>connect <server address or ip></code>.
 
 
Many modern engines have a setting for mouse looking in their options menu, but if it doesn't exist you can enable it from the console by entering ''+mlook''. The plus sign in front of the ''mlook'' is a modifier that means "enable". You can disable it later with ''-mlook''. Same rule for crosshairs, if it's not available in the menus, enable it with the ''crosshair 1'' command.
 
 
From the options menu, you may also want to set ''Always Run'' to ''On'' and set ''Lookstrafe'' and ''Lookspring'' to ''Off''.
 
 
This [https://www.youtube.com/watch?v=b3S1e4CQat4 video guide] explains the basics you will need in order to get Quake working with a modern engine. Later sections on this page go into deeper detail on each subject.
 
 
 
===Source ports===
 
===Source ports===
 +
Since the release of the Quake engine's source code, various engine overhauls and source ports have been created to enhance or modify the game in different ways. Which one to use is a matter of taste.
 +
{{ii}} To install a source port, extract its contents into the same folder as the vanilla executable and run the modified engine's executable. This does not apply to the '''Ironwail''' source port since it will detect the game's files regardless of the executable's position.
 +
{{ii}} '''QuakeSpasm''', '''QuakeSpasm Spiked''', or '''vkQuake''' are recommended for authenticity to the original game's features and maximum mod compatibility. '''Ironweil''' is recommended for a mix of authenticity and compatibility with quality of life improvements and optimizations for modern hardware. '''DarkPlaces''' is recommended for graphical enhancements. '''Quake "Epsilon"''' is an all-in-one modernized version.
 +
{{ii}} '''QuakeSpasm''', '''vkQuake''' and '''Ironwail''' have native support [[Quake (2021)|the Kex Engine remaster's]] game files.<ref>{{Refurl|url=https://sourceforge.net/p/quakespasm/news/2021/09/quakespasm-0940/|title=quakespasm 0.94.0 - Sourceforge|date=2021-09-05}}</ref><ref>{{Refurl|url=https://github.com/Novum/vkQuake/releases/tag/1.11.0|title=Release vkQuake 1.11.0 Binaries - Github|date=2021-09-05}}</ref><ref>{{Refurl|url=https://github.com/andrei-drexler/ironwail#bonus-features|title=Bonus features - Ironwail - GitHub|date=2023-12-12}}</ref>
 
{{Source ports table|content=
 
{{Source ports table|content=
 
{{Source ports table/row| DarkPlaces | url=http://icculus.org/twilight/darkplaces/ | DarkPlaces is a 2nd common port for new players which adds modern graphical features such as realtime shadowmaps, bloom, and normalmapping. It also supports both the netQuake, and QuakeWorld networking protocols, as well as its own. It scales well on visual effects from the modern to the classic and sports fast rendering for modern GPUs. '''It has some problems with mods that depend on the original Quake's bugs that the engine has fixed.'''  | Windows, OS X, Linux }}
 
{{Source ports table/row| DarkPlaces | url=http://icculus.org/twilight/darkplaces/ | DarkPlaces is a 2nd common port for new players which adds modern graphical features such as realtime shadowmaps, bloom, and normalmapping. It also supports both the netQuake, and QuakeWorld networking protocols, as well as its own. It scales well on visual effects from the modern to the classic and sports fast rendering for modern GPUs. '''It has some problems with mods that depend on the original Quake's bugs that the engine has fixed.'''  | Windows, OS X, Linux }}
{{Source ports table/row| DirectQ (Archived) | url=https://www.quaddicted.com/files/engines/directq/ | DirectQ is a Direct3d oriented engine with a few tweaks to the menu but little to graphical improvements, it simply runs on DirectX instead of OpenGL. It mostly resembles the classic look with some quirks such as the HUD being based on Nintendo 64 version, outside of that it performs excellently. Note that this source port is '''no longer under active development'''. The latest release is v1.9. | Windows }}
+
{{Source ports table/row| DirectQ (Archived) | url=https://www.quaddicted.com/files/engines/directq/ | DirectQ is a Direct3D oriented engine with a few tweaks to the menu but little to graphical improvements, it simply runs on DirectX instead of OpenGL. It mostly resembles the classic look with some quirks such as the HUD being based on Nintendo 64 version, outside of that it performs excellently. Note that this source port is '''no longer under active development'''. The latest release is v1.9. | Windows }}
 
{{Source ports table/row| Fruitz of Dojo Quake | url=https://github.com/fruitz-of-dojo/Quake/releases | A Cocoa port of the engine; it allows Quake and QuakeWorld to be played on modern Macs. Also includes their OpenGL equivalents with the download. A more graphically advanced companion, [https://github.com/fruitz-of-dojo/TenebraeQuake TenebraeQuake] is also available. Older versions of both can be downloaded [https://web.archive.org/web/20100511035536/http://www.fruitz-of-dojo.de:80/php/download.php4 here] (warning, adult content!)  | OS X }}
 
{{Source ports table/row| Fruitz of Dojo Quake | url=https://github.com/fruitz-of-dojo/Quake/releases | A Cocoa port of the engine; it allows Quake and QuakeWorld to be played on modern Macs. Also includes their OpenGL equivalents with the download. A more graphically advanced companion, [https://github.com/fruitz-of-dojo/TenebraeQuake TenebraeQuake] is also available. Older versions of both can be downloaded [https://web.archive.org/web/20100511035536/http://www.fruitz-of-dojo.de:80/php/download.php4 here] (warning, adult content!)  | OS X }}
{{Source ports table/row| FTEQuakeWorld | url=http://fte.triptohell.info/ | FTEQuakeWorld is targeted at QuakeWorld players while adding support for other Quake engine games. It features enhanced visuals, voice chat support, and better modding capability for QuakeWorld servers. | Windows, OS X, Linux }}
+
{{Source ports table/row| FTEQuakeWorld | url=https://www.fteqw.org/ | FTEQuakeWorld is targeted at QuakeWorld players while adding support for other Quake engine games. It features enhanced visuals, voice chat support, and better modding capability for QuakeWorld servers. | Windows, OS X, Linux }}
 
{{Source ports table/row| nQuake | url=http://nquake.com/ | nQuake is a '''complete QuakeWorld package, designed to quickly get into multiplayer''' with all the required features in a modern context. You can also optionally install a pack during installation to enhance the overall look of the game. | Windows, OS X, Linux }}
 
{{Source ports table/row| nQuake | url=http://nquake.com/ | nQuake is a '''complete QuakeWorld package, designed to quickly get into multiplayer''' with all the required features in a modern context. You can also optionally install a pack during installation to enhance the overall look of the game. | Windows, OS X, Linux }}
 
{{Source ports table/row| ezQuake | url= http://ezquake.sourceforge.net/ | A more lean version of nQuake. | Windows, OS X, Linux}}
 
{{Source ports table/row| ezQuake | url= http://ezquake.sourceforge.net/ | A more lean version of nQuake. | Windows, OS X, Linux}}
{{Source ports table/row| QuakeSpasm | url=http://quakespasm.sourceforge.net/ | QuakeSpasm is a descendant of [http://www.celephais.net/fitzquake/ FitzQuake] which like that engine, it focuses on fixing bugs and stability, lifting engine limits such as maximum items and geometry detail and restoring the missing functionality that the original software renderer had but the OpenGL renderer lacked. Unlike many other engines, QuakeSpasm does not alter the style of the original game and doesn't fix game-changing bugs that affects mods. The most commonly used source port in the community. | Windows, OS X, Linux }}
+
{{Source ports table/row| QuakeSpasm | url=http://quakespasm.sourceforge.net/ | QuakeSpasm is a descendant of [https://www.celephais.net/fitzquake/ FitzQuake] which like that engine, it focuses on fixing bugs and stability, lifting engine limits such as maximum items and geometry detail and restoring the missing functionality that the original software renderer had but the OpenGL renderer lacked. Unlike many other engines, QuakeSpasm does not alter the style of the original game and doesn't fix game-changing bugs that affects mods. It also has native support for anti-aliasing {{note|note=Although the console command to enable anti-aliasing is {{code|vid_[[FSAA|fsaa]] #}}, the anti-aliasing applied is only [[MSAA]]. This is particularly noticeable when coupled with {{code|gl_texturemode "gl_nearest_mipmap_linear"}}.<ref name="SirYodaJedi">{{Refcheck|user=SirYodaJedi|date=2018-10-18}}</ref>|name="QuakespasmAA"}} and anisotropic filtering{{note|note=The console command to enable 16x anisotropic filtering is {{code|gl_texture_anisotropy 16}}. Can be combined with {{code|gl_texturemode "gl_nearest_mipmap_linear"}}.<ref name="SirYodaJedi"/>|name="QuakespasmAF"}}. '''The most commonly used source port in the community.'''<br/>By default, QuakeSpasm doesn’t play demo footage upon boot the way the original did; this behavior can be restored using the {{code|-fitz}} [[Glossary:Command line arguments|Command line argument]]. | Windows, OS X, Linux }}
{{Source ports table/row| Ultimate Quake Patch | url=https://web.archive.org/web/20141205145127/http://forums.steampowered.com/forums/showthread.php?t=1756923 | '''Designed for the Steam version of Quake''' but is also compatible with retail versions by changing the install path of the mod. It includes Darkplaces along with the soundtrack. '''However, the source port included uses an outdated version and the Scourge of Armagon soundtrack is badly ripped.''' | Windows }}
+
{{Source ports table/row| QuakeSpasm Spiked | url=https://fte.triptohell.info/moodles/qss/ | QuakeSpasm Spiked is a fork of [http://quakespasm.sourceforge.net/ QuakeSpasm] that allows the game to run above 72 FPS without breaking physics{{note|note=The console command to disable the FPS cap is {{code|host_maxfps 0}}.<ref name="username">{{Refcheck|user=username|date=2019-12-28}}</ref>|name="Quakespasm-SpikedFPS"}}, includes improved networking, voicechat, and increases other limits. | Windows, OS X, Linux }}
{{Source ports table/row| vkQuake | url=https://github.com/Novum/vkQuake/releases/ | vkQuake is a Quake 1 port using Vulkan instead of OpenGL for rendering. It is based on the popular QuakeSpasm port and runs all mods compatible with it like Arcane Dimensions or In The Shadows. Compared to QuakeSpasm vkQuake also features a software Quake like underwater effect, has better color precision, generates mipmap for water surfaces at runtime and has native support for anti-aliasing and AF. '''It is the current best source port for modern GPUs with Vulkan support'''. | Windows, Linux}}
+
{{Source ports table/row| vkQuake | url=https://github.com/Novum/vkQuake/releases/ | vkQuake is a Quake 1 port using Vulkan instead of OpenGL for rendering. It is based on the popular QuakeSpasm and QuakeSpasm-Spiked ports and runs all mods compatible with it like Arcane Dimensions or In The Shadows. Compared to QuakeSpasm, vkQuake also features a software Quake-like underwater effect, has better color precision, generates mipmap for water surfaces at runtime, and makes physics independent from framerate. '''It is currently the best source port for modern GPUs with Vulkan support'''. | Windows, Linux }}
{{Source ports table/row| Mark V | url=http://quakeone.com/markv/ | Forked from FitzQuake, Mark V also contains features from other source ports such as JoeQuake or ProQuake. Besides that it also has their own such as support for Nehahra mod, copy & paste in console, saving multiplayer games, external texture and .vis support, extended coop features, software mode inspired by WinQuake and many more. As for the music, it only supports CD audio and the external MP3 files. | Windows, OS X, Linux }}
+
{{Source ports table/row| Ironwail | url=https://github.com/andrei-drexler/ironwail | A fork of QuakeSpasm that is focused on high performance over compatibility, allowing the engine to run advanced and demanding maps such as Peril, Raven Keep, and Ter Shibboleth: Drake Redux on lower-end hardware with faster loading times compared to QuakeSpasm Spiked or vkQuake. It also features an expanded options menus with ease of access to mods via the in-game menu and software renderer emulation options to authethically recreate the original look of the game. '''It is currently the best source port for modern and older GPUs with OpenGL support.''' | Windows }}
{{Source ports table/row| DarkPlaces | url=https://icculus.org/twilight/darkplaces/ | DarkPlaces is a Quake modification I have built over the course of 6 years on and off experimenting, it got somewhat of an overhaul when the Quake engine source code was released, and I began developing a custom OpenGL-only engine for it and other mods, which supports Windows WGL and Linux GLX, and has greatly improved graphics and image quality. | Windows, OS X, Linux }}
+
{{Source ports table/row| Mark V | url=http://quakeone.com/markv/ | Forked from FitzQuake, Mark V also contains features from other source ports such as JoeQuake or ProQuake. Besides that it also has their own such as support for Nehahra mod, copy & paste in console, saving multiplayer games, external texture and .vis support, extended coop features, software mode inspired by WinQuake and many more. As for the music, it only supports CD audio and external .mp3 files. '''No longer in active development.''' | Windows, OS X, Linux }}
 +
{{Source ports table/row| Quake "Epsilon" | url=http://www.soulstudios.co.nz/epsilon/ | Based on DarkPlaces, Quake Epsilon is a complete overhaul with high resolution textures and models as well as new sounds and original music. Incorporates minor mods and tweaks, but doesn't detract from the original gameplay. Can be used with the full version of Quake and its mission packs. | Windows, OS X, Linux }}
 +
{{Source ports table/row| Quake: Ray Traced | url=https://github.com/sultim-t/vkquake-rt | Based on vkQuake, this source port adds a path tracing renderer to the game. | Windows }}
 
