Quake/vi

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Quake Quake is a 3D first-person shooter released in 1996 by id Software. It's engine was licensed out to many companies, including Valve. GoldSrc is based off of Quake code, with its successors Source and Source 2 both retaining some residual Quake code.

The Quake Engine 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 and PAS, precomputated lightmaps, visleafs and brush entities. Early GoldSrc multiplayer (until 2001) was based off the QuakeWorld multiplayer code.

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 official source port released in 2021.

Bugs/Limitations

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Icon-Bug.pngLỗi:Overbright lighting (usually enabled on Software and other renderer) was broken/disabled on GLQuake with no options to re-enabling it via any command, which makes the color less saturated and lighting much darker.
It was also existed on the GoldSrc GoldSrc engine (as they are based off Quake engine, albeit heavily modified) since the multi-texture update. Details for this bug on GoldSrc can be found on it's page about the engine itself.
Most source ports will usually have this bug fixed.
Icon-Bug.pngLỗi:Zigzagging... See Matt's Ramblings, The code behind Quake's movement tricks explained (bunny-hopping, wall-running, and zig-zagging
Icon-Bug.pngLỗi:Wall running... See Matt's Ramblings, The code behind Quake's movement tricks explained (bunny-hopping, wall-running, and zig-zagging
Icon-Bug.pngLỗi:Bunny Hopping where forward isn't held in the air... See Matt's Ramblings, The code behind Quake's movement tricks explained (bunny-hopping, wall-running, and zig-zagging
Icon-Bug.pngLỗi:Strafe Jumping where forward held in the air... See Matt's Ramblings, Strafe-jumping physics explained

Expansions/DLC

  • Mission Pack No. 1: Scourge of Armagon is a three-episode expansion pack by Hipnotic Interactive (now Ritual).
  • Mission Pack No. 2: Dissolution of Eternity is a two-episode expansion pack by Rogue Entertainment.
  • Dimension of the Past is an extra episode created by MachineGames and released for free as a gift for the game's 20th anniversary. This was also included in the Quake Remaster (2021).

New gameplay elements

  • Rocket Jump
  • Grenade Jump
  • Power ups
    • Pentagram of Protection
    • Ring of Shadows
    • Quad Damage
  • Unrestricted movement compared to Doom (1996) where at least two players and enemies[Clarify] can be in the same vertical space.

Gameplay elements

  • Telefrag

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 Quake Quake compilers Original GoldSrc GoldSrc compilers GoldSrc ZHLT, VHLT, and derivatives Source Source compilers Source 2 Source 2 compilers
BSP QBSP (Source code) QBSP2 HLBSP VBSP part of resourcecompiler[kiểm tra]
CSG part of QBSP QCSG HLCSG part of VBSP part of resourcecompiler[kiểm tra]
VIS VIS (Source code) VIS HLVIS VVIS part of resourcecompiler[kiểm tra]
RAD LIGHT, no radiosity lighting (Source code) QRAD HLRAD VRAD VRAD2/VRAD3

2021 Remaster

In 2021, Nightdive Studios released an official source port with new remastered lighting and models, using the Kex Engine framework to connect the underlying Quake engine code to modern APIs. The remaster, officially titled "Quake Enhanced", but also colloquially known as "Quake EX" or simply "QEX", runs under Vulkan on Windows 10 and later, and can also run on Linux and the Steam Deck using Proton. It can also unofficially run on Windows 7-8.1, without multiplayer support, and can be forced to run under DirectX 11 by using the +r_rhirenderfamily d3d11 command-line argument.

Although the engine code for the 2021 remaster is closed-source, the updated QuakeC game code has been released under the GPLv2 on id Software's GitHub. This is the first time the game code for the mission packs has been released under this license, as they were previously only available under a less permissive license.[Clarify]

Videos

2023

Jukspa, E1M1 TAS in 0:17.98 (Quake) beats the E1M1: The Slipgate Complex (with any %) in 0:17.98s (or 0:17.8) but doesn't provide .dem or .qtas files

2022

Muty, Quake Speedrun in 11:42[World Record] beats the game (with an % on easy) with a demo file. Note that the timer jumps around a second after each loading screen so time without loads is lower and around 10:06 according to the video

Matt's Ramblings, Speedrun Science: Beating Quake with code beats the E1M1: The Slipgate Complex (with any %) in 18.667s by using recent differential evolution JADE and custom TASQuake after about 50000000 games but doesn't provide .dem or .qtas files

Matt's Ramblings, Quake path traced in Blender (behind the scenes)

Matt's Ramblings, The code behind Quake's movement tricks explained (bunny-hopping, wall-running, and zig-zagging)

Matt's Ramblings, Strafe-jumping physics explained


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.
  • 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). Actively maintained.

External links