UT99
ezquake-source
UT99 | ezquake-source | |
---|---|---|
1 | 5 | |
30 | 263 | |
- | 0.4% | |
10.0 | 9.0 | |
about 2 years ago | about 2 months ago | |
UnrealScript | C | |
- | GNU General Public License v3.0 only |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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UT99
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Unreal Tournament 99 running on WASM
I think that would require a pretty substantial overhaul - the models + textures for players and items are accessible and in a relatively readable format, I'm not an expert but I guess they could be ported. A lot of the game logic is implemented in UnrealScript though, and it'd need to be entirely rewritten in (I think) C++ for UT5.
The UT99 UnrealScript sources are here if you ever want to play around - editor support for UnrealScript isn't great but it's really quite moddable and extensible: https://github.com/Slipyx/UT99
ezquake-source
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What source ports are you using (Windows/Linux)?
ezQuake https://github.com/QW-Group/ezquake-source (I understand this and Qrack were used heavily in multiplayer?)
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is better quake remaster or quakeworld multiplayer?
modern quakeworld clients have a lot of improvements added over the years: https://github.com/QW-Group/ezquake-source/releases
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Unreal Tournament 99 running on WASM
QuakeWorld (the "Internet" version of quake 1) is still very active. The source code was open-sourced by Carmack many years ago and the community has been evolving the clients ever since. Today the most popular one - ezquake [0] - features many improvements in performance, networking and teamplay features.
Anybody can download a version of this client along with a mostly playable version of quake [1] (that includes only the first chapter of the original maps like the shareware version but many or most popular multiplayer maps. And if you have the original you just need to place the pak1.pak inside the id1 directory and have access to everything)
There are many ongoing tournaments and QHLAN is about to be held in Sweden on November 17-20. You can find all about these in the quakeworld wiki [2]
To find the servers and games you can use one of two websites [3][4] or the in-game browser. The quakeworld EU and US communities are found on Discord. [5][6]
There is also an automated Twitch channel built by a community member that streams quakeworld 24/7 [6]
[0] https://github.com/QW-Group/ezquake-source
[1] https://www.nquake.com/
[2] https://www.quakeworld.nu/wiki/Overview
[2] https://badplace.eu/
[3] https://hub.quakeworld.nu/
[4] http://discord.quake.world (invite link for QuakeWorld EU Discord)
[5] http://discord.usquake.world (invite link for QuakeWorld US Discord)
[6] https://www.twitch.tv/QuakeWorld
- Arena-FPS, that ceased development
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Hey quys, I finally got Quake working with nQuake+QuakeSpasm (and I'm so happy to finally play it), now how do I fix the stretch?
Definitely don’t do that! It is trivial to build ezquake using source from GitHub: https://github.com/ezQuake/ezquake-source There is good documentation in the Readme on that page.
What are some alternatives?
voicepack_template - XCOM 2 ModBuddy template for creating voice pack mods
darkplaces - Mirror of https://gitlab.com/xonotic/darkplaces - The Quake engine that powers Xonotic https://xonotic.org
deus-ex-randomizer - Randomizer for Deus Ex
quakespasm - QuakeSpasm -- A modern, cross-platform Quake game engine based on FitzQuake.
client-linux - nQuake for Linux
UE-Explorer - UnrealScript decompiler and explorer tool for Unreal Engine packages.
vkQuake - Vulkan Quake port based on QuakeSpasm
kotlin-unreal - kotlin-unreal: Use the amazing Kotlin language with Unreal Engine 4 and 5
ironwail - High-performance QuakeSpasm fork
Documentation
ktx - KTX: a QuakeWorld server modification