If you're a superfan of a particular engine and notice that I've gotten something wrong, please let me know. There are also many other Quake engines out there, but I want to limit this section to those that are most widely used. If you intend to play third-party content a modern engine may actually be required.Įach engine mentioned below has a long development history and many features, but I'm going to do my best to describe its intentions and "selling points" very briefly. There is very little reason to stick with the original Quake engines instead of using a modern engine. More details about soundtrack file support in this guide: If you can obtain the Quake soundtrack in OGG/MP3 format, then using a modern Quake engine you can once again hear it while you play. This is especially useful if you only own a digital download of Quake and you don't have the soundtrack as it was originally provided (music tracks on the Quake CD). These new versions of Quake are generally focussed on bug fixing, increasing the limits on the number of things supported in a Quake map, tackling usability problems, supporting the use of other textures/models/sounds, and adding new visual effects.Īlso many of these new engines can play music files in OGG and/or MP3 format. Updated QuakeWith the release of the Quake source code, enterprising developers started work on their own versions of Quake almost immediately. Over time many players eventually gravitated to QuakeWorld, but there are still multiplayer communities that prefer NetQuake. QuakeWorld also introduced some changes to player movement, most significantly allowing you to reach higher sustained speeds when strafejumping. Client-side prediction makes QuakeWorld multiplayer feel more responsive, but the occasional correction from the server can make it seem more erratic or flaky than the original Quake (now sometimes called NetQuake, to differentiate it from QuakeWorld). The client was allowed to immediately show the results of player action if it happened to be mistaken, the server could correct it later, causing the client to "jump" to comply with the correct state of the world. QuakeWorld was a dramatic revision of Quake that incorporated client-side prediction. This delay made people observe that movement in the original Quake could feel like "ice skating". This is a straightforward arrangement, but it becomes frustrating when there is a long network delay between client and server. MultiplayerIn Quake multiplayer as it was first released, the client (the player's computer) would tell the server what it wanted to do, the server would tell the client what happened as a result, and the client would then show those results. Maybe someday I'll have the time and motivation to rewrite this stuff, but in the meantime there's plenty of other good resources out there. Sorry I'm not engaging with it these days, but that's life. In any case, thanks for the comments and other feedback over the years. So I can more easily poke at it occasionally to keep it up-to-date. That's a more focussed set of tools/docs that doesn't try to cover Every Quake Thing it's just about getting a good modern singleplayer setup going as fast as possible. I had some guides errata posted on the forum a while back, which might be interesting, although that's getting stale now too.Ī more up-to-date thing that might be useful/helpful for some of you is the Quake Singleplayer Starter Pack. Modern "Quake engines" like Quakespasm, Mark V, FTE, and ezQuake are still being developed though, and so the features and behaviors of the newest versions of these engines may be somewhat different than what these guides describe now. Since Quake is a classic game, a lot of the stuff in these guides doesn't need to change. Not a lot of game time, and what I do have goes into things other than guide-writing these days. Family stuff, etc., you know how it goes. I haven't maintained these guides in a while. I'm putting this generic update on all my Quake guides here on Steam, just as an FYI:
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