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The QuakeForge Project

Welcome!

QuakeForge is a 3D first-person shooter game engine based on id Software's legendary Quake and QuakeWorld game engines. Our purpose is to improve the state of the game by improving the engine, making a good base for game and engine modifications, and making it accessible to the largest number of players we can. We like it, and we think you will too.

To get just the latest code: git clone --depth 1 git://git.code.sf.net/p/quake/quakeforge
Or for the full history: git clone git://git.code.sf.net/p/quake/quakeforge

Latest News

Posted on 23 Jan 2013 by Taniwha

QuakeForge 0.7.2 has been released.

0.7.1 turned out to be a bit of a train wreck. I apologize for the inconvenience. 0.7.2 is primarily a bug-fix release, but there are two rather significant new features:

Highlights:

  • 64-bit windows target now supported (though untested).
  • QF no longer mangles other engines' config files on windows
  • Critical bug with incorrect key_dest fixed. (fixed in 0.7.1a)
  • Critical bug incorrect handling of progs code fixed (windows builds)
  • Alignment bug loading wav files fixed (affects only mips)
  • Id style (r_particles_style 0) particle explosions fixed (windows)

For more details, see NEWS.

Posted on 20 Jan 2013 by Taniwha

QuakeForge 0.7.1a has been released.

There was a 0.7.1, but before I got to do the announcement, I found a critical bug and thus rolled out 0.7.1a.

Highlights:

  • qfcc now supports optimization with -O.
  • Dynamic IMTs allowing more customization of the key binding system.
  • Fixes for allowing QF to work with the excellent In The Shadows mod by Sock.
  • BSP2 support.
  • Various bug fixes and build system improvements.
  • Can be cross-compiled for ps3-elf and mips-linux.

For more details, see NEWS.

Posted on 07 Aug 2012 by Taniwha

A quick bugfix patch (0.7.0a, only the Blender addon) has been released. It can be found in the 0.7.0 section of the downloads page (look for "bugfix").

Changes:

  • An exception when exporting a model with no image textures has been fixed
  • Vertex normals are now exported
  • Multiple vertices sharing the one UV coordinate now work as expected
  • Quads and n-gons automatically get converted to triangles.
  • The model's location, rotation and scale are now non-destructively applied to the mesh (optional, default) before exporting.
  • If no frame information is available via the export script, Blender's frames 1 to the current frame (inclusive) will be exported as individual frames.
Posted on 04 Aug 2012 by Taniwha

QuakeForge 0.7.0 has been released.

Highlights:

  • OpenGL alias model shadow fixes.
  • MDL import/export addon for blender has been properly packaged.
  • GLSL fog fixes.
  • Instant console raise/lower.
  • noclip physics changes.
  • Intermission and level change fixes.
  • Automatic quick save backups.
  • QuakeC-VM improvements
  • Up to 128 dlights

For more details, see NEWS.

Posted on 17 Jul 2012 by Taniwha

0.6.99 Beta 2 has been released.

  • The inverted lighting in sw32 render has been fixed.
  • The mdl import/export addon is now included in the distribution tarball/zip.
  • Server segfault when firing nails in qw has been fixed.
  • Server segfault when cancelling mvd recording fixed.
  • Unlimited signon buffers for qw.
  • Fix entity scaling issues in nq demos (gl).
  • An off-by-one error in qwe's substr implementation has been fixed.
  • Add support for the s escape sequence (toggle bold characters) to qfcc, and fix many escape sequence handling bugs.
  • Add an "extended" compilation mode to qfcc. It implies traditional, but with extra keywords (switch, for, continue, case, default) that work with v6 progs.
  • Fix mis-handlihg of the output file specification in qfpreqcc.
  • sw32 and sw dynamic plugins now work.
  • Fix double drawing of the key-bindings menus.
  • serverinfo and localinfo can now disaplay the value for a single key.
  • "Prev. weapon" keybinding menu entry added.
  • Default vid_gamma is now 1.0 instead of 1.45.
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