Quake
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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 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
It was also existed on the 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. [todo tested in?]
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 compilers | Original GoldSrc compilers | ZHLT , VHLT , and derivatives | Source compilers | 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.
- 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 file formats (BSP , MDL , WAD3 , HLSPR ). Actively maintained.
External links
- id Software's GPL Source Release in 2012 - commits are without proper authors, edit history, maps...
- Quake Map Sources - Original uncompiled MAP source files for all base game maps, including an unreleased map
- Quake Map Sources and Original WADs - Same as above, but with the necessary WAD texture files as well.
- Quake and Quake (2021) on the PCGamingWiki
- Quake (video game)
- Quake engine and Games using the Quake engine
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