Quake: Difference between revisions
SirYodaJedi (talk | contribs) m (Separate DOS release dates from Windows; make multi-line lists legible in source code) |
|||
Line 88: | Line 88: | ||
- The Steam version does not ship with the game soundtrack. However users can insert the original game disc in order to restore music playback.<br> | - The Steam version does not ship with the game soundtrack. However users can insert the original game disc in order to restore music playback.<br> | ||
Alternatively, users can use third-party source port(s) and [https://steamcommunity.com/sharedfiles/filedetails/?id{{=}}119489135 download the soundtrack files] to restore the music.}} | Alternatively, users can use third-party source port(s) and [https://steamcommunity.com/sharedfiles/filedetails/?id{{=}}119489135 download the soundtrack files] to restore the music.}} | ||
{{Bug|Overbright lighting (as found in the original software renderer) was broken on GLQuake with no options to re-enabling it via any command, which makes the color less saturated and lighting much darker.<br>{{gldsrc|4}} originally fixed this in its [[OpenGL]] renderer (disableable with {{command|gl_overbright|0}}, but it was broken again in an update that added multitexturing support. Details for this bug on GoldSrc can be found on [[GoldSrc|it's page about the engine itself]]. <br>Modern source ports fix this, via a {{command|gl_overbright}} command, like GoldSrc. | {{Bug|Overbright lighting (as found in the original software renderer) was broken on GLQuake with no options to re-enabling it via any command, which makes the color less saturated and lighting much darker.<br>{{gldsrc|4}} originally fixed this in its [[OpenGL]] renderer (disableable with {{command|gl_overbright|0}}, but it was broken again in an update that added multitexturing support, then later fixed again with [[Half-Life|HL]]'s 25th anniversary update. Details for this bug on GoldSrc can be found on [[GoldSrc|it's page about the engine itself]]. <br>Modern source ports fix this, via a {{command|gl_overbright}} command, like GoldSrc. | ||
{{modernConfirm|Does this discrepancy exist in Quake 2? It's probably fixed in IdTech 3, as that has r_overbrightbits (which works a bit differently than Quake and GoldSrc).}} }} | {{modernConfirm|Does this discrepancy exist in Quake 2? It's probably fixed in IdTech 3, as that has r_overbrightbits (which works a bit differently than Quake and GoldSrc).}} }} | ||
{{bug|Fullbright texels are broken in GLQuake{{elaborate}}.}} | {{bug|Fullbright texels are broken in GLQuake{{elaborate}}.}} |
Revision as of 21:46, 19 August 2024
Nightdive Studios (Enhanced)
Hipnotic Interactive (Mission Pack 1) Rogue Entertainment (Mission Pack 2) |
|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " |
|
MS-DOS:
June 22, 1996 (shareware)
July 22, 1996 (full version)
Windows:
January 22, 1997 (GLQuake)
March 11, 1997 (WinQuake)
May 31, 2007 (Steam)
Linux:
July 5, 1996
Mac OS (Classic):
August 28, 1997
Saturn:
November 27, 1997
Nintendo 64:
March 24, 1998
Windows, Nintendo Switch, PlayStation 4, Xbox One (Enhanced):
August 19, 2021
PlayStation 5, Xbox Series X/S (Enhanced):
October 12, 2021
Enhanced version only:
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Nintendo Switch

Quake is a 3D first-person shooter released in 1996 by id Software. Its engine was licensed out to many companies, including Valve. GoldSrc is based off of Quake engine code, specifically, GLQuake and Quakeworld (with some Quake II code), with it's successors Source and Source 2 both still retaining some residual Quake code.
The Quake Engine introduced many of the concepts still used in Source today, such as the modern variant of the BSP, the use of a PVS, precomputated lightmaps, visleafs and brush entities. Early GoldSrc multiplayer was based off the QuakeWorld multiplayer code (until 2001, when some Quake III[citation needed] code was added).
The Quake Engine and its successor, the Quake II Engine, are now both retroactively referred to as id Tech 2. Both engines have been released as free and open source under the GPLv2 license, allowing for many source ports to be created, which add quality-of-life improvements and are now the preferred way of playing the game, including an remaster released in 2021.
Compilers
Quake also uses three compiler tools in compiling a map: QBSP, VIS, and LIGHT. The code for these was used as the basis of the compiling tools used by the compilers used by the Valve engine map compilers, as seen below:
Original ![]() |
Original ![]() |
![]() |
![]() |
![]() | |
---|---|---|---|---|---|
CSG | part of QBSP | QCSG | HLCSG | part of VBSP | resourcecompiler |
BSP | QBSP (Source code) | QBSP2 | HLBSP | VBSP | |
VIS | VIS (Source code) | VIS | HLVIS | VVIS | |
RAD | LIGHT, no radiosity lighting (Source code) | QRAD | HLRAD | VRAD | VRAD2 (![]() VRAD3 (in all games since ![]() |
ericw-tools uses the same nomenclature as the original Quake compilers.
Source ports
Since the release of the Quake source code, there are various source ports available:
- Quakespasm - Limit-breaking source port focused on vanilla accuracy. Fork of the long-deprecated FitzQuake. Actively maintained.
- Quakespasm-Spiked (QSS) - Fork of Quakespasm that can run at higher frame rates than 72FPS without breaking physics.
- vkQuake - Fork of QSS running on Vulkan, with additional features. No longer maintained as of 9 May 2023.
- Quakespasm-Spiked (QSS) - Fork of Quakespasm that can run at higher frame rates than 72FPS without breaking physics.
- TASQuake - a port which allows to record inputs for tool assisted speedrunning (TAS) as .qtas files.
FTEQW - Source port focused on standalone game development. Notably includes clean-room implementations of GoldSrc file formats (BSP, MDL, WAD3, HLSPR), being used for clean-room reverse-engineered ports of
Counter-Strike 1.5 (as
FreeCS) and
Half-Life Deathmatch (as FreeHL). Actively maintained.
Bugs/Limitations

- The GOG version originally ships the game soundtrack in .ogg format. It was removed due to legal reasons.
- The Steam version does not ship with the game soundtrack. However users can insert the original game disc in order to restore music playback.


Modern source ports fix this, via a gl_overbright command, like GoldSrc.


See also
External links
Quake and
Quake Enhanced on the PCGamingWiki
Quake (video game)
Quake engine and
Games using the Quake engine
- Quake source code - Original GPL source code for engines, base ID1 game code, and some tools
- Quake Rerelease QuakeC code - QuakeC source code for the updated game code used in Quake Enhanced; includes GPL game code for all expansions, unlike original source code release
|