}}
 
}}
  
===Installers and launchers===
+
===[https://www.mediafire.com/file/plx3tc31iwd4hqx/Ultimate_Quake_Patch_v1.11.exe/file Ultimate Quake Patch]===
====Quake Injector: Automatic installer for mods and maps====
+
{{mm}} More information can be found [https://web.archive.org/web/20141205145127/http://forums.steampowered.com/forums/showthread.php?t=1756923 here].
[http://www.quaddicted.com/tools/quake_injector Quake Injector] is a Java-based client for the Quaddicted single player map and mod database that runs on Windows, OS X and Linux. It provides the ability to install and uninstall maps and mods (with their requirements/dependencies) from the site directly on Quake with a single click and includes information about each mod, such as release data, rating (from the Quaddicted editor), title, authors, a brief description (from the editor) and screenshot. Also it can (with varying levels of success) figure out if there are known maps already installed.
+
{{ii}} The {{file|opengl32.dll}} files must be deleted before applying the patch.
 +
{{--}} The source port included uses an outdated version and the Scourge of Armagon soundtrack is badly ripped.
 +
{{ii}} Patches for the Mission Pack can be found below:
 +
* [https://www.mediafire.com/file/qilh1jnq3wrbn6o/Ultimate_Quake_Mission_1_Patch_v1.11.exe/file Mission Pack 1]
 +
* [https://www.mediafire.com/file/r8j19y49ru19xab/Ultimate_Quake_Mission_2_Patch_v1.12.exe/file Mission Pack 2]
  
Quake Injector does not provide access to every map released for Quake (it has no support for multiplayer maps, for example, unless they come as part of a singleplayer map pack or they are singleplayer maps in addition to multiplayer), but it is very close to that and provides an easy method to try new maps and mods.
+
This patch fixed numerous compatibility issues found with the game. It's designed only for the Steam version but is also compatible with retail versions by changing the install path of the mod. It includes the Darkplaces source port along with the missing soundtrack.  
  
Please note that under Linux (and maybe OS X, depending on the file system) many older maps will need manual editing of their filenames because the original files contained mixed case or upper case letters.
+
===[https://www.moddb.com/games/quake/downloads/vanilla-restoration-patch-for-winglqwcl Vanilla Restoration Patch]===
 +
An alternative patch to the above that aims to fix compatibility issues with GLQuake and WinQuake through [[dgVoodoo 2]], restores the missing in-game soundtrack in MP3 format while using a modified version of winmm.dll for proper music looping, custom {{file|autoexec.cfg}} files to enable mouselook and crosshairs, and includes QWSVLaunch and Simple Quake Launcher to ease launching the game.
  
====MiniQL====
+
===Installers and launchers===
'''MiniQL''' is a small Quake launcher that provides an easy front-end to running any user map or original map by scanning Quake and mod archive files (PAK files) and displaying all maps to select from. It can also be used to supply default variables (such as ''fov'') and screen resolution when starting the game.
+
====[http://www.quaddicted.com/tools/quake_injector Quake Injector]====
 +
A Java-based client for the Quaddicted single player map and mod database that runs on Windows, OS X and Linux. It provides the ability to install and uninstall maps and mods (with their requirements/dependencies) from the site directly on Quake with a single click and includes information about each mod, such as release data, rating (from the Quaddicted editor), title, authors, a brief description (from the editor) and screenshots. Also it can (with varying levels of success) find out if there are known maps already installed. Quake Injector however does not provide access to every map released for Quake (it has no support for multiplayer maps, for example, unless they come as part of a singleplayer map pack or they are singleplayer maps in addition to multiplayer), but it is very close to that and provides an easy method to try new maps and mods.
  
MiniQL can be [http://runtimelegend.com/rep/miniql/index downloaded from here].
+
{{ii}} Please note that under OS X and Linux, many older maps will need manual editing of their filenames because the original files contained mixed case or upper case letters.
  
===Texture packs===
+
====[http://runtimelegend.com/tools/miniql/ MiniQL]====
* [http://qrp.quakeone.com/downloads/ Updated textures for items and more]
+
A small Quake launcher that provides an easy front-end to running any user map or original map by scanning Quake and mod archive files (PAK files) and displaying all maps to select from. It can also be used to supply default variables (such as FOV values) and screen resolution when starting the game.
* [http://quakeone.com/reforged/ Everything else]
 
List and discussions of additional texture packs can be found [https://steamcommunity.com/app/2310/discussions/0/558754899743649036/ here].
 
  
====Transparent Water====
+
====[https://github.com/m-x-d/Simple-Quake-Launcher-2/releases Simple Quake Launcher]====
Use [http://vispatch.sourceforge.net Vispatch] ([[Mac]] version available [https://github.com/fruitz-of-dojo/Quake-vispatch/releases here]) to patch vanilla data (some mods already include said patches to data). Use the command ''r_wateralpha'' with any value below 1.0 to enable the effects. Note some engines wont remember this value and will require it to be added to the ''autoexec.cfg''.
+
A simple ZDoom Launcher-inspired front-end launcher for Quake, [[Quake II]], [[Hexen II]], and [[Half-Life]] that offers ease of use for launching each game and their source ports, auto-detects maps and demos in .pak and .pk3 formats, displays map titles, launching demos, and create desktop shortcuts using the currently selected options.
  
===Sound packs===
+
===Remove opengl32.dll===
{{ii}} A sound pack for April Fools can be found [http://www.quakeworld.nu/forum/topic/5719/67764/quake-hd-ultra-quality-sound-pack/ here], though it does little more than distort the audio.
+
The {{file|opengl32.dll}} file included in some releases of the game is a 3dfx-specific MiniGL wrapper. It should be deleted on systems not using 3dfx cards unless GLQuake is being wrapped with nGlide (included in the GOG.com release), as it's highly recommended to prevent issues on modern system or when using a source port.
* [http://gfx.quakeworld.nu/details/384/mindgridaudio-high-resolution-quake-1-sounds/ Mindgrind]
 
* [http://www.moddb.com/mods/epiquake EpiQuake]
 
 
 
===Tips for running the official versions===
 
A complete list of console commands:<ref>[https://www.quakewiki.net/archives/console/commands/quake.html Quake console commands]</ref> Technical info by id software:<ref>[http://www.gamers.org/dEngine/quake/info/techinfo.091 Technical info file (id software)]</ref>
 
For GLQuake: As the included opengl32.dll is a 3dfx-specific MiniGL wrapper, it should be deleted on systems not using 3dfx cards.
 
====Graphics settings====
 
The game uses non-power of two textures for models, which were supported by the software renderer, but not by the OpenGL renderer. Therefore, textures in OpenGL have to be resized to a power of two; this is controlled through the console command gl_round_down. By default this is set to 1, which downsamples textures to the nearest power of two, reducing quality noticeably in the process. This was used due to limitations of contemporary 3D hardware, although the readme for GLQuake claims that setting it to 0 (which will upscale to the next higher power of two instead) will run well even on a contemporary 4 MB 3DFX Voodoo Graphics.<ref>https://www.doomworld.com/idgames/idstuff/unsup/glq3_28 GLQuake readme</ref>
 
GLQuake also defaults to gl_flashblend 1, which uses a transparent shaded sphere around lightsources such as explosions in place of real dynamic lighting. Setting gl_flashblend 0 will use dynamic lighting similar to the software renderer.
 
====Novelty rendering features====
 
Experimental rendering features referenced in the readme include r_wateralpha (0-1, default 1), with a recommended 0.7 for slightly translucent water. This is said in the readme to not work with standard maps, as they are not processed with this in mind. Shadows can be set with r_shadows 1, and mirrors activated with r_mirroralpha 0.3, which only affects one texture in the "easy" starting hall.
 
====Software rendering improvements====
 
For the software rendered versions, the only available real tweak is d_mipscale 0, which processes textures at highest quality for all distances. This can cause the RAM icon to pop up in the game, the fix for this is supposedly showram 0 or -surfcachesize xx (with xx being a big enough number).<ref>http://quakeone.com/forum/quake-help/quake-clients/11200-does-anyone-know-why-this-ram-icon-pops-up-when-you-set-d_mipscale-to-0/page2</ref>
 
  
 
==Game data==
 
==Game data==
 
===Configuration file(s) location===
 
===Configuration file(s) location===
 
{{Game data|
 
{{Game data|
{{Game data/row|DOS|}}
+
{{Game data/config|DOS|{{p|game}}\ID1\CONFIG.CFG|{{p|game}}\HIPNOTIC\CONFIG.CFG|{{p|game}}\ROGUE\CONFIG.CFG}}
{{Game data/row|Windows|{{p|game}}\Id1}}
+
{{Game data/config|Windows|{{p|game}}\id1\config.cfg|{{p|game}}\hipnotic\config.cfg|{{p|game}}\rogue\config.cfg}}
{{Game data/row|Mac OS|}}
+
{{Game data/config|Mac OS|}}
{{Game data/row|Linux|}}
+
{{Game data/config|Linux|}}
 
}}
 
}}
 
{{XDG|unknown}}
 
{{XDG|unknown}}
Line 180: Line 170:
 
===Save game data location===
 
===Save game data location===
 
{{Game data|
 
{{Game data|
{{Game data/row|DOS|{{p|game}}\Id1}}
+
{{Game data/saves|DOS|{{p|game}}\ID1\S#.SAV|{{p|game}}\HIPNOTIC\S#.SAV|{{p|game}}\ROGUE\S#.SAV}}
{{Game data/row|Windows|{{p|game}}\Id1}}
+
{{Game data/saves|Windows|{{p|game}}\id1\s#.sav|{{p|game}}\hipnotic\s#.sav|{{p|game}}\rogue\s#.sav}}
{{Game data/row|Mac OS|}}
+
{{Game data/saves|Mac OS|}}
{{Game data/row|Linux|}}
+
{{Game data/saves|Linux|}}
 
}}
 
}}
 +
{{ii}} 12 save slots for the main campaign and mission packs are available. Some source ports such as QuakeSpasm can offer more save slots.
  
