vkQuake
Quakespasm
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vkQuake | Quakespasm | |
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58 | 26 | |
1,532 | 180 | |
- | - | |
9.2 | 7.7 | |
about 1 year ago | about 2 months ago | |
C | C | |
GNU General Public License v3.0 only | 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.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
vkQuake
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Quake Brutalist Jam II
> Personally, I prefer https://github.com/Novum/vkQuake because it allows disabling texture smoothing.
All hardware-accelerated Quake source ports that I'm aware of allow you to disable texture smoothing, going all the way back to the original GL Quake (if not earlier).
It was historically set through the console (rather than through a graphical menu), via the `gl_texturemode_ command
On modern hardware capable of trilinear filtering, the appropriate texturemode to disable texture smoothing (which keeping the other niceties of hardware acceleration was
gl_texturemode "GL_NEAREST_MIPMAP_LINEAR"
For the Ironwail engine, which is the currently preferred Quake source port for modern 3D hardware, options on whether or not to use texture smoothing (and other "retro" aesthetics like whether to use square or circular particles) are things that can be toggled in the video configuration menu.
- does vkQuake have a speedometer?
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What source ports are you using (Windows/Linux)?
vkQuake https://github.com/Novum/vkQuake (Yes I know the author just dropped support but I suspect it'll be picked back up)
- End of vkQuake development · Novum/vkQuake · Discussion #691
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vkQuake 1.30.0 released
Annnnnd 1.30.1 is already out with a few small fixes: https://github.com/Novum/vkQuake/releases
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Are there Open Source Games?
That last one is an open source engine for a trio of existing free games, but if we count open source engines for commercial games the amount of famous examples grows exponentially. All id Software games up to Doom 3 have had their engines made open source and have a huge number of modern versions available for all of them. So Arcane Dimensions, the greatest by a mile Quake campaign ever made, was completed just three years ago and you need a modern open source engine like vkQuake to play it - even the Quake Remastered engine can't handle the huge AD maps. There's also an open source Morrowind engine, an open source Freespace 1/2 engine (Diaspora above actually runs on this), an open source point and click engine called ScummVM that runs so many old adventure games it's almost an emulator...
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Playing TyrQuake on the VisionFive 2
You can get the packages to build from vkQuake: https://github.com/Novum/vkQuake
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Elevator Jank - why does this happen and how do I fix it?
A better solution - and one that lets you run the game at any arbitrary framerate you want - is to switch to a fork of quakespasm with framerate independent physics. I'd strongly recommend playing with Ironwail, but vkQuake is also a great option. Both of these ports offer significant performance improvements over vanilla quakespasm and some other nice rendering features.
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best qauke 1 source port?
If you plan on playing Arcane Dimensions with all features like custom HUD and particles then the best choice is VkQuake. It is also able to play the big and complex maps at very high FPS, which most other source port struggle with.
- Vulkan Quake port based on QuakeSpasm
Quakespasm
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Quake Remaster in Quakespasm-Spiked: no strings
For those curious about the cause of the issue, you can take a look at the code that loads QuakeEx.kpf (lines 3122-3126). There is nothing to check or sanitize paths, so the case of the string is going to be treated based on the OS's strings.h I believe, which is case sensitive for POSIX and insensitive for Microsoft. It just so happens that much of the rest of the code references external files in lower-case, which is why one may not run into this so often.
- How to Play the Quake 1 Remaster Without Steam?
- What's the difference between Quakespasm and Quakespasm Spiked?
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SO YOU WANT TO PLAY SOME QUAKE
Both. There are much better alternatives to QuakeSpasm now, including vkQuake, the newly released Ironwail (name still tentative) and QuakeSpasm-Spiked, although even the latter is beginning to look obsolete now.
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whats quakespasm spiked?
https://triptohell.info/moodles/qss/ there you go!
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Quake 1 gets its first major co-op content update in 25 years
I would try to compile
- QuakeSpasm-Spiked, modified QuakeSpasm with framerate-independent physics and other improvements: https://triptohell.info/moodles/qss/
- FTE QW, will let you play singleplayer, multiplayer, and I think even Quake II (and III?): https://fte.triptohell.info/
- QuakeSpasm (sibling comment has a link)
If all else fails, I know some QW guys are playing on M1 using ezquake. That's really a multiplayer engine and I wouldn't recommend it for SP but it could do if you're desperate.
- What website/link do I go to for the latest version of Quakespasm-Spiked?
- Best Quake client?
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Help
download quakespasm spiked from this source: https://triptohell.info/moodles/qss/
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Installing the most recent version of Quakespasm on Linux Mint
Use Quakespasm Spiked or vkquake
What are some alternatives?
ironwail - High-performance QuakeSpasm fork
yquake2 - The Yamagi Quake II client
vkQuake - Vulkan Quake port based on QuakeSpasm
crispy-doom - Crispy Doom is a limit-removing enhanced-resolution Doom source port based on Chocolate Doom.
Cortex-Command-Community-Project-Source - [ARCHIVED] Cortex Command - Open Source under GNU AGPL v3 (no game data included)
Quake-Configurations - Personal Quake Configs
OpenLara - Classic Tomb Raider open-source engine
dm-engine - DarkMatter is a new source port for QUAKE III: ARENA, based on Quake3e (https://github.com/ec-/Quake3e). It is part of an ambitious project to ultimately bring the gameplay experiences of older QUAKE® titles together into one feature-rich package. See https://github.com/themuffinator/dm-game for the game logic development.
rife-ncnn-vulkan - RIFE, Real-Time Intermediate Flow Estimation for Video Frame Interpolation implemented with ncnn library
Quake3e - Improved Quake III Arena engine