The Quake engine is the game engine that was written to power 1996's Quake, written by id Software. It featured true 3D realtime rendering and is now licensed under the GPL.
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This is a 3d side-scrolling remake of the 1988 classic NES game Blaster Master' The tiny 8-bit sprites will be reconceived as high poly normal mapped...
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Conscript is a psp/pc game using a heavily modified quake engine that takes place in an alternate half life 2 universe, through the eyes of a conscript.
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EZQuake or "Easy Quake" Is a simplistic deathmatch/team oriented mod sporting a whole lotta new models/sounds/weapons in general' This mod has its very...
>you can only make standalone games with this when owning "Quake" by id Software.
Not true. The "Quake Engine" source has been released under the GPL.
What this really meant to say was if you make a quake one mod that references or uses quake one media (textures, compiled maps, models or sounds) the recipient must own quake one. In other words, you are not licensed to re-distribute iD software proprietary media with your releases.
You could easily make a stand-alone (GPL, free, or even commercial) game as long as you re-release the modified engine code under the GPL, *AND* make (or license) all your own models, maps, sounds and textures.
The restriction would be that you could not use any quake one: textures, compiled maps, models or sounds.
The quake one map sources have also been released, but I'm not sure under what license.
Note to all: THe Quake Engine was just the Doom Engine (also used in the two earlier games, Wolfenstien and Catacomb (which came first), but with 3D Models and Mouse Look, two things that the Doom Engine did not have.
The Quake engine is NOT Doom engine with a few new features, Everything in Quake engine is new (relative to Doom). It is possible that a few lines are straight from Doom Engine. Also, Wolfenstien 3D and Catacomb 3D are not on Doom engine, their engine functionality is much lower, all the lighting had to be the same, all rooms were square, and, in the case of Catacomb 3D I believe it did not have a 256-color palette. Adding mouselook to Doom would cause strange texture mapping on most objects, and adding 3D models to the Doom renderer would be very hard, and, in most cases, wouldn't look as good as Quake.
Quake-C source code:
Includes painkeep support: Moddb.com (.qc found in "source code" directory)
Includes hipnotic support: Moddb.com
Notes:
All qc compiler errors are fixed in these sets. They are ready for modding.
Painkeep 2.2 includes visible weapons support for the standard quake 1 weapons and painkeep items, frikbots and pk*bots. You will need painkeep 2.0 for all the models: Moddb.com (follow instructions included to install this mod) If you are going to base a mod on painkeep 2.0, you pretty much have to get the full install.
If you use the hipnotic Quake-C and dont have the mission pack "Scourge of Armagon" - Amazon.com - installed, you will not be able to use any hipnotic item. You wont have the models.
For help with Quake-C coding try this resource: .qc - Moddb.com
Feel free to post questions on the comment board or in the forum: hard_code() Moddb.com
>you can only make standalone games with this when owning "Quake" by id Software.
Not true. The "Quake Engine" source has been released under the GPL.
What this really meant to say was if you make a quake one mod that references or uses quake one media (textures, compiled maps, models or sounds) the recipient must own quake one. In other words, you are not licensed to re-distribute iD software proprietary media with your releases.
You could easily make a stand-alone (GPL, free, or even commercial) game as long as you re-release the modified engine code under the GPL, *AND* make (or license) all your own models, maps, sounds and textures.
The restriction would be that you could not use any quake one: textures, compiled maps, models or sounds.
The quake one map sources have also been released, but I'm not sure under what license.
For reference see: Open Quartz - Sourceforge.net
This is a complete GPL release that you could use to build a GPL game with no restrictions on licensed content.
i need some help with quake mapping and mods for my rage portable
What you need this to play NZP or what????
plz help
No.
Note to all: THe Quake Engine was just the Doom Engine (also used in the two earlier games, Wolfenstien and Catacomb (which came first), but with 3D Models and Mouse Look, two things that the Doom Engine did not have.
Wolf 3d used a texture mapping engine
Doom used Id tech 1 which is capable of sectors but not room over room
Quake uses another engine which is capable of room over room technology and a bunch of other stuff like 3D floors (slopes and wedges)
Thank you
"Note to all: The Quake engine is like the Doom engine, but with everything different"
The Quake engine is NOT Doom engine with a few new features, Everything in Quake engine is new (relative to Doom). It is possible that a few lines are straight from Doom Engine. Also, Wolfenstien 3D and Catacomb 3D are not on Doom engine, their engine functionality is much lower, all the lighting had to be the same, all rooms were square, and, in the case of Catacomb 3D I believe it did not have a 256-color palette. Adding mouselook to Doom would cause strange texture mapping on most objects, and adding 3D models to the Doom renderer would be very hard, and, in most cases, wouldn't look as good as Quake.
Quake-C source code:
Includes painkeep support: Moddb.com (.qc found in "source code" directory)
Includes hipnotic support: Moddb.com
Notes:
All qc compiler errors are fixed in these sets. They are ready for modding.
Painkeep 2.2 includes visible weapons support for the standard quake 1 weapons and painkeep items, frikbots and pk*bots. You will need painkeep 2.0 for all the models: Moddb.com (follow instructions included to install this mod) If you are going to base a mod on painkeep 2.0, you pretty much have to get the full install.
If you use the hipnotic Quake-C and dont have the mission pack "Scourge of Armagon" - Amazon.com - installed, you will not be able to use any hipnotic item. You wont have the models.
For help with Quake-C coding try this resource: .qc - Moddb.com
Feel free to post questions on the comment board or in the forum: hard_code() Moddb.com