 
===[[Glossary:Save game cloud syncing|Save game cloud syncing]]===
 
===[[Glossary:Save game cloud syncing|Save game cloud syncing]]===
 
{{Save game cloud syncing
 
{{Save game cloud syncing
|gog galaxy           = false
+
|discord                  =
|gog galaxy notes     =  
+
|discord notes            =
|origin               =  
+
|epic games launcher      =
|origin notes         =  
+
|epic games launcher notes =
|steam cloud           = true
+
|gog galaxy               = false
|steam cloud notes     =  
+
|gog galaxy notes         =  
|uplay                =  
+
|origin                   =  
|uplay notes           =  
+
|origin notes             =  
|xbox cloud           =  
+
|steam cloud               = true
|xbox cloud notes     =  
+
|steam cloud notes         =  
 +
|ubisoft connect          =  
 +
|ubisoft connect notes     =  
 +
|xbox cloud               =  
 +
|xbox cloud notes         =  
 
}}
 
}}
  
==Video settings==
+
==Video==
 
{{Image|GLQuake Options.jpg|In-game general settings.}}
 
{{Image|GLQuake Options.jpg|In-game general settings.}}
{{Image|WinQuake Video.jpg|In-game screen resolution settings for WinQuake.}}
+
{{Video
{{Image|GLQuake Video.jpg|In-game screen resolution settings for GLQuake.}}
+
|wsgf link                  = https://www.wsgf.org/dr/quake
{{Video settings
 
|wsgf link                  = http://www.wsgf.org/dr/quake
 
 
|widescreen wsgf award      = limited
 
|widescreen wsgf award      = limited
 
|multimonitor wsgf award    = limited
 
|multimonitor wsgf award    = limited
Line 211: Line 204:
 
|4k ultra hd wsgf award    = incomplete
 
|4k ultra hd wsgf award    = incomplete
 
|widescreen resolution      = hackable
 
|widescreen resolution      = hackable
|widescreen resolution notes= A source port is required. See [[#Source ports|Source ports]].
+
|widescreen resolution notes= Stretched from 4:3 only. A [[#Source ports|source port]] is required for proper widescreen.
 
|multimonitor              = hackable
 
|multimonitor              = hackable
|multimonitor notes        = A source port is required. See [[#Source ports|Source ports]].
+
|multimonitor notes        = A [[#Source ports|source port]] is required.
|ultrawidescreen            = unknown
+
|ultrawidescreen            = hackable
|ultrawidescreen notes      =  
+
|ultrawidescreen notes      = A [[#Source ports|source port]] is required.
|4k ultra hd                = unknown
+
|4k ultra hd                = hackable
|4k ultra hd notes          =  
+
|4k ultra hd notes          = A [[#Source ports|source port]] is required for easy selection.
 
|fov                        = hackable
 
|fov                        = hackable
|fov notes                  = A source port is required. See [[#Source ports|Source ports]].
+
|fov notes                  = For GLQuake, use <code>+fov </code> in the console, followed by the desired field-of-view.<br/>A [[#Source ports|source port]] is required for easy selection.
|windowed                  = true
+
|windowed                  = limited
 
|windowed notes            = Limited native support. See [[#Source ports|Source ports]].
 
|windowed notes            = Limited native support. See [[#Source ports|Source ports]].
|borderless windowed        = hackable
+
|borderless windowed        = false
|borderless windowed notes  = Use [[Glossary:Borderless fullscreen windowed#Borderless Gaming|Borderless Gaming]].
+
|borderless windowed notes  =  
 
|anisotropic                = hackable
 
|anisotropic                = hackable
 
|anisotropic notes          = A source port is required. See [[#Source ports|Source ports]].
 
|anisotropic notes          = A source port is required. See [[#Source ports|Source ports]].
 
|antialiasing              = hackable
 
|antialiasing              = hackable
 
|antialiasing notes        = A source port is required. See [[#Source ports|Source ports]].
 
|antialiasing notes        = A source port is required. See [[#Source ports|Source ports]].
 +
|upscaling                  = hackable
 +
|upscaling tech            = FSR 2.1, DLSS 2
 +
|upscaling notes            = A source port is required. See [[#Source ports|Source ports]].
 
|vsync                      = hackable
 
|vsync                      = hackable
 
|vsync notes                = A source port is required. See [[#Source ports|Source ports]].
 
|vsync notes                = A source port is required. See [[#Source ports|Source ports]].
Line 234: Line 230:
 
|120 fps                    = hackable
 
|120 fps                    = hackable
 
|120 fps notes              = A source port is required. See [[#Source ports|Source ports]].
 
|120 fps notes              = A source port is required. See [[#Source ports|Source ports]].
|color blind                = unknown
+
|hdr                        = false
 +
|hdr notes                  =
 +
|ray tracing                = hackable
 +
|ray tracing notes          = A source port is required. See [[#Source ports|Source ports]].
 +
|color blind                = false
 
|color blind notes          =  
 
|color blind notes          =  
 
}}
 
}}
 +
<gallery>
 +
DOS Quake Video.png|In-game screen resolution settings for DOS Quake.
 +
WinQuake Video.jpg|In-game screen resolution settings for WinQuake.
 +
GLQuake Video.jpg|In-game screen resolution settings for GLQuake.
 +
</gallery>
  
==Input settings==
+
==Input==
{{Input settings
+
{{Input
 
|key remap                = true
 
|key remap                = true
 
|key remap notes          =  
 
|key remap notes          =  
Line 250: Line 255:
 
|invert mouse y-axis      = true
 
|invert mouse y-axis      = true
 
|invert mouse y-axis notes =  
 
|invert mouse y-axis notes =  
 +
|touchscreen              = hackable
 +
|touchscreen notes        = A source port is required.
 
|controller support        = true
 
|controller support        = true
|controller support notes  = See <code>{{p|game}}/Docs/JOYSTICK.TXT</code>.
+
|controller support notes  = DirectInput controllers are supported. See {{file|JOYSTICK.TXT}} found in {{file|{{p|game}}\DOCS|folder}} for instructions on configuring a controller for the game.<ref name="Controller support">{{Refcheck|user=AmethystViper|date=2021-09-05|comment=}}</ref>
|full controller          = false
+
|full controller          = hackable
|full controller notes    =  
+
|full controller notes    = Menus requires keyboard. Certain [[#Source ports|Source ports]] offer full controller support.
|controller remap          = hackable
+
|controller remap          = limited
|controller remap notes    =  
+
|controller remap notes    = Some actions must be configured via console commands.
 
|controller sensitivity    = hackable
 
|controller sensitivity    = hackable
|controller sensitivity notes=  
+
|controller sensitivity notes= Set {{code|joyforwardsensitivity}}, {{code|joysidesensitivity}}, {{code|joypitchsensitivity}}, and {{code|joyyawsensitivity}} to the desired value.<ref name="Controller support"/>
 
|invert controller y-axis  = hackable
 
|invert controller y-axis  = hackable
|invert controller y-axis notes=  
+
|invert controller y-axis notes= Set {{code|joypitchsensitivity}} to a negative value.<ref name="Controller support"/>
|touchscreen               = hackable
+
|xinput controllers        = hackable
|touchscreen notes        = A source port is required.
+
|xinput controllers notes  = Analog triggers cannot be remapped. Pre-configured XInput profiles can downloaded from the [https://community.pcgamingwiki.com/files/file/427-quake-xbox-360-controller-layouts/ files section]. A [[#Source ports|source port]] can offer broader controller remapping settings as well as native XInput controller support.
|button prompts           = false
+
|xbox prompts              = false
|button prompts notes     =  
+
|xbox prompts notes        =
 +
|impulse triggers          = false
 +
|impulse triggers notes    =  
 +
|dualshock 4               = limited
 +
|dualshock 4 notes        = Recognized as a generic DirectInput controller. May cause issues unless properly configured. Certain certain [[#Source ports|source ports]] such as QuakeSpasm natively support DualShock 4 controllers.<ref name="Controller support">{{Refcheck|user=AmethystViper|date=2021-09-05|comment=}}</ref>
 +
|dualshock prompts        = false
 +
|dualshock prompts notes  =
 +
|light bar support        = false
 +
|light bar support notes   =
 +
|dualshock 4 modes         = V2, Wired
 +
|dualshock 4 modes notes  =
 +
|tracked motion controllers= false
 +
|tracked motion controllers notes = An experimental fork of QuakeSpasm source port with [[Controller:Razer Hydra|Razer Hydra]] support along with gestures and hands tracking [https://github.com/xDShot/Quakespasm/tree/sixense exists]. Currently not released and requires manual code compiling.
 +
|tracked motion prompts    = false
 +
|tracked motion prompts notes =
 +
|other controllers        = true
 +
|other controllers notes  =
 +
|other button prompts     = false
 +
|other button prompts notes=  
 
|controller hotplug        = false
 
|controller hotplug        = false
 
|controller hotplug notes  =  
 
|controller hotplug notes  =  
 
|haptic feedback          = false
 
|haptic feedback          = false
 
|haptic feedback notes    =  
 
|haptic feedback notes    =  
|light bar support        = unknown
+
|simultaneous input        = true
|light bar support notes   =  
+
|simultaneous input notes  =
 +
|steam input api          = unknown
 +
|steam input api notes    =
 +
|steam hook input          = unknown
 +
|steam hook input notes    =
 +
|steam input presets      = unknown
 +
|steam input presets notes =
 +
|steam controller prompts  = unknown
 +
|steam controller prompts notes =
 +
|steam cursor detection    = unknown
 +
|steam cursor detection notes =  
 
}}
 
}}
  
===[[Controller:Xbox 360 Controller|Xbox 360 Controller]] support===
+
===Enabling mouselook===
Using existing joystick support, it is possible to add support for XInput-based controllers.
+
To set mouselook to always on, add {{code|+mlook}} to {{file|autoexec.cfg}}. {{code|crosshair 1}} puts a plus sign in the center of the screen as a crosshair.
  
A list of configurations for the devices can be found in the [https://community.pcgamingwiki.com/files/file/427-quake-xbox-360-controller-layouts/ Files section].
+
==Audio==
 
+
{{Audio
It will not add triggers support for XInput-based controllers as Quake treats them as axes and won't allow to map them. As a workaround XInput-to-DirectInput wrapper can be used, such as [https://sites.google.com/site/0dd14lab/xinput-plus XInput Plus] (actual tool is in English).
 
 
 
==Audio settings==
 
{{Audio settings
 
 
|separate volume          = true
 
|separate volume          = true
|separate volume notes    =  
+
|separate volume notes    = CD Music, Sound Effects.
|surround sound          = true
+
|surround sound          = hackable
 
|surround sound notes    =  
 
|surround sound notes    =  
 
|subtitles                = false
 
|subtitles                = false
Line 289: Line 320:
 
|closed captions          = false
 
|closed captions          = false
 
|closed captions notes    =  
 
|closed captions notes    =  
|mute on focus lost      = true
+
|mute on focus lost      = limited
|mute on focus lost notes =  
+
|mute on focus lost notes = Gameplay will be muted but the CD music will continue to play.
|eax support              =  
+
|eax support              = hackable
|eax support notes        =  
+
|eax support notes        = Use the [http://fte.triptohell.info/downloads FTE Quakeworld] [[#Source ports|source port]] to get '''HRTF''' and underwater '''EFX''' reverb with [[Glossary:Surround sound#OpenAL|OpenAL Soft.]] <ref>[https://www.youtube.com/watch?v=rc5a7dzRvbY Quake with 3D spatial sound in FTE 🎧 (OpenAL Soft HRTF audio)]</ref>
 +
|red book cd audio        = true
 +
|red book cd audio notes  =
 +
|royalty free audio      = false
 +
|royalty free audio notes = Base game (ID1) soundtrack gets copyright-claimed by UMG.<br>[https://www.quaketastic.com/?dir=files/music AQM2] is a similarly styled royalty-free alternative.
 
}}
 
}}
  
Line 303: Line 338:
 
  |notes    =  
 
  |notes    =  
 
  |fan      =  
 
  |fan      =  
|fan notes =
 
 
}}
 
}}
 +
{{L10n/switch
 +
|language  = Spanish
 +
|interface = hackable
 +
|audio    = false
 +
|subtitles = n/a
 +
|fan      = true
 +
|notes    = Fan translation, [http://www.abandonsocios.org/index.php?topic=16254.0 download].
 
