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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.

After release it immediately forked, as did the level design. Much of the engine remained in Quake II and Quake III Arena. The Quake engine, like the Doom engine, used Binary space partitioning (BSP). The Quake engine also used Gouraud shading for moving objects, and a static lightmap for nonmoving objects.

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You heard right! This article is going to give a bit of insight concerning what's currently up with NZ:P on the PS Vita!

vitaspawn

Hmm, something's not quite right here..


vitamenu

Not much of a menu.. yet!


The goal of the Vita port, unlike some aspects of the PC edition, is to be compatible with all PSP server-side code. With that being said, the port is expected to feel just as good (if not, better) as the PSP version of the NZ:P Reboot.

vitadb

Bang bang!


In terms of content, the Vita port can currently run NDU. The player can purchase wall weapons, open doors, shoot, reload, repair barriers, etc. The Mystery Box currently is not functional yet, and although zombies do spawn and round transitions work, they currently do not pathfind nor have limbs.

You can view a short one-handed video of the port below:

We'll make sure to keep in touch with you all on the Vita port as well as our other platforms in the coming weeks.


Slay on,

- Moto

NZ:P Reboot "Weekly" Update #1..?

NZ:P Reboot "Weekly" Update #1..?

Nazi Zombies Portable 4 comments

Learn about NZ:P's new Perk, Deadshot Daiquiri, see a new Mystery Box animation, and some dual-wield weaponry goodness.

1C Entertainment, 3D Realms, Unveil Spiritual Quake Successor, WRATH: Aeon Of Ruin

1C Entertainment, 3D Realms, Unveil Spiritual Quake Successor, WRATH: Aeon Of Ruin

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Dark Fantasy Horror FPS Coming to PC, Nintendo SwitchTM, PlayStation 4, and Xbox One.

Doombringer v 0.18 Alpha released

Doombringer v 0.18 Alpha released

News

A new version of Doombringer, where a lot of effort has gone into improving the presentation of the game in menus and gameplay alike.

What's Going On!?

What's Going On!?

Decay: Tempus 8 comments

Yikes, two years now since we last made an announcement. Here's an update to bring you guys up to where things are now.

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Comments  (0 - 10 of 29)
numbersix
numbersix

>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.

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bett-url-you-will-ev
bett-url-you-will-ev

thx really helped

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ManuelxMendoza
ManuelxMendoza

What you need this to play NZP or what????
plz help

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Maxen1416
Maxen1416

No.

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AmaroqDricaldari
AmaroqDricaldari

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.

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MitchZer0
MitchZer0

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

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Sharlowidalot
Sharlowidalot

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.

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RangerC
RangerC

First of all, you can only make standalone games with this when owning "Quake" by id Software.

The SourceCode can be find here: Gamers.org
The sourcecode is the engine, the executable file (.exe).

The gamecode is written in the language "QuakeC", a selfmade language by id Software which is C like. Quaketastic.com

If you are new to Quake modding, visit this site: Inside3d.com

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numbersix
numbersix

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.

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numbersix
numbersix

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

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wtf? this engine is EPIC!!!!!!!!!!!!! FUCK YHEA.

Dec 15 2010 by JTMD

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