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.
Welcome to another update from the Conscript team!
For starters, Marmalandolakes has been turning out some awesome new models, replacing a bunch of our old placeholder content.
Conscript npcs now have their own personalized texture/model, depending on their loadout.
To keep in Quake spirit, npcs all have their own head models for when they are gibbed.
Marmalandolakes has also made a new medkit model- the synth kit. These are dropped when baton cops are gibbed, as well as found in various locations around levels.
Zombies have been completely reworked, including a chance for headcrab deatchment on death.
Marmalandolakes did a great job with the new model, its animations are currently placeholder.
So far we have multiple combine trench cop variants in-game, with the pistol and baton cops being fully animated by Dr.Phone. Alert animations, reloading, throwing manhacks, the works.
Lastly, we have some more cool new animations by Dr.Phone for the OICW, USP, Sniper, Gauss, and Displacer- including reworked functionality for all.
And that's a wrap for this update!
Go ahead, make my day and wishlist Hell Denizen now on Steam!
Conscript is back, with a content packed update!!!
Video and pictures from a new bloody looking level in progress with new monsters in it.
Fast paced action first person shooter. Earth has been invaded by demons many years ago. The demon rulers have slaved, tortured and killed everyone who...
Conscript is a Quake mod using the FTE Quake World engine that takes place in an alternate half-life 2 universe, through the eyes of a conscript
You are Outlander. Once adrift upon the Ageless Sea, you now find yourself on the shores of a dying world. From the consuming darkness emerges a figure...
"Nazi Zombies Portable" recreates "Nazi Zombies" game mode on the PSP.
Solitude (Working Title) is a PSP and PC game using a heavily modified Quake engine, expanding upon the story of Halo: Combat Evolved. Expect a great...
Purge is an updated version of the same developer's Future vs. Fantasy mod for Quake, first released in 1996. It had a game mode named "Purge" and involved...
TigerCake is going to be some form of abstract styled first person shooter. May include some humor, so things aren't too serious.
Run around in the grim metal corridors, blast aliens and upgrade your equipment, survive.
Blaze is a retro/minimalistic styled sci-fi first person flight/shooter action game. The game can be played almost single handedly with just mouse. It's...
A Ludum Dare #31 Entry, you've found yourself surrounded by the local mobsters in the dark and dangerous downtown district. They want you dead. Fortunately...
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
>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.
thx really helped
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
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.
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
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