}}
 
}}
 
==VR support==
 
{{VR support
 
|gg3d name                  =
 
|native 3d gg3d award        =
 
|nvidia 3d vision gg3d award =
 
|tridef 3d gg3d award        =
 
|iz3d gg3d award            =
 
|native 3d                  =
 
|native 3d notes            =
 
|nvidia 3d vision            =
 
|nvidia 3d vision notes      =
 
|tridef 3d                  =
 
|tridef 3d notes            =
 
|iz3d                        =
 
|iz3d notes                  =
 
|vr only                    = false
 
|htc vive                    = false
 
|htc vive notes              =
 
|oculus rift                = hackable
 
|oculus rift notes          = Use [https://github.com/swax/Quakespasm-Rift RiftQuake] with <code>r_oculusrift 1</code> [[Glossary:Command line arguments|command line argument]].<ref>[https://github.com/swax/Quakespasm-Rift GitHub - swax/Quakespasm-Rift: Fork of Quake for Oculus Rift with improved aiming]</ref>
 
|osvr                        = false
 
|osvr notes                  =
 
|windows mixed reality      = unknown
 
|windows mixed reality notes =
 
|tracked motion controllers  = unknown
 
|tracked motion controllers notes=
 
|keyboard-mouse              = unknown
 
|keyboard-mouse notes        =
 
|3rd space gaming vest      =
 
|3rd space gaming vest notes =
 
|novint falcon              =
 
|novint falcon notes        =
 
|trackir                    =
 
|trackir notes              =
 
|play area seated            = true
 
|play area seated notes      =
 
|play area standing          =
 
|play area standing notes    =
 
|play area room-scale        =
 
|play area room-scale notes  =
 
 
}}
 
}}
  
Line 377: Line 377:
 
|self-hosting notes =  
 
|self-hosting notes =  
 
|direct ip          = true
 
|direct ip          = true
|direct ip notes    =  
+
|direct ip notes    = Pull down the console ({{key|~}}) and type <code>connect <server address or ip></code>.
 
}}
 
}}
  
Line 383: Line 383:
 
|tcp  = 26000
 
|tcp  = 26000
 
|udp  = 26000
 
|udp  = 26000
|upnp =  
+
|upnp = unknown
 
}}
 
}}
 
{{ii}} This is the default port used. It can be changed in-game by the user
 
{{ii}} This is the default port used. It can be changed in-game by the user
 +
 +
==VR support==
 +
{{VR support
 +
|gg3d name                  =
 +
|native 3d gg3d award        =
 +
|nvidia 3d vision gg3d award =
 +
|tridef 3d gg3d award        =
 +
|iz3d gg3d award            =
 +
|native 3d                  =
 +
|native 3d notes            =
 +
|nvidia 3d vision            =
 +
|nvidia 3d vision notes      =
 +
|tridef 3d                  =
 +
|tridef 3d notes            =
 +
|iz3d                        =
 +
|iz3d notes                  =
 +
|vorpx                      = true
 +
|vorpx modes                = G3D
 +
|vorpx notes                = Officially supported game, see [https://www.vorpx.com/supported-games/ official vorpx game list].
 +
|vr only                    = false
 +
|htc vive                    = hackable
 +
|htc vive notes              = Use [https://vittorioromeo.info/quakevr Quake VR.]
 +
|oculus rift                = hackable
 +
|oculus rift notes          = Use [https://vittorioromeo.info/quakevr Quake VR.]
 +
|osvr                        = false
 +
|osvr notes                  =
 +
|windows mixed reality      = hackable
 +
|windows mixed reality notes = Use [https://vittorioromeo.info/quakevr Quake VR.]
 +
|keyboard-mouse              = unknown
 +
|keyboard-mouse notes        =
 +
|3rd space gaming vest      =
 +
|3rd space gaming vest notes =
 +
|novint falcon              = true
 +
|novint falcon notes        =
 +
|trackir                    =
 +
|trackir notes              =
 +
|tobii eye tracking          =
 +
|tobii eye tracking notes    =
 +
|play area seated            = false
 +
|play area seated notes      =
 +
|play area standing          = true
 +
|play area standing notes    =
 +
|play area room-scale        = true
 +
|play area room-scale notes  =
 +
}}
  
 
==Issues fixed==
 
==Issues fixed==
 
===Restore music playback===
 
===Restore music playback===
====Steam====
+
{{ii}} Some digital distribution releases of the Quake either have not properly configured music playback in the game without the original discs in a CD drive or has no music at all.
{{--}} The Steam version lacks the original soundtrack.
 
  
{{Fixbox|description=Restore OST (Steam)|ref={{cn|date=December 2016}}|fix=
+
====DOS====
* Install [https://web.archive.org/web/20141205145127/http://forums.steampowered.com/forums/showthread.php?t=1756923 Ultimate Quake Patch] to restore music to the Steam version and add the features of the DarkPlaces engine.
+
{{++}} The GOG.com version of Quake in Software Mode (via DOSBox) is already pre-configured to mount the game's disc images for the base game and its mission packs.
{{ii}} If you prefer to use the original engine you can download the soundtrack from the [https://web.archive.org/web/20141205145217/http://forums.steampowered.com/forums/showthread.php?t=996272 Steam forums]. Either burn a new CD from the image file or use a CD emulator like [http://wincdemu.sysprogs.org/download/ WinCDEmu] to mount the image.
+
{{Fixbox|description=Use DOSBox to [https://www.dosbox.com/wiki/MOUNT#Mounting_a_CUE.2FBIN-Pair_as_volume virtually mount the disc image]|ref=<ref name="Restoring music in the GOG and Steam versions"/>|fix=
 
}}
 
}}
  
====GOG.com====
+
====GOG.com and Steam====
{{ii}} The GOG.com version includes the soundtrack, but by default it is only set up for use with the DOS version under DOSBox.
+
{{ii}} Due to legal reasons, the in-game music in .ogg format has excluded in the GOG.com version for GLQuake and WinQuake, but it can be restored.
 +
{{--}} The in-game music is missing for the digital version of the original Quake (unless you play the DOSBOX version on GOG), it is only included for the Kex Engine remaster.
 +
{{Fixbox|description=Install Vanilla Restoration Patch|ref=<ref name="Restoring music in the GOG and Steam versions">{{Refcheck|user=AmethystViper|date=2021-08-24|comment=}}</ref>|fix=
 +
# Download [[#Vanilla Restoration Patch|Vanilla Restoration Patch]], then extract its contents to {{file|{{p|game}}|folder}}.
 +
# Launch the game. Music playback should now be restored for GLQuake and WinQuake. To play the proper music tracks for Scourge of Armagon and Dissolution of Eternity, launch the mission packs using the {{code|-game <mission pack> +exec music.cfg}} [[Glossary:Command line arguments|command line arguments]].
  
{{Fixbox|description=Restore OST (GOG.com)|ref={{cn|date=December 2016}}|fix=
+
'''Notes:'''
# Install a virtual CD software, e.g. [http://wincdemu.sysprogs.org/download/ WinCDEmu].
+
{{ii}} The music files in Vanilla Restoration Patch are in .mp3 format. The music can also be ripped and converted to .ogg format from their respective disc images included in the GOG.com version by using [https://www.gog.com/forum/quake_series/my_oneclick_audioextractor CueToOgg], however, the music track numbers for Scourge of Armagon ({{file|track12}}-{{file|track19}}) and Dissolution of Eternity ({{file|track20}}-{{file|track27}}) must be renamed accordingly to work with the {{file|music.cfg}} files included with the Vanilla Restoration Patch. Alternatively, the {{file|game}}, {{file|gamea}}, {{file|gamed}} folders containing the music files for the main game and mission packs can also be moved into the {{file|id1|folder}}, {{file|hipnotic|folder}}, and {{file|rogue|folder}} folders respectively for music playback support while playing the game using a source port.<ref>{{Refurl|url=https://www.youtube.com/watch?v=-Arx7QFo0I4|title=CUEtoOGG - GOG Quake Tutorial (v2) - YouTube|date=2021-08-24}}</ref>
# Mount the CD images in the installation folder with WinCDEmu.
 
 
}}
 
}}
  
 
====Source ports====
 
====Source ports====
{{++}} Some Quake engines can play music files to give you a soundtrack during the game.
+
{{Fixbox|description=Download soundtrack files|ref=<ref>{{Refurl|url=https://steamcommunity.com/sharedfiles/filedetails/?id=119489135|title=Steam Community :: Guide :: Quake Soundtrack Solutions|date=May 2023}}</ref>|fix=
 
+
{{--}} Some source ports can only play music from the CD drive.
{{Fixbox|description=Restore OST (modern engines)|ref=<ref>[http://steamcommunity.com/sharedfiles/filedetails/?id=119489135 Steam Community :: Guide :: Quake Soundtrack Solutions]</ref>|fix=
+
{{ii}} Downloading the soundtrack is not needed if the Kex Engine remaster is included with the original version as it uses .ogg files. In that case, just copy every music folder from {{file|Quake\rerelease\<game>|folder}} to its corresponding folder ({{file|id1|folder}}, {{file|hipnotic|folder}}, and {{file|rogue|folder}}).
# Download the [http://steamcommunity.com/sharedfiles/filedetails/?id=119489135 soundtrack files] for the campaign and mission packs.
+
# Download the [https://steamcommunity.com/sharedfiles/filedetails/?id=119489135 soundtrack files]{{note|note=The tracks linked here have been processed with de-emphasis and may sound duller than the composer's intentions.<ref>[https://www.youtube.com/watch?v=eF4GSsffbSE Quake GOG Tweak Guide - YouTube] --- See top rated comment. Comparison in video.</ref>|name="deemphasis"}} for the main campaign and mission packs.
# Place <code>id1</code>, <code>hipnotic</code>, and <code>rogue</code> folders in the installation folder.
+
# Place {{file|id1|folder}}, {{file|hipnotic|folder}}, and {{file|rogue|folder}} folders in the installation folder.
 
}}
 
}}
  
===Black screen with DarkPlaces engine (GOG.com)===
+
===Black screen with the DarkPlaces engine (GOG.com)===
{{Fixbox|description=Remove opengl32.dll|ref=<ref>[https://www.gog.com/forum/quake_series/quake_1_gog_darkplaces_problem Quake 1 GOG Darkplaces Problem - Forum - GOG.com]</ref>|fix=
+
{{Fixbox|description=Remove opengl32.dll|ref=<ref>{{Refurl|url=https://www.gog.com/forum/quake_series/quake_1_gog_darkplaces_problem|title=Quake 1 GOG Darkplaces Problem - Forum - GOG.com|date=May 2023}}</ref>|fix=
 
# Go to the installation folder.
 
# Go to the installation folder.
 
# Delete or rename {{file|opengl32.dll}}.
 
# Delete or rename {{file|opengl32.dll}}.
 
}}
 
}}
  
===Running the original GLQuake===
+
===GLQuake does not launch===
 
{{ii}} The original OpenGL version of Quake may not run on some systems with Nvidia graphics cards.
 
{{ii}} The original OpenGL version of Quake may not run on some systems with Nvidia graphics cards.
 
 
{{Fixbox|description=Enable extension limit|ref={{cn|date=December 2016}}|fix=
 
{{Fixbox|description=Enable extension limit|ref={{cn|date=December 2016}}|fix=
# Download and run [https://ci.appveyor.com/project/Orbmu2k/nvidiaprofileinspector/build/artifacts NVIDIA Profile Inspector].
+
# Download and run [[Nvidia Profile Inspector]].
 
# Search and open the game profile.
 
# Search and open the game profile.
 
# Set '''Extension limit''' to '''On'''.
 
# Set '''Extension limit''' to '''On'''.
Line 429: Line 475:
 
}}
 
}}
  
{{Fixbox|description=Fix extension limit issues|ref=<ref>[https://web.archive.org/web/20150619222410/http://euksy.oldtimes-software.com/ext_limit_fix.html Fixing EXTENSION LIMIT issues per HEX]</ref>|fix=
+
{{Fixbox|description=Fix extension limit issues|ref=<ref>{{Refurl|url=https://web.archive.org/web/20150619222410/http://euksy.oldtimes-software.com/ext_limit_fix.html|title=Fixing EXTENSION LIMIT issues per HEX|date=May 2023}}</ref>|fix=
 
# Edit {{file|Glquake.exe}} with a hex editor.
 
# Edit {{file|Glquake.exe}} with a hex editor.
 
# Search for <code>GL_EXTENSIONS</code>.
 
# Search for <code>GL_EXTENSIONS</code>.
Line 444: Line 490:
  
 
===Music does not loop===
 
===Music does not loop===
{{Fixbox|description=Fix CD audio looping|ref=<ref>[http://steamcommunity.com/sharedfiles/filedetails/?id=113399618 How to fix CD audio looping on Windows Vista/7 - Steam Community Guides]</ref>|fix=
+
{{Fixbox|description=Fix CD audio looping|ref=<ref>{{Refurl|url=https://steamcommunity.com/sharedfiles/filedetails/?id=113399618|title=How to fix CD audio looping on Windows Vista/7 - Steam Community Guides|date=May 2023}}</ref>|fix=
# Rip your game CD-ROM's music. <code>.ogg</code> and <code>.mp3</code> codecs should be fully supported
+
# Rip the game CD-ROM's music. .ogg and .mp3 formats should be fully supported.
 
# Install [https://community.pcgamingwiki.com/files/file/107-patched-inmmdll/ patched _inmm.dll] and open its main folder.  
 
# Install [https://community.pcgamingwiki.com/files/file/107-patched-inmmdll/ patched _inmm.dll] and open its main folder.  
# Go to {{p|game}} and drag your game executable on <code>_inmmconf.exe</code>.  
+
# Go to {{file|{{p|game}}|folder}} and drag the game executable on {{file|_inmmconf.exe}}.  
# Copy the newly created .exe back to the old position (backup and overwrite old one if needed)
+
# Copy the newly created .exe back to the old position (backup and overwrite old one if needed).
# Open <code>_inmmconf.exe</code> and set ''DirectShow'' player for default file type in the '''method''' tab
+
# Open {{file|_inmmconf.exe}} and set ''DirectShow'' player for default file type in the '''method''' tab.
# Add your previously ripped audio tracks in the '''_inmm.ini''' tab
+
# Add your previously ripped audio tracks in the '''_inmm.ini''' tab.
# Press the save button and provide it your <code>{{p|game}}</code>
+
# Press the save button and provide it {{file|{{p|game}}|folder}}.
  
 
'''Notes'''
 
'''Notes'''
Line 462: Line 508:
 
|direct3d versions      =  
 
|direct3d versions      =  
 
|direct3d notes        =  
 
|direct3d notes        =  
|directdraw versions    =  
+
|directdraw versions    = 3
|directdraw notes      =  
+
|directdraw notes      = WinQuake only.
|opengl versions        = 1
+
|opengl versions        = 1.0, 4.3
|opengl notes          =  
+
|opengl notes          = GLQuake and 3dfx MiniGL only ''(1.0)''. For 4.3 support [https://github.com/andrei-drexler/ironwail Ironwail] source port is required.
 
|glide versions        =  
 
|glide versions        =  
 
|glide notes            =  
 
|glide notes            =  
 
|software mode          = true
 
|software mode          = true
|software mode notes    =  
+
|software mode notes    = Quake and WinQuake.
 
|mantle support        =  
 
|mantle support        =  
 
|mantle support notes  =  
 
|mantle support notes  =  
|vulkan support        = hackable
+
|vulkan versions        = hackable
|vulkan support notes   = The [https://github.com/Novum/vkQuake vkQuake] source port is required.
+
|vulkan notes           = The [https://github.com/Novum/vkQuake vkQuake] source port is required.
|dos modes              = VGA
+
|dos modes              = VGA, VESA
 
|dos modes notes        =  
 
|dos modes notes        =  
 
|shader model versions  =  
 
|shader model versions  =  
 
|shader model notes    =  
 
|shader model notes    =  
|64-bit executable     = hackable
+
|windows 32-bit exe    = true
|64-bit executable notes= A source port is required. See [[#Source ports|Source ports]].
+
|windows 64-bit exe    = hackable
 +
|windows arm app        = unknown
 +
|windows exe notes     = A source port is required for native 64-bit. See [[#Source ports|Source ports]].
 +
|mac os x powerpc app  = hackable
 +
|macos intel 32-bit app = hackable
 +
|macos intel 64-bit app = hackable
 +
|macos arm app          = unknown
 +
|macos app notes        = A source port is required for OS X. See [[#Source ports|Source ports]].
 +
|linux 32-bit executable= true
 +
|linux 64-bit executable= hackable
 +
|linux powerpc app      = hackable
 +
|linux arm app          = hackable
 +
|linux 68k app          = hackable
 +
|linux executable notes = A source port is required for native non-32-bit. See [[#Source ports|Source ports]].
 +
|mac os powerpc app    = true
 +
|mac os 68k app        = unknown
 +
|mac os executable notes=
 
}}
 
}}
  
===Quake or QuakeWorld?===
+
===Visual tweaks===
When Quake initially launched its netcode was not optimized for the dial-up connections of the time, and so consequently QuakeWorld was created, a separate exe for the game which was multiplayer only with adjusted physics and severely revamped netcode. As personal internet connections improved, the original Quake protocol became more relevant. The original, non-QuakeWorld version, is now often referred to as NetQuake, and there is a divide as to which to play. Serious competitive players are very sensitive to the differences between them, however for the starting out player the differences will be barely noticeable, and the experienced but more casual players play whichever, simply going for servers where a fun time can be had.
+
{{ii}} A majority of these console commands only applies to GLQuake or applicable source ports. These commands can be either entered into the console or written into an {{code|autoexec.cfg}} file to be executed automatically upon launch.
 +
{{Standard table|collapsed=no|Command|Notes|content=
 +
{{Standard table/row|gl_texturemode (mode)|{{code|gl_nearest}} is nearest-neighbor filtering. {{code|gl_nearest_mipmap_linear}} is bilinear filtering and the default setting. {{code|gl_linear_mipmap_linear}} enables full trilinear texture filtering.}}
 +
{{Standard table/row|gl_flashblend 1|Enables dynamic lighting for light sources, such as explosions (similar to Quake and WinQuake). Setting this to {{code|0}} changes the lighting system to resemble the software renderer.}}
 +
{{Standard table/row|r_shadows 1|Enables shadows for characters and pick-ups.}}
 +
{{Standard table/row|r_novis 1|Allows the world to be pre-rendered instead of being rendered in real-time, but may cause adverse performance issues. Required to enable transparent liquid textures with {{code|r_wateralpha}}.}}
 +
{{Standard table/row|r_wateralpha (0.0 - 1.0)|Adjusts the decimal opacity of liquid textures for water, slime, and lava. {{code|1}} is opaque, whereas {{code|0}} means completely transparent.}}
 +
{{Standard table/row|r_mirroralpha (0.0 - 1.0)|Adjusts the decimal mirror reflectiveness of stained glass surfaces (as seen in the "Easy" starting hall). {{code|1}} disables reflections, whereas {{code|0}} means completely reflective.}}
 +
{{Standard table/row|d_subdiv16 0|Enables {{W|Texture_mapping#Perspective_correctness|perspective-correct texture mapping}}. By default, perspective correction is performed only every 16 pixels, which results in warped textures when viewed at sharp angles.<ref>Quake Technical Information found in {{p|game}}\Docs\techinfo.txt</ref>}}
 +
}}
  
===Mods===
+
===Installing and playing custom maps===
====SUPERQOT====
+
{{Fixbox|description=Installing a custom map|ref={{cn|date=July 2016}}|fix=
See [[Superhot#SUPERQOT|SUPERHOT]] for details.
+
# In the {{file|{{p|game}}\Id1|folder}} folder, create a folder named {{file|maps|folder}}.
 +
# Extract the map files (usually a BSP and a text file) from the compressed folder into the {{file|maps|folder}} folder.
  
====Team Fortress====
+
'''Notes'''
Was originally a Quake mod. See [[Team Fortress]] for details.
+
{{ii}} For maps requiring mods to function, create the <code>maps</code> folder inside the folder for the mod.
 +
}}
  
====Small Mod compilation (SMC)====
+
{{Fixbox|description=Running a custom map|ref={{cn|date=July 2016}}|fix=
Adds an number of interesting changes to gameplay as well as small aesthetic ones, such as footstep sounds. See [http://quakeone.com/forum/quake-mod-releases/finished-works/6241-small-mod-compilation here] for details.
+
* Use the <code>+map <name of the BSP file (excluding the extension)></code> [[Glossary:Command line arguments|command line argument]].
 +
* Alternatively, the <code>-map <name of the BSP file (excluding the extension)></code> command can be used in the in-game console ({{Key|~}}).
 +
** Ex: <code>+map jawbreak</code> / <code>-map jawbreak</code> runs the Jawbreaker map by Matt Sefton
 +
}}
  
 
===Installing and using mods===
 
===Installing and using mods===
Line 501: Line 577:
 
# Extract the mod from the compressed folder.
 
# Extract the mod from the compressed folder.
 
#* If the mod does not come in a folder after extracting, create a new one and place all the mod files into it.
 
#* If the mod does not come in a folder after extracting, create a new one and place all the mod files into it.
# Move the mod folder into <code>{{p|game}}</code>.
+
# Move the mod folder into {{file|{{p|game}}|folder}}.
 
}}
 
}}
  
 
{{Fixbox|description=Running a mod|ref={{cn|date=July 2016}}|fix=
 
{{Fixbox|description=Running a mod|ref={{cn|date=July 2016}}|fix=
 
* Use the <code>-game <folder containing the mod></code> [[Glossary:Command line arguments|command line argument]].
 
* Use the <code>-game <folder containing the mod></code> [[Glossary:Command line arguments|command line argument]].
** Ex: <code>-game fortress</code> runs Team Fortress
+
** Ex: <code>-game fortress</code> runs [[Team Fortress]]
  
 
'''Notes'''
 
'''Notes'''
Line 513: Line 589:
 
}}
 
}}
  
===Installing and playing custom maps===
+
===Mods===
{{Fixbox|description=Installing a custom map|ref={{cn|date=July 2016}}|fix=
+
====Vanilla Quake Fixes====
# In the <code>Id1</code> folder (located in the main Quake folder), create a folder named <code>maps</code>.
+
A project that aims to fix issues and errors leftover in the main game and its two mission packs while remaining faithful the game's original features. See [https://quakeone.com/forum/quake-mod-releases/finished-works/283201-vanilla-quake-fixes here] for details.
# Extract the map files (usually a BSP and a text file) from the compressed folder into the <code>maps</code> folder.
+
 
 +
====Authentic Model Improvements====
 +
A model replacement project that enhances the models of the main game and its two mission packs while remaining faithful to their original appearance. Can be downloaded [https://github.com/NightFright2k19/quake_authmdl here].
 +
 
 +
====Texture packs====
 +
{{ii}} List and discussions of additional graphical upgrades can be found [https://quakeone.com/forum/quake-help/general-help/11015-the-definitive-hd-replacement-content-list here].
 +
* [https://www.moddb.com/mods/quake-hd-remastered Quake HD Remastered/Definitive]
 +
* [https://quakehdremix.blogspot.com/2014/06/i-have-spent-last-few-weeks-compiling_29.html Quake HD Remix]
 +
* [https://www.moddb.com/mods/quake-hd-pack-guide Quake HD Pack]
 +
 
 +
====Transparent water====
 +
Use [http://vispatch.sourceforge.net Vispatch] ([[Mac]] version available [https://github.com/fruitz-of-dojo/Quake-vispatch/releases here]) to patch vanilla data (some mods already include said patches to data). Use the command {{code|r_wateralpha}} with any value below 1.0 to enable the effects. Note some engines won't remember this value and will require it to be added to the ''autoexec.cfg''.
 +
 
 +
====Colored lighting====
 +
[https://quakewiki.org/wiki/External_Lit_And_Vis_Files This page] includes downloads for {{file|.lit}} files, which enable Quake II-style colored lighting in compatible source ports. Put the {{file|.lit}} files in the applicable game's {{file|maps|folder}} folder.
 +
 
 +
====Lighting effects====
 +
[http://www.quaketastic.com/upload/files/misc/ID1_LIT_Pack_14th_May_2009.zip This Program] generates {{file|.lit}} and .dlit files, which contain colored light information to enable most modified Quake engines to display the classic Quake levels with colored lighting ({{file|.lit}}) and allows the engine to use bumpmapped/glossmapped wall textures without turning on real-time world lighting (.dlit).
 +
{{--}} The program only runs on Windows, though the files it generates can be copied to other platforms.
 +
 
 +
====Sound packs====
 +
{{ii}} A sound pack for April Fools can be found [http://www.quakeworld.nu/forum/topic/5719/67764/quake-hd-ultra-quality-sound-pack/ here], though it does little more than distort the audio.
 +
* [http://gfx.quakeworld.nu/details/384/mindgridaudio-high-resolution-quake-1-sounds/ Mindgrid]
 +
* [https://www.moddb.com/mods/quake-eargasm/downloads/quake-eargasm Eargasm]
 +
* [https://www.moddb.com/mods/epiquake EpiQuake]
 +
* [https://www.moddb.com/mods/quake-hd/addons/quake-sound-bulb-remastered-sound-pack-for-quake-1 Sound Bulb] - old version [https://www.moddb.com/engines/darkplaces-engine/downloads/seans-better-quality-sounds-for-quake here].
 +
 
 +
====Total conversions====
 +
* [[Superhot#SUPERQOT|SUPERQOT]] - See the Superhot article for details.
 +
* [[Team Fortress]] - Team Fortress was originally a mod for Quake.
 +
* [[X-Men: The Ravages of Apocalypse]] - A total conversion based on the {{w|X-Men (TV series)|X-Men animated TV series}}.
  
'''Notes'''
+
====Small Mod compilation (SMC)====
{{ii}} For maps requiring mods to function, create the <code>maps</code> folder inside the folder for the mod.
+
Adds an number of interesting changes to gameplay as well as small aesthetic ones, such as footstep sounds. See [http://quakeone.com/forum/quake-mod-releases/finished-works/6241-small-mod-compilation here] for details.
}}
 
  
{{Fixbox|description=Running a custom map|ref={{cn|date=July 2016}}|fix=
+
===Console commands===
* Use the <code>+map <name of the BSP file (excluding the extension)></code> [[Glossary:Command line arguments|command line argument]].
+
A complete list of console commands can be found [https://www.quakewiki.net/archives/console/commands/quake.html on QuakeWiki]. Note that not all of these may apply to all source ports.
* Alternatively, the <code>-map <name of the BSP file (excluding the extension)></code> command can be used in the in-game console ({{Key|~}}).
 
** Ex: <code>+map jawbreak</code> / <code>-map jawbreak</code> runs the Jawbreaker map by Matt Sefton
 
}}
 
  
 
==System requirements==
 
==System requirements==
Line 548: Line 650:
 
|OSfamily = Mac OS
 
|OSfamily = Mac OS
  
|minOS    =  
+
|minOS    = 7.1.2
|minCPU  = PowerPC 601
+
|minCPU  = PowerPC 601 60 MHz
 
|minRAM  = 16 MB
 
|minRAM  = 16 MB
 
|minHD    =  
 
|minHD    =  
Line 568: Line 670:
 
|minRAM  = 16 MB
 
|minRAM  = 16 MB
 
|minHD    = 80 MB
 
|minHD    = 80 MB
|minGPU  = VGA
+
|minGPU  = VGA (WinQuake)
 +
|minGPU2  = OpenGL 1.0 compatible (GLQuake)
  
 
|recOS    = 98, ME, 2000
 
|recOS    = 98, ME, 2000
Line 592: Line 695:
  
 
{{References}}
 
{{References}}
 +
{{GOG.com Enhancement Project}}

Latest revision as of 10:55, 31 March 2024

This page may require cleanup to meet basic quality standards. You can help by modifying the article. The discussion page may contain useful suggestions.

This page is for the original Quake. For Valve's GoldSrc multi-player remake, see Deathmatch Classic. For 2021's Nightdive remaster, see Quake (2021).

Quake
Quake cover
Developers
id Software
Mission Pack 1 Hipnotic Interactive
Mission Pack 2 Rogue Entertainment
Mac OS (Classic) Lion Entertainment Inc.
Linux Dave D. Taylor
Publishers
GT Interactive
Expansion packs Activision
Mac OS MacSoft
Linux Macmillan Digital Publishing USA
Digital Bethesda Softworks
Engines
Quake engine
Release dates
DOS June 22, 1996
Linux July 5, 1996
Windows January 22, 1997
Mac OS (Classic) August 28, 1997
Windows (DOSBox) August 26, 2015
Reception
Metacritic 94
Taxonomy
Monetization One-time game purchase, Expansion pack
Modes Singleplayer, Multiplayer
Pacing Real-time
Perspectives First-person
Controls Direct control
Genres Action, FPS, Shooter
Art styles Realistic
Themes Fantasy, Sci-fi, Lovecraftian
Series Quake
Quake on HowLongToBeat
Quake on IGDB
Quake guide on StrategyWiki
Quake on MobyGames
Quake on Wikipedia
Quake
Quake 1996
Quake II 1997
Quake III Arena 1999
Quake 4 2005
Enemy Territory: Quake Wars 2007
Quake Live 2010
Quake II RTX 2019
Quake Enhanced 2021
Quake Champions 2022
Quake II Enhanced 2023

Quake is a singleplayer and multiplayer first-person action, FPS and shooter game in the Quake series.

Originally released for MS-DOS, patches were later released for the MS-DOS version to take advantage of compatible 3D accelerators at the time.

Official source ports for Microsoft Windows include WinQuake which utilises DirectX 3.0 and is visually identical to the software-rendered MS-DOS version, and GLQuake, a fully 3D accelerated version of the game using OpenGL.

The engine is open source with modern multi-platform ports available; see Source ports for more information. The game utilized a mixed-mode disc for data and music, which can be problematic for modern systems. See below for fixes.

General information

Source code
Tools source code]
Quake Owner's Manual (Steam Community) - A very detailed guide on configuring Quake.
Func_Msgboard - The mapper hub, new map releases, technique improvements.
Quaddicted - A collection of categorized and rated single player maps as well as general information and history.
QuakeOne - Original network style multiplayer hub, player community.
QuakeWorld nu - QuakeWorld multiplayer hub, competitive player community.
Technical information file about Quake from id Software.
GOG.com Community Discussions for game series
GOG.com Support Page
Steam Community Discussions

Availability

Source DRM Notes Keys OS
Retail
DRM-free
Without modifications the disc is required for in-game music.
The only official Linux retail release was included as part of the Quake: The Offering collection in 1999.
DOS
Windows
Mac OS
Linux
Gamesplanet logo.svg
Icon overlay.png
Windows
GOG.com
DRM-free
Quake: The Offering pre-packaged with nGlide v1.04 (GLQuake) and DOSBox v0.74 (software mode). Comes bundled with Quake Enhanced. Due to legal reasons, the in-game soundtrack in .ogg format is excluded for the original version (although the soundtrack is included with the Enhanced version), but is still included as disc images.[1]
Windows
Steam
DRM-free after installation through Steam client (notes may include more details)
Can be played without Steam.[2] Comes bundled with the two mission packs and Quake Enhanced. Does not come with game soundtrack (although the soundtrack is included with Enhanced version); see Restore music playback. The version of GLQuake included is also outdated (v0.95). See Version differences for a download link of the latest version (v0.97).
Windows
Bethesda.net (unavailable)
DRM-free after installation through Bethesda.net Launcher (notes may include more details)
DRM-free when launched directly from executable (WINQUAKE.EXE). Comes bundled with Quake Enhanced.
Windows
GamersGate (unavailable)
Icon overlay.png
Windows
The Quakespasm icon is higher quality icon faithful to the original.

Version differences

Quake: The Offering includes the base game along with the two mission packs.
Name Description
Qtest A technology test released on February 24, 1996, a few months before the full release. Meant to showcase the multiplayer and level themes of the full game. Includes 3 maps and many elements of the game that were either cut or changed for the final release. Further details can be found on Quake Wiki.
DOS
Quake (shareware) This version is the official demo for the game (besides Qtest). Only the first episode ("Dimension of the Doomed") is available to play. Also, the shareware PAK file can be downloaded separately from the main release (to be used with source ports).
DOS
Quake The original DOS version. Can be run in DOSBox for newer systems. Maximum supported resolution of 1280 x 1024.
DOS
VQuake The first hardware accelerated version of Quake, released shortly before GLQuake. This MS-DOS port is specifically designed for the Vérité chipset by short-lived company Rendition, using their proprietary Speedy3D API. Uniquely for the time, this version offered edge anti-aliasing, adjustable from 0 to 7, covering various combinations of world, object and particle polygons. As there is no emulation of this hardware available, this port cannot be played on modern computers.
DOS
GLQuake A hardware accelerated Windows port of Quake, rendered with OpenGL. Greatly improves the overall look, allows widescreen resolutions of up to 2560 x 1440 and higher FOV. Screen resolutions need to be specified as command line arguments before launch. This port also has a few regressions; it does not support overbright lighting[3] and has weaker colored lighting than software rendered Quake. For a complete list of differences between GLQuake and Quake / WinQuake, see here.
Windows
WinQuake Native 32-bit version of Quake designed to run under Windows 9x or NT 4.0. Takes advantage of DirectX but has no 3D acceleration. Closely resembles DOS Quake in appearance. Maximum supported resolution of 1280x1024.
Windows
QuakeWorld A multiplayer only version of Quake specifically designed to play over the Internet. A version using OpenGL rendering is also available (GLQuakeWorld). See Quake vs. QuakeWorld for specifics.
DOS
Windows

Quake vs. QuakeWorld

When Quake initially launched its netcode was not optimized for the dial-up connections of the time, and so consequently QuakeWorld was created, a separate exe for the game which was multiplayer only with adjusted physics and severely revamped netcode. As personal internet connections improved, the original Quake protocol became more relevant. The original, non-QuakeWorld version, is now often referred to as NetQuake, and there is a divide as to which to play. Serious competitive players are very sensitive to the differences between them, however for the starting out player the differences will be barely noticeable, and the experienced but more casual players play whichever, simply going for servers where a fun time can be had.

Monetization

DLC and expansion packs

Name Notes
Mission Pack No. 1: Scourge of Armagon A three-episode expansion pack by Hipnotic Interactive.
DOS
Windows
Mission Pack No. 2: Dissolution of Eternity A two-episode expansion pack by Rogue Entertainment.
DOS
Windows
Abyss of Pandemonium - The Final Mission An unofficial and previously commercial two-episode expansion pack by Impel Development Team. An updated version has been re-released for free by one of the expansion's creators. Installing the Improved Edition patch with further bugfixes from QuakeOne forums is recommended.
DOS
Windows
Dimension of the Past An extra episode created by MachineGames and released for free as a gift for the game's 20th anniversary.[4] Included with Quake (2021).
DOS
Windows
Linux
Mac OS
Mission Packs No. 1 and No. 2 are no longer available for purchase individually on Steam as they are already included for free with Quake (2021) and bundled with the original DOS version as of the August 19, 2021 update.[5] For Steam owners of the individual Mission Packs prior to August 19, 2021, it is recommended to uninstall them to avoid having redundant files and re-validate the integrity of the base game as they can launched through the base game's launch options.
Several unofficial add-ons were also released. Full list available here at the Quake wiki.

Essential improvements

Source ports

Since the release of the Quake engine's source code, various engine overhauls and source ports have been created to enhance or modify the game in different ways. Which one to use is a matter of taste.

To install a source port, extract its contents into the same folder as the vanilla executable and run the modified engine's executable. This does not apply to the Ironwail source port since it will detect the game's files regardless of the executable's position.
QuakeSpasm, QuakeSpasm Spiked, or vkQuake are recommended for authenticity to the original game's features and maximum mod compatibility. Ironweil is recommended for a mix of authenticity and compatibility with quality of life improvements and optimizations for modern hardware. DarkPlaces is recommended for graphical enhancements. Quake "Epsilon" is an all-in-one modernized version.
QuakeSpasm, vkQuake and Ironwail have native support the Kex Engine remaster's game files.[6][7][8]
Name Description
DarkPlaces DarkPlaces is a 2nd common port for new players which adds modern graphical features such as realtime shadowmaps, bloom, and normalmapping. It also supports both the netQuake, and QuakeWorld networking protocols, as well as its own. It scales well on visual effects from the modern to the classic and sports fast rendering for modern GPUs. It has some problems with mods that depend on the original Quake's bugs that the engine has fixed.
Windows
macOS (OS X)
Linux
DirectQ (Archived) DirectQ is a Direct3D oriented engine with a few tweaks to the menu but little to graphical improvements, it simply runs on DirectX instead of OpenGL. It mostly resembles the classic look with some quirks such as the HUD being based on Nintendo 64 version, outside of that it performs excellently. Note that this source port is no longer under active development. The latest release is v1.9.
Windows
Fruitz of Dojo Quake A Cocoa port of the engine; it allows Quake and QuakeWorld to be played on modern Macs. Also includes their OpenGL equivalents with the download. A more graphically advanced companion, TenebraeQuake is also available. Older versions of both can be downloaded here (warning, adult content!)
macOS (OS X)
FTEQuakeWorld FTEQuakeWorld is targeted at QuakeWorld players while adding support for other Quake engine games. It features enhanced visuals, voice chat support, and better modding capability for QuakeWorld servers.
Windows
macOS (OS X)
Linux
nQuake nQuake is a complete QuakeWorld package, designed to quickly get into multiplayer with all the required features in a modern context. You can also optionally install a pack during installation to enhance the overall look of the game.
Windows
macOS (OS X)
Linux
ezQuake A more lean version of nQuake.
Windows
macOS (OS X)
Linux
QuakeSpasm QuakeSpasm is a descendant of FitzQuake which like that engine, it focuses on fixing bugs and stability, lifting engine limits such as maximum items and geometry detail and restoring the missing functionality that the original software renderer had but the OpenGL renderer lacked. Unlike many other engines, QuakeSpasm does not alter the style of the original game and doesn't fix game-changing bugs that affects mods. It also has native support for anti-aliasing [Note 1] and anisotropic filtering[Note 2]. The most commonly used source port in the community.
By default, QuakeSpasm doesn’t play demo footage upon boot the way the original did; this behavior can be restored using the -fitz Command line argument.
Windows
macOS (OS X)
Linux
QuakeSpasm Spiked QuakeSpasm Spiked is a fork of QuakeSpasm that allows the game to run above 72 FPS without breaking physics[Note 3], includes improved networking, voicechat, and increases other limits.
Windows
macOS (OS X)
Linux
vkQuake vkQuake is a Quake 1 port using Vulkan instead of OpenGL for rendering. It is based on the popular QuakeSpasm and QuakeSpasm-Spiked ports and runs all mods compatible with it like Arcane Dimensions or In The Shadows. Compared to QuakeSpasm, vkQuake also features a software Quake-like underwater effect, has better color precision, generates mipmap for water surfaces at runtime, and makes physics independent from framerate. It is currently the best source port for modern GPUs with Vulkan support.
Windows
Linux
Ironwail A fork of QuakeSpasm that is focused on high performance over compatibility, allowing the engine to run advanced and demanding maps such as Peril, Raven Keep, and Ter Shibboleth: Drake Redux on lower-end hardware with faster loading times compared to QuakeSpasm Spiked or vkQuake. It also features an expanded options menus with ease of access to mods via the in-game menu and software renderer emulation options to authethically recreate the original look of the game. It is currently the best source port for modern and older GPUs with OpenGL support.
Windows
Mark V Forked from FitzQuake, Mark V also contains features from other source ports such as JoeQuake or ProQuake. Besides that it also has their own such as support for Nehahra mod, copy & paste in console, saving multiplayer games, external texture and .vis support, extended coop features, software mode inspired by WinQuake and many more. As for the music, it only supports CD audio and external .mp3 files. No longer in active development.
Windows
macOS (OS X)
Linux
Quake "Epsilon" Based on DarkPlaces, Quake Epsilon is a complete overhaul with high resolution textures and models as well as new sounds and original music. Incorporates minor mods and tweaks, but doesn't detract from the original gameplay. Can be used with the full version of Quake and its mission packs.
Windows
macOS (OS X)
Linux
Quake: Ray Traced Based on vkQuake, this source port adds a path tracing renderer to the game.
Windows

Ultimate Quake Patch

More information can be found here.
The opengl32.dll files must be deleted before applying the patch.
The source port included uses an outdated version and the Scourge of Armagon soundtrack is badly ripped.
Patches for the Mission Pack can be found below:

This patch fixed numerous compatibility issues found with the game. It's designed only for the Steam version but is also compatible with retail versions by changing the install path of the mod. It includes the Darkplaces source port along with the missing soundtrack.

Vanilla Restoration Patch

An alternative patch to the above that aims to fix compatibility issues with GLQuake and WinQuake through dgVoodoo 2, restores the missing in-game soundtrack in MP3 format while using a modified version of winmm.dll for proper music looping, custom autoexec.cfg files to enable mouselook and crosshairs, and includes QWSVLaunch and Simple Quake Launcher to ease launching the game.

Installers and launchers

Quake Injector

A Java-based client for the Quaddicted single player map and mod database that runs on Windows, OS X and Linux. It provides the ability to install and uninstall maps and mods (with their requirements/dependencies) from the site directly on Quake with a single click and includes information about each mod, such as release data, rating (from the Quaddicted editor), title, authors, a brief description (from the editor) and screenshots. Also it can (with varying levels of success) find out if there are known maps already installed. Quake Injector however does not provide access to every map released for Quake (it has no support for multiplayer maps, for example, unless they come as part of a singleplayer map pack or they are singleplayer maps in addition to multiplayer), but it is very close to that and provides an easy method to try new maps and mods.

Please note that under OS X and Linux, many older maps will need manual editing of their filenames because the original files contained mixed case or upper case letters.

MiniQL

A small Quake launcher that provides an easy front-end to running any user map or original map by scanning Quake and mod archive files (PAK files) and displaying all maps to select from. It can also be used to supply default variables (such as FOV values) and screen resolution when starting the game.

Simple Quake Launcher

A simple ZDoom Launcher-inspired front-end launcher for Quake, Quake II, Hexen II, and Half-Life that offers ease of use for launching each game and their source ports, auto-detects maps and demos in .pak and .pk3 formats, displays map titles, launching demos, and create desktop shortcuts using the currently selected options.

Remove opengl32.dll

The opengl32.dll file included in some releases of the game is a 3dfx-specific MiniGL wrapper. It should be deleted on systems not using 3dfx cards unless GLQuake is being wrapped with nGlide (included in the GOG.com release), as it's highly recommended to prevent issues on modern system or when using a source port.

Game data

Configuration file(s) location

System Location
DOS <path-to-game>\ID1\CONFIG.CFG
<path-to-game>\HIPNOTIC\CONFIG.CFG
<path-to-game>\ROGUE\CONFIG.CFG
Windows <path-to-game>\id1\config.cfg[Note 4]
<path-to-game>\hipnotic\config.cfg[Note 4]
<path-to-game>\rogue\config.cfg[Note 4]
Mac OS (Classic)
Linux
Steam Play (Linux) <Steam-folder>/steamapps/compatdata/2310/pfx/[Note 5]
It's unknown whether this game follows the XDG Base Directory Specification on Linux. Please fill in this information.

Save game data location

System Location
DOS <path-to-game>\ID1\S#.SAV
<path-to-game>\HIPNOTIC\S#.SAV
<path-to-game>\ROGUE\S#.SAV
Windows <path-to-game>\id1\s#.sav[Note 4]
<path-to-game>\hipnotic\s#.sav[Note 4]
<path-to-game>\rogue\s#.sav[Note 4]
Mac OS (Classic)
Linux
Steam Play (Linux) <Steam-folder>/steamapps/compatdata/2310/pfx/[Note 5]
12 save slots for the main campaign and mission packs are available. Some source ports such as QuakeSpasm can offer more save slots.

Save game cloud syncing

System Native Notes
GOG Galaxy
Steam Cloud

Video

In-game general settings.
In-game general settings.

Graphics feature State WSGF Notes
Widescreen resolution
Stretched from 4:3 only. A source port is required for proper widescreen.
Multi-monitor
A source port is required.
Ultra-widescreen
A source port is required.
4K Ultra HD
A source port is required for easy selection.
Field of view (FOV)
For GLQuake, use +fov in the console, followed by the desired field-of-view.
A source port is required for easy selection.
Windowed
Limited native support. See Source ports.
Borderless fullscreen windowed
Anisotropic filtering (AF)
A source port is required. See Source ports.
Anti-aliasing (AA)
A source port is required. See Source ports.
High-fidelity upscaling
FSR 2.1, DLSS 2.0
A source port is required. See Source ports.
Vertical sync (Vsync)
A source port is required. See Source ports.
60 FPS
Frame rate is capped at 72 FPS by default.
120+ FPS
A source port is required. See Source ports.
High dynamic range display (HDR)
See the glossary page for potential alternatives.
Ray tracing (RT)
A source port is required. See Source ports.

Input

Keyboard and mouse, touch State Notes
Remapping
Mouse acceleration
Forced on by default. See Source ports.
Mouse sensitivity
Mouse input in menus
A source port is required. See Source ports.
Mouse Y-axis inversion
Touchscreen optimised
A source port is required.
Controller
Controller support
DirectInput controllers are supported. See JOYSTICK.TXT found in <path-to-game>\DOCS for instructions on configuring a controller for the game.[11]
Full controller support
Menus requires keyboard. Certain Source ports offer full controller support.
Controller remapping
Some actions must be configured via console commands.
Controller sensitivity
Set joyforwardsensitivity, joysidesensitivity, joypitchsensitivity, and joyyawsensitivity to the desired value.[11]
Controller Y-axis inversion
Set joypitchsensitivity to a negative value.[11]
Controller types
XInput-compatible controllers
Analog triggers cannot be remapped. Pre-configured XInput profiles can downloaded from the files section. A source port can offer broader controller remapping settings as well as native XInput controller support.
Xbox button prompts
Impulse Trigger vibration
PlayStation controllers
Recognized as a generic DirectInput controller. May cause issues unless properly configured. Certain certain source ports such as QuakeSpasm natively support DualShock 4 controllers.[11]
PlayStation button prompts
Light bar support
Adaptive trigger support
DualSense haptic feedback support
Connection modes
, Wired
Tracked motion controllers
An experimental fork of QuakeSpasm source port with Razer Hydra support along with gestures and hands tracking exists. Currently not released and requires manual code compiling.
Generic/other controllers
Button prompts
Additional information
Controller hotplugging
Haptic feedback
Digital movement supported
Simultaneous controller+KB/M

Enabling mouselook

To set mouselook to always on, add +mlook to autoexec.cfg. crosshair 1 puts a plus sign in the center of the screen as a crosshair.

Audio

Audio feature State Notes
Separate volume controls
CD Music, Sound Effects.
Surround sound
Subtitles
Closed captions
Mute on focus lost
Gameplay will be muted but the CD music will continue to play.
EAX support
Use the FTE Quakeworld source port to get HRTF and underwater EFX reverb with OpenAL Soft. [12]
Royalty free audio
Base game (ID1) soundtrack gets copyright-claimed by UMG.
AQM2 is a similarly styled royalty-free alternative.
Red Book CD audio
On Windows, CD music might not play correctly; see the troubleshooting guide for solutions.

Localizations

Language UI Audio Sub Notes
English
Spanish
Fan translation, download.

Network

Multiplayer types

Type Native Players Notes
Local play
4 Co-op, Versus
Use the FTE Quakeworld source port.
LAN play
16 Co-op, Versus
Online play
16 Co-op, Versus
For modern Internet support and other extra multiplayer-centric features, a source port is required. See Source ports.

Connection types

Type Native Notes
Matchmaking
Peer-to-peer
Dedicated
Self-hosting
Direct IP
Pull down the console (~) and type connect <server address or ip>.

Ports

Protocol Port(s) and/or port range(s)
TCP 26000
UDP 26000
Universal Plug and Play (UPnP) support status is unknown.
This is the default port used. It can be changed in-game by the user

VR support

3D modes State Notes
vorpX
G3D
Officially supported game, see official vorpx game list.
Headsets
SteamVR
Use Quake VR.
Oculus VR (LibOVR)
Use Quake VR.
Windows Mixed Reality
Use Quake VR.
OSVR
Devices
Tracked motion controllers
An experimental fork of QuakeSpasm source port with Razer Hydra support along with gestures and hands tracking exists. Currently not released and requires manual code compiling.
Traditional controller
See Input for details.
Keyboard/Mouse
Novint Falcon
Play area
Seated
Standing
Room-scale

Issues fixed

Restore music playback

Some digital distribution releases of the Quake either have not properly configured music playback in the game without the original discs in a CD drive or has no music at all.

DOS

The GOG.com version of Quake in Software Mode (via DOSBox) is already pre-configured to mount the game's disc images for the base game and its mission packs.
Use DOSBox to virtually mount the disc image[13]

GOG.com and Steam

Due to legal reasons, the in-game music in .ogg format has excluded in the GOG.com version for GLQuake and WinQuake, but it can be restored.
The in-game music is missing for the digital version of the original Quake (unless you play the DOSBOX version on GOG), it is only included for the Kex Engine remaster.
Install Vanilla Restoration Patch[13]
  1. Download Vanilla Restoration Patch, then extract its contents to <path-to-game>.
  2. Launch the game. Music playback should now be restored for GLQuake and WinQuake. To play the proper music tracks for Scourge of Armagon and Dissolution of Eternity, launch the mission packs using the -game <mission pack> +exec music.cfg command line arguments.

Notes:

The music files in Vanilla Restoration Patch are in .mp3 format. The music can also be ripped and converted to .ogg format from their respective disc images included in the GOG.com version by using CueToOgg, however, the music track numbers for Scourge of Armagon (track12-track19) and Dissolution of Eternity (track20-track27) must be renamed accordingly to work with the music.cfg files included with the Vanilla Restoration Patch. Alternatively, the game, gamea, gamed folders containing the music files for the main game and mission packs can also be moved into the id1, hipnotic, and rogue folders respectively for music playback support while playing the game using a source port.[14]

Source ports

Download soundtrack files[15]
Some source ports can only play music from the CD drive.
Downloading the soundtrack is not needed if the Kex Engine remaster is included with the original version as it uses .ogg files. In that case, just copy every music folder from Quake\rerelease\<game> to its corresponding folder (id1, hipnotic, and rogue).
  1. Download the soundtrack files[Note 6] for the main campaign and mission packs.
  2. Place id1, hipnotic, and rogue folders in the installation folder.

Black screen with the DarkPlaces engine (GOG.com)

Remove opengl32.dll[17]
  1. Go to the installation folder.
  2. Delete or rename opengl32.dll.

GLQuake does not launch

The original OpenGL version of Quake may not run on some systems with Nvidia graphics cards.
Enable extension limit[citation needed]
  1. Download and run Nvidia Profile Inspector.
  2. Search and open the game profile.
  3. Set Extension limit to On.
  4. Run Glquake.exe with the -no8bit command line argument.
Fix extension limit issues[18]
  1. Edit Glquake.exe with a hex editor.
  2. Search for GL_EXTENSIONS.
  3. Select the %s in that line and replace these two letters with two spaces.

Current music track plays the next one before the loop (GOG.com)

This happens with the incorrect CUE sheet that was included. It happens only with the main game and the Dissolution of Eternity. Scourge of Armagon is not affected by this.
Use fixed game.cue sheets[citation needed]
  1. Download Fixed game.cue sheets for Quake The Offering.
  2. Unpack both of these files to the installation folder.

Music does not loop

Fix CD audio looping[19]
  1. Rip the game CD-ROM's music. .ogg and .mp3 formats should be fully supported.
  2. Install patched _inmm.dll and open its main folder.
  3. Go to <path-to-game> and drag the game executable on _inmmconf.exe.
  4. Copy the newly created .exe back to the old position (backup and overwrite old one if needed).
  5. Open _inmmconf.exe and set DirectShow player for default file type in the method tab.
  6. Add your previously ripped audio tracks in the _inmm.ini tab.
  7. Press the save button and provide it <path-to-game>.

Notes

Further explanations are available on gemot encubed.

Other information

API

Technical specs Supported Notes
DirectDraw 3 WinQuake only.
OpenGL 1.0, 4.3 GLQuake and 3dfx MiniGL only (1.0). For 4.3 support Ironwail source port is required.
Software renderer
Quake and WinQuake.
Vulkan
The vkQuake source port is required.
DOS video modes VGA, SVGA (VESA)
ExecutablePPC16-bit 32-bit 64-bitARM Notes
Windows
A source port is required for native 64-bit. See Source ports.
macOS (OS X)
A source port is required for OS X. See Source ports.
Linux
A source port is required for native non-32-bit. See Source ports.
Mac OS (Classic)

Visual tweaks

A majority of these console commands only applies to GLQuake or applicable source ports. These commands can be either entered into the console or written into an autoexec.cfg file to be executed automatically upon launch.
Command Notes
gl_texturemode (mode) gl_nearest is nearest-neighbor filtering. gl_nearest_mipmap_linear is bilinear filtering and the default setting. gl_linear_mipmap_linear enables full trilinear texture filtering.
gl_flashblend 1 Enables dynamic lighting for light sources, such as explosions (similar to Quake and WinQuake). Setting this to 0 changes the lighting system to resemble the software renderer.
r_shadows 1 Enables shadows for characters and pick-ups.
r_novis 1 Allows the world to be pre-rendered instead of being rendered in real-time, but may cause adverse performance issues. Required to enable transparent liquid textures with r_wateralpha.
r_wateralpha (0.0 - 1.0) Adjusts the decimal opacity of liquid textures for water, slime, and lava. 1 is opaque, whereas 0 means completely transparent.
r_mirroralpha (0.0 - 1.0) Adjusts the decimal mirror reflectiveness of stained glass surfaces (as seen in the "Easy" starting hall). 1 disables reflections, whereas 0 means completely reflective.
d_subdiv16 0 Enables perspective-correct texture mapping. By default, perspective correction is performed only every 16 pixels, which results in warped textures when viewed at sharp angles.[20]

Installing and playing custom maps

Installing a custom map[citation needed]
  1. In the <path-to-game>\Id1 folder, create a folder named maps.
  2. Extract the map files (usually a BSP and a text file) from the compressed folder into the maps folder.

Notes

For maps requiring mods to function, create the maps folder inside the folder for the mod.
Running a custom map[citation needed]
  • Use the +map <name of the BSP file (excluding the extension)> command line argument.
  • Alternatively, the -map <name of the BSP file (excluding the extension)> command can be used in the in-game console (~).
    • Ex: +map jawbreak / -map jawbreak runs the Jawbreaker map by Matt Sefton

Installing and using mods

Mods are accessed via an amendment system, where you tell the engine where to look first for game data, and then it falls back to the default subfolder (id1) for the base game. The subfolder root for the mod will either have a progs.dat file, or a .pak or .pk3 file.

Installing a mod[citation needed]
  1. Extract the mod from the compressed folder.
    • If the mod does not come in a folder after extracting, create a new one and place all the mod files into it.
  2. Move the mod folder into <path-to-game>.
Running a mod[citation needed]

Notes

Most source ports provide bug fixes to the original Quake engine. Some of these fixes may break compatibility with certain mods, rendering them unplayable (unreachable items floating in the air, enemies falling out of the world, etc.).
Many modern mods for Quake require a source port to run, as they break the original engine limitations (larger maps, more enemies, more scripting commands, etc.).
Mod creators will state this requirement in the mod page or README file (if available).

Mods

Vanilla Quake Fixes

A project that aims to fix issues and errors leftover in the main game and its two mission packs while remaining faithful the game's original features. See here for details.

Authentic Model Improvements

A model replacement project that enhances the models of the main game and its two mission packs while remaining faithful to their original appearance. Can be downloaded here.

Texture packs

List and discussions of additional graphical upgrades can be found here.

Transparent water

Use Vispatch (Mac version available here) to patch vanilla data (some mods already include said patches to data). Use the command r_wateralpha with any value below 1.0 to enable the effects. Note some engines won't remember this value and will require it to be added to the autoexec.cfg.

Colored lighting

This page includes downloads for .lit files, which enable Quake II-style colored lighting in compatible source ports. Put the .lit files in the applicable game's maps folder.

Lighting effects

This Program generates .lit and .dlit files, which contain colored light information to enable most modified Quake engines to display the classic Quake levels with colored lighting (.lit) and allows the engine to use bumpmapped/glossmapped wall textures without turning on real-time world lighting (.dlit).

The program only runs on Windows, though the files it generates can be copied to other platforms.

Sound packs

A sound pack for April Fools can be found here, though it does little more than distort the audio.

Total conversions

Small Mod compilation (SMC)

Adds an number of interesting changes to gameplay as well as small aesthetic ones, such as footstep sounds. See here for details.

Console commands

A complete list of console commands can be found on QuakeWiki. Note that not all of these may apply to all source ports.

System requirements

DOS
Minimum Recommended
Operating system (OS) 5.0
Processor (CPU) Intel 486 DX4 100 MHz
Intel Pentium 75 MHz
System memory (RAM) 8 MB
Hard disk drive (HDD) 80 MB
Video card (GPU) VGA
Mac OS
Minimum
Operating system (OS) 7.1.2
Processor (CPU) PowerPC 601 60 MHz
System memory (RAM) 16 MB
Hard disk drive (HDD)
Windows
Minimum Recommended
Operating system (OS) 95
Processor (CPU) Intel 486 DX4 100 MHz
Intel Pentium 75 MHz
System memory (RAM) 16 MB
Hard disk drive (HDD) 80 MB
Video card (GPU) VGA (WinQuake)
OpenGL 1.0 compatible (GLQuake)
Linux
Minimum
Operating system (OS) Kernel 2.0.x
Processor (CPU) Intel Pentium
System memory (RAM) 16 MB
Hard disk drive (HDD)


Notes

  1. Although the console command to enable anti-aliasing is vid_fsaa #, the anti-aliasing applied is only MSAA. This is particularly noticeable when coupled with gl_texturemode "gl_nearest_mipmap_linear".[9]
  2. The console command to enable 16x anisotropic filtering is gl_texture_anisotropy 16. Can be combined with gl_texturemode "gl_nearest_mipmap_linear".[9]
  3. The console command to disable the FPS cap is host_maxfps 0.[10]
  4. 4.0 4.1 4.2 4.3 4.4 4.5 When running this game without elevated privileges (Run as administrator option), write operations against a location below %PROGRAMFILES%, %PROGRAMDATA%, or %WINDIR% might be redirected to %LOCALAPPDATA%\VirtualStore on Windows Vista and later (more details).
  5. 5.0 5.1 File/folder structure within this directory reflects the path(s) listed for Windows and/or Steam game data (use Wine regedit to access Windows registry paths). Games with Steam Cloud support may store data in ~/.steam/steam/userdata/<user-id>/2310/ in addition to or instead of this directory. The app ID (2310) may differ in some cases. Treat backslashes as forward slashes. See the glossary page for details.
  6. The tracks linked here have been processed with de-emphasis and may sound duller than the composer's intentions.[16]

References

  1. Quake: The Offering - Music - GOG.com Community Discussions - last accessed on 2021-08-24
  2. Verified by User:AmethystViper on 2021-08-24
    The Steam version's GLQuake.exe and WinQuake.exe do not use Steam's DRM.
  3. quaddicted.com - last accessed on May 2023
  4. machinegames on Twitter: "Happy 20th to Quake @idsoftware! As a gift to the fans, we created a new episode of the game" - last accessed on 9 June 2023
  5. Quake content (Depot 2311) · History · Change #M:4729707289730055832 - SteamDB - last accessed on 2022-04-08
  6. quakespasm 0.94.0 - Sourceforge - last accessed on 2021-09-05
  7. Release vkQuake 1.11.0 Binaries - Github - last accessed on 2021-09-05
  8. Bonus features - Ironwail - GitHub - last accessed on 2023-12-12
  9. 9.0 9.1 Verified by User:SirYodaJedi on 2018-10-18
  10. Verified by User:username on 2019-12-28
  11. 11.0 11.1 11.2 11.3 Verified by User:AmethystViper on 2021-09-05
  12. Quake with 3D spatial sound in FTE 🎧 (OpenAL Soft HRTF audio)
  13. 13.0 13.1 Verified by User:AmethystViper on 2021-08-24
  14. CUEtoOGG - GOG Quake Tutorial (v2) - YouTube - last accessed on 2021-08-24
  15. Steam Community :: Guide :: Quake Soundtrack Solutions - last accessed on May 2023
  16. Quake GOG Tweak Guide - YouTube --- See top rated comment. Comparison in video.
  17. Quake 1 GOG Darkplaces Problem - Forum - GOG.com - last accessed on May 2023
  18. Fixing EXTENSION LIMIT issues per HEX - last accessed on May 2023
  19. How to fix CD audio looping on Windows Vista/7 - Steam Community Guides - last accessed on May 2023
  20. Quake Technical Information found in <path-to-game>\Docs\techinfo